Player
Not necessarily popular, but: It's not dead. But that's similar to how Japan has a over three times the raiding success and likely population as NA/EU despite offering the exact same rewards. Different culture and all that.
The core of the issue is hard to nail, though, because PvP as such is far from unpopular - League of Legends is probably still the biggest game on the market and counter strike and DotA2 are popular as well. Which is why I tend to go broken record mode when it comes to rewards - they're not the issue.
The primary issue is: People in this game don't enjoy the PvP offered in this game. Why? Gods know.
It probably isn't repetition.
Part of it might be the community, but LoL has been notorious for that as well and it didn't kill the game.
Might be a bad fit between the community and the content - FFXIV isn't exactly catering to the high competitive type.
Might be the gameplay - The trinity was not made with PvP in mind.
Might be the fact that newbies play with veterans due to a lack of MMR - especially in frontlines where 8-man premades are possible.
Might be queue times, but even when queues are swift as when Feast got introduced, it always dies.
But since this thread is in General Discussion where many Non-PvPers look:
Have you given PvP a try?
If not, why?
If yes, do you still play occasionally?
If not, why?
I have tried pvp.
Don't currently play it.
It's not fun.
There have been a few threads on this in the past. It generally comes down to people not appreciating the attitudes of PvPers.
Frontlines is boring. Its basically head smashing against other players with little to no tactic involved other than, run away and let other team bash their heads, grab bases, attack nodes that pop around the same times every game, and thats it. They should've made Sieze like an actual SIEGE mode so we'd be defending actual areas like castles with walls and crystals on the inside, nodes that don't require everyone to smack their heads against as they pop up all over the map (looking at you Shatter you POS) and grants the team points they can use to obtain upgrades like monsters and summons that defend the bases or something.
Frontline slaughter and Secure USED to be fun, until they removed the assist node spawns that would buff teams depending on their damage output. It added more tactics and thinking in the whole battle, but apparently thats bad because now its all redundant and boring. Grats on Shatter, it still sucks, and Feast can go starve. -_-
Unpopular opinion here but I'm pretty sure a big problem with the queues are premades. Premades jump ahead of the line and that can make it so that you're waiting for a match far longer than the estimated time will show. If there happens to be a premade queueing back to back you can end up waiting several hours and never really get a match to pop. So because it is so unreliable it makes it so that anyone that has to plan their activities around a limited amount time has to avoid frontlines/pvp which just further shrinks the already small number of available players.
I've tried PVP on a few occasions. The old level 30 Wolve's Den once for the PVP participation trophy, Secure out of curiosity back in the day (but not Slaughter), Seal Rock (curiosity again), 8 man Feast when it was released to try to get a Fenrir Pup, and Frontline Roulette (mostly Shatter matches) to farm Wolf Marks for stuff like minions and Orchestrion Rolls.
I haven't played since getting the rewards I was interested in this patch. I'm not a very competitive person.
Shatter is probably my favourite PVP mode for the same reason a lot of PVPers hate it-I can contribute a lot to my team's points without engaging other players
Feast in particular also had players with very bad attitudes. I was playing in the unrated mode during preseason and I was still seeing abuse directed towards players for poor performance, especially healers.
Last edited by Moomba33; 09-02-2016 at 11:07 PM.
It's most likely an ease of use problem. There are plenty of people that would like to pvp but stop queueing for it because queues take forever, which causes queues to become longer, which causes fewer people to queue, which makes queues take longer, repeat until queues are dead.
The best fix would involve 2 things:
1)Remove GC restrictions, they're silly.
2)Make a cross server PVP lobby like they're supposed to be doing with the cross server PF. As is, there could be 100 people in queue to do frontlines, but if every GC doesn't have at least 8 people then the queue won't pop and pvp will seem dead. A cross server pvp lobby/instance would make it easier to figure out that those 80 people are, in fact, interested in doing some pvp.
Yes, I did PVP enough to get a book I wanted for glamour purposes a while back.
No, I stopped participating when I achieved my goal above.
12 year old attitudes: Ain't nobody got time for that.
A mentor stole my house, slapped me across the face, and raised my ping from 15 to 30. Literally unplayable.
#GetSelliBack2016
Abolish the three teams into just Claws and Fangs.
Add in more than just King of the Hill. Seriously three years and we don't have Capture the Flag or Assault and Defend?
Copy GW2 and allow entry into all forms of PVP at level cap. Right now the only way you can get any taste of PVP is by getting to 60 and being greeted with insanely long queues. In GW2 both the World(server) versus World and the regular form of PVP you can start minutes after creating a character, and in WVW actually level up your PVE character. In WoW you can start at a very early level and actually level up while doing PVP. In FFXIV... you wait for the chance to wait to play PVP. Huge issue there.
Lastly make all the maps at the level cap, and all the frontline achievements universal. There's no reason to restrict rewards to a single map as it funnels players to that one map, neglecting the rest. I've seen people (and myself I admit) quit the level fifty maps because of the drop in level, and it wasn't benefitting them towards the glamor from Seal Rock. Solves this issue easily, and keeps all maps relevant.
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