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  1. #1
    Player
    Kurayo's Avatar
    Join Date
    Mar 2014
    Posts
    7
    Character
    Cryo Kuraio
    World
    Cerberus
    Main Class
    Conjurer Lv 100

    PVP Frontline Queue Times

    Will SE ever optimise the frontline queue times?

    Right now, queue times are 30-90min on the Chaos dataserver.
    You're better off requeueing once you get past the 30min mark or spam requeue in progress when other players just got in.

    If a 24 player match just ended and let's say 20 players requeue right after, howcome it takes at least another 30min for a new match?
    Even if you go with the "but maybe SE tries to wait for a 72-man match" excuse, I doubt DF waits 20min to see if it can gather 3 groups of 24 players.

    Your PVP audience is already small and with the 1 match per hour ratio you're not making it easier.

    SE, please review your PVP DF algorithm...
    (0)

  2. #2
    Player
    Thekk's Avatar
    Join Date
    Sep 2015
    Posts
    98
    Character
    Thekk Everdream
    World
    Brynhildr
    Main Class
    Scholar Lv 60
    That's simply because GC populations aren't equal.

    If company A has 8 players, B 16 players and C 24, company A players will get instant queues after every match while B will have to wait 20 mins to play every other match and C will have to wait 40 mins to play every 3 matches.

    Abolishing company restrictions so a new match starts as soon as there are enough players has been a recurring theme on these forums.
    (0)

  3. #3
    Player
    Evangela's Avatar
    Join Date
    Mar 2011
    Location
    グリダニア
    Posts
    4,361
    Character
    Evangela Monterossa
    World
    Balmung
    Main Class
    Ninja Lv 90
    They need to stop developing the Wolves' Den and the Feast. Frontline is the real battlefield that real PvPers should be doing. Focus on Frontline, and Frontline only.
    (2)

  4. #4
    Player
    Thekk's Avatar
    Join Date
    Sep 2015
    Posts
    98
    Character
    Thekk Everdream
    World
    Brynhildr
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Evangela View Post
    They need to stop developing the Wolves' Den and the Feast. Frontline is the real battlefield that real PvPers should be doing. Focus on Frontline, and Frontline only.
    Well at least the Feast has an actual focus on PvP unlike Shatter

    Kinda wish they made frontlines team vs team, it would open up a lot of possibilities and you wouldn't have situations where the forgotten team sneaks to victory.
    (0)

  5. #5
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Thekk View Post
    Well at least the Feast has an actual focus on PvP unlike Shatter
    I wish people would stop thinking that PvP = PKing and attacking non-player targets=PvE. Both attitudes are blatantly wrong.

    Kinda wish they made frontlines team vs team, it would open up a lot of possibilities and you wouldn't have situations where the forgotten team sneaks to victory.
    That only happens because objectives outside of 72 man Secure matches do not force alliances to split up to keep them covered. You just get huge zergs going after the nearest major objective and if 2 Zergs see the same objective as their primary target the 3rd alliance gets theirs unopposed.
    (1)

  6. #6
    Player
    Thekk's Avatar
    Join Date
    Sep 2015
    Posts
    98
    Character
    Thekk Everdream
    World
    Brynhildr
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Ultimatecalibur View Post
    I wish people would stop thinking that PvP = PKing and attacking non-player targets=PvE. Both attitudes are blatantly wrong.
    It stops being PvP when it is more beneficial to ignore enemy players and focus on a crystal instead. Seal Rock is PvP because you can't just ignore the enemy team while going for objectives even though your focus is on capturing tomeliths before getting kills.

    Quote Originally Posted by Ultimatecalibur View Post
    That only happens because objectives outside of 72 man Secure matches do not force alliances to split up to keep them covered. You just get huge zergs going after the nearest major objective and if 2 Zergs see the same objective as their primary target the 3rd alliance gets theirs unopposed.
    It does happen in 72 too, but you're right that it a more common occurence in 24 man. Sadly, once a frontline has been out for a while, that's the only kind of matches that pop up (unless you're on Mana I guess) so you would think SE could put a bit more time into that version too. Shatter 24 is just a mess right now with crystals taking way too long to go down that it's not rare the next one will spawn before the previous is destroyed.
    (1)

  7. #7
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Thekk View Post
    Shatter 24 is just a mess right now with crystals taking way too long to go down that it's not rare the next one will spawn before the previous is destroyed.
    If they not gonna bother to scale down the stupid large ice's hp for 24 man they need to remove large ice completely from 24 mans and only have small ice. As it stands its better to just ignore that initial large ice if the other 2 GCs are at it, cap their bases, and spawn camp their dead if they are killing each other at the ice. Most people will not have more than 1 or 2 people, if any at all, defending the base so if you split the eight in the team into groups of 3-3-2 (or 4-4 if you dont wanna defend ur own base) you can easily cap and kill while the main forces are busy at ice. The fact that casters dmg on ice was nerfed makes it so unappealing now to melee since you have no choice but to sit there dpsing the stupid ice to pick up the caster slack while opposing casters are sitting back turreting you as you do so. There are no words that can justifiably and accurately describe just how garbage this mode is. Yet as its the only frontline mode semi active its the only PVP mode I can do when I'm not doing feast.
    (2)
    Last edited by Dimitrii; 08-23-2016 at 01:33 PM.

