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  1. #1
    Player
    Invalid_Name's Avatar
    Join Date
    Jun 2013
    Posts
    6
    Character
    Celie Lanverlais
    World
    Durandal
    Main Class
    Fisher Lv 82
    I was initially really excited for shatter because I thought they were trying to bring back something similar to secure. Instead we got the worst parts of slaughter & seize combined into one. I'm having fun with it for now because its new, but I'm curious about long term potential. Slaughter & seize were both far more popular than secure, likely because theres less pressure and you don't actually have to know what you're doing to participate.

    I do like the map itself though. Reminds me a bit of WvWvW in GW2. I'd love to see something like secure on this map, where you have to spread out and control various points instead of running around in a huge group of lemmings.

    Quote Originally Posted by Februs View Post
    I agree that Slaughter was garbage (though even that wasn't purely PvP, since there were still drones).
    I'm not sure how it was on western servers, but on the Gaia data center the meta got to the point where slaughter was almost 100% PVE. Within a month of release everyone would just run away as soon as the drones died because the two losing teams ganged up on first place, but if 1st place ran away the other two would have to fight each other if they tried to chase them. This devolved to the point where 1st place would flee before the drones even died, or as soon as they noticed an enemy team coming close to attempt a LB barrage. As a result, slaughter became a mode where you tried to out DPS the other team with 18 black mages and then just ran away to avoid conflict after the race was over. The only time people ever attacked was if someone was out of position or if 1st place was so far ahead that they could leave the center entirely and come up behind the 2nd place team to kill them then spawn camp them. The slaughterhouse title was very rare back then.

    This was by far the low point of FF14's PVP for me and I'm really hoping shatter doesn't become something similar.
    (3)

  2. #2
    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 Invalid_Name View Post
    I'm not sure how it was on western servers, but on the Gaia data center the meta got to the point where slaughter was almost 100% PVE.
    It was the same on the North American data centres. Even Secure played similar after the average game size shrunk to 24-man. Once you got your base Secured, everyone would head up to the top of the tower and stare at each other awkwardly while we waited for drones to spawn. Drones popped in. Dps check/race started up. Drones died. Everyone split back up and waited for the next set.

    The only time anything different happened was if someone was cheeky and sneaked behind another team to steal their flag, but even then it wasn't all that exciting because it was usually just one or two players. No one would want to send their full team because if they did that they'd be leaving only one GC up topside to collect ALL the drones, guaranteeing their win. Most times it was just a minor inconvenience of having to go back down to re-secure your flag, then head back up and repeat the drone dps check. By comparison, the earlier matches of 72-man Secure were much more exciting, because the teams were always fighting over the additional capture points instead of purely focusing on drones.
    (0)

  3. #3
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by Invalid_Name View Post
    ...
    I agree and remiss for the same things. TY for putting it into better words. 72 Secure was my favorite for similar reasons, 3 pseudo-Wolves Den fights (Parties A & C) going simultaneously while Team B managed center node(s) and assist faltering party A/C during downtime. It's still PVP, it's still unscripted, but at least the transitional phases there were a natural shove, by design, to get X encounter here, Y encounter there.

    It's been harder to come by in Seal Rock lately (players that care aren't around anymore). Since, it's felt for me Frontlines has just been de-evolving into Team deathmatch,

    I guess Feast is to blame? IDK, Free-sprint, CC nerfs, and the faster LB build may have been a factor (at least in Slaughter, people who were grinding for hand of mercy specifically could just BLM/SMN and not break the design intent).

    Or maybe because the zerg deathmatch approach is working for some people, everyone else just follows that white rabbit...


    anyway, a POSITIVE: what I appreciate about this Shatter, is they brought back the debris and obstacles that help kiters break LoS, and the return of knock back.

    But especially the debris, didn't realize how much I missed those little LoS-breaking-delights (which were mostly absent on the Seal Rock map).
    (1)
    Last edited by Xenosan; 06-09-2016 at 08:23 AM.

  4. #4
    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 Xenosan View Post
    Snip.
    It really makes you appreciate that old game mode, doesn't it? It is just a shame that they couldn't sustain the same style of play when Secure got downgraded to 24 man. Personally, I think that they made a mistake there. Instead of having drone spawns at the top of the tower, they should have had a fourth flag. That way, everyone would be forced to fight for supremacy of a second flag either up top or at someone else's base while they were distracted. I think it would have worked a lot better than the rinse and repeat drone camp.

    The deathmatch style that took over in the last days of Seize was purely caused by the enhanced LB meter. That was a flat out mistake on SE's part. They even admitted that it wasn't working as intended and patched it out of all FL modes when they released Shatter. So, the pace of the matches should go back to what you're familiar with.

    Ps. I totally agree with the Line of Sight comment. I did not realize how much I missed having debris to hide behind in FL until I used it for the first time in Shatter. I'm not 100% satisfied with the map, but the fact that they put that back into it is definitely a plus that puts it WAY over the Seize map in my book.
    (0)

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