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  1. #21
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,382
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Whether or not it’s ’too big’, it is a bit annoying when all the spawns are in the other side of the map and you have to very, very, very slowly make your way over there, but then the point is captured and the other teams are all running away by the time you get there so you can’t even get some sneaky kills or whatever.

    I feel like there’s maybe a bit too much distance between each team and it really discourages people from actually engaging in PvP*; they just assume they won’t make it so they spend the entire match capping points right outside spawn until another team literally walks into them.

    That’s the only issues I’ve had with the map so far. I thought the snowmen locking off paths on the map was an interesting idea, but it feels like they spawn in such random positions that they never actually serve any purpose beyond decoration lol. Maybe I’m missing some purpose to them?

    * Regardless of what the
    ‘optimal point-scoring method’ is
    (1)

  2. #22
    Player
    SpritePR's Avatar
    Join Date
    Jun 2022
    Posts
    84
    Character
    Clotho Prima
    World
    Leviathan
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Connor View Post
    Whether or not it’s ’too big’, it is a bit annoying when all the spawns are in the other side of the map and you have to very, very, very slowly make your way over there, but then the point is captured and the other teams are all running away by the time you get there so you can’t even get some sneaky kills or whatever.

    I feel like there’s maybe a bit too much distance between each team and it really discourages people from actually engaging in PvP*; they just assume they won’t make it so they spend the entire match capping points right outside spawn until another team literally walks into them.

    That’s the only issues I’ve had with the map so far. I thought the snowmen locking off paths on the map was an interesting idea, but it feels like they spawn in such random positions that they never actually serve any purpose beyond decoration lol. Maybe I’m missing some purpose to them?

    * Regardless of what the
    ‘optimal point-scoring method’ is
    Apparently they are meant as LOS targets. I would think the small bridges in mid would be good to block off but I don't think they spawn close to those.
    (1)

  3. #23
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,382
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by SpritePR View Post
    Apparently they are meant as LOS targets. I would think the small bridges in mid would be good to block off but I don't think they spawn close to those.
    I swear I’ve seen it spawn in the center of those bridges which did block them off, though it was a big one in the middle rather than small ones at the bridges.

    I didn't even consider LOS with them but I can see the purpose now, though it still feels like they end up in such random places that there’s not really many ways to actually take advantage of them. I mean, they could be entirely fixed-position objects but they still feel random lol
    (1)

  4. #24
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,176
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Honestly, even when people are getting a pulse on it, it is too big. I have ideas for how they could add one way teleportation or whatever, but just a fundamental level of fight spaces and topography, it's too big. Shrink it by like 20%.

    Other than that, yeah, I rather have fewer objectives that are worth more points. It's almost like Onsal Hakair, but not quite. You need more people to capture a node, so you can't just leave one person to secure it quickly. You really need as many people as the shape dictates to get it done quickly. This is fine, but you could easily have a quarter of the people on the map capturing something that's not being contested, nothing going on, and it's just not good gameplay. We need to increase the likelihood people are running into enemies after the same resource.
    (1)

  5. #25
    Player
    Odessium's Avatar
    Join Date
    May 2016
    Location
    Gridinia
    Posts
    59
    Character
    Odessium Anossa
    World
    Phoenix
    Main Class
    Miner Lv 90
    God I hate this map.

    The map is insanely large and the design is convoluted.

    On JP there's alot of hording because they tend to be more organised. If you commit to an objective against another GC, you're actively punished for overstaying which happens all the time because of tanks contesting objectives. Now you have to double down on the objective which means that the 3rd GC is going to snowball by going around and capturing every objective. Eventually you'll either get it or lose it and now you're still behind.

    I doubt there was any legitimate playtesting for this map because if there was, they'd fall asleep by the sheer boredom of slowly and constantly having to move around.

    And don't get me started on the last objectives of the match spawning on opposite sides of the map. Good god man.

