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  1. #81
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,232
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by StriderShinryu View Post
    Another thought on improving/encouraging more strategic play on the map would be to have the actual capture zones be bigger. Right now the zones are so small (and all on a completely flat surface) that there's very little challenge to just lumping up on them and being able to defend the whole thing if any enemy does happen to attack. I'd think it would be an improvement to have the zones be bigger with the required flags being spread further apart (and even not always all in direct LoS of each other) so some attention need would need to be paid toward actually holding the zone.
    Fully agreed. Right now it's annoying because it also seems not to prove intuitive with most casual players that stand in there doing nothing and dying. If the areas were way larger - and I'm speaking at least 15y wide - this would alleviate the issue a lot. Spread them out as well yeah.

    I like the idea of forcing the opponent out of an area of control actually, but the way this works as a layout right now is a little off or frustrating. And it favors meta AoE stacking even more and I don't think this kind of meta needs further encouragement to be frank.
    (0)
    Secretly had a crush on Mao

  2. #82
    Player
    Odessium's Avatar
    Join Date
    May 2016
    Location
    Gridinia
    Posts
    59
    Character
    Odessium Anossa
    World
    Phoenix
    Main Class
    Miner Lv 90


    Yeah, let me just...

    Flames tried to secure their A rank and maybe be sandwich us since we were in the lead.
    But as per usual, Flames got punished for trying something battle related (S rank spawned after they moved) and my team don't have time to adjust to a spawn on the other side of the map.

    It's deflating.

    Please do a hot fix and at least fix the late game spawns before you do an overhaul of the map.
    (3)
    Last edited by Odessium; 12-30-2025 at 01:59 AM.

  3. #83
    Player
    Sunhwapark's Avatar
    Join Date
    Oct 2017
    Posts
    642
    Character
    Dear Boy
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Hello, reporting some feedback after trying some games post-hotfix.

    Reduce the amount of A Ranks you're throwing into the match. There's so many spawning at once that I can't even consider engaging because by the time I have the thought, the nodes are captured.
    Fighting for more than 5 seconds feels worthless, outside of camping whoever is first, and even then the other team will just capture any nodes on your side if you're bunched up.

    Please consider reducing the frequency at which these higher rank nodes are spawning, it feels like I'm playing borderland ruins running simulator all over again, a lot of matches ended up being: run to each flag, sit in it for a few seconds and then travel to the next one with virtually no fighting.
    (4)

  4. #84
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,177
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Can also just consider not putting high value nodes on the edge of the map. It's awful when they spawn back to back on far edges. Even if your team responds to the tactical situation, it feels bad to be running around for that long. On the other hand, fringe objectives like the small ice, bases on Secure, minor nodes on Seal Rock, B ranks on Onsal, sometimes create fun small-scale engagements that let small groups of player makes big plays while the team concentrates on the bigger central objective that will take longer to grab.
    (4)

  5. #85
    Player
    TofuLove's Avatar
    Join Date
    Jan 2024
    Posts
    151
    Character
    Tofu Love
    World
    Twintania
    Main Class
    Dark Knight Lv 100
    I finally had a chance to play on a new map. I got about 10 games on it last night.
    I really liked it. The routing, the verticality, the variation in the terrain - all very good. It will take me a bit longer to find any bugbears about the landscape. I like that snowmen change the map and create more blind corners but also change the mid.
    I think the map works well with the current pvp kit.
    I really like the new node capping method - I think it's probably the best addition to frontline in a long time. I disagree with those saying that the circles on the floor need expanding. I think it's right just how it is.

    I do have some complaints:
    • The map feels very very big. It takes way too long to get between the fights if the fight is happening on the other side of the map. The easiest solution I could think of is increasing mount speed - please consider increasing mount speed on this map (I think even a 20% increase would be great).
    • As others have said, after 10 minutes the high value nodes spawning at increased rate doesn't feel great. Additionally I think there are just too many nodes spawning at the same time... It feels like it reduces the intensity of fighting due to how many nodes there are. In one game i had like 4 A ranks and 1 B rank spawn in the beginning...that's too much.
    • There is a lot of announcements happening on the screen. The system announcements in the middle of the screen you can't turn off. This is same problem as secure - please make it possible to turn them off. All announcements should be able optional...it makes the interface just really cluttered otherwise.
    • It seems that the weather pattern is always the same every game. I think that's a bit of a shame and it needs to be more varied. I actually haven’t yet seen the “aurora” weather because most games ended by about 13 minutes because high value nodes bring too many points.

