Yeah. I mean, I just used Feast mounts as an example of PvP rewards existing that are not tied to Wolf Marks. I could have also pointed to achievement mounts, which likewise have faults in their implementation, but they are enough to goad participation. On one side of the scale with almost anything you'll have some intrinsic rewards (fun, development, community involvement, etc.) and extrinsic rewards (mounts, in-game progression, etc.) versus resistance created by behavioural factors like intimidation or exclusivity, and they are all kind of things where it's enough to push people to do something based on how individuals weigh it. So, to look at PvE, MSQ roulette isn't really fun, but it has a big extrinsic reward and requires little effort, so people will do it.
I do think PvP needs to continue to improve adoption and finding ways to get people to try it, improve the experience for people already playing it, and look for fun kinds of progression, though I don't think any of those need to involve gear or perks that give you an advantage like OP suggested. In FFXIV, the one thing that is in the paragons of player interest next to progression, is aesthetics. Mounts, housing, glam, all 99% cosmetic and basically things that people will actively work towards and find fulfillment in. Just looking at the industry in general, you can be free to play but make billions upon billions on things that are ultimately aesthetic, if the core is fun enough. I think the inability for Feast mounts to make Feast as popular as some people would like is not a sign the idea doesn't work, so much as like you said there's too much weighed against it.
Really? Out of the near 1k matches I've played I haven't seen this that much. I'd honestly say most of the time people do try to still find something; people will sometimes say "just let them win", though they are more likely to get salty about not being able to make the comeback. Comebacks happen often, and people more often than not try.
Though sometimes, rarely, I do get those games.
Sometimes last place is stupid, and will home in on second place, and can be frustrating, and it happens enough, but I honestly don't feel most games don't go that way, at least on Primal.
That's not really fair to say, in such a young medium, with something as young as online multiplayer games with the scale we've had. We have to constantly experiment and try new things. Besides, I've seen weird team configurations work, like 3 or 4 teams in stuff like TFC, or games where everyone is on their own, both hugely successful products. FFXIV is a leading product, where they will constantly have to try new things and push boundaries, doing both what they know what works and what people want, as well as new experiences.
Ehhh. Again, this is conflating way too many ideas.
FL queues have been largely the same during the moogle tomestone event. Now, numbers will be a bit weird since we also just happen to have a lot of people at home since things are only now getting back into swing from the pandemic, but it speaks volumes that the queues for FL have been about the same when a PvP mode exists giving people an extrinsic reward. That means a significant number of people who like PvP would rather do FL, even when they are not getting moogle tomestones, because they like that kind of PvP.
Of course, like always, PvP queues kind of die out the further you get from prime time. I don't necessarily think that's a sign there is a problem with the idea of FL. However, I would say the fact RW can be stoked by this event is signs that people would be willing to enjoy smaller scale PvP experiences as long as they enjoy it... Which doesn't mean FL is at fault. I'd say it means they need to do something like a daily challenge for RW, or maybe design more smaller scale experiences that can get queues moving as our thin community numbers dwindle outside of peak hours, and give them proper support.
I will say the idea of FL is good, but I would not say it's perfect: there UI and UX are lacking, some of the maps could use some tweaks, and there's some balance/design issues with some of the jobs. I do think all three main forms of PvP have room for improvement, and FFXIV needs some fundamental changes to make PvP better across the board, though the general idea for the three modes seems to be solid enough. PvP community is relatively small percent of the playerbase, though I am not sure what kind of saturation people are hoping for. Endgame raiders in NA are a small %, serious crafters are a small %, Gold Saucer diehards are a small %, RPers are a small % (less so on Crystal), etc. As long as experiences are regularly improved and designed to a scope that works based on their anticipated interest it seems well enough, despite what cynics will claim. I think a lot of the disappointment from the more passionate players is they feel PvP can be so much more, and I'd agree with them.




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