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  1. #21
    Player
    Divinemights's Avatar
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    Jul 2016
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    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Mawlzy View Post
    Can someone please explain precisely what this "RNG garbage" on Seize is?
    It refers to unpredictable pattern on how tome spawn and this is what makes it the true worst Frontline mode of all time.
    It was bearable when Ninja still has true stealth where they can steal enemy node back but that is gone after 3.0
    Seize was infamous (and still is) for leechers and afkers because node is recapturable where leechers and afkers can just idle there doing nothing pretend they are "defending" the node.
    Until they forced mode rotation, this is why Seize never pops after Shattered is introduced (while Secure is still pops for 24 men mode)
    The sole reason SE made improved version in which is Onsal Hakir but nevertheless it still has RNG spawn issue, but because of map setup, it is bearble.

    New Shattered on other hand spawn timer is patterned and predictable.
    Small one spawn a fixed timer
    There will only be 2 large one on the field at same time and new one won't spawn until old one is destroyed (spawn location is also predictable)
    What new Shattered is missing is just a re-capturable main outpost like old one to re-vitalize with different gameplay style
    A re-capturable main outpost also be an instrument to restraint Premade because they wouldn't have no bodies to fully function.
    Old Primal players would know what I am talking about (old Shattered)
    Premade can not do much while 1/3 or sometimes 1/2 of their team went chasing a solo player out to no where
    (1)
    Last edited by Divinemights; 05-09-2025 at 01:40 PM.

  2. #22
    Player Mawlzy's Avatar
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    Sep 2023
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    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Divinemights View Post
    It refers to unpredictable pattern on how tome spawn and this is what makes it the true worst Frontline mode of all time.
    It was bearable when Ninja still has true stealth where they can steal enemy node back but that is gone after 3.0
    Seize was infamous (and still is) for leechers and afkers because node is recapturable where leechers and afkers can just idle there doing nothing pretend they are "defending" the node.
    Until they forced mode rotation, this is why Seize never pops after Shattered is introduced (while Secure is still pops for 24 men mode)
    The sole reason SE made improved version in which is Onsal Hakir but nevertheless it still has RNG spawn issue, but because of map setup, it is bearble.

    New Shattered on other hand spawn timer is patterned and predictable.
    Small one spawn a fixed timer
    There will only be 2 large one on the field at same time and new one won't spawn until old one is destroyed (spawn location is also predictable)
    What new Shattered is missing is just a re-capturable main outpost like old one to re-vitalize with different gameplay style
    A re-capturable main outpost also be an instrument to restraint Premade because they would have no bodies to fully function.
    Old Primal players would know what I am talking about (old Shattered)
    Premade can not do much while 1/3 or sometimes 1/2 of their team went chasing a solo player out to no where
    Okay, I get the point about pseudo-AFKers hiding from PvP, then claiming they are there to cap a node. But that has already been ruled as lethargic gameplay by the GMs and is punishable. Besides, it happens on Onsal too where there is even less justification for such behavior.

    It's true that late spawns can sometimes turn the tide of the match on Seal, and while that can be frustrating, I see it as a net positive. It gives players on the trailing teams more incentive to keep pushing for the win.

    I've suggested before that complaining about RNG is the same as poker players complaining about bad beats. You're on the good and the bad side of game-changing spawns over all matches. In the case of Shatter, it is precisely the predictability of spawns that makes the map so tedious.
    (1)

  3. #23
    Player
    Divinemights's Avatar
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    Jul 2016
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    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Mawlzy View Post
    Okay, I get the point about pseudo-AFKers hiding from PvP, then claiming they are there to cap a node. But that has already been ruled as lethargic gameplay by the GMs and is punishable. Besides, it happens on Onsal too where there is even less justification for such behavior.

    It's true that late spawns can sometimes turn the tide of the match on Seal, and while that can be frustrating, I see it as a net positive. It gives players on the trailing teams more incentive to keep pushing for the win.

    I've suggested before that complaining about RNG is the same as poker players complaining about bad beats. You're on the good and the bad side of game-changing spawns over all matches. In the case of Shatter, it is precisely the predictability of spawns that makes the map so tedious.
    It is not just pseudo-Afkers and RNG, it is mixed of problems that unique to NA/EU.
    If NA/EU random players behave likes Japanese random players; sure, RNG would makes game progress better and that is probably the reason for the design.
    It works on Japanese players via their internal testing but NA/EU culture was never build on Collectivism like Asain cultures
    When you mix unpredictable RNG with uncontrollable random players and added pseudo-afkers as cherry on top; oh boy, I wonder how many would agree with you that RNG is net postive
    It is more like a perfect formula of disaster that crowned Seize as worst mode of Frontline history

    Old primal players would find it strange that I am defending new Shattered since I am infamous of being an outpost assaulter at old Shatter; but I honestly find it is much better than Seize and Onsal Hakir.
    Perhaps it is because I only need about 10 or 15 players that can do actual heavy lifting on PvP and rest of non PvP can go hit ice.
    Like I said, new Shattered is not perfect but certainly not the worst like Seize (even Onsal Hakir is more tolerable than Seize)
    They just need to put back the re-capturable main outpost to fully utilize entire map.

    I also find it is amusing where you are defending Seize because you likes it and go all the way attacking Secure and Shatter because you dislike it
    Seeing unpredictable RNG as a next positive? oh boy
    (0)
    Last edited by Divinemights; 05-09-2025 at 02:57 PM.