  8. #8
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Thekk View Post
    It stops being PvP when it is more beneficial to ignore enemy players and focus on a crystal instead. Seal Rock is PvP because you can't just ignore the enemy team while going for objectives even though your focus is on capturing tomeliths before getting kills.
    No, it does not. Both modes are PvP because the actions of opposing players are determining who is successful. Running an obstacle course is PvE. Two players racing each other through an obstacle course is PvP. Just because you are not attacking other players does not make something PvE.

    All ignoring enemy players over focusing on a crystal means is that the crystal has a higher priority than attacking other players. This only implies that their is a fairly extreme imbalance between the rewards for each not that the mode is too PvE.

    It does happen in 72 too, but you're right that it a more common occurence in 24 man. Sadly, once a frontline has been out for a while, that's the only kind of matches that pop up (unless you're on Mana I guess) so you would think SE could put a bit more time into that version too. Shatter 24 is just a mess right now with crystals taking way too long to go down that it's not rare the next one will spawn before the previous is destroyed.
    Please note that I said 72 man Secure aka the original Frontlines mode that took place in The Borderlands Ruins. It had 6 control points (one near each spawn point (known as the base) and 1 placed between each pair of GC spawn points) and a series of drones and a single node that spawn in the middle of the map at various times. This usually forced each alliance to split into 3 parties to go after certain objectives. Party A would go after the control point to the left of spawn and possibly the base of the GC that was beyond it, Party C would do the same for the control point to the right of spawn, and Party B would vary between helping Parties A and C, going after the targets in the middle and protecting the base as needed.

    The objectives in this mode forced all alliances to split up into smaller groups in order to complete objectives. No other current Frontlines mode (24 man Secure, 72 man Slaughter, 24 man Slaughter, 72 man Sealed Rock, 24 man Sealed Rock, 72 man Shatter and 24 man Shatter) has managed to effectively do this. In pretty much every other mode the best strategy is to form and stick together in a big primary group that goes after the primary objectives while a few individuals break off every so often in order to go after secondary objectives.

    Quote Originally Posted by Ryannex View Post
    I have to disagree. When it becomes a contest of who can kill a non-playable object the fastest, it turns into PVE. Sure it's a competition, but it's no more PVP than seeing which party can get the most damage up on a FATE target and grab the most EXP. As mentioned above, Seal Rock is more tactical - you had to interact with the enemy party to win, there was no doubt about it.
    No. It does not become PvE. The Environment (E) is not opposing the Player (P) when it is a contest (V for versus) of two groups attacking the same non-player object. If the enviroment was the primary determiner of how many points you receive from attacking a non-player object.

    And Ryannex your example of two groups competing over who gets the most credit from a FATE is PvP if the other team can influence if the other side can succeed or fail. Claiming a rare spawn in such a way that it prevents other players from being able to interact with it is a form of PvP. Having limited access resource nodes that you can prevent other players from collecting is a form of PvP. Player Killing is not the only form of PvP, but it is pretty much the only form most people think of when people say PvP.

    Also Sealed rock is far from being more tactical. It is almost purely RNG. It is quite possible to end up with spawns were the winning team never even has to engage the other two teams. I have been in these type of matches before on both the winning and losing sides and I do not find them fun at all.

    In shatter 24, however, if a big ice spawns on the furthest side of the map away from two teams, you just have to accept that you're going to have to wait for the next one because there's no way you'd be able to get any points. Sure, you can spawn camp, but as menioned above the majority of the team will be PVE'ing the rock so you're hardly going to run into an abundance of players to PK with, just the occasional respawn.
    Corrected for the truth of things. The very act of taking the base points is an act of PvP.

    When you do make it to the ice, even if the other two teams are there, your time is best spent attacking the ice than other players - and as soon as it's down, running away and spreading to make sure you're closest to the next ice spawn. You can go and win the whole game without having any form of PK interaction whatsoever.
    Corrected again.

    And by doing so you (P) successfully defeated (V) two groups of enemy players (P). Just because you didn't attack any other players does not mean that you were not participating in Player versus Player content.
    (0)

  9. #9
    Player
    Ryannex's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    117
    Character
    Lorelei Larkin
    World
    Kujata
    Main Class
    Arcanist Lv 1
    Quote Originally Posted by Ultimatecalibur View Post
    I wish people would stop thinking that PvP = PKing and attacking non-player targets=PvE. Both attitudes are blatantly wrong.
    I have to disagree. When it becomes a contest of who can kill a non-playable object the fastest, it turns into PVE. Sure it's a competition, but it's no more PVP than seeing which party can get the most damage up on a FATE target and grab the most EXP. As mentioned above, Seal Rock is more tactical - you had to interact with the enemy party to win, there was no doubt about it.

    In shatter 24, however, if a big ice spawns on the furthest side of the map away from two teams, you just have to accept that you're going to have to wait for the next one because there's no way you'd be able to get any points. Sure, you can spawn camp, but as menioned above the majority of the team will be PVE'ing the rock so you're hardly going to run into an abundance of players to PVP with, just the occasional respawn.

    When you do make it to the ice, even if the other two teams are there, your time is best spent attacking the ice than other players - and as soon as it's down, running away and spreading to make sure you're closest to the next ice spawn. You can go and win the whole game without having any form of PVP interaction whatsoever.
    (0)

  10. #10
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Evangela View Post
    Frontline is the real battlefield that real PvPers should be doing. Focus on Frontline, and Frontline only.
    Lol. And people call me a troll. No one trolls as masterfully as you do.
    (6)

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