Ah here we go... where do you set the bar on minimum performance then? What is underperforming? What metric will you use?
This is a rabbit hole you probably don't want to get into.
Ah here we go... where do you set the bar on minimum performance then? What is underperforming? What metric will you use?
This is a rabbit hole you probably don't want to get into.
I think 0HP restored would be a simple one. But yeah I understand the issues with job-to-job variations.
Not sure if it's don't know or don't care. If you're hiding behind a rock I guess you don't need anything on your hotbars. But yeah it's super frustrating.
I've had plenty of FL and CC matches where people are out and doing what they're theoretically supposed to be doing except for using either of those two buttons. I don't get it, but it happens.
It does indeed. Don't both recup and the elixir get dumped on your hotbar when you switch jobs in the wolves den? Like, I think you have to actively ignore the buttons or remove them.
I don't really see the point getting into details since SE will ignore our voices anyway, but you could expect a player to do as much damage as their full rotation would do to a striking dummy for, let's say, three times. Or they make at least one kill. Or they occupy at least one node. That being said, bare minimum should also result in minimal rewards.
What purpose would it even serve? Your damage floor is ridiculously low and would only remove players that do 0 damage, which is a unicorn. Go too high however and you'd just be gatekeeping.I don't really see the point getting into details since SE will ignore our voices anyway, but you could expect a player to do as much damage as their full rotation would do to a striking dummy for, let's say, three times. Or they make at least one kill. Or they occupy at least one node. That being said, bare minimum should also result in minimal rewards.
At least one kill would affect half the job roster if not more in CC. You don't always net a single kill in CC, especially as specific jobs like SCH, but even then, it's tied to luck, it's a team game and not a solo game, if a game only nets 3-4 kills, then who eats the bullet? And if you're on the losing side and your team nets 0 or 1 kill, who eats the bullet? Makes zero sense for CC, and even for FL I'm not even sure due to certain support jobs, again.
Occupying one node would leave 80% of the alliance eating the bullet and you'd see everybody literally rushing objectives with no regard for the actual pvp to ensure they're the first one to cap an objective. People would mald constantly in alliance or party chat because it would turn into a first come first serve clown fiesta.
That's why this is a rabbit hole and usually coming from extremely misinformed opinions.
I think the idea would be that there are a number of thresholds and meeting just one would avoid a penalty. I don't think capping nodes in Onsal/Seal should be used because there's already a problem with people sitting on nodes as far from the action as possible. Interestingly, there was a thread ages ago of someone picking up a suspension for engaging in precisely this playstyle.What purpose would it even serve? Your damage floor is ridiculously low and would only remove players that do 0 damage, which is a unicorn. Go too high however and you'd just be gatekeeping.
At least one kill would affect half the job roster if not more in CC. You don't always net a single kill in CC, especially as specific jobs like SCH, but even then, it's tied to luck, it's a team game and not a solo game, if a game only nets 3-4 kills, then who eats the bullet? And if you're on the losing side and your team nets 0 or 1 kill, who eats the bullet? Makes zero sense for CC, and even for FL I'm not even sure due to certain support jobs, again.
Occupying one node would leave 80% of the alliance eating the bullet and you'd see everybody literally rushing objectives with no regard for the actual pvp to ensure they're the first one to cap an objective. People would mald constantly in alliance or party chat because it would turn into a first come first serve clown fiesta.
That's why this is a rabbit hole and usually coming from extremely misinformed opinions.
A different approach might be to base threshold on button clicks for skills requiring targets, along with self-restoration of health. If someone does not engage the enemy, or fails to attempt to defend themselves, they are not PvPing.
This works less well on Shatter for obvious reasons, which to me is an illustration of why that map is garbage in the first place.
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