^it's wouldn't be very difficult to implement, syncing flags FATE mobs already... wouldn't be that different to set to flag player-participants.
^it's wouldn't be very difficult to implement, syncing flags FATE mobs already... wouldn't be that different to set to flag player-participants.
Gotta also remember how FATEs work by the general system of it. You can join a FATE starting at any point within it. You can exit a FATE anytime simply by running out of it. Likewise, with syncing, you can removal yourself from the FATE at the click of a button. How are these things going to blend into open world PvP syncing? Removing the ability to leave the FATE by desyncing might work, but then what about the general ability we have to simply move outside of its bounds? The system itself wouldn't exactly be a FATE one, but rather a different system altogether. For example, they would have to probably remove the ability to desync once you join and either close off the area within the FATE (invisible walls) or do something to penalize someone... which would also be an unfair problem with pushback abilities. It's a lot more difficult than simply flipping a switch for this to happen, due to the way it'd have to play out.
Last edited by Welsper59; 11-18-2014 at 09:23 AM.
I have to say, I think this PvP fate idea is really good. I think it really answers a lot of the concerns with open-world pvp. Having a different colored circle to show the zone would make the very obvious, and a flagging option could be added to the character config menu for an additional barrier. They could also have a different soundbite que for entering the fate, or a different banner (much like the unique banner that notified a player joining a seasonal fate, i.e. Lightning Strikes). There are plenty of spots in each zone where regular fates don't spawn, so overlap wouldn't have to be an issue. Unspoiled gathering points/fishing spots etc... are always in fixed locations and could be avoided.
I guess my only concern would be linkshells/FC's/etc... easily being able to abuse it. I mean, we can't talk outside of our alliance in frontlines for that reason. In open world it would be very very easy to fix FATES with as few as 3-4 players, especially on a small server. PvP is already small in general. I enjoy it a lot, but when i get into frontlines, or go to wolfsden pier, i only see the same 10-12 people from my server. ever. lol. Really tho, the small pop. is beside the point (sorry). Free for all is fine, but it wouldn't necessarily fix the problem. If 4 players communicate well, they could easily ensure they each got gold (if score is tallied in any way resembling FATES) by killing other players first, making it much harder for solo players to hop in and benefit. I know that's just part of pvp. That's fine. But I can easily see this being brought up in a hang-up during development meetings if the idea of PvP fates was presented.
Rather than PvP FATEs in PvE zones I'd rather see the creation of a set of PvP focussed zones. PvP focussed zones would be very similar to PvE focussed zones, but with a story line component focussed on conflict between the factions. PvP is always toggled on when being present in these zones.
Rewards from quests should give PvP oriented gear, level appropriate for the intended level of the quest. Mining nodes, botany nodes and fishing spots should give resources which are used in crafting of items related to PvP; such as PvP gear, PvP food buffs, etc.
FATEs within these zones could spawn as well, however should be worked out as sequenced FATEs. Where there may either be a direct source of conflict. Or PvP conflict may even be completely preventable. Fortification FATEs could help prevent the countering team from engaging full on combat. Depending on which side would win a FATE first, the following FATE could be decided.

Never heard of the game. Appears to be your generic korean MMO from what a quick google search gave me. Game hindering bots such as you describe tend to be quite common in many of such games. So I really wouldn't use such an experience as reference for how things may play out in FFXIV.



I'd rather there not be gather node in any of these zones. As it will make gatherers sitting ducks for the kind of jerks that make open world PvP unfavorable in the first place.
That said I agree with the rest of your ideas.
I think if there should be world PVP, it should be relegated to its own set of zones. Think something like Cyrodiil from ESO, only without the infinite loading screens and shield bash dps.
Yoshida is already taking a similar philosophy to DAOC with regards to PVP. Keeping a separation of PVP and PVE falls in line with that philosophy.
But I see why people would like World PVP. Some way to get to a PVP scenario that doesn't involve queueing for an instance would be appealing.
This is me. I know people don't like OW PvP and I get that, but instanced PvP for me just really kills it for me, I like my PvE and PvP seamlessly together, that's why I like World PvP so much.I think if there should be world PVP, it should be relegated to its own set of zones. Think something like Cyrodiil from ESO, only without the infinite loading screens and shield bash dps.
Yoshida is already taking a similar philosophy to DAOC with regards to PVP. Keeping a separation of PVP and PVE falls in line with that philosophy.
But I see why people would like World PVP. Some way to get to a PVP scenario that doesn't involve queueing for an instance would be appealing.
Too many players don't want PVP Zones or typical open-world duel requests.
Therefore, PVP FATE's are the perfect compromise.
Please SE?
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