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  1. #61
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,177
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    One time I covered someone, and I was losing my mind because I couldn't see the tether, but clearly it was still registering damage. Glad to know others have been experiencing graphical issues and it's not just me.
    (0)

  2. #62
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,515
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    The map size does not feel like the actual issue. I don't have access to Onsal to check for myself, but running from southwest to southeast in Triumph's map doesn't feel all that much longer from running from Onsal's southwest docks to the river. Several more seconds tops. Between "travel times" and nodes being claimed too quickly; the real issue is how the majority of NA doesn't pay attention to their maps to spot spawning objectives, but that's mostly in the beginning of a match. Once only 3 nodes start spawning, people begin to pay attention... Usually. The reason why nodes seem like they are claimed too fast and take too long to get to probably stems from people's tendency to tunnel vision and chase/fight over nothing only to realize other nodes spawned on the map a few seconds before they activate.

    What I am still a little unsure of, is if it is fair to say that this mode dissuades actual PvP fighting altogether. I'm inclined to think that maybe it does, though in almost every game I've experienced there's usually more than enough scuffles and even a pinch or two. The first several waves of like 5-6 nodes spawning at once all over the map certainly seem like they are trying to pull players away from prolonged fights. Due to this, teams that opt to stay and fight over a point with an adjacent team tend to give the third team free reign to claim the map- but this was always a thing in Onsal and Seize anyway. Tunnel visioners gonna tunnel.

    What seems to make it more noticeable though, is that they got rid of the grace period of respawning nodes. I somehow got a Seize map just now in roulette and instead of nodes needing like 10 seconds or so between one running out and another spawning, they now spawn instantly as soon as one dries up. I don't think Onsal's ovoos had that grace period, but Seize did up until this patch.

    What might also make Triumph seem more fighting-averse is the claiming system. It can essentially take several players out of conflict for a bit, especially if the node is uncontested. What's most egregious is that there are a large chunk of players that treat the claiming circles in Triumph like Secure flags, who think by stacking more people on the circle makes it claim faster. Thus, you end up with teams all huddling on even uncontested nodes, when they could be more useful elsewhere. Of course, this is nothing new, the same thing happens in Onsal and Seize, but here I think people genuinely think stacking bodies on a capture circle like in Secure makes it cap faster.
    (1)

  3. #63
    Player
    Momma_Dee's Avatar
    Join Date
    Apr 2022
    Location
    Ul'dah
    Posts
    20
    Character
    Fanelia Laflamme
    World
    Brynhildr
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Cidel View Post
    What seems to make it more noticeable though, is that they got rid of the grace period of respawning nodes. I somehow got a Seize map just now in roulette and instead of nodes needing like 10 seconds or so between one running out and another spawning, they now spawn instantly as soon as one dries up. I don't think Onsal's ovoos had that grace period, but Seize did up until this patch.
    Apparently, this was a bug (Dec. 24 patch notes: https://na.finalfantasyxiv.com/lodes...673905a2dce4):

    ■The following issues have been fixed.
    ・In Frontline Seal Rock (Seize), when information on an occupied tomelith was depleted, the next tomelith immediately became active.

    This one's interesting though, I wonder if this means we'll be seeing lesser A ranks and more B ranks at the start of Worqor:

    ■In the Frontline campaign Worqor Chirteh (Triumph), the maximum number of triumphs appearing within the first 10 minutes of the match has been increased.
    Accordingly, the appearance rates of triumphs for each rank have been adjusted.
    (0)

  4. #64
    Player
    PotatoTree's Avatar
    Join Date
    Apr 2012
    Posts
    707
    Character
    Momoko Tomoko
    World
    Sargatanas
    Main Class
    Miner Lv 100
    My only gripe about the map is that there are too many little things to get stuck on while moving. The lanterns/lamps in the middle outside the caves, trying to turn left/right after going up the ramp when leaving the middle ring, even random rocks here and there all stop movement. And of course the general gripe about buggy invisible LBs, but I'm assuming that will be fixed.

    After playing a bunch of games I feel like the map and gamemode is fine mechanically. I do like the weathers, wish there were more different weathers though. I think the mode is way better than secure and shatter.
    (1)
    The tiniest lala.

