Quote Originally Posted by Tokyozombie View Post
2. gear
there needs to be something to work for and pvp gear just being for glamour is enticing but its needs to be more. Bring back unique stats for pvp. These stats will make it so you can survive in pvp longer and deal more damage. pve gear should not effect pvp in anyway so someone coming in with savage gear shouldn't be on par with a fully geared pvper. when players have pvp sets the combat should be more equalized. This gear should not be locked behind ranked and essentially be the pvp version of gearing with tomestones for pve.
Nah. I think aesthetic stuff is more than enough of a way to entice people. I think they should look at stuff less like stuff for Wolf Marks, and more towards other visual forms of prestige, like Feast mounts.
Quote Originally Posted by Tokyozombie View Post
Frontline problems
1. Teams

My biggest problem with pvp ever since I started playing in 2.0. Teams need to be 1v1, and players need to be lowered down to about 16 per team. 24 players in a 72 player match makes my job feel like i'm pissing in an ocean. It is hard to keep track of anything i'm doing, and there is no teamwork. 1v1v1 teams is a huge problem where it makes every loss feel unfair and makes every win feel not deserved. pvp is a test of skill and throwing a wild card uncontrollable 3rd team is frustrating.
2. Maps
Almost all maps in frontlines are these giant open spaces with ramps that lead to platforms. The objectives are always an iteration of "stand in the location". This may be another problems of how large teams are but with 1v1 teams of 16 players each, this can be changed. Give us simplified modes such as capture the flag, capture points, attack and defend etc. maps that are multilevel and classes having various ways of travel is the most enjoyable and well designed maps i have played such as SWTOR's maps.
Hard disagree. FFXIV's PvP system has some problems at its core, though FL in of itself is a fine concept. 3 team dynamic is interesting, and solves a lot of design problems. For example, the comeback mechanics in FL are minimal, because psychologically it is not required, as the team in first place is more likely to be targeted, so it doesn't need something stupidly powerful like Brute Justice as an equalizer.

I am sorry but if you feel like your individual contributions are not enough, and it's too hard to track things, and you feel there is no teamwork, that is an individual performance issue. Statistically speaking, players should have about a 33%/33%/33% 1st/2nd/3rd rate for FL. However, myself and others are climbing towards 40% 1st rates, and I've been well below 30% 3rd place rates for a while. I don't say this to boast, but rather to say you actually have remarkable agency for your outcome in a game mode with 71 other people to think of. Take this from someone with about a thousand games in the mode: collaboration is huge, and I wouldn't get my winrates just by playing well. Sometimes people don't listen, sometimes your team has a lot of people who suck, though a good tactician makes the most of what they have available.

FL is a mode with 72 randomly matched players taking on semi-randomly placed objectives to create a fun and sometimes chaotic experience enough of us enjoy. I think it should be left as is, and if people want different experiences, they should create them. For example, bringing back 8v8 Feast, and rebranding it as a new mode. To support these things, the PvP daily challenge should either be expanded or it should dynamically choose a game mode based on participation numbers.