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  1. #11
    Player Februs's Avatar
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    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by distant-cubix View Post
    I don't like the idea of removing the rank requirements either. However I do like the idea of expanding our player base.While we all have experienced the dreaded PUG match where everyone is just in it for the eso and folks are off doing their own thing spinning in the corner or something, getting people interested is part of it. While some might just be free food for the other team,"in theory" they will get better and become helpful at some point. I also really like the idea to adding PvP housing items or barding or even items needed for crafting that are purchased from Wolf marks, or something like that...
    I agree. Strict PvE rewards haven't done anything beneficial to the PvP community, but I think expanding the wolf marks system is a good idea, especially if the rewards are tied, at least in some way, to good performances.That could be as simple as rank locked items (ie. you can't buy this barding or these crafting supplies or gear or w/e without reaching ranks x y and z respectively), or it could be as complex as achievement based rewards. That old guy in Gridania is nice and all, but there should be a field officer in each GC that rewards your performance in PvP by offering you specific gear for a price, even if it's just for glamour.

    As far as getting more people engaged in actually playing PvP, I think more rewards for playing well would encourage people to actually participate instead of standing on the sidelines. It's been mentioned in other threads, but, besides an expansion of the wolfs mark system, they should offer in game bonuses for playing well (ie, bonus exp for fighting within range of nodes / or simply tying your end game exp bonus to your final score would work. People might give a damn about the game mode if they have more incentive to actually pay attention to their score).
    (1)

  2. #12
    Player
    distant-cubix's Avatar
    Join Date
    Mar 2014
    Location
    hyperion
    Posts
    92
    Character
    Distant Cubix
    World
    Hyperion
    Main Class
    Archer Lv 70
    While there is certainly merit to the idea of trying an end of game bonus to the score earned, I can see some immediate flaw or difficulties in implementing this, one suchexample might be in seal rock someone who stays to defend might not have as many kills but they played an important role. If everyone was after the points themselves some of the needed teamwork might evaporate. Not as related but the whole node capture thing can be annoying as well, when you're racing to get the credit and someone else gets the capture /sulk
    (1)

  3. #13
    Player Februs's Avatar
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    Jul 2015
    Location
    Ul'dah
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    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by distant-cubix View Post
    While there is certainly merit to the idea of trying an end of game bonus to the score earned, I can see some immediate flaw or difficulties in implementing this, one suchexample might be in seal rock someone who stays to defend might not have as many kills but they played an important role. If everyone was after the points themselves some of the needed teamwork might evaporate. Not as related but the whole node capture thing can be annoying as well, when you're racing to get the credit and someone else gets the capture /sulk
    Oh, that's not what I meant. I mean your overall team score, out of 800. Ie) If your team won the round with 800 pts. Then your personal exp boost scales with that score. If you lost the round with an abysmal 200 pts, tough luck. Your exp bonus is tied to 200 pts. Your team should have fought harder for the win. As for node captures, I don't think you'd get points for scoring the node so much as fighting within range of a node. Think similar to the old capture game mode. There's a big circle on your map, red or blue, fight within it and you can get an exp modifier. People who stand in a corner and do nothing, get no exp multiplier. Between the two options, though, the first would be easier to implement, so I think that would be the best option. There'd still likely be people who would stand around and do nothing, but if they hurt the team by not cooperating to try to get a win, they'd also be hurting themselves, and the team would get super ticked off. Booting afk or unhelpful players would become a more common occurrence. So, you're left with two options: help your team to win, or get the boot.

    One thing that I would absolutely NOT want to see is it being tied to selfish personal performances, mostly because of Dps / Tank classes. Giving a healer an exp bonus based on how much dmg they healed would probably be okay, but how would that work for tanks? Dmg sponge? Suicide would be a tank's standard operating procedure from that point on. Dps would be even worse. If they got exp bonuses off of kills, they'd just say screw the objectives and run wild. No, these kinds of exp bonuses would never fly, except for maybe in slaughter.
    (4)
    Last edited by Februs; 08-29-2015 at 11:06 AM.

  4. #14
    Player Beckett's Avatar
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    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    Quote Originally Posted by Februs View Post
    If you lost the round with an abysmal 200 pts, tough luck. Your exp bonus is tied to 200 pts. Your team should have fought harder for the win.
    Ooooh, I like this idea. It would put an end to (or at least help) the problem of teams going, "GG we lost the game might as well just give up." a minute into the match. There is nothing worse than a team that just stops trying. At least with this method, the losing team would keep fighting, if only to get a better team score and a bigger EXP bonus.
    (2)

  5. #15
    Player
    nickx's Avatar
    Join Date
    Dec 2013
    Location
    Adder4lyfe
    Posts
    205
    Character
    Calien Nightstalker
    World
    Odin
    Main Class
    Archer Lv 70
    It's probably too late to implement this (maybe next expansion), but I think the purpose of PvP gear should have only been for glamour purposes, while keeping the PvP rank required to unlock it. The purpose of PvP gear in general still remains almost pointless with ilvl syncing. Instead, players could jump into PvP using their PvE gear, and their motivation to PvP (other than for fun and future rankings) would be to obtain the unique glamour gear, titles, more action points for skills, and perhaps more mounts/cosmetics that could be bought with wolf marks. This is somewhat borrowing concepts from WoW's future PvP system, but I feel like it removes the uselessness of PvP gear, and with ilvl syncing being so low, obtaining PvE gear above that ilvl shouldn't be an issue for all players.
    (1)

  6. #16
    Player
    Yaichiro's Avatar
    Join Date
    Jan 2014
    Posts
    153
    Character
    Yaichiro Shimo
    World
    Odin
    Main Class
    Warrior Lv 80
    PvP gears as they are now are only useful for wolves den even though it's less popular compared to front lines.

