It's true a lot of people do not understand how to play Frontline. Part of that is due to SquareEnix deciding on a large amount of PvE objectives that give various amounts of points for its PvP content, and no in-game tutorial on said PvE objectives and point values. However, even those of us who do understand how Frontline is played still do not enjoy it.
While this SLG style might be fun for asian servers, it's not fun for many NA/EU players regardless of their understanding of the format. This is unacceptable due to the lack of current options for PvP content. With the addition of crystal conflict, some will like it and some wont. With such a large portion of the avid PvP community on NA/EU disagreeing on Frontline, if they also do not like crystal conflict then there will be no option for them.
Asian servers generally prefer to have a commander giving them step by step instructions. NA/EU servers generally prefer to learn/try/do things on their own, developing new playstyles. There are KO/JP/CN players who have played thousands of games and very high win rates in the large group format just as there are players like myself who have played thousands of games solo and have the same win rate. Both playstyles are totally acceptable regardless of the player's understanding of the game, many asian players come to NA/EU just to experience the freedom of doing what they want for a change.
Frontline should not be 1 playstyle only. It should allow for the flexibility so that regardless of playstyles and levels of understanding, a team can still challenge objectives and be just as formidable as any other playstyle. This would make it fun for everyone.
Tldr; There are cultural differences which make the zerging 24v24v24 strategies (not going on your own) on asian servers fun, but do not work with NA/EU's culture of independence. Square Enix should listen to our feedback to re-evaluate frontline so that it is fun for ALL paying players.


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