No, thanks.
No, thanks.


The PVP in this game sucks and is boring, but random PVP duels with players taking place anywhere in the world or dungeon would be a cool feature. As long as both players accept the duel why not?
I bet adding something like this want we have would increase subs se... $$$
We have come so far in this discussion. What does it take to merit anyou sort of response from the team?


Maybe because it was a "NO" from the start? Open world pvp is just a ganking feast, guess the only ones who will have fun there.
Reading this thread, I just can't see a reason to not add this - I can't see any wrong with an open world PvP zone. I don't PvP that much... I mostly do PvE and RP. And I still can't see how this would be a bad thing... I thought this game was all about giving players choices of things to do?
There is so much that is not mandatory for anything - How would adding something like this be any different? I mean, they implement useless things in many of the patch cycles. At least funnel resources into something like this that would please the playerbase - clearly. Even if it doesn't it is a choice that you'd be offering for players to try and do - not tied to queue times or presence of x amount of people.
I wonder how the people against this would react if their favoured features were opposed, whether through trolling or outright denial.
And the excuse of going to play a different game? Please... People like the games they like. The same could be said if we pointed at everyone's favourite features and pointed them to another game. Why are people so averse to understand another's PoV?
I'd welcome an open world PvP zone, or even like Eureka. Even with a timer! The more choices for content we have, the better I'd say... It would at least be resources well spent, rather than so many of the useless features and complications this game has had implemented, that no one thought of developing any further or building up on...

Bumping this because of the recent Q&A from Fanfest. Yoshi-P stated that they have been experimenting with PvP servers where different GCs could engage in open world PvP. They said they had no plans for this now, however they told people who wanted this to be vocal about it. With the recent announcements of being able to jump worlds, one PvP world per DC would be something I want.
I would be really interested in trying out PvP outside in the world instead just Feast or Frontline instances. It sounds it would be really fun to do open world PvP with friends!
It's definitely worthwhile to note that there are many merits to having world pvp mechanics outside of simply having more pvp content. Most noteworthy in my mind is the array of community building opportunities that come with it. Spontaneous, unscripted events taking place in response to bringing players together in the game can be an incredible thing.
I think a lot of critics of this kind of content who complain about the possibility of ganking fail to consider a few things. For starters, while no one likes the idea of being harassed by other players, this kind of content would be completely opt-in. Secondly, allowing players the freedom to build a name and presence for themselves will ultimately foster the creation of new pvp communities. There will be the known gankers, the players who come to the rescue of others, and generally increase interest in pvp in general. Thirdly, this type of content wouldn't be associated with the more casual level content and wouldn't taint the Final Fantasy experience that more traditional FF fans would prefer. If they happen to be interested in PVP, then great! They have another way to experience that.
I've played MMOs for almost two decades and I can say with complete certainty that my most memorable, interesting and noteworthy experiences playing this genre took place because of the tools the game developers gave the player base to interact with one another. To do the same for FFXIV would be incredible.
Last edited by Mango24; 11-19-2018 at 09:01 AM.
I'd also like to add to the thread by sharing some ideas I think would make this type of content great:
1. Make the open world zone faction based, with settlements dedicated for each faction as a starting point. Have the starting points nearby smaller settlements that are able to be captured by the zone factions for rewards. Some rewards from capturing towns could include: access to a blacksmith who gives free repairs, a market board with reduced gil tax on sales, access to vendors with specific items only sold there or that offer discounted pricing on items found elsewhere.
2. Have each factions starting point have it's own independent leader, guards and fortifications. Make it possible to attack these towns and the players within them, but with significant risks and difficulty to do so. This would require a significant group of players to work together to attack it successfully to discourage ganking, but allow for organized raid parties to earn special rewards for defeating an enemy leader. Special rewards could be as significant as special tokens to earn unique items, or 60-90 minute buffs to damage, healing and reduced damage taken. The latter would likely drive many raiding parties into the pvp content prior to raid nights, bringing even more players into the zone.
3. Allow for pvp players to earn unique, ilvl relevant equipment by competing in this content consistently and regularly. Similar to how solo players can gear through eureka, allow pvp players to gear through this 'open world-pvp eureka.' I believe they should continue making level 1 equippable glamour versions of these sets, but allow players at max lvl the opportunity to take their hard earned pvp gear to raid night as more than just a cosmetic.
4. Create a 'ganker bounty' system for known gankers to have bounties placed on them by players with gil based rewards offered by the person putting up the bounty. To ensure the system isn't abused, have placing bounties on players have a cost that scales with their 'notoriety' determined by their number of players killed recently (especially while in a party) and other factors.
5. Continue using the currently balanced attributes, abilities and skills.
6. Utilize an 'underdog' system that offers benefits to outnumbered/outgunned players that strengthens defenses, guards and possibly even the losing teams players.
7. Allow for teams to 'comeback' through a variety of mechanics so that if you're team is falling behind, you're never out for the count. Reward skillful and tactical play.
8. Seperate this open world pvp zone as it's own instanced area that automatically replenishes specific teams that are lacking player numbers. Perhaps even consider making 'free lancing' the only option for queuing aside from queuing as a 4-8 man party to discourage stacking one 'faction'.
There have been a bunch or other great suggestions but these are just some of my own. I'd love to hear what you guys think! If we get enough traction maybe the dev team will consider it sooner than later!
Last edited by Mango24; 11-19-2018 at 09:29 AM.
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