    The idea that everyone are equals on front line is not appealing at least to me since there is no actual reward for me to play many matches in front lines (apart from mounts).

    My suggestion on PvP gears is to make players 10% stronger than those using PvE gears in front lines.
    (0)

  7. #17
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Yaichiro View Post
    PvP gears as they are now are only useful for wolves den even though it's less popular compared to front lines.

    The idea that everyone are equals on front line is not appealing at least to me since there is no actual reward for me to play many matches in front lines (apart from mounts).

    My suggestion on PvP gears is to make players 10% stronger than those using PvE gears in front lines.
    I don't get why people keep wanting advantages over other players in pvp. The jobs themselves arent balanced relative to each other, we have this ridiculous element of rng in the latest pvp mode, and we even have the battle high/fever system in the past 2 pvp modes which gives players massive advantages over those without it (though at least thats tolerable since its a reward for actually having skill). What is so fun about steamrolling people with inferior gear to you? I dont understand. Its like wars who celebrate killing a non tank one on one in a fight. Beating someone who you clearly have a definitive advantage over makes the victory feel so hollow (this is part of the reason I never use war in frontline even though I have it and just roll drg). But idk maybe its just me.

    They do need to make the pvp gear more relevant but that should be in the wolves den where the real PVP'rs are and not in a casual mode like frontlines which is basically the crystal tower version of pvp. Make wolves den more attractive and relevant again like having rankings and tracking individual stats in there and stuff with maybe different leagues the highest of which you need high lvl pvp gear with customized materia melds to be competitive in.
    (1)

  8. #18
    Player
    Yaichiro's Avatar
    Join Date
    Jan 2014
    Posts
    153
    Character
    Yaichiro Shimo
    World
    Odin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Dimitrii View Post
    snip
    When all players can achieve such rewards it's not called an advantage but a tangible achievement. Think about levels and how you need to work your way to lvl 60. By following your opinion then a new player should be given a char with lvl 60 without the daunting work of leveling up but it doesn't work that way which is the reason people are asking for a relevant rewards in frontlines especially when wolves den is kinda empty.

    Right now someone setting a foot in frontlines is relatively as good as someone had 100 matches simply because skill is extremely less important in frontlines which relies on RNG and having the "right" alliance.
    (0)

  9. #19
    Player Februs's Avatar
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    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Beckett View Post
    Ooooh, I like this idea. It would put an end to (or at least help) the problem of teams going, "GG we lost the game might as well just give up." a minute into the match. There is nothing worse than a team that just stops trying. At least with this method, the losing team would keep fighting, if only to get a better team score and a bigger EXP bonus.
    Glad you agree. I know exactly what you mean, and it's that kind of thing that gave me the idea. I've had teams that are only 100pts down and automatically decide to flip table and call it a failure of a game. It's like they lose one skirmish and suddenly the world is ending or something. Worse yet, that attitude seems to be highly contagious. When your GC is on a winning streak it's not so bad, but there are some days it's like pulling teeth to get the downers to not corrupt the whole GC.
    (2)

  10. #20
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by nickx View Post
    It's probably too late to implement this (maybe next expansion), but I think the purpose of PvP gear should have only been for glamour purposes, while keeping the PvP rank required to unlock it. The purpose of PvP gear in general still remains almost pointless with ilvl syncing. Instead, players could jump into PvP using their PvE gear, and their motivation to PvP (other than for fun and future rankings) would be to obtain the unique glamour gear, titles, more action points for skills, and perhaps more mounts/cosmetics that could be bought with wolf marks. This is somewhat borrowing concepts from WoW's future PvP system, but I feel like it removes the uselessness of PvP gear, and with ilvl syncing being so low, obtaining PvE gear above that ilvl shouldn't be an issue for all players.
    I'm not so sure that it would be too late. I mean, if SE can add entire dungeon zones and expand existing maps (mor Dhona, being the most notable one) with patches I'm sure they could make menu and vendor adjustments no problem. The thing is, though, I don't think PvP gear is quite that useless. For one, Wolves den requires a lot more attention to stats and materia bonuses, and, with the next PvP patch for the updated wolves den matches, we might find that PvP gear becomes substantially more important. Also, the secondary stats of PvP gear are FAR AND AWAY more useful for PvP than the PvE sets.

    I do think that they should add more glamour sets, but I kind of like the idea of being properly rewarded for your efforts in PvP with armour that actually has a function.
    (0)

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