Thanks for the support and replies, everyone.
If they started with a more unifying vision for the game it would have resulted in a more tightly knit and engaged playerbase for all facets of the game, for sure. Unfortunately the game is well past that point, and forcing people to learn modes they simply don't like always ends in disaster. I think the problem for FFXIV PvP specifically in this regard is that Final Fantasy as a franchise is deeply rooted in the single player, linear, slow paced, story driven experience. That's completely fine on its own, but the developers have a responsibility to realize that leveraging the FF name for an MMO will inherently attract at least two very different playerbases. Once upon a time, story was actually tied to PvP somewhat in the sense that your chosen Grand Company was also your chosen Frontlines team, there was no optional and later forced freelancer system. Maybe this was their attempt at trying to get lore driven players more emotionally invested in PvP, but it's ancient history now. One thing that Guild Wars 2 has implemented recently to alleviate this issue is allowing people to define their own daily tasks. Players can go all-in on PvE, PvP, WvW, or any mix of the three. Basically, a player that doesn't like PvP is never forced to engage with it to maximize their daily rewards.
I think this is something they should definitely consider, but the more immediate problem to me that instigates the "Deathmob" or "Deathball" tactics is that kills are far too rewarding compared to points from objectives. Not only does the killing team gain points and a damage buff in the form of Battle High stacks, the weaker team loses points and Battle High for dying. Regardless of the map, stacking as many kills as possible is always the quickest path to victory, but this effect is exaggerated even further in Shatter since Battle High increases damage on the ice objectives.
I agree that adding more WoW style modes for FFXIV would only be beneficial. Yoshi-P insists that WoW is the greatest MMO of all time, so he might as well steal more things that are actually good. For anyone that isn't familiar, Warsong Gulch is just a traditional 2 team Capture the Flag mode, and Arathi Basin is a sort of King of the Hill / Conquest mode.
Initially, the only Frontlines map in FFXIV was Borderland Ruins: Secure, which actually started out quite similar to Arathi Basin, just with 3 teams. After they altered the map with additional ramps to access the neutral areas faster, it made the side nodes far less defensible, which may have been the first misstep into Frontlines tactics devolving into the dreaded Deathball.
This is a great way of summing it up as well. It's like they were trying to usher in a new era of music, but instead created a bizarre genre that nobody wants to dance to.
This is relevant to my comments about the original Borderland Ruins mode. In the very early days it was beneficial to have the teams split and defend because holding side nodes generated significant points over time. The prevailing strategy was that Alliance A would rush the left neutral base from spawn, C would go right, and B would act as the skirmisher team that would assist A or C, then tackle the drones that spawned in mid. No subsequent map was designed quite like this.
I've seen this mentioned in a lot of different PvP threads, it's something that Guild Wars 2 implemented a while back to prevent a small team of elite players from obliterating an army of 20+ casual players in WvW. Crowd control AoEs now have a limited number of charges before they expire early, and damage AoEs can only affect a very limited number of targets. I think this was a feature to definitely consider for 6.1, but since you can walk out of many AoEs in 7.1 I'm not sure it's so necessary now. Time will tell.
Great point. Changes like this are very insidious, because they can easily be passed off as QoL features. Quality of life doesn't necessarily translate into quality of gameplay.
This is an unfortunate truth as well, and something I avoided mentioning simply because I didn't want to dial my initial nerd-out to 11. Long story short, Just by observing player's movements in fast paced combat, it's clear that the server's tick rate is quite low. Tick rate defines how fast the game relays information per second between players. As far I can tell, lag compensation algorithms also are either minimal or non-existent. The only reason why I've enjoyed some success in PvP in recent years is because when they did the great server migration, they moved into an area where I had single digit ping. It was nigh unplayable before this.


Reply With Quote







