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Thread: Shatter

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  1. #10
    Player
    aeoncs's Avatar
    Join Date
    Jul 2015
    Posts
    208
    Character
    Zael Magnus
    World
    Shiva
    Main Class
    Monk Lv 90
    I understand the point you and ThirdChild are trying to make but since you yourself mentioned it, it's done with the pre-Garo crowd in mind. Prior to the event most PvPers were part of a niche group that really loves to PvP for the sake of PvPing alone; if you give advice to or make calls in the presence of players like this, there's a good chance they'll listen or even follow your lead. The same doesn't apply to the casual PvPer who just wants to have some harmless fun, not that there's anything wrong with that. Fast and easy games instead of wasting time and patience on a game that you might still lose.

    That's part of why Shatter isn't a good frontline/battleground aside from the RNG and PvE aspects - random battlegrounds are meant to be casual and thus work for and with the average casual player. Things like advanced tactics, actually having to think ahead on how you can make use of your surroundings and team composition etc. is something that should be limited to ranked and competitive content. As I already said, when joining a battleground most players just want to have fun, zerg a little between objectives while not having to constantly think about what they could be doing better.

    That's why I said that casual PvP modes need a plain and simple concept with an objective that's easy to understand even for first-timers. How do you win Capture The Flag? Well, you capture the flag. How do you win a conquer and hold type of game mode? You conquer and hold/defend. Taking WoW as an example (yeah yeah, I know), one of the most "recent" battlegrounds is the Deepwind Gorge, where you have to race for ressources/points by either conquering and holding nodes or capturing the enemy flag, which is a mining cart in this particular case, and do you know why this BG is not nearly as popular as most others and way harder to carry for an individual? Because, according to the forums, having to pay attention to two distinctly different objectives is too bothersome for many players.

    And I guess that's my main argument: if you really want FFXIVs PvP to flourish in terms of lasting activity, you need frontlines with a simple concept that are easy to understand and play and only frustrating when being severely outclassed by the enemy team/s.
    (4)
    Last edited by aeoncs; 01-31-2017 at 08:56 PM.