  5. #65
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by PotatoTree View Post
    My only gripe about the map is that there are too many little things to get stuck on while moving. The lanterns/lamps in the middle outside the caves, trying to turn left/right after going up the ramp when leaving the middle ring, even random rocks here and there all stop movement.
    I was just thinking about that myself today. These rocks are camouflaged really well especially in snowy weather, and while reading the minimap while running I only realized I wasn't moving anymore after I was stuck on them for a few seconds.

    It's a minor, avoidable thing, but they seem kind of random and out of place to me.

    (0)

  6. #66
    Player
    IvoryBadge's Avatar
    Join Date
    Jul 2022
    Posts
    65
    Character
    Gaeten Veilins
    World
    Zodiark
    Main Class
    Paladin Lv 100
    i don't think the map size is an issue, it's more about the node spawn timers and some design aspects of the map itself.

    nodes spawn and get occupied way too fast and the locations of some of the nodes are ridiculous, it's basically like "here have a S rank at SW/far North, and while you fight the closest alliance to these nodes, furthest alliance will eat the other juicy nodes and win effortlessly". its supposed to be pvp encouraging but its not, its tunnel vision encouraging.

    it sucks even more when you're on the effortlessly winning team, you want to fight, when a fight happens node spawns and suddenly everyone ran off to that node and you can do nothing but follow, and if you keep on fighting as a group you get punished for overstaying your welcome.

    personally as someone who gets joy with fighting (fighting, not padding) more than winning and dives into crowds to burst, going in Worqor solo is some of the most miserable experiences i've had in frontline, and this map is barely 2 weeks old. map is so wide open with barely enough objects to resort and camouflage with, let alone the rocks you randomly get stuck on. what's that you're going in solo? get chased down while slowly dying because you cant take advantage of the flat wide environment -Encore of Light sound effect-.

    i think adjusting node locations to where it's possible to reach before they get capped by the enemy would serve this map a lot, or at least increase its timer.. i also think nodes should not be capped and be done with, if its similar to Seal Rock where you can occupy an objective back, you wouldnt feel as bad missing out on other nodes when you can get chip points while contesting other nodes, it will also invite the 3rd alliance to contest as well.
    (3)

  7. #67
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,329
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Cidel View Post
    What I am still a little unsure of, is if it is fair to say that this mode dissuades actual PvP fighting altogether.
    That's pretty much my take away as well, and the changes in the hotfix just seem to exacerbate the issue. I know the mode was supposedly made for aggressive movement on the map but it's basically just a situation where the points are up so often and the map is designed in such a way that the best "strategy" is just to run around in a clump and immediately cap all the points nearest you. Frontlines has always been a numbers game, of course, but with basically no down time and no real places to take or make a defensive stand you're never encouraged to actually fight unless you have the obvious numbers advantage. I played a match earlier today where the team I was on was just one cap short of winning and yet we only actually really fought another team maybe twice. Other than that it was just picking off a straggler here or there.

    I actually do like the concept of having to hold multiple points to capture an objective but just about everything else in this mode/map is not well put together.
    (0)

  8. #68
    Player
    ChrysOCE's Avatar
    Join Date
    May 2022
    Posts
    483
    Character
    D'ark Bunny
    World
    Behemoth
    Main Class
    Warrior Lv 100
    This map is shit. It doesnt promote PVP. Most people chase nodes instead of fighting. You have 6-8+ people on safe nodes doing nothing. And even if your alliance does focus on pvp, the rng nature of the map will screw you over anyway. You can't do anything if a S spawns far side. So, what, every match essentially comes down to just rng of node spawn. It is demoralizing. This is supposed to be pvp, not rng cactpot.
    (2)

  9. #69
    Player
    ChrysOCE's Avatar
    Join Date
    May 2022
    Posts
    483
    Character
    D'ark Bunny
    World
    Behemoth
    Main Class
    Warrior Lv 100
    AND FIX YOUR FUCKING SERVERS SQAURE! i am sick of getting disconnected in these stupid fucking maps
    (0)

  10. #70
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    896
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    This map is far too big, should have heen onsal size for constant pvp. The difference is too stark, there are too few engagements, can't do much on your own since you'd be so far from teammates and most of the time it ends up being 1v1, with the third alliance sitting afk on a node because they're so far away.
    (0)

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