More XP per fight
More XP per fight
How much free time do you people have on your hands that you think the time sink required to progress from 0 to 40 is acceptable? It's orders of magnitude longer than it takes to go from 1-50 on a given class in PVE. That's the main reason people exploit the matchmaking system: because nobody has the time to do it the right way. Especially given that this is supposed to be a "casual" system.
Last edited by Shake0615; 06-07-2014 at 08:32 AM.
Unfortunately, this is one of the worst design ideas that anyone could do. In an MMO, the philosophy should be that you WANT to play with your friends, not that fact that you get HURT by playing with friends. As I stated before, the best way to fix this is fixing the queue system so that it lessens the avenue to even think about win trading.
The problem with playing PVP in FFXIV is that it is not very rewarding. You technically have to win thousands of times in order to reach the max level. Players are already complaining about the atma/animus. Once they found out that PVP is much harder, they just quit before seriously trying. Unless, of course, there is an easy way to reach max level (wintrading).
I really don't care if increasing the XP wound result to a large influx of r40 players. This way, everybody playing in lvl50 would be r40. Everybody would be on equal standing. Almost everyone would have identical gear. It will all boil down to skill. Wouldn't it be more fun knowing that both teams have equal odds of winning?
The wolf marks amount being increased would be nice, so you could gear other classes. There is nothing wrong with the xp reward amount, a tiny little bit more would be okay, yeah. But it's fine the way it is. I'm ranking up steadily and so are all those who enjoy pvp. The only problem is the match making system making queues much longer than they should be, and also constantly bugging out.
Last edited by tehomegaking; 06-07-2014 at 08:15 AM.
To all the peopole saying it's because of queue times.
Yes we all know this. Win trading was very rare/uncommon back in the original rank 30 grind.. but queue's weren't as bad then.. As the months have gone by the only thing that has happened are queues getting worse. This is NOT a QQ/condemning post about win-trading but rather suggestions for fixes.
But since it has been bought up, lets take a different look at how to fix everything then.
1. Put all datacenters together? In order to fix queues (not sure how this will work, I remember someone saying that if they do this it will just make server instances more laggy/buggy/etc?) correct me if I'm wrong
2. Remove matchmaking (not sure how this will work either, it's pretty much made queues worse for higher ranks but I guess it's helped out the lower ranks somewhat?)
ANY suggestions are good, even about queue times since it would indirectly help with trading
Also to the increased exp/marks... Ya'll forget that marks/exp used to pretty much be half of what we get now solo (pre 2.15). And it hasn't really helped q times, altho I did take a break for a month or two so I'm not 100% sure. PLUS it's been stated by a mod in general forums that they don't have any plans to make adjustments to marks/exp sooooo yeah...
Last edited by Epistane; 06-07-2014 at 08:38 AM.
These suggestions are great, and there are many similar in this section. But everything inside here (pvp section) seems to fall on deaf ears, I'd really suggest someone to make a thread in the suggestions forum. Removing the match-making system is the number one priority to fix these (at times) ridiculous queues.
1. Put all datacenters together? In order to fix queues (not sure how this will work, I remember someone saying that if they do this it will just make server instances more laggy/buggy/etc?) correct me if I'm wrong
2. Remove matchmaking (not sure how this will work either, it's pretty much made queues worse for higher ranks but I guess it's helped out the lower ranks somewhat?)
Last edited by tehomegaking; 06-07-2014 at 08:57 AM.
1. The datacenter would fix it, if it was just for PvP. The amount of load on a server just for one specific worldzone open is not that much. And if it is..they are running shitass hardware..To all the peopole saying it's because of queue times.
1. Put all datacenters together? In order to fix queues (not sure how this will work, I remember someone saying that if they do this it will just make server instances more laggy/buggy/etc?) correct me if I'm wrong
2. Remove matchmaking (not sure how this will work either, it's pretty much made queues worse for higher ranks but I guess it's helped out the lower ranks somewhat?)
2. As far as I know, no one said remove matchmaking. The MMR has to be there, the fact is that for the amount of players that are currently playing...the algorithm that Square is using, does not work.
I posted this a couple weeks ago in regards to maybe enticing more folk to try (and stick with PvP). If more folk were playing in all queues/levels then the Wait times and queues would probably work much smoother and more like the PvE queues. However, I also think doing something like below, would also discourage Win-trading overall because it would be potentially less effective. Make it less effective, and people will stop doing it. (note: I wrote the below, pre-patch and was I like rank 13-14 at the time....post patch, i've had 10+ minute matches occasionally when I solo queue...I've also totally derped a couple causing fast wipes (grr when bene doesn't go off right/when in the heat of the moment wrong party member is targeted for a key heal)....and to those random strangers, so sorry :/)
Link: http://forum.square-enix.com/ffxiv/t...vidual-Rewards
So one of the problems with PvP, especially solo queuing is the long grind you have to do coupled with the low rewards given for losing...no matter how good/bad your individual team contribution was.
Since PvP grinding has more or less become a numbers game, with little chance for variance, this has lead to lots of win-trading and botting. If however, individual contributions were weighed in as well, and not simply 'did you win or lose?' Maybe more people would not only queue honestly for the PvP, but enjoy the grind.
For example, it's demoralizing as a dedicated healer to know that every match the other team is gunning for me (or a the blm), and not only are they unable to take me down, but I heal my party, raise my party, do some damage and my team STILL can't pull out a win. Seriously, there have been matches that have lasted 3-4 minutes simply because they can't take me down, but my team can't focus one of their members down either. (again this is in solo-queue PvP)
But no matter how hard I work I might end up with the bare bones in rewards....and in solo queues it's very likely to have a sub 50% win ratio.
Therefore, I think PvP could be greatly improved by not only giving the winning side the better reward but also including extra exp for doing your specific role well...win or lose.
For example:
Healers:
-Get a bonus if they survive over a minute
- heal over a certain amount of HP's
- raise
-use PvP skills
etc
DD's:
-Get a bonus if they survive over a minute
-Don't die
-Do x amount of DPS
-Land a killing blow
etc
Tanks:
-Using Protective Moves (including Stuns etc)
-Doing x amount of DPS
-Lasting over a minute
-Not dying
etc
By not only rewarding the winning team, but also individual effort, you will get more people interested in PvP, more people in the solo queues, and potentially shorten how many rounds people with losing records but decent skills would have to do.
Furthermore, this would maybe make people less likely to bot and wintrade because with a system like this, effort matters (for both the winners and losers) for the best potential exp.
So just another type of idea to help the situation. Also, it'd potentially make it more fun, and take less time. No extra Wolf Marks as a reward would be necessary ...but allowing players to level just a wee bit faster based on both their team AND individual skills would be more rewarding. I see no reason why the leveling should take 1000's and 1000's of matches....if anything, it's the gear that should be the grind-fest....as it would keep people interested in playing.....AND even though they were 'max rank', they'd still feel as though their character was growing through the gear improvements.
Last edited by Kinseykinz; 06-07-2014 at 05:22 PM.
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