Keep xp the same as it is now for 3rd, 125% for 2nd and 150% for 1st. A small increase that is likely to motivate some players and not too much to cause imbalance.
Keep xp the same as it is now for 3rd, 125% for 2nd and 150% for 1st. A small increase that is likely to motivate some players and not too much to cause imbalance.





Well, your join date on the forums is recent, so you must not know that until the expansion, and the PvP event, frontlines was essentially dead content. So nerfing the new incentive to do it, would make it dead content again.

There is no incentive for learning, and abiding, the mechanics of the matches. There should be consequences for ignoring mechanics. There are no consequences if get the same reward for ignoring or abiding by the mechanic. So the mechanic is pointless. Your logic is fundamentally flawed.This rather pessimistically assumes that people only give the minimum effort needed to achieve a reward. The reward might be their main motivator to step through the door, but once inside this model presumes they will not participate any further. 1 and 2 presently are the main draw for players coming to PvP. Now, the hardcore PvP crowd will probably laud that outcome..
Also, you reveal your own motivations here by saying that "1 and 2 are the main draw for players coming to pvp." Methinks you protest too much.
p.s. this isn't a "hardcore" vs "casual" discussion. This is about scaling rewards to result. A common practice in any competitive game.

You're admitting that people are abusing the system to get XP because non-pvp queues for DPS are too long. That's isn't a good reason to allow abuse.There's no need to nerf the experience given how horrid DPS queue times are and how they haven't addressed that issue. If anything, put a bonus above what we get now for 2nd and 1st place. Nerfing exp for the people who are queuing into it because they have 40 minute waits for dungeons is the wrong way to go.

I would prefer a scaled DOWN (rather than scaled UP) model, but at least this would make SENSE (i.e. it would scale a result to a reward).

The date I joined the forum is not the date I started playing the game. In any case, ad hominem.

If people are afking in pvp, we need a way to report and remove them--swiftly and efficiently. I also like the suggestion to give added xp percents to 2nd and 3rd. We don't want to ruin pvp as a viable means of leveling, but giving the rewards a competitive angle fits with its theme. Personally, I got into it right before the expansion because I needed 230 gear for Baelsar's Wall. I've only liked pvp in one game prior to ffxiv (SWTOR), but I've come to really enjoy frontlines and play a match here and there when I can.

The problem isn't MERELY people AFK'ing. The problem is that people just don't care about doing the mechanics of the matches. The system doesn't motivate you to care. I enjoy PvP. But not when 25% to 50% of the players ignore the actual objectives (e.g. crystals). If you can earn the same experience for ignoring the mechanics, then the mechanics are pointless.
Maybe Frontline should just be a grand melee where everyone just slugs it out in an empty room. And even then, there is no incentive to try and even be better than the other teams.
All I'm suggesting is something very modest: that we add a reward system that is fitting to the results. That's not extreme. It's common sense, and common practice. People arguing against that are upset about DPS queue times. Well that's not a good reason to screw up PVP! It's only a reason to make friends with a tank! Or even run a tank so you can help your FC mates! (like I'm doing)




This is whole problem. People go into PvP with the sole intent of leveling their jobs for PvE and couldn't care less about actually winning. Perhaps the OP's numbers are a bit too steep a punishment but people should be incentivized to win not get a participation medal. Nothing is more annoying than getting into Shatter and half the Alliances run off towards the other team only to get themselves killed or allow another GC to win because they can't be bothered to attack the ice. I have had multiple instances of people in chat flat out admit they don't care and only queued for the EXP.Awful suggestion. Currently PVP is the only tolerable way to level DPS alts, who don't get the benefit of instant queues to take advantage of the amazing dungeon XP. Having to win just to get decent XP would be terrible and right now I'm enjoying that I finally have an excuse to finish collecting Garo gear and working on the Garo mounts. The last thing I need is for PVP to be absolute trash again. If anything, buff the XP for winning with the current XP as a base. However, I think this issue will largely resolve itself whenever they finally release the next deep dungeon.
As for one GC always losing. It's complete coincidence. Freelancer is set by default now. I've been apart of all GCs multiple times with varying results. You just had a string of bad luck is all.
PvP hasn't been dead since they removed the Grand Company restrictions and added the Garo gear. Frontlines may not have been instant, but it popped fairly regularly, and I was queuing into 8v8 Feast matches right up until the serves went down for Stormblood within 5-7 minutes.
Last edited by Bourne_Endeavor; 07-03-2017 at 07:45 AM.
This is absolutely not true. The natural inclination for the majority of players is to try to win, because winning is more fun than losing.
The best thing SE can do to further improve people's motivation to win is to introduce new PVP rewards, or make the existing PVP rewards more obvious. Most of the new PVPers that I've interacted with didn't even know about the Garo rewards, but were gung ho to start earning them when told about them.
Removing or diminishing the rewards for queuing will only hurt PVP. If people who aren't generally interested in PVP aren't given the guarantee of exp/tomestones for queuing, they're going to do something else. PVE incentives are what get people into PVP, PVP rewards are what gets them to want to win.
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