    This is coming from someone who has around 14000 matches on EU and JP combined and still plays Frontline only. I know some people might not like FL and I understand that but I do. This, however, is not fun. I can shit on the previous maps and their reworks but they'll never be this bad in comparison.
    (2)
    Last edited by Odessium; 12-19-2025 at 08:20 AM.

  6. #26
    Player
    echo78's Avatar
    Join Date
    Aug 2016
    Posts
    84
    Character
    Echo Skyla
    World
    Siren
    Main Class
    Warrior Lv 100
    Worqor is a terrible map. The weather gimmick is dumb, the map is way too big and the nodes spawn too frequently. We spend most of the time running around instead of fighting like its secure. Do the devs know this is supposed to be PVP? Are they intentionally trying to make frontlines as unfun as possible? Another map to dilute the map pool so we get to play the fun maps (seal rock, onsal) even less. Makes me miss 7.1 FL even more. Redesigned secure and now this map feels like proof they don't actually want people to have fun playing frontlines anymore. Or the devs are just incompetent at designing maps.

    Please just give us a seal rock/onsal queue.

    Also hey devs, I have a zero effort PVP map that you could make! Just take the middle of onsal and make it a team deathmatch map. Would be much better.
    (5)
    Last edited by echo78; 12-19-2025 at 12:53 PM.

  7. #27
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,229
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Odessium View Post
    And don't get me started on the last objectives of the match spawning on opposite sides of the map. Good god man.
    Has always been the case for every other map with random objectives, namely Onsal and Seal Rock.

    If they had a system that was able to reduce edge node spawns to mostly B rank nodes and made them spawn there with a weighted rate for the losing teams this could in my opinion help balance out games vs teams that steamroll everything. Ideally you'd want all the biggest nodes spawn closer to the central clusters on all those maps to encourage big 3 way engagements.
    (2)

  8. #28
    Player
    Odessium's Avatar
    Join Date
    May 2016
    Location
    Gridinia
    Posts
    59
    Character
    Odessium Anossa
    World
    Phoenix
    Main Class
    Miner Lv 90
    Yes, this is true but it's not as punishing as it is on this map. You can at least get to the objective if it spawns on the opposite side...at least a few of us and contest it. Now it's just pointless. You got to choose your poison now. The real issue is the distance, it's just wild.

    Increase mount speed, add jumping pads like on Secure, remove objectives on outer parts of the map late game, reduce the size (they won't) and so on. If they playtested it, we'd get a better map for sure.

    Also, on JP you get into more 1v1 than a three way fights. if someone is commanding with countdowns and disengaging in one team, you'll suffer real good.
    (2)
    Last edited by Odessium; 12-19-2025 at 09:55 PM. Reason: Oops, reply to above post.

  9. #29
    Player
    SalamanderIX's Avatar
    Join Date
    Sep 2017
    Posts
    194
    Character
    Lucida Sans
    World
    Famfrit
    Main Class
    Dark Knight Lv 100
    The main trouble with this mode is the speed.

    I really love the idea of controlling the point to capture it, but there's those two issues with speed:
    1. The points spawn very quickly.
    2. The points are captured and come online very quickly.

    I think the first issue is a non-issue, having many points online is good. Like there is some cases for not every point being a bloobath like in Onsal and making the matches not one-sided. But I think the second point is more troublesome- if your team wants to contest a point because it's behind, it might just take too long to get there since the time between the point showing up and becoming capturing is so short, and the time to capture it also being so short. On that note; during the end of the match, there should be more S rank points.

    Overall though, I really like the mode, I appreciate the map not being symmetrical and being pretty interesting to navigate especially. I was worried after that Shatter remake, but it's a nice map for the rotation.
    (0)
    Last edited by SalamanderIX; 12-19-2025 at 10:26 PM.

  10. #30
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,229
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I'll have to run it more but from what I've seen the map was the exact same size than the other ones. It's definitely more a problem of pace than a problem of distance.
    (1)

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