Lol PvP
Who cares?
Lol PvP
Who cares?
Pvp in this game is pretty pointless. It was pointless in FF11. Arena PVP in general sucks and open world PVP would just piss off %90 of the community.
PVP usually boils down to class imbalances and OP face rolling anyways.
If they could implement PVP like wow with winter hold or what ver it's called...
Siege engines 'multiple different types of objectives.
Been awhile since I pvped in WoW. But back before lich king the developers were always one season behind in class balance. In fact I don't really remember any arena season being balanced. That said the BG's were some of the funnest times I had in that game. Even with Alterac somewhat being unbalanced it created some very fun times.Pvp in this game is pretty pointless. It was pointless in FF11. Arena PVP in general sucks and open world PVP would just piss off %90 of the community.
PVP usually boils down to class imbalances and OP face rolling anyways.
If they could implement PVP like wow with winter hold or what ver it's called...
Siege engines 'multiple different types of objectives.
As much as I disliked the Crab moderator all i remember is he had a crab icon. I respect that they explained situations. Gave reasons why stuff happened and moved forward. I am not a programer at all. But how hard would it be to turn the damn GC's off. And either give slaughter and secure some outrageous pve xp bonus or just turn them to 60. And for (insert expletive) if morale is ilvl increase make the old stuff increase to 210 and make the rank 50 stuff 210 and set the ivl cap at something reasonable.
Battlegrounds were a hell of a lot of fun.
The new one that came with wrath was the best.
Destroy able buildings. Massive map. Flying. Siege engines. Cannons. Turrets. Castle gates and walls
Ironically, this was actually what a lot of us were expecting with FL and seemed to be what SE was promising in the early concept days. I remember that there were early PvP concepts before Frontlines was implemented which showed concept art of a city or fort that was under siege by an opposing army.
http://i1309.photobucket.com/albums/s637/MenphinaMagazine/frontlinesPVP_zpsa1550e25.png
This image was supposed to be the Frontlines arena. People had grandiose ideas about FL matches that involved laying siege to an enemy barracks, using cannons, attacking in waves or defending an objectives. SE themselves actually promoted it in an online post at one point. Another interesting note is that Frontlines was supposed to be the "hardcore" version of PvP. Wolves Den was originally slated for "Casual players" while FL was going to be the stage for "large scale fights." Obviously, it didn't quite work out the way they planned it.
The actual idea for front lines was scaled back a LOT before it was implemented. They ended up settling for a crappy, much more watered down, version. I think part of the problem was that they couldn't get the original format to work with 3 GC's in one match (which should have been a hint to them that they should never have made 3-way matches). Another problem is that the development just seemed to die for some reason. Before it came out, they made announcements, had concept art, and came up with a bunch of ideas that got everyone excited (the first announcements were admitted to be "very early" in development, in regards to FL).... and then we didn't hear anything about it until almost right before FL came out, and the FL they released was not what we had all been expecting. It's a shame. This looked like it was going to be really really fun.
.
We're not asking for ffxiv to become mainly PvP oriented. We simply want it to be a decent and fun alternative to PvE like it should be.
The sad part is how easy that would be to achieve. Still they don't bother with it. Just small tweaks each patch could improve PvP drastically. Here are some:
- Remove GC restriction (Duh);
- Spread all modes to both Carteneau and Seal Rock and tweak each map a a little so they can be played well with each mode (example: add ramps on Carteneau when it is being played in Seize mode);
- Up the level cap of Secure, Slaughter and WD from 50 to 60;
- Add PvP exclusive items that people can work towards obtaining and are worth a damn both in PvP and on the MB. Not just gear and mounts;
- Tweak certain skills so they perform differently in PVP for the sake of balance
All the points I mentioned above would require next to no effort to implement. That's the frustrating thing.
Last edited by Petite; 11-16-2015 at 10:13 AM.
Fix the queue system. A functioning and organized queue would make me happy. Right now it's a dice roll on where you will end up when you click queue. I went from 30~ games a week to 1 this week mainly due to 2hr queues.
Also, in terms of new content, 3.2 is supposed to bring PvP changes.





Yeah, PvP in this game is very niche and those who like PvPing will continue to do so .... but the GC requirements just makes things so much more difficult for everyone. Getting rid of it will be the biggest boon to the PvP scene.
Then there's the imbalance between jobs, although it's MUCH better than when Slaughter was released due to the nature of Seal Rock.
I wouldn't worry about it. Patch has only been out a week and I'm already bored with what they added. Arboretum was really designed beautifully and was fun but its still just a dungeon so it loses its luster fast. Same goes for the Thordan trial, primal fights become boring extremely quickly after spamming them. Void ark you do for one drop a week and you don't do it again till the next week. And while the concept behind diadem was initially interesting it just ended up being a mindless zerg on dino island (pretty much have to force myself to stay the full 2hrs for this its so mind-numbing). The queues will likely pick up again given time to what they were pre-patch. Though they will never be great until they at least get rid of GC requirement.
I don't think it actually is.
Even if people like PvP, most just don't have the time to spare and risk waiting 30 minutes+ in a queue when there are just so many things to do and maintain each day (getting weekly locked gear, leveling alts, daylies, leveling crafters/gatherers, raiding, etc).
The main issue is, like you said, the queuing system. With the amount of servers grouped together on a data-server, I can't imagine less than just 72 people queuing for PvP at any one time. The GC requirements are not helping either.
There's also the fact that aside from glamour, the rewards don't matter at all both in PvE AND PvP. They don't do a good job at making you feel like you're progressing in any way.
@Dimitrii Yea I can feel people already getting bored with it. Lets hope queues start healing soon.
Last edited by Petite; 11-18-2015 at 03:27 PM.
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