That's why I mentioned the PvP event. Prior to that, it was hour+ queues into frontlines.PvP hasn't been dead since they removed the Grand Company restrictions and added the Garo gear. Frontlines may not have been instant, but it popped fairly regularly, and I was queuing into 8v8 Feast matches right up until the serves went down for Stormblood within 5-7 minutes.
Terrible suggestion - if you want to improve PvP you should be asking for Frontlines RATED matches that give no experience and is for the true PvP'ers. This is the casual, fun PvP where the only thing "places" serve is achievements and faster PvP currency/prestige. Leave the casual PvP content rewards alone unless you want the queues to be 30 min+ and effectively dead.
Pretty much this. If you got less XP when you lose people simply wouldn't play. There's never a guarantee of victory, teams are random.
I can't get the Garo mounts without winning, broheim. You also get more Wolf Marks for winning, which I need to purchase the Garo gear. Suffice it to say I have a vested interest in the outcome. But yeah, totally proves your point.
I don't think the BGs go any worse than they did in HW when I was farming Garo gear.This is whole problem. People go into PvP with the sole intent of leveling their jobs for PvE and couldn't care less about actually winning. Perhaps the OP's numbers are a bit too steep a punishment but people should be incentivized to win not get a participation medal. Nothing is more annoying than getting into Shatter and half the Alliances run off towards the other team only to get themselves killed or allow another GC to win because they can't be bothered to attack the ice. I have had multiple instances of people in chat flat out admit they don't care and only queued for the EXP.
As for one GC always losing. It's complete coincidence. Freelancer is set by default now. I've been apart of all GCs multiple times with varying results. You just had a string of bad luck is all.
Last edited by Nixxe; 07-03-2017 at 09:08 AM.
Fixed. K/D/A ratio, Damage done to PCs/Ice, Healing Done, Occupations (For Seal Rock/Secure). More you do, more exp. Sure, we could have a bonus for 1st or whatever, but that should just multiply EXP that you'd gain for actually playing.
Now you wouldn't be able to AFK and get exp.
People who lose that contribute more WILL get more exp than AFKers on the winning team. Because 0 x 150% (for a win for example) is still 0 compared to any amount of exp x 100%.
Also known as Yukikaze Yumishi on Midgardsormr.
Here's a question for the OP: Do you consider the people who hang back and protect the base on Shatter to be AFK?
For all those suggesting "participation" being the factor for rewards, how do you factor in the intangibles? Things like shows of force to scare off flankers, these are important tactics that involve no trackable data due to no actions being taken other than merely existing in sight range of opposing players.
Last edited by kattzkitti; 07-03-2017 at 12:46 PM. Reason: Another thought added.
I was hoping this was a Duty Roulette: Frontlines request to increase daily EXP bonus.
No... No I was wrong.
My fear with setting rewards on participation is that it may discourage players from taking healers into PVP.
Since half the time healers are better off baiting out or distracting opposing players from the objectives while the DPS chip down ice. Help give the team an overall win but completely ruins a healer's heal/damage scores.
The request could be amended then. 3rd place gets the current exp. 2nd place gets a bit more and 1st place gets a decent amount more. 2nd place should not get too much more than 3rd or you'd be stuck with people just simply fighting for 2nd place once they think the game is out of reach to win. Giving the biggest increase to 1st place would be the best bet at getting the most people in a game involved in actively trying their best to win.
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