Shatter has become ok, just avoid it when it's daily reset and all roulette players are doing it and are ice licking for 15min straight (in which case there's no pvp, making it absolute garbage).
Shatter has become ok, just avoid it when it's daily reset and all roulette players are doing it and are ice licking for 15min straight (in which case there's no pvp, making it absolute garbage).


Shattered 2.0 is not really RNG
There will be only 2 Large Ices spawn at same time
New one won’t spawn until either old one is destroyed
Two losing team should not kill their own ice and force winning team to PvP and taking risk of getting flank and wipe
Sorry, I meant rng as in if you get a team that gives enough of a crap to put forth effort into winning and listening.

I think Frontline could benefit from each map having its own unique set of rules rather than all maps being a re-skin of the same RNG Node Spawn/Cap concept. The current Shatter has a great mix of RNG node spawns and PvP, with enough RNG that it doesn't feel obnoxious (small ice spawns, 2 random big ice spawn locations), and enough PvP where you can feel your contribution matter to some degree (but still encourages 24-man deathball strategies). However, I'd like to see the other 2 maps have no RNG at all, and let Shatter be the RNG map. Here are a couple of suggestions:
1. Seal Rock: Remove RNG entirely by having 8 permanently spawned Tomeliths. The Tomelith in the center of the map can be an S-rank node, 4 other surrounding tomeliths being A-rank, and 3 tomeliths closest to each teams base being B-rank tomeliths. As your team holds more than 2 tomeliths simultaneously, each additional tomelith will add a point multiplier to your team score. The map now becomes a capture and defend ruleset where teams are encouraged to split up into full and light parties to hold as many tomeliths as they can, while having a roaming party challenging the other teams. "Ice-lickers" can stay out of combat and defend nodes and easlily get their daily roulette bonuses while the more PvP avid players band together to conquer additional tomeliths. Win-win for everyone.
2. Onsal Hakair: Remove RNG in favor of a battle-royale format centered on the middle oovoo. Increase the size of the central platform. Exchange the ramps leading up to the center platform for launch pads that are temporarily active for 1 minute at the start of a "round". At the start of the match teams launch up to the center platform and PvP to be the last team standing. Using the launcher gives you a debuff preventing you from being launched into the center again for the remainder of the round. Players killed or knocked off the platform can still PvP other knocked down players for points. Respawns may occur until the round is over but you can not launch onto the central platform again until the next round. Raid-wide buffs spawn around the map that knocked off players can challenge (similar to the bases in Secure where the buff goes to whichever team has more players standing in the circle)After some time, the central platform gets the "heat wave" mechanic from Red Sands until 1 team wins. Once a winner is determined, the winning team is awarded a lump sum of points and all players PvP and challenge raid-buff objectives until the platforms become active again. 3 rounds. This map would offer different strategies to achieve the point win condition. You could go for middle oovoo lump sum points, PvP the knocked off players for points, collect and hold all raid buff locations to buff your team at the center oovoo, or a mix of everything.
These are just a couple of ideas for ways in which each frontline map has the potential to become something entirely other than RNG/Deathball and still have PvE and PvP elements. I'm sure the creative development team is much more creative than I am at coming up with something even more practical and enjoyable.
Last edited by Sinstrel; 03-23-2024 at 07:30 AM.

years ago i used to play pvp now i just play the game i got my mount and they can just deal with it them selfs i have moved on from that mess.




I'm staunchly against the removal of any rng on objectives, which tends to make maps a lot more boring on the long run because they're run exactly the same every time, or close to it. It was a big problem with old secure, the gameplay became stale very fast, and the only redeeming factor was the map layout itself.



while were at it remove 3rd place from frontlines(and the entire shatter map?)
its already bad enough with being one sided(genius premades with ninja/war/drk/drg/ast/sam lb and stun stacking)
the frontline map before the one we got yesterday we also got lowscore third but its disappointing when you and your team get enough points to"almost" get to second place
then out of nowhere the bh5s premade comes in with stun and limit break stacking and steals the points(oh ive had this happen in my matches more than once)
but yesterdays group had"too much healers" and"lacked the damage" surprise both enemy teams got higher points than us for their easy 1st and 2nd place
this is what happens when you get 3 nodes in seize and think the enemy teams wont notice(and gank you in true 2vs1 style)and steal them afterwards
no offence to anyone that actually participates enough to try to win
but if people do these frontlines with the mentality"just for the tomes/free afk exp" i might just take the 30 minutes penalty if lowscore third if theres no real effort from my team atleast
Last edited by AriannaStormwake; 03-25-2024 at 06:10 PM.
Crazy to see so many people crying. There's a big skill issue for most, but also accept that you can't always win, especially in a 3-faction game with rng elements (both are which are good). Some people are whining but also trying way too hard instead of analyzing and focusing on their gameplay.


The skill gap us a major issue. I don't know if people are trying hard and whining... maybe trying or whining >.>


Yeah, if every match we have to think the perfect game then it will be way harder to enjoy.Crazy to see so many people crying. There's a big skill issue for most, but also accept that you can't always win, especially in a 3-faction game with rng elements (both are which are good). Some people are whining but also trying way too hard instead of analyzing and focusing on their gameplay.
Although Shatter remains the most boring atrocious mode now and I only feel excitement when we properly skirmish and not just play hot potato with the 3rd team lol
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