PVP is fun.Thats the only way I could think ppl could win trade, but then someone came and said that I should research before I say anything... Well, if there are other methods, maybe PvP should be more fun (so more ppl would do it in the first place) to begin with too =P
PS: I'd love to get those clothes just for glamour, maybe SE should make them craftable lv1 w/o any status? xD
Ok so you want to talk about the steps to circumvent going up against other teams? Well before when I played WoW when I was in a big PvP Centered Guild we used to set up Practice Skirmishes by que'ing up on vent with the second team. If both teams got a queue pop at the same time 1 person from each team would take the queue to scout the game. If the scouts saw each other the rest of both teams went in and we had our skirmish.
In FFXIV its very similar all though in FFXIV win traders can further increase the chance to meet each other. Its as easy as selecting only ONE language. Both teams exclude all but one of the languages and then do what I described above. Don't know if there is a Lock Out for leaving a match in FFXIV but if there isn't then the scouts just leave and both teams queue up again.

Yeah, I tought it would be something like that. But if more people were into PvP, that would be harder to happen too, I think.... =P
PS: Don't wanna get you in trouble for 'possibly' telling others about how to exploit something, so if you wanna edit, feel free to do it
I can only paraphrase people, since idc much about pvp at all, but like 8 out of 10 of my friends say that PvP is fun, but not quite as fun as they tought it would be. The other 2 just like PvP in whatever form it comes, xD
Well... its a fine line I guess. I dont see much of a problem with that since they aren't breaking any rules, its not like its something so ground breaking like buging coil bosses so you can face roll them. I guess its more of a problem to PvPers since it affects them specifically, not the community as a whole.
Last edited by Xandim; 05-13-2014 at 01:48 PM.
Iskandar Emmerich - Behemoth Server
Actually with MORE people and faster queue times it wont make much of a difference. The reason why is cause the 2 teams are queue'ing at the same time would use the 2 scouts I mentioned above. Remember Win Traders aren't queue'ing up to fight others for long fights. They do it so that they can get the most out of the least effort/time as possible. So even if more people are doing pvp they can still avoid other teams.
The thing is people don't have to throw the match, they could just want to queue against some FC members for fun and have some fair fights w/o gear and get seals in the process. There's no telling what people do in the matches since unless you were in one yourself, you wouldn't know. Moreover what is just explained isn't against the rules, morale or the Terms of Service. It's playing a game for fun (you know the point of games).Actually with MORE people and faster queue times it wont make much of a difference. The reason why is cause the 2 teams are queue'ing at the same time would use the 2 scouts I mentioned above. Remember Win Traders aren't queue'ing up to fight others for long fights. They do it so that they can get the most out of the least effort/time as possible. So even if more people are doing pvp they can still avoid other teams.
Ya know whats funny?
A friend power levels a friend through a crafting class and nobody bats an eye.
A few friends decide to help eachother get pvp vanity gear and everyone loses thier minds.
just want to make some facts about wintrading straight
- matchmaking is based of average rank, meaning, if you have 2 parties 1-1-1-1 and 30-30-30-30, you wont get matched together, or maybe yes but after a lot of hours, if you make it 1-1-30-30 and 1-1-30-30 you get insta pop
- languages matters but average rank is much more important
- rank is just indicator of how much time/effort said individual put into pvp, nothing more nothing less, no skill what soever
- for ppl which are saying they are not putting effort into it, well they are putting more effort and time into it then ppl which get like 70% of wins as they have to coordinate 2 parties and gets to play much more matches as their win ratio is 50%
- if there would be insta pop for pvp, noone would bother with wintrading as it takes a while to set up 2 parties, if ppl could insta pop and farm even by constantly dying they would do it, and lets be honest here, even if you play half afk you can get to like 40% win ratio
- the only difference now is "pvpers" are not geting insta pops and cant steam roll half afk ppl in pvp and go "trololo /laugh" on them, well maybe thats the reason why they are upset who knows XD

When PVP first came out, ques were much faster. Just recently people started wintrading?
( ' ')/\(' ' )
yes... technically
this is how i see it
- pvp is introduced, a lot of ppl start to farm it
- most of those who get r30 leave pvp
- "new" players are getting farmed by r30 and leave pvp
- rest of pvp ppl leave, like only 2 grps left there
- 2.2 hits with glamours and changed queues and no "good" vanity from pvp as ilvl90 is "just foestriker/darklight/etc" -> ill farm/craft it elsewhere
- result is, guys who wanted to try it after 2.2 have long queues as there are only bunch of r30 and noone else -> leave right again
- 2.25 hits with new ranks and glamours everyone wants it, but queues are ridiculous, some ppl try it > wait for hour > get steam rolled by r30 > leave
- ppl look at 2.2 patch notes where SE basically gave a "wintrading manual"
patch notes 2.2:
Players of similar PvP ranking will now be prioritized when queuing for the Wolves' Den.
* The target range will increase over time if suitable players cannot be found.
- this can be translated into ... if you make 2 grps with nearly same average you get instapop, otherwise you will have to wait some time "X" (half an hour? one hour?) and then get matched againts those few r30 trying to pvp or whatever is available
- ppl follow manual provided by SE to wintrade r40 and get glamours
- pvpers not getting insta pops rages on XD


This is how I think it should be:
1 Mark / 0 XP base reward
Win: + 60 mark / +100 XP
Each action you take grants .25 Marks/.25XP
If you kill someone you get a modifier of 1.4x on your action bonus (max 2.2)
For each 1,000 damage you get a 1.05 modifier on your action bonus (max 2.0)
For each 2,500 damage you heal you get a 1.05x modifier on your action bonus (max 2.0)
Also:
If match ends in 1:59 or less : 1x Modifier on action bonus
If match ends in 2:59 or less : .95 Modifier on action bonus
If match ends in 3:59 or less : .85 Modifier on action bonus
If match ends in 4:59 or less : .7 Modifier on action bonus
If match ends in 7:59 or less : .6 Modifier on action bonus
If match ends in 8:00 or more : .4 modifier on action bonus
Any action take after 8:00 grants 0 action bonus
This way, if you AFK you get basically nothing, and if you try to sit in the instance for too long trading blows and letting the healers heal the crap out of you, your rewards dwindle to very low amounts.
A Typical win that lasts about 2:45 with 50 actions and 2 kills, would look like this:
Base
Match Bonus:1 | 0Win Bonus:60 | 100Base Rewards:61 | 100Bonus
Action Bonus (50):12.5 | 12.5Kill Modifier (2):1.8xDamage Modifier (11,000):1.55xMatch Time Modifier (2:45):.95
Total:85 | 123
Maybe the action bonus is a little low, but I think that for the most part this would motivate people...if you can increase your marks and xp by roughly 50% by putting effort into the battle, and if you can get 1 mark and 0 xp for taking no actions and your team losing, it would stop people from queuing up.
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