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  1. #41
    Player
    echo78's Avatar
    Join Date
    Aug 2016
    Posts
    86
    Character
    Echo Skyla
    World
    Siren
    Main Class
    Warrior Lv 100
    Seems like the feedback for this map is pretty universal, its too big and the nodes spawn too frequently leading to running around all game instead of fighting. Hopefully the devs will actually listen to feedback for once and not let this map plague frontlines for the next year.
    (2)

  2. #42
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,246
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Honestly the best fix that would probably instantly increase the fun in playing this map would be to review completely node spawns. I also just had a game where the game ended very fast with two teams above 1k points, and the last team still sitting on 300... That's not something you see happen ever on other maps (unless there is some serious premade stomping...). I also rechecked and the map isn't bigger than any of the other maps. It's Onsal sized.

    This is the first node spawn that happened in this game by the way. Completely unhinged:

    (2)
    Secretly had a crush on Mao

  3. #43
    Player
    AyaMinn's Avatar
    Join Date
    Aug 2023
    Posts
    5
    Character
    Aya Minn
    World
    Adamantoise
    Main Class
    Red Mage Lv 100
    Yeah echoing what others have mentioned this mode actually discourages pvp rather than encourage. It often feels forced when I engage in combats because often times people are disengaging to the next node. Having the shield buff things on the ground even enables this mindset because they can just leave battles unscathed. I find it much harder to farm BH in this map because of the fleeting teams and when you do contest/engage you are often obliterated.
    Theres no incentive to engage in any sort of combat. Feels more like a chocobo race involving 3 teams lolTLDR
    (2)

  4. #44
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,177
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Just fewer node with higher value would do it.

    Also, I do think the snow storms last a little too long, if I can nitpick. Put the snow shields closer to objectives that are being contested, too.
    (2)

  5. #45
    Player
    CCheshire's Avatar
    Join Date
    Mar 2014
    Posts
    698
    Character
    Black Tea
    World
    Marilith
    Main Class
    Arcanist Lv 30
    So I mostly do FL for the new battle pass and rewards each time, but I found WC to be oddly chill exp even more than Shatter, since we didn't need to break the ice or try to pinch other teams. The map is gigantic, so if we're not right on top of new nodes, it's way too far away to care about it since the other team would have claimed them much faster than us having to cross the entire map.

    Also, I've always thought FL was less PVP and more PVE with minor PVP elements, and this is mostly just camping the nodes but your team is even more isolated so fewer chance to PVP since even with mounts you won't make it in time either way. Then I realize that it's hard to see directly to the next zone, so depending on where you started out, it feels like you're on your own little world next to the mountains.
    (0)

  6. #46
    Player
    Chiyeko's Avatar
    Join Date
    May 2019
    Posts
    49
    Character
    Chiyeko Bladestorm
    World
    Ragnarok
    Main Class
    Paladin Lv 31
    Be more of a question if SE is actually going to make adjustment to this map, hopium is kind of low know SE pattern of trying to adjust this pvp map.
    (0)

  7. #47
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,246
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    So I adjusted maps basing them on the grid and pasted them together to compare sizes.


    Fields of Glory (blue) vs Worqor:




    This is Onsal (green) compared to Worqor:




    This is Seal Rock (red) over Worqor:




    Borderlands Ruins (purple) compared to Worqor:





    Onsal and Shatter are definitely smaller in playable surface. I didn't realize, but this seems to stem from them cutting down a lot of the pathways around the edges. Most of the playable areas are however comparable, but what stands out immediately is the lack of used pathways on the edges of those. Most of the gameplay doesn't involve the edges of those maps, unlike for the others.

    Seal Rock on the other hand is extremely comparable in size, especially since there is a lot of pathways involved along the edges of the map much like for Worqor. This is what makes the map feel bigger.

    Secure is even bigger. Teleporters definitely help, but they were also added because of the specifics of the middle node spawns where everybody wants to get there fast when they happen. Either way, that's why running around Secure feels like it takes time.
    (2)
    Secretly had a crush on Mao

  8. #48
    Player
    Router's Avatar
    Join Date
    Apr 2024
    Posts
    128
    Character
    Router Modem
    World
    Excalibur
    Main Class
    Bard Lv 100
    Quote Originally Posted by Valence View Post
    snip
    Just eyeballing it, but the worst-case distance between two nodes on Worqor looks to be ~50% bigger than the worst-case node distance on Onsal. Definitely supports the "map is too damn big" theory, especially when you consider that the middle pit often prevents you from taking a straight-line route between two far nodes
    (3)

  9. #49
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,246
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Router View Post
    Just eyeballing it, but the worst-case distance between two nodes on Worqor looks to be ~50% bigger than the worst-case node distance on Onsal. Definitely supports the "map is too damn big" theory, especially when you consider that the middle pit often prevents you from taking a straight-line route between two far nodes
    Yes but the point is, it's never been an issue people had with Seal Rock: if Worqor worked like Seal Rock with slower nodes it wouldn't even be an issue. So in a way I think everybody including myself agrees that not only there is way too many nodes spawning, and that they do open and capture too fast, but also that the map isn't small enough to accommodate for that type of shotgun approach to it.

    An increased rate of nodes on Onsal means that as soon as one is captured, another can spawn, which means that nodes will tend to spawn a lot faster except for the ones that get contested for a long time (like the middle platform). This works better on Onsal because the map is small enough to work with a faster paced gameplay. By contrast Seal Rock is more tactical and methodical as nodes need to be defended once captured which means the points of friction over the map move a lot less all around as a result, and focus over specific points for a certain duration, before moving to another, and if the map was smaller it would turn into a huge grindfest (remember Shatter 1.0 when there was no ice spawn for a while and every team stacked in the middle in a huge meatgrinder?).

    That's why in my opinion when it comes to adjustments that are actually realistic to suggest would be to dramatically increase the capture time of nodes, especially the bigger ones, and to cut their spawn rate by at least half, and see where it leaves us. Resizing the map is probably a way taller order and a pipe dream imo. Just adjust the gameplay patterns over what we have to make it viable and engaging first.
    (2)
    Last edited by Valence; 12-22-2025 at 10:00 PM.
    Secretly had a crush on Mao

  10. #50
    Player
    Odessium's Avatar
    Join Date
    May 2016
    Location
    Gridinia
    Posts
    59
    Character
    Odessium Anossa
    World
    Phoenix
    Main Class
    Miner Lv 90
    Quote Originally Posted by Valence View Post
    So I adjusted maps basing them on the grid and pasted them together to compare sizes.


    Fields of Glory (blue) vs Worqor:


    This is Onsal (green) compared to Worqor:


    This is Seal Rock (red) over Worqor:


    Borderlands Ruins (purple) compared to Worqor:


    Onsal and Shatter are definitely smaller in playable surface. I didn't realize, but this seems to stem from them cutting down a lot of the pathways around the edges. Most of the playable areas are however comparable, but what stands out immediately is the lack of used pathways on the edges of those. Most of the gameplay doesn't involve the edges of those maps, unlike for the others.

    Seal Rock on the other hand is extremely comparable in size, especially since there is a lot of pathways involved along the edges of the map much like for Worqor. This is what makes the map feel bigger.

    Secure is even bigger. Teleporters definitely help, but they were also added because of the specifics of the middle node spawns where everybody wants to get there fast when they happen. Either way, that's why running around Secure feels like it takes time.
    Nice, yeah this map feels larger but I didn't really have any facts to back it up.

    I keep getting matches where the last objectives are on the opposite sides of the map, I'm going mad.
    (0)

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