Yeah I think outer nodes should receive a little more attention. Perhaps spawning 3 times during the match rather than one.2. Make it so that the center is not the focus for a Slaughter match. Start with the outside nodes, then spawn more outside nodes, and then maybe finish off with a big center battle, but spending 75% of the match in what can only be described as a laggy flustercluck is just plain bad.
Either that or just make it so that the slaughter matches are 24 man. Secure 72 man was pretty good but it never pops anymore and no one remembers how to do it even if it does pop.
Also, other changes include removing GCs altogether.
I'm all for just having 24 man slaughter and 72 man secure though. 24 man secure is boring and 72 man slaughter is too crazy and frenzied.
Last edited by kpxmanifesto; 05-11-2015 at 02:12 PM.
No 3 teams. All Grand Companies get together.
2 Merchant Factions pop up - They hire Adventurers as mercenaries.
That means 2 teams.
Players choose their preferred choice. Players "hired" get sorted into separate teams; if they do not get their choice side, they receive a marks bonus (to compensate hiring a merc that doesn't like his employer for in game reason, and compensate people that try to enter with their premade friends but group didn't fit and they now gotta fight em)
Goal is a particular type of Rare Coblyn which has a particular type of rare Aetheryte gathered on its back. Special equipment allows each team to know where it popped in particular areas on the map.
You now have "Capture the Flag" option possible with 2 fronts. Random flag pop at few choice locations to prevent flag camping.
Much better at balance, especially if players aren't shoved into a battle of aesthetics choices and server meshes, premade will be harder, and coordination will be key.
You can keep it low at 8 v 8 and restriction queueing at groups of 4 max (booting full premades).
wow Tarta
so man
such big
wow
much scarry
I agree with everything you have said OP, +1000 for everything, except this!
No, please, no!Now heres what would really be a great incentive for PvP, rewards to the Grand Company with the most victories in their respective Data Centers. Lets say for the month of May the Maelstorm on the Data Center of Aether has the most wins! All players in Maelstorm Grandcompany of their server will receive a juicy buff such as PvP EXP bonuses/Wolf mark or maybe even non pvp related things such as you would get from Company Actions. This gives more people an incentive to try out Frontlines.This will only encourage more polarization between GCs, and longer queues.
After first week, players will begin to run to winning GC. That GC will keep winning because others GCs will lack players really interested in victory. In the end: 2 GCs with casuals, 1 GC with active pvpers.
In the current state of things, even 'weaks' GCs can win if you run frontlines with premades (or have luck finding good mates). In the end, it doesn't matter if your GC is weak in that data center, as long your premade can be fearsome and score wins.
So, no: No global win/lose.
I must say english is not my primary language, so if you find some grammatical or syntax error, please tell me and I will edit my post. Thank you!!
PvP patches should be released in between major patches, not at the same time new main scenario quests and dungeons and other new content is released.
There should also be some 8v8 matches, where people of any GC can temporarily band together in the same full party in order to win glory for their nation. This will shorten queu times, and long queues have been the biggest factor in the average player losing interest in PvP.
Finally, please be sure to give a wolf mark bonus as a roulette reward, and the weekly challenges, otherwise players like myself who have reached the maximum level will not be motivated, because PvP experience is worthless once you are max rank. I realize the max level will be increased soon, but wolf marks are a huge grind, with very long queu times.
Long post, but an idea for an arena and format for 8v8:
http://forum.square-enix.com/ffxiv/f...threads/233911
I agree with pretty much everything you said, and i and many others have posted most of it times and times again on this forums, sometimes even with great support behind, around 50+ likes in some threads.Wolves Den and MMR system
It has been confirmed that we will be getting new Wolves Den maps and larger group sizes. But there has also been a hint at a leaderboard system for Wolves Den. We are not sure what kind of system Yoshida is plannning on adding but what do you guys expect or want to see in terms of ranking for Wolves Den? I personally would not mind a MMR system similar to that of games such as DotA 2, Although if there is a large enough PvP playerbase we can get to see a tiered rank system similar to that of Starcraft 2 or League. I am also assuming that Season matches will only be the ones that have this system in place and players can still play the unranked mode of Wolves Den.
Yet , and here is where the real problem lies, the devs don't communicate back, not even something like "we acknowledge this issues we are referring" just nothing and this is one of the biggest factors for success in pvp games, the community needs to be listened to and a channel of communication must remain active between Devs and players. I mean, they are probably working on changes right now, but that's part of the problem, they should announce the changes to us BEFORE they implement them so they some kind of feedback, since we don't even have test servers, to avoid futures messes like Slaughter FL was.
Other than that, i'll just point out that i'm not particularly thrilled with the idea of 8v8 arena since the whole point of arena is to be small scale, so that while teamwork is very important your personal skill can also easily change the tide of the match.
Anyway, thanks for the post, good to see that it's not just us people on EN servers that share this issues.![]()
The main issue is the Duty Finder queue system itself and how it functions and no amount of PvP balancing or PvP design changes will properly address this flaw. Changing the system so that people in queue are put into a queue pool where they stay until all spots for each group would be filled (using time priority placement) is necessary to fix this issue.
I think people have pretty much mentioned it; Don't enforce the GC restrictions when it comes to match making for frontlines. I actually like the idea of seperating players into two different teams after a queue. It's less chaotic when it comes to large scale battles and eliminates the conspiracy theory of two GCs being butt buddies. Been having better queue times since I swapped GCs but I swear the other two always sandwich toward our side and stay there...
As SE seems stubborn on keeping GC restrictions, a 4th wildcard GC could be introduced. As others have mentioned, this GC could act as a "mercenary" type of GC which randomize what GC they will fight for each time.
Also as others have mentioned: 24 man secure is boring. 72 man slaughter is too chaotic and causes lag for most people. Which makes it an unfair mode. 72 man secure is fun, but dead. 24 man slaughter is the only mode alive in frontline that is actually fun. But the map is too big for this mode.
SE please priorotize queue in the following order:
72 secure, 24 slaugther, 24 secure, 72 slaughter.
72 slaughter would be fine really if the map was utilized better (again: see other posts). Forcing all players at the same location causes lag for most/many people playing and results in unfair experience. Death by lag is NOT fun
On a positive note I must say I really enjoy 24 man slaughter.
Wouldn't it be awesome to be able to host/join battles?
Frontlines is the large scale faction battleground capture the flag PvP so 72 man is fine. What SE needs to add is World vs World pvp where players fight over a large scale map for contested territory, castles and primals.
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