
If by "force people" you mean everyone, then that would be a false generalization. You're right. It wouldn't "force everyone." But it would provide an incentive for some to pay attention. And some to go back to pve.I'm not complaining at all, I've been a fairly high level pvper in many a game, and though I'm new to ffxiv I can tell that a) frontlines isn't "competitive" and b) the reason i quoted you and the previous person wasn't about should there be a higher reward for the winners over losers (I'm all for this in fact) but rather to debunk the debate that this would force people to become better//play the mechanics of this pvp game mode.


means depending of the GC you did choose you are screwed nice change i guess... since i have never use pvp for exp that don't bother me... but it's a huge bummer
I didn't say everyone. I was using the implication made by you (and others) that the people it was (let's use a different term since, I can see this will become a game of semantics with you) "pushing" to become better//better pay attention to and play the mechanics of the game mode won't be incentivized. Yes some will stop queuing, and that's good, because if they don't want to pvp, it's likely their group doesn't want them there. A small fraction will learn to be better, and the largest portion will be as they are now, if not worse.
How are you going to get it...simple......every month there are four weeks.
Week 1 Adders always win
Week 2 Flames always win
Week 3 Maelstrom always win
Week 4 Free for all......
there you go. Easy to do (overall)
I actually started doing pvp because of teh exp bonus. Faster and garunteed exp than possible fail potd (yes it happens) and trials/dungeons.
Depending on the exp change, pvp arenas just lost me as their whm/ninja. probably not a real loss. but i actually DID try to pvp, even though i suck. But i have solo'd enemy bases, and distracted enemy teams to pull most or all back to their base, allowing my team or the other time to get more points.
Oh well, NOW I can tell you I will just afk, cause even less EXP is better if teh matches go fast enough. Screw SE and all the hardcore people. Was I upset about people just going afk in pvp...SURE, but we get that in ALL content. You want REAL pvp, do ranked. Maybe they should have ranked and unranked, those that just want glam gear or titles/mounts, can do unranked, those that actually want the die hard "real" pvp exp, living the dream, can do ranked.

Large pvp-style matches tend to be zerg fests. I think (maybe optimistically) that many people are zerging because they don't know what's going on. So they follow the herd and don't pay attention to mechanics. And it doesn't help things when they are rewarded for doing it. Maybe (pessimistically) they'll be motivated to lose faster. But I have faith in carrots.
it totally doesnt depend on your gc. 80% of the ppl are freelancer anyway, as premades are aswell. In 90% that GC wins, that gets the pvp premade into their alliance and this can happen to literally everyone, no matter what GC he queued for
you obviously have no idea what you are talking about, do people just complain for the sake of beeing able to?
Last edited by ServerCollaps; 07-04-2017 at 03:12 PM.

This was never about hardcore vs. casual. It was always about making sense of a competitive match. Winners should get more than losers. That's the nature of competition. Of a GAME. And this IS a game, you know?I actually started doing pvp because of teh exp bonus. Faster and garunteed exp than possible fail potd (yes it happens) and trials/dungeons.
Oh well, NOW I can tell you I will just afk, cause even less EXP is better if teh matches go fast enough. Screw SE and all the hardcore people. Was I upset about people just going afk in pvp...SURE, but we get that in ALL content. You want REAL pvp, do ranked. Maybe they should have ranked and unranked, those that just want glam gear or titles/mounts, can do unranked, those that actually want the die hard "real" pvp exp, living the dream, can do ranked.


The issue is with the latter where it may make the people who are trying hard in PvP but aren't necessary good at it frustrated. Alliance chat may become more toxic as people begin to harass underperformers as rewards are tied to victory/defeat. Queue times may increase to the point where a downward spiral appears due to people seeing it as not being worth their time, effectively making it dead content.
I am hoping that the current exp is what you get for losing and you get more for winning.
I want to enjoy PvP and be able to efficiently level at the same time. If queue times become too long and/or the rewards stop being worth it, I have to begin prioritizing things and leveling additional classes takes a far higher priority for me as so I can do more things with my FC (we tend to have too many tanks).
Listen, I hope you're right! I've made the switch to this game and I LOVE pvp, so I'd like to see a strong//smart community for sure! My original comment was just that IF you think this will fix the problem - based on my 16ish years on several mmos - this sort of change (while imo good because theoretically winners should be rewarded) usually (sadly) has the opposite effect.Large pvp-style matches tend to be zerg fests. I think (maybe optimistically) that many people are zerging because they don't know what's going on. So they follow the herd and don't pay attention to mechanics. And it doesn't help things when they are rewarded for doing it. Maybe (pessimistically) they'll be motivated to lose faster. But I have faith in carrots.


Provided you can communicate this to all servers and come to an understanding; no one would queue when it's not their GCs week. Meaning the EXP gain rate would be lower than other content....Sick cheat dude.
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