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  1. #31
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,145
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Valence View Post
    It's something that you can see in modern secure: there is multiple points of action active at the same time (contesting left side, contesting right side, contesting middle when it pops), and even if people wanted to split, which I've tried doing, you can never be sure if you're actually going to get uptime out of it, because sometimes you decide say, to go contest the left side, and you capture points there, and there is nobody in the opposite team to deal with, so it feels like I'm wasting time. But more often it's the opposite, you have 3 people on your side and 10 come you way, so your only option is to get the heck out without doing anything. Only middle is generally invested enough that it will see actionable action to happen no matter what.

    All of those mass pvp modes have a very hard time accounting for that when they try to split up forces through diverse mechanics on different locations all happening at the same time. It leaves a little too much freedom to players which ultimately results in choice paralysis in the case of RW, and imbalances in the case of FL.
    The new Secure is not Onsal Hakair or Seal Rock; its overall design doesn’t take into account the typical "horde stomp" behavior of NA players.
    Secure is intended to create a three-way conflict, with teams contesting control over three separate fronts—left, right, and top.
    However, in practice, many NA players treat it like just another Onsal Hakair, mindlessly zerging objectives instead of playing strategically.

    You can refer to the video below to see how Japanese alliances approach Secure.
    In the JP region, players tend to split up efficiently, follow commands, and coordinate.
    Everyone understands their role, and you rarely see the kind of internal resistance to leadership that’s common in NA matches.

    https://www.youtube.com/watch?v=3Oz4PKmSIbU

    There’s no way Square Enix intentionally tuned Secure or Shatter to play like another Seal Rock.
    These modes were clearly designed with distinct objectives and map structures in mind.
    Secure encourages multi-front engagements and coordinated control of outposts, while Shatter is built around burst-objective spawn timing and AoE-focused teamfights.

    Yet in the NA data centers, player behavior often reduces these modes to mindless zerg-fests, completely bypassing the strategic depth built into them.
    Instead of splitting to contest multiple points or timing engagements properly, teams just blob together and roll from fight to fight; treating every Frontline map like a reskinned Onsal Hakair.
    (4)
    Last edited by Divinemights; 07-25-2025 at 02:31 PM.