Page 1 of 2 1 2 LastLast
Results 1 to 10 of 18
  1. #1
    Player
    tinythinker's Avatar
    Join Date
    Apr 2016
    Location
    Gridania
    Posts
    748
    Character
    Omi Senu
    World
    Faerie
    Main Class
    White Mage Lv 100

    Your thoughts on promoting different modes and team sizes

    Some people are upset or confused that 24 player Frontlines is being removed with only the 72 player version of Frontlines remaining. A few (hello!) still miss the 8 player teams for the Feast. And then, you know, Rival Wings technically still exists

    Whichever mode or team size you prefer, it's the number of people queuing that make it succeed or fail. No one wants 30-40+ minute queues for instanced PvP. But drop it to 10 minutes or even better, to 5 or fewer, and it looks much more appealing.

    Of course, incentive is key. Sure, sure, fun is the best incentive. Yet what I tend to see in MMOs is that incentives can inspire people to try PvP to see if they like it, or to choose it over another fun activity. So of course suggestions to make PvP more fun matter, but they become irrelevant if too few people even bother trying it.

    So...

    What do you think of efforts to promote different game modes/team sizes? Should there be (more) unique rewards for each? Or is a rotating schedule of limited time rewards be the way forward? Something else? Examples of your preference(s)?
    (2)
    Thanks for helping make the FFXIV community a fun and welcoming place. If you're not sure you have (and you very likely have), make it a point to be patient or helpful the next time you log in so that you can know you've made a difference.

    If you're on the Aether data center, congratulations! I might be your next exciting adventure healer in the Duty Finder. Please look forward to it.

  2. #2
    Player
    Crit's Avatar
    Join Date
    Oct 2017
    Location
    Litter box in wolves den
    Posts
    253
    Character
    Crit Ful
    World
    Ultros
    Main Class
    Monk Lv 90
    Have the rewards be unique and everyone will do it no questions asked



    Problem solved for creativity with modes and team sizes


    Now delet dis
    (0)

  3. #3
    Player
    UnrealTai's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    366
    Character
    Laernu Tairos
    World
    Maduin
    Main Class
    Ninja Lv 90
    Dont participate in pvp for rewards
    I pvp because I enjoy pvp. Dont need a (mom n dad) bribe to participate in it.
    Dont enjoy RW because its more button mashing with OP robots then skilled pvp
    8 player feast returned though? Um HELL YA

    People are upset in removing 24 FL because it had a sense of (albeit very little) tactics and teamwork required to win.
    72 is a boring s show. If anything its the 72s that needed to be removed
    (4)
    Last edited by UnrealTai; 10-21-2019 at 10:48 PM.

  4. #4
    Player
    Noitems's Avatar
    Join Date
    Aug 2018
    Location
    New Gridania
    Posts
    926
    Character
    Noitems Ever
    World
    Goblin
    Main Class
    Gunbreaker Lv 100
    They just need to make a more constant spree of rewards like a moogle treasure trove but have it for just PVP.

    Wolf Marks are great but really the only thing I actually will buy are glamor prisms and dark matter, and that's because I bought all of the other unique rewards.

    They just need to keep adding more items and maybe even do it in a rotation to promote the modes but also have it be tied to wins/ Gives the vets a reason to q into those modes and allows new players to understand how to win in them with good strategy.

    Would love some achievement rewards being tied to a Rival Wings roulette if they ever make one, that mode absolutely needs the support.
    (2)

  5. #5
    Player
    tinythinker's Avatar
    Join Date
    Apr 2016
    Location
    Gridania
    Posts
    748
    Character
    Omi Senu
    World
    Faerie
    Main Class
    White Mage Lv 100
    Quote Originally Posted by UnrealTai View Post
    Dont participate in pvp for rewards
    I pvp because I enjoy pvp. Dont need a (mom n dad) bribe to participate in it.
    Dont enjoy RW because its more button mashing with OP robots then skilled pvp
    8 player feast returned though? Um HELL YA

    People are upset in removing 24 FL because it had a sense of (albeit very little) tactics and teamwork required to win.
    72 is a boring s show. If anything its the 72s that needed to be removed
    I like rewards because it helps get people to try content they might otherwise miss. And even if they have fun, sometimes activities can get stale, so having new people popping in or new things to work toward as an incentive can be helpful. Just my PoV though.

    (Good to see someone else misses 8 player Feast teams)


    Quote Originally Posted by Noitems View Post
    They just need to make a more constant spree of rewards like a moogle treasure trove but have it for just PVP.

    Wolf Marks are great but really the only thing I actually will buy are glamor prisms and dark matter, and that's because I bought all of the other unique rewards.

    They just need to keep adding more items and maybe even do it in a rotation to promote the modes but also have it be tied to wins/ Gives the vets a reason to q into those modes and allows new players to understand how to win in them with good strategy.

    Would love some achievement rewards being tied to a Rival Wings roulette if they ever make one, that mode absolutely needs the support.
    So basically more things like Garo where you win enough to get the prize? Nice.

    As for support, yeah, I look at support and promotion of instanced PvP among some popular MMOs like this:

    WoW - good (new themes and seasonal rewards, new maps, popular streamed competitions, etc.)
    FFXIV - meh (OK support for Feast, new maps every great once in a while, and... yeah)
    ESO - oof (nice combat system but queue system is broken, matching system is not good, no real promotion of any kind)

    I think FFXIV could do better but I'm not sure the dev resources and commitment are there. But that's from someone who's still a PvP casual so my impression may not be worth anything.
    (0)
    Last edited by tinythinker; 10-21-2019 at 11:35 PM.
    Thanks for helping make the FFXIV community a fun and welcoming place. If you're not sure you have (and you very likely have), make it a point to be patient or helpful the next time you log in so that you can know you've made a difference.

    If you're on the Aether data center, congratulations! I might be your next exciting adventure healer in the Duty Finder. Please look forward to it.

  6. #6
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,789
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Reaper Lv 100
    Because there change frontline is dead to me and never run it after 5.1 again. To me they need to just remove all pvp and just keep feast. Good job Yoshi raising everyone's queue times even more than they was already. I only ran frontlines to cap my tomes each week now just do hunts to cap them.
    (0)
    Last edited by hynaku; 10-25-2019 at 03:39 AM.

  7. #7
    Player
    Shinklet's Avatar
    Join Date
    May 2018
    Posts
    273
    Character
    Sors Tyche
    World
    Phantom
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Crit View Post
    Have the rewards be unique and everyone will do it no questions asked



    Problem solved for creativity with modes and team sizes


    Now delet dis
    There needs to be a new currency for wins and wins alone for these rewards.
    The fact that there are content creators big in the community that are tweeting out confidently that they will afk off-stream to farm wolf marks because they're a pittance currency that mean nothing is antithetical to pvp and competition.
    (0)

  8. #8
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,459
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    The thing is you can’t select between 24 and 72 man modes. Removing it will only make