  4. #24
    Player Mawlzy's Avatar
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    Jessa Marko
    World
    Adamantoise
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    Machinist Lv 100
    Quote Originally Posted by Divinemights View Post
    It is not just pseudo-Afkers and RNG, it is mixed of problems that unique to NA/EU.
    If NA/EU random players behave likes Japanese random players; sure, RNG would makes game progress better and that is probably the reason for the design.
    It works on Japanese players via their internal testing but NA/EU culture was never build on Collectivism like Asain cultures
    When you mix unpredictable RNG with uncontrollable random players and added pseudo-afkers as cherry on top; oh boy, I wonder how many would agree with you that RNG is net postive
    It is more like a perfect formula of disaster that crowned Seize as worst mode of Frontline history
    Yeah I get you don't like Seize. Most people will disagree with you that it is the "worst mode of Frontline history." In fact, given the history of FL, I'd be surprised if you found anyone who would agree with you.

    As mentioned, for me it is currently 1 of 2 playable maps. Borderlands and Shatter are PvE/PvP hybrids.
    (2)
    Last edited by Mawlzy; 05-09-2025 at 02:54 PM.

  5. #25
    Player
    Divinemights's Avatar
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    Jul 2016
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    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Mawlzy View Post
    Yeah I get you don't like Seize. Most people will disagree with you that it is the "worst mode of Frontline history." In fact, given the history of FL, I'd be surprised if you found anyone who would agree with you.

    As mentioned, for me it is currently 1 of 2 playable maps. Borderlands and Shatter are PvE/PvP hybrids.
    Did you ever played World of Warcraft and there a is mode called Alterac Valley?
    What do you think Horde and Allies are doing there? lol
    Oh now comes to think of it, pretty much every since WoW Epic Battlegoruns are PvE/PvP hybrid
    Interesting, isn’t it
    (0)
    Last edited by Divinemights; 05-09-2025 at 03:21 PM.

  6. #26
    Player Mawlzy's Avatar
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    Jessa Marko
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    Adamantoise
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    Machinist Lv 100
    Quote Originally Posted by Divinemights View Post
    Did you ever played World of Warcraft and there a is mode called Alterac Valley?
    What do you think Horde and Allies are doing there? lol
    I don't recall them soaking towers and getting stack markers.

    The point is in a PvE-dominated game, it would be nice if PvP could be allowed to be PvP. The primary problem with Shatter, for example, is that it becomes almost a scripted raid. We have those at home.
    (0)

  7. #27
    Player
    Divinemights's Avatar
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    Altria Pendragons
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    Leviathan
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    Ninja Lv 100
    I don’t even know what you are trying to say at this point
    By your definitio, you already have Seiz, Onsal Hakir, rated Crystal Conflict and casual crystal comflict
    For one, I rarely touch PvE and PvP all of the time in both Shatter and Secure
    (0)
    Last edited by Divinemights; 05-09-2025 at 03:37 PM.

  8. #28
    Player Mawlzy's Avatar
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    Jessa Marko
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    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Divinemights View Post

    I also find it is amusing where you are defending Seize because you likes it and go all the way attacking Secure and Shatter because you dislike it
    What do you expect me to do? Defend modes I don't like and slam those I do?

    It's a shame SE doesn't put out surveys on topics like this, instead of asking me my interest level in mobile games.
    (0)

  9. #29
    Player
    Valence's Avatar
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    Oct 2018
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    4,277
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Divinemights View Post
    It refers to unpredictable pattern on how tome spawn and this is what makes it the true worst Frontline mode of all time.
    Predictability is the bane of this game and a total detriment to any serious replayability. This is the very reason Seize has always been my favorite by a mile and it works quite well. Wish they rebalanced the spawns though.

    Quote Originally Posted by Divinemights View Post
    Until they forced mode rotation, this is why Seize never pops after Shattered is introduced (while Secure is still pops for 24 men mode)
    Seize popped all the time back then and I was still playing on NA.

    Quote Originally Posted by Divinemights View Post
    The sole reason SE made improved version in which is Onsal Hakir but nevertheless it still has RNG spawn issue, but because of map setup, it is bearble.
    Onsal is a watered down copy where they removed most tactical aspect to any decision teams can make. Flanking is barely possible most of the time as well.
    The only superior thing to Seize is node control, but Seal Rock's would be much more bearable if it didn't trickle down for so long. It was obviously designed for a time where splitting forces was encouraged, but it's only been about blobs since Stormblood which renders the whole idea moot.

    Quote Originally Posted by Divinemights View Post
    New Shattered on other hand spawn timer is patterned and predictable.
    No adjustment needed, no brain required, just hit predictable dummies.
    (4)

  10. #30
    Player
    Atreus's Avatar
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    May 2011
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    864
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valence View Post
    Predictability is the bane of this game and a total detriment to any serious replayability. This is the very reason Seize has always been my favorite by a mile and it works quite well. Wish they rebalanced the spawns though.
    That is like, your opinion. It's PvP. The replayability is the situations people put you in.

    Quote Originally Posted by Mawlzy View Post
    It's true that late spawns can sometimes turn the tide of the match on Seal, and while that can be frustrating, I see it as a net positive. It gives players on the trailing teams more incentive to keep pushing for the win.
    It's not a positive at all to me. I get that SE's mantra is "everyone gets a chance teehee" but it's hollow and unearned.
    (1)
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