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  1. #1
    Player
    tehomegaking's Avatar
    Join Date
    Dec 2013
    Posts
    159
    Character
    Bird Brush
    World
    Diabolos
    Main Class
    Conjurer Lv 10

    Frontlines - Remove GC restrictions

    ....................................................................
    (13)
    Last edited by tehomegaking; 01-08-2024 at 04:27 PM.

  2. 04-22-2016 09:36 PM

  3. #3
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Quote Originally Posted by tehomegaking View Post
    But I CAN'T get into 8vs8 for practice, I've queued for it for the last 5 days, and got two games! I've queued for frontlines for hours too, and never seen a single game pop. This is just unacceptable, it's madness, how can you expect PVP to thrive when people can't easily get into any games other than 4v4, something has to be done now.
    The unrated 8 vs 8 feast can be a lot of fun too. Is a real shame that it has too long queue times.
    More relaxed / less pressure than 4 vs 4, more parts of the arena accessible with places you can fall down. I like it.
    I would do unrated just for fun if I could get in there more often.
    (1)

  4. #4
    Player
    Guesswhat's Avatar
    Join Date
    Mar 2015
    Posts
    557
    Character
    Aira Comet
    World
    Odin
    Main Class
    Pugilist Lv 100
    Topic has been brought up several times. There have been many suggestions on how to work around it. I've also made seral suggestions including: http://forum.square-enix.com/ffxiv/t...3275-PvP-leves

    My idea here is to improve queues while not removing GC restrictions and not kill any other content. It could work several ways.

    In the end, SE will not spend much effort/resources to "fix" old content. Their budget mentality does not allow it. And if the new frontline does not have GC restrictions while the old ones have, then goodbye old frontline forever. Queue would never pop. Just like The Fold now. Dead and gone.

    As stated before, SE really miss out on a huge player-base the way they treat PvP. It's the PvPers that basically play just to play; keeping their subs just to play. They don't need constant new content to keep them interested. I'm sure many developers in SE are fully aware of this, but are held back by company/development philisophy, resources, budget, etc. However if they honestly -and with their best intentions- are giving it their best to keep PvP alive in this game, they are not doing a very good job. Sorry, but that is the ugly truth. I suspect that this is not the case though. They focus most of their attention on endgame-glamour-grinders, while hoping their minimum effort on PvP will keep the PvPers around.
    (0)

  5. #5
    Player
    NessaWyvern's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,920
    Character
    Nessa Goddessly
    World
    Ravana
    Main Class
    Conjurer Lv 96
    One thing when I was doing Frontlines for ADS that used to annoy me, was that sometimes one team would just feed another team/throw it to another team, and our team would lose as a result.
    For example, If I am adders coming 2nd place. Adders and Flames have around the same pts. But then Mael comes along, and hits adders when flames have 2+ nodes up and adders have 1 node. Adders now cannot fight flames as they are defending against mael and now adders lose, as flames are getting more pts from the 2 nodes up.

    Another example of what can happen: Say, Adders and Flames have around the same pts, but mael is so terrible when they hit flames, that they just feed them more and more pts (since when you die, you lose pts, and the team that killed you gains pts).The mael keep dying to flames, flame's pts jump up, Flames now wins, and adders lose.

    Another suckie scenario that I have seen: Sometimes it's mael and flames are 1st and 2nd, they'll just both hit adders, 2 teams vs 1 that is already losing, Adders would have no hope, they would have to defend against 2 teams, and it becomes a race from the other teams as to who can kill the most adders for the most pts. Not at all fair for the adders.

    If it was just 1 team vs another team, you wouldn't have these problems, adding the 3rd team means that the better team might not win, depending on how the 3rd team plays. Too often I have seen "Mael is so stupid, now flames will get the win -.-" and visa versa when I am playing as adders. This shouldn't be a thing.
    (0)

  6. #6
    Player
    Eorzean_username's Avatar
    Join Date
    Apr 2016
    Posts
    567
    Character
    Azephia Dawn
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    As a sort-of new player (6 months now I think?), I just want to add that GC restrictions are the last thing that has kept me out of PvP. I'm not arguing that it may be the ultimate limiting factor for experienced players, but I've encountered many more obstacles.

    Basically I think PvP is way too inaccessible in FFXIV, here is a brief freethink of all the reasons I've been playing 6+ months and only just now even considered PvP (and only because I wanted an Axe for PvE sold for PvP points).

    I learned Frontlines exist last week.
    That's 6+ months of playing and I never even came across information that FFXIV has Battlegrounds. It's buried behind reaching L50, completing a totally-unrelated quest (Pup No Longer, which I never completed, because I had no interest in Deathmatch PvP while still learning how to tank Brayflox Story), and then hidden behind a generic quest symbol at my GC headquarters (I don't hang out in Ul'dah much).

    In other worlds I've played, I'm encouraged to get into casual Battleground PvP from about Level ... 10? maybe?
    It's introduced in a gentle, carefree way while I still have a tiny ability set and it's easy to jump in and try things. This is the same reason early dungeons like Sastasha exist — it gets people comfortable with the ideas early on. Restricting PvP until Level 50 is like making someone's first dungeon Aurum Vale, then being surprised they don't ever want to do dungeons again.

    I'm not bribed into PvP.
    Developers need to understand, most average players of worlds like Eorzea are not 'gamers' the way developers usually are. They don't want to do something with potential ego-deflating consequences just for the challenge. That's why they enjoy PvE, it constantly pats you on the head and tells you how amazing you are and doesn't let you lose (not intended as cynicism — this is part of what makes questing adventures fun). Propose getting torn apart in PvP by master players — which is stressful, not fun — and it's like: "What do I get out of it?" Note the Relic grinds, for example; players will do a lot of things if you bribe them sufficiently.

