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  1. #11
    Player
    Stylelink's Avatar
    Join Date
    Jul 2014
    Location
    Limsa, where else would i get the salt
    Posts
    53
    Character
    Thy A'
    World
    Odin
    Main Class
    Conjurer Lv 80
    Also, if rewards were proportional to the number of points you generated for your team, by taking/keeping flags, killing drones or even other players (yes killing players gives points, but very little compared to whatever else), i think that would make front lines much more appealing for many.

    (1st message too long, had to finish here)
    (0)

  2. #12
    Player
    Stylelink's Avatar
    Join Date
    Jul 2014
    Location
    Limsa, where else would i get the salt
    Posts
    53
    Character
    Thy A'
    World
    Odin
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Atreus View Post
    Rewarding for kills and damage would also provide even less incentive to roll healer. You could reward for amount healed, but right now you could pad your heal numbers by overhealing. That would need to be corrected.

    I'm 100% for performance incentives, but I think the first step is getting rid of that losing team's EXP bonus...
    while i agree with that flag and kills shouldn't be rewarded (except if some changes are made to how these are credited), the main difference between pie and pvp in healing, is that over healing is actually very good (except if you run against a pre made team on teamspeak, then its useless). Its good in a way that the opposing team does not know who to attack, as no one is losing a significant amount of hp, that means their damage will be spread over all the team members (or even over all the healers is good instead of focused on 1 healer).
    (0)

  3. #13
    Player
    ZhycranaDranix's Avatar
    Join Date
    Jun 2014
    Posts
    572
    Character
    Zhycrana Dranix
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    They should do the kill count how they do the node , not the team who put the last hit on it but majority of the damage that's how kills should be counted in FL
    (0)

  4. #14
    Player
    Khonrath's Avatar
    Join Date
    Dec 2014
    Posts
    37
    Character
    Khonrath Khon
    World
    Leviathan
    Main Class
    Arcanist Lv 50
    -Ultimatecalibur



    1. XP would benefit the party and players that ASSIST in the kill. This would include a healer applying damage to target or healing their ally who is being attacked/attacking. Tanks would also get the benefit due to attacking target/being in party of someone who attacked the target.
    2. Flag captures would need to be locked for X amount of time after capturing.
    3. XP earned would be minimal.
    4. XP earned would be minimal. Please explain a tactic that would be used in FFXIV ARR.
    (1)

  5. #15
    Player
    Khonrath's Avatar
    Join Date
    Dec 2014
    Posts
    37
    Character
    Khonrath Khon
    World
    Leviathan
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Zagam View Post
    So you are holding them to high standards, make up your mind. And yes you are crying.
    Again, I am boasting my opinion to provide feedback to enhance the PvP experience for FFXIV ARR players. I am not holding SE to high standards because of the current PvP mechanics set in place and how this game is PvE focused. I do not have expectations, but rather OPINIONS. If I was expecting SE to make these mass changes, but then saying "not holding them to high standards", then your point would be valid. But since I am merely expressing my opinion, you are wrong.
    (0)

  6. #16
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    901
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Stylelink View Post
    while i agree with that flag and kills shouldn't be rewarded (except if some changes are made to how these are credited), the main difference between pie and pvp in healing, is that over healing is actually very good (except if you run against a pre made team on teamspeak, then its useless). Its good in a way that the opposing team does not know who to attack, as no one is losing a significant amount of hp, that means their damage will be spread over all the team members (or even over all the healers is good instead of focused on 1 healer).
    Yeah I understand. In that way it's great. You can just spam Medica II at the base though before the match starts to gain healing points is what I mean. It's very much open to exploitation.
    (0)

  7. #17
    Player
    Khonrath's Avatar
    Join Date
    Dec 2014
    Posts
    37
    Character
    Khonrath Khon
    World
    Leviathan
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Atreus View Post
    Yeah I understand. In that way it's great. You can just spam Medica II at the base though before the match starts to gain healing points is what I mean. It's very much open to exploitation.
    Players would be X amount of xp, and it would be split between those involved in the kill. Spamming heals would not reward you any credit while away from the kill or combat (See War AoR Scenarios for example). XP from a kill would be divided via the amount of contribution one put forth. Also lowering the value of xp a person is worth after every death would block out the exploit of kill farming. There are many exploits that one can come up with, and for every one there is a counter. Thank you for contributing to this post.
    (0)

  8. #18
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    901
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Fair. What would determine who contributes to the kills though? Tagging each target wouldn't really promote effective teamwork and tactics and as you know wouldn't be very viable for healers. Merely being in range of the kill might just promote three parties steamrolling together for EXP. Possibly just a makeshift and invisible enmity system so healers can receive credit through healing the people making the kills?
    (0)

  9. #19
    Player
    Khonrath's Avatar
    Join Date
    Dec 2014
    Posts
    37
    Character
    Khonrath Khon
    World
    Leviathan
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Atreus View Post
    Fair. What would determine who contributes to the kills though? Tagging each target wouldn't really promote effective teamwork and tactics and as you know wouldn't be very viable for healers. Merely being in range of the kill might just promote three parties steamrolling together for EXP. Possibly just a makeshift and invisible enmity system so healers can receive credit through healing the people making the kills?
    Although I don't know the algorithm used by Mythic to distribute Renown exp (warhammers version of PvP experience), they had it very well laid out.

    FFXIV ARR has low exp for PvP so it would be hard to tell how much each person should/could get for kills. Seeing as a single Frontlines will give around 500xp, I would like to see kills grant 25-50 exp or so. This would give more incentive to go out and fight other parties instead of sitting on a flag waiting for the game to end.
    (0)

  10. #20
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Stylelink View Post
    (what i mean is considering a kill not by the last hit, neither by damage inflicted, neither by aggro generated, just by participation, everyone who has participated in anyway is a kill, by putting debuffs for helping the team mates, healing or doing the actual damage should be rewarded equally (even if someone did more than the others).
    That would be pretty cool.
    (0)
    YouTube.com/c/iBluairjgr

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