    Quote Originally Posted by Rein_eon_Osborne View Post
    Moving on to things that I kinda want to see... maybe more kind of weathers?
    All interesting suggestions that devs should look into. 6s on the snow thing is a bit too punishing... maybe the shield comes with damage over time? Think of it like zelda botw when Link takes damage when too cold.
    (0)
    Last edited by TofuLove; 12-30-2025 at 02:46 PM.
    I play FF14 for PVP

  6. #86
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    896
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    One blatant issue : when team 1 dives team 2, team 3 usually can't join the fight to change the odds because the map is so big and by the time the 3rd team reaches the other 2 the fight is usually over. There's a bit more leeway to join the fight if the nodes are concentrated in the middle but barely.
    (3)

  7. #87
    Player
    Naizakane's Avatar
    Join Date
    Apr 2017
    Location
    Gridania
    Posts
    113
    Character
    Daca'a Fashonti
    World
    Ragnarok
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Teno View Post
    One blatant issue : when team 1 dives team 2, team 3 usually can't join the fight to change the odds because the map is so big and by the time the 3rd team reaches the other 2 the fight is usually over. There's a bit more leeway to join the fight if the nodes are concentrated in the middle but barely.
    I wouldn't say it's just the distance team 3 needs to cover that prevents them. It's also the 4 B ranks that spawn on team 3's side of the map as they start moving to try and get involved in the fight and then later in that same match team 2 is taking the bh5s they got to farm in peace and steamrolling team 3 off of everything
    (1)

  8. #88
    Player
    TofuLove's Avatar
    Join Date
    Jan 2024
    Posts
    151
    Character
    Tofu Love
    World
    Twintania
    Main Class
    Dark Knight Lv 100
    Upon playing on JP & EU and having a bit more time to digest the map.
    On JP an average rouletter wouldn't move to a non-node location, so I can see that SE wanted players to fight more by providing more reasons to fight. However, I think the biggest problem is that there are way too many objectives and people are content with just sitting on a side because it take ages to get anywhere.
    Please reduce the amount of nodes by half, and increase the length of time it takes for capture a node so that fights have an opportunity to happen due to their scarcity and there is more of an opportunity to contest them.
    (2)
    I play FF14 for PVP

  9. #89
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,177
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    I am back after more games. Not sure if this has been mentioned anywhere else, but does anybody notices how the mode seemed to be causing some skill VFX to entirely disappear? I tried going into other 4 older maps and none of these happened in both "Show all" and "Limited" setting. In Worqor, irrespective to my setting, some VFXes like DNC LB, SGE LB, SCH Biolysis-Deployment Tactic, and GNB LB telegraph just straight up disappears (but the effect still applies). It gets pretty jarring IMHO.

    Quote Originally Posted by TofuLove View Post
    [...]All interesting suggestions that devs should look into. 6s on the snow thing is a bit too punishing... maybe the shield comes with damage over time? Think of it like zelda botw when Link takes damage when too cold.
    I was just throwing random arbitrary numbers there xD But the main idea is to punish overreliance on the benefit the weather provides. I can see how DoT (maybe call it frostbite) can be an alternative. But will that still benefit the non-rangeds more for their higher innate damage reduction?
    (1)

  10. #90
    Player
    Xylira's Avatar
    Join Date
    Feb 2021
    Posts
    259
    Character
    Xylira Mierqid
    World
    Mateus
    Main Class
    White Mage Lv 100
    I'm already sick of this map. If it were actually fun I wouldn't mind so much if it were active every day, but it's always such a mess with more people trying to run than actually engage in pvp.
    (1)

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