No the problem has long been known to be a GC queuing imbalance. Aether seems to have a good number queuing but they do not seem to be distributed evenly enough that matches can fill in a reasonable amount of time.I played on Japanese Data center and we do have 72 man Frontlines every day and the queue is very short after 6 PM.
Just yesterday I did Shatter a few times and the queue was about 10 minutes each time.
Do people in other data centers not PvP as much?
But even on Japanese data center, some people are not happy about GC restriction.
A GC in need bonus and ability to see how many of each GC's slots are currently filled would seriously help players if GCs must be maintained.
Bad idea, do this an no one will attack the iceliths and the meta would focus on waiting for anyone to attack an icelith and then killing them.Yes yes. Yes! 100% this!!
I actually had this idea, not sure how well it would work, but what if you killed someone and then got their contribution towards hitting the ice if you killed them before the ice shattered?
For instance, person x got to the ice first, got it down 25%, the node is left at 75%. Person y runs up to person x and kills them, person y then gets person x's contribution of 25% to the node, and then goes to continue killing the rest of the node, and they get a full 100% contribution since they killed the other person there.
That would make it interesting to go after people who were focusing on dpsing the ice. Not sure if it would work with balance or gameplay though but it is a thought to encourage actual pvp.
Some credit could be taken, but not all of it.
To echo everyone else..... REMOVE THE GC RESTRICTIONS..... Seriously it's hurting pvp, It makes queues slow with the imbalance of members per GC queuing. Or at the very least like others have suggested make a "free agent" role to allow people to fill the gaps.
The wait time is killing a all new pvp mode, I think DF has also some kind of problem with matchmaking like in the previous Frontlines.
I'm actually sitting in a 110min que started this afternoon while other of my same GC entered multiple times, why am I starving on a dead que?
It really need to move out from the GC restricion in some way, there was a ton of suggestion and if you dont' wont' to break up too much it, you can allow players with different GC ranks maxed, to play for all those GC (available only in solo queue), this will be a "soft" mecenary mode that will improve the entire matchmaking.
And pls for the love of god, fix that DF. I will never accept premades having precedence over solo queue. Talk about ruining GC restriction even more.
They somehow forgot about the non-feast pvp. So much for listening to the PvP community. They removed the PvP rank from gear and somehow made it mandatory to rank up to get PvP skills. Like what? How does that make Feast available for the majority of players?
Seriously though, can this be done? I just spent 3 months trying to get that stupid coat, and now I'm less than 20 wins from it only to find out the new mode wasn't added to the achievements and the old mode that gave it is dead? So I just wasted three months? Seems like a bit of a slap in the face now...So I seriously hope you guys fix that by adding the new mode to the old achievements (which should of been done anyway and planned for because it always happens with new pvp compared to old), waiting 7 hours and not getting a seal rock que is not fun.Like adding it to old seal rock achievements so people can still get them.....lol should of been done at the start since players always abandon the old stuff for new stuff and did, seal rock no longer ques and since the new mode doesn't count for the seal achievements they are all getting left to rot.
Friend/recruitment code for special items and things (use before paying first sub) RACN78W5 (updated) info on items here http://sqex.to/Cz9 code is entered via the mogstation.
They should remove GC requirements, right now it only promotes people to leave their GC to the one that wins the most while the others get slapped down, such as Immortal Flames on Primal.
I wouldn't go quite that far, lol.
Stealing an enemies entire Dps contribution to a tome would be pretty unbalanced, because that's potentially hundreds of points rather than just 5 or 10. In the worst case scenario, dps would be too afraid to attack tomes because all of their efforts could be instantly erased by one, well timed, LB. It would also put too much strain on the healers, as they would stand to lose hundreds of points per death. That's a lot of pressure.
As far as kill credit goes, I think the best option is just a small increase to the value of a person's life. Right now, it would take 14 kills just to make up the same value you can score off of a small Icebound Tome. If it were bumped up to 10, it would only take 7 to make that difference; so, actively trying to wipe out the enemy team suddenly becomes a viable option. The idea is to create a better incentive for people to try and win points off of kills if they're late to a Tome spawn. That way, even if a team gets the absolute worst luck with RNG, they can still stay in the match if they score kills. It would also allow more aggressive teams to try out variant tactics without falling too far behind the other two teams.
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