Some real goalpost tango in here.




Some real goalpost tango in here.

I put up with you for a good amount of time, but after that it was abundantly clear for me, that you will do nothing other then cry so yeah. I should have stoped giving two cents about it after you got insulted by getting called entiteld, what you are.
How nice that you never aknowledged that fact.
Qiyo Joyo - Der Zahnstocher der Sande/ der Erste/ Kreuzfahrer der Zwölf.
This discussion took a turn towards the petulant.


Okay to put this back on track...
This is a chart showing how the rewards get distributed based upon 1000 EXP block units. Each line is a specific tier that is defined by the total amount of EXP needed per rank. Each Rank is shown using a small red circle (which also indicates a reward distribution).
Looking at the distribution, it can be shown that rewards are given more frequently at the lower tiers, with one reward being distributed every 2000 points. This increases to 3000 points on the second tier, 4000 points on the third, 5500 points on the fourth, and 7500 points on the fifth.
A single match is either 900 points or 700 points from CC, and 1000 points base in a frontlines, with a bonus of either 250 points or 500 points depending on the victory. Losses are weighed more heavily on cost to the player as they have to deal with not only a decrease in reward, but also have to deal with the psychological aspects of loss. The time of a single CC match should be five minutes but in reality almost always goes to overtime when both teams are about even. Also, queue times are not instant and there is at least a minute wait period before each round starts, so the time of a CC match is typically more around 8-10 minutes.
Yes, if someone focused on this content exclusively they could hypothetically clear the tier fairly quickly, but most people are not focusing on just one thing in this game, they are trying to do multiple tasks in a schedule. The other factor working against people is that non-ranked play does not pit people of equal skill against one another. In fact, it dumps gold and platinum players up against bronze and silver players. This is important as ranked play dies after the first few weeks of the tier because to get gold or platinum locked in, you have to beat your way to the top in RNG and then just stop playing. FYI, this is a bad design and it was carried from MOBAs. True competitive play needs a tree structure and a selection period, not a tossed salad approach.
There is kind of a serious question here as to who the content is supposed to be for. If the rewards rotate out and have no place they appear afterwards than this is literally a hardcore throughfare and not meant for people on average to participate in, which seems counter intuitive to the idea of having "casual matches" even available in match making. If the rewards do appear outside of the rankings after a season finishes, like being dumped into wolf marks, then it is a casual option and puts less pressure to have to deal with the series points. So far items have not rotated into wolf marks, so this suggests they want it to be a hardcore pvp option in FFXIV since the items are supposed to make the content special.
Personally, I'm team casual and would totally say they should be rotating these because it would give people access to the items just like how people can retro run savage for glamour gear. Even if it all has to be series exp now instead of wolf marks, and they want to move to something like last expansion rewards are wolf marks and current are crystaline conflict points.
Last edited by Colt47; 03-29-2023 at 12:18 AM.
The simple truth is that Crystalline Conflict is incredibly poorly designed to begin with, and the reward structure requiring you to engage in such a large number of games to complete the season truly is meant for nothing other than to get people to keep playing. That said, changing it would be pointless. People shouldn't get something for nothing.
What I'm more concerned about is all the cheating going on to this day. It's always the same people, too. They'll just cheat for months on end with no repercussions, stop for a while, then pick back up when the next season drops. Nothing changes. That makes CC even more of a slog than it already is.

Simple Question:
Where does it state that the rewards are made for casual matches and not for that, what alot of people here implied: For PVP-Players.
On the first Pages someone did the math: For rank 25 you need 16h in Matchtime, if you only play CC, over 4 months. With two matches a day you get Rank 25 in around 60 Days, so 2 months. If you play a little more on the weekends you get it in 1 months.
Where is this "hardcore" its not even on the lvl of the daily rouletts.
You really argue about "effort" if you have to play 3 or 4 matches a day and get all the rewards.
Qiyo Joyo - Der Zahnstocher der Sande/ der Erste/ Kreuzfahrer der Zwölf.


Not all of them are. Like the crystal trophy points are not hardcore rewards because they can be taken with you and used to buy rewards in the next tier. Hardcore rewards are those that rotate out after a time limit and don't usually return for an extremely long period of time, if ever. Case in point the Hellhound armor that was released that hardly anyone owns. Even if the content itself can be participated in by anyone, only some people will ever have the rewards from a season because they have to be actively playing to get those rewards.Simple Question:
Where does it state that the rewards are made for casual matches and not for that, what alot of people here implied: For PVP-Players.
On the first Pages someone did the math: For rank 25 you need 16h in Matchtime, if you only play CC, over 4 months. With two matches a day you get Rank 25 in around 60 Days, so 2 months. If you play a little more on the weekends you get it in 1 months.
Where is this "hardcore" its not even on the lvl of the daily rouletts.
You really argue about "effort" if you have to play 3 or 4 matches a day and get all the rewards.
Actual arguments about "oh I can complete this content in x time so..." are assuming someone being active during a period of time and completing content, which then enables them to get the rewards more quickly than someone who doesn't. This does not necessarily change the time limited nature of the rewards being available. It also doesn't impact the variable tolerance for loss that people possess among other aspects that are outside of the control of the developers. Hardcore rewards are not necessarily "hard to get" when they are active.
Last edited by Colt47; 03-29-2023 at 01:10 AM.
My biggest complaint is that I'm at 30+10 and I have nothing to spend these crystals on lol. I love PVP but I need more stuff for my grind.
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