I figured you hadn't done a thousand games. Just people with that many games are closer to the 33% is all. It evens out the more you play was all I was getting at.
No one cued in PvP. Cues sometimes was over an hour. So they gave reasons for people to cue that normally wouldn't and cue times dropped conciderably and you want to reverse it?
If it makes people more likely to improve themselves and learn, do it.
People will literally just go and pay for wins and rewards via RMT. You thought Savage and Ultimate would get people to git gud? Ha! I think an UWU clear is $40. 20k wolf marks considering the time it may take would go for probably the same price.
The pvp crowd in this game is already small and niche enough as it is, an idea like that is completely asinine.
Looking at my own statistic, out of nearly 100 fights I have 32.2 % on first place. So yeah, 1/3 is pretty accurate.
Pepsis Eorzea-Tagebuch:
https://de.finalfantasyxiv.com/lodestone/character/22850747/blog/
I don't enjoy people queueing to lose anymore than the next guy, but removing participation rewards is not the way to go. Even if you lost a PvP match you still spent time there and should still get some currency for it. Nowhere near as much for winning but something. After all there's no PvP to be had without a loser and without incentive for time spent you lose players. Even PvP focused games, like mobas or battle arenas, have reduced rewards for losing players.
When you consider non feast PvP too, there's always two losing teams per match, 0 rewards for losing teams is just a disservice to your playerbase. People would rationalize their time would be better spent elsewhere.
Can we drop this "everyone must feel like a winner" mentality already?
Here's another suggestion to give people to join.
Completely remove the "participation rewards" and greatly increase rewards for the winning team.
That way you reward good players and discourage leechers.
Things that need to happen for better Pvp
1) Remove Mounts, rework the Maps and add other means for mobility.
2) Remove 1 Hit Kill Limit Attacks, no freaking Pvp in gaming history of MMO Pvp has been ever good nor fun with any instant kill mechanics, the only thing this creates is frustration and massive toxity among players.
3) Rebalance the Health Values for all Jobs individually! When will game devs in Pvp finally learn it that shoehorning health values in PvP for Role types is a freaking TERRIBLE idea and leads mor to game imbalances than it does balance anything at all. Only because Bard n Machinist are both ranged jobs, doesn't automatically mean that both jobs are balanced only because they share the same health pool, just believing in such a theory is already as retarded as its ridiculous and just shows how inexperienced SE in regard of Pvp is. Its something els do do Offline RPGs for that this company is known for and MMOs with PvP gameplay, where the enemy is no dull A.I but in fact a much more intelligent real player that responses to your actions more precisely.
4) No Trinity in PvP and if that needs to exist, then at least also with clear Trinity Balance as in DPS > HEAL > TANK > DPS, meaning, dps needs always be strong enough in an 1v1 scenario, that the healer can't retardedly simple outheal forever the DPS, a healer is stronger than a tank, because they are weak enough to be outhealed and tanks must be effective versus DPS
This way needs to have each role it's strenghts n weaknesses to clearly define the plaer what exactly your main targets should be, asside of supporting others every now n then.
But it can't be that healer in pvp are so blatantly overpowereed, that if they are played well, can completely outheals the damage of like 5 people !!!
Already seen this more than once.. also in a 1v1 siuation you dont even need to try fighting heals because they will outheal you just in a matter of seconds n wait till help comes - just ridiculous
5) Let the Invincibility end immedeately when a player reaches after restarting from main base, nothing is more annoying than to get interrupted by a restarted enemy that is still invincible for like 5-10 seconds upon reaching you, basically forcing you to retreat, other than trying your risk to fight for it to flip the base to your side.
6) Remove the retarded Death Penalty timer that keeps on increasing each death that leads only to player ganking
7) Redesign all pvp modes from that AvBvC style to a classic modern AvB PvP Style with larger groups of 36v36 instead of 24v24v24, makes alot more fun to see 2 bigger groups crush into each other, than 3 smaller groups where always 1 antisocial side waits on it until the other two fight to draw the advantage out of it to make a sandwich with the weaker of the two.
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