


No feast wasn't ready for a season to start in the first place. But they rushed to start s1 without making sure the system was good enough and balanced enough. The current system discourages playing after ranking. The severe rating drop after reaching gold for a single loss doesn't help either and there's no incentive to keep the lower ranks playing either. If top 100 wont play and low ranks have no incentive especially this late in the season then of course the queue is going to die. The mode has potential but with how stressful its been for some players any new content was going to kill it.
Can you elaborate more on this? I'm ironing out the kinks in some guides, but am not entirely sure I have everything covered. I'm new enough to remember when I didn't even know what an AST was, but any insight into what's been tripping people up helps.Lack of direction and tutorial about the odd PvP rulesets and features. I had to use Wikis and Forum questions to understand what AP was, how Ranks work, how switching GC works, how PvP Actions work, how PvP upgrades work, where my PvP abilities apply and don't apply, how PvP XP works, specific class rules and changes that only apply in PvP ... it was not an intuitive experience at all.



I think the main issue is there's nothing in game that helps. Most people in games don't visit forums so they'd know nothing about accessing the large amount of info needed before even going into pvp
This is an issue and something that could be remedied on SE's end, but I think the players most likely to stay are those who are reading the forums, Reddit, etc. The player who founded my old Cactuar LS with me I met on PVPReborn when he'd only done 8v8s, and he's the only one who stayed throughout season one to play on his own (silver WHM, iirc). Those I recruited in-game eventually quit due to frustration, disinterest, leaving FFXIV, etc, or never played by themselves or outside of 8v8. I mostly want to help those who actually want to get into PVP and learn how things work.
Last edited by FunkYeahDragons; 06-15-2016 at 02:45 AM.
That's kind of it, PvE was such a gradual introduction from stabbing Ladybugs in Central Shroud up to Sastasha and then L50 dungeons and trials that the increasing complexity felt natural.
PvP just dumped me into it at L60 with such a large amount of new abilities and rules (many of which aren't transparent) that I basically had to stop playing and go ask for help on forums and look up Wikis just to feel like I had a clue how to do anything useful for my teammates.
Almost everyone has been very patient with me, but I felt bad (and continue to feel bad) dragging players away from actually playing to have to explain PvP to me in the middle of matches. And that's even with all the self-investigation I tried to do (probably most players wouldn't go to that extent).
Most worlds introduce PvP around the same time as the first dungeons. FFXIV needs a PvP equivalent of Sastasha, to help make the learning curve much more gradual, much less intimidating, and much less of a burden on vets to try to crash-course every curious newbie.
This is good for helping the core community stay healthy and fit. Tangentially though, I think what FFXIV needs first (at least NA) is quantity rather than quality — changes focused on just getting more of the population to PvP regularly, so that queues stop freezing over and in turn discouraging a wider participant base from forming.
Last edited by Eorzean_username; 06-16-2016 at 10:36 AM.


One thing I hate about PvP in this game is it's imbalanced as hell.
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