    Something as simple as opening up Frontlines at level, say, 20? And including a 'PvP Roulette' with Leveling XP + GC Seals alongside the 'Leveling Roulette' would bribe newer and alt players into trying PvP — creating a more casual crowd to draw from and populate the Unrated content with.

    Why is bribery and early accessibility important?
    Because while some players will simply never have any interest in a competitive/unpredictable environment, other players (like me) are just either oblivious, intimidated, or both. It took my i205 Axe to motivate me to start poking around for Wolf Mark options, and after initially being filled with absolute dread, I realized Eorzean PvP is... actually kind of fun, and not everyone who PvPs is a salt-filled cyclops that hates you (in fact, most of them are fairly nice).

    Right now, FFXIV makes the player work for PvP:
    "Okay, Warrior of Light. We have hidden PvP somewhere in Eorzea. We won't tell you where. If you discover it, you may have to keep searching to find the other unlocks. Your incentive for doing it is... well, there isn't one, really. Also, most of your queues will never pop — there will be no explanation for this. If you give up after waiting in queue for 3 hours, that just means you're weak!"

    "Oh! Also, there a million tiny rules about PvP that are completely different than PvE. There will be no explanation of this anywhere. You must comb Forums and Wikis to learn about odd things like ranged damage scaling on BRD/MCH, and then you must also hope that Wiki was updated to account for patch changes and whether or not these modifications apply to Frontlines, Wolves Den, or both. Also, here's some PvP abilities! (what?) Have fun!"

    And then it's not very surprising most players either never learn it exists (me) or give up in short order and forget it exists.

    "But FFXIV makes the player work for everything, including PvE!"
    Yes, but this is fine for PvE because PvE is relaxing and fun. I'm willing to be filled with mystery and slooooowly unlock things in PvE, because that feels like a standard single-player RPG progression through the world.

    This works poorly for PvP, because the matches themselves are the motivation, not the 'discovery' that it exists. It's a different mindset, and a different type of player. If you bury PvP at L50 and behind quest unlocks and other loopy convolutions, you're pushing away the crowd that would be most likely to populate it.

    Or, put another unfortunately-blunt way: PvP doesn't care why everyone is killing subduing each other. I care, because I'm a lore/story nerd, but I'm the minority here and I don't think the average PvP audience does. They would much rather jump in with no explanation and start slaughtering Lalafells, than wait 50 levels and half the MSQ just to have better story context.

    (This is in direct contrast to PvE, where FFXIV's insistence on plot cohesiveness and world-logic has made it the most satisfying persistent world I've participated in.)
    (0)

  7. #7
    Player
    auron_seifer's Avatar
    Join Date
    Jan 2015
    Location
    Limsa Lominsa
    Posts
    39
    Character
    Auron Seifer
    World
    Ragnarok
    Main Class
    Black Mage Lv 60
    And now we get a brand new mode but it still has GC restrictions...

    If I was to tell you what I really think about this decision I would be banned in 5 seconds from this forum, so I will try to say this in the nicest way possible.

    This is the most retarded, stubborn, head in the ass and outright dumb decision the dev team could've possibly made. This is pants on head level of stupid. Sorry.

    We asked you time and time again, and yet you fail to see the obvious, GC restrictions are what kills pvp the most. Not balance, not lack of fun because it is fun, what kills it is that I play for 4 hrs at night and most days get 3 matches...all because of those silly restrictions.

    Only this dev team could possibly think that lore > gameplay. So yeah...keep your lore compliant pvp because I bet the new mode will die just a couple of months after it comes out. This is ridiculous.
    (9)
    Last edited by auron_seifer; 05-24-2016 at 10:07 PM.

  8. #8
    Player
    itsoni's Avatar
    Join Date
    Mar 2016
    Posts
    82
    Character
    Death Fury
    World
    Phoenix
    Main Class
    Warrior Lv 60
    There's a reason this post hasn't blown up. All of this has already been said and echo'd for over half a year. This was their chance to remove GC restrictions, ease up the queue times and draw people into PVP. There's 3 Frontlines modes at the moment - all dead. Maybe 10 pops total a day. With this 4th, what do you think will happen to the previous 3? They're not listening to the people playing PVP in this game at all.

    They said they want to focus on PVP when they released Feast - but what's actually been done about the two most discussed things in PVP recently?

    1. Reporting speedhackers and people throwing matches purposely. Still see them still playing a few weeks later with no consequence. Nothing.
    2. New Frontlines Mode. Completely ignored player feedback and have stuck with the route which will make this dead after a few months yet again. Nothing.

    I just have one question I would like to have a community rep or developer answer: Why keep it GC restricted? How does that positively influence the PVP community and aspect of your game?

    Good luck answering that question.

    More restricted game modes = Bigger split in community = Longer Queue times = Less people playing = Less games played = Less PvP activity. It's that easy to sum it up.

    Now I'm 100% sure this is just to increase playtime.
    (3)

  9. 05-23-2016 05:11 AM

  10. #10
    Player
    itsoni's Avatar
    Join Date
    Mar 2016
    Posts
    82
    Character
    Death Fury
    World
    Phoenix
    Main Class
    Warrior Lv 60
    Quote Originally Posted by tehomegaking View Post
    That threads is nearly 2 years old
    I had no idea it was like this that long ago, I've only been playing PvP the past 6 months myself.

    I don't understand why there's such a gap between the developers and the people playing the game. If these suggestions have been out there for 2 YEARS and they've consistently ignored it, are they just living in their own bubble developing in-house only or is it that the information isn't getting to them?

    2 years is ridiculous. It took me a few days of playing Seal Rock to realise GC restrictions were just a problem. idontgetit.
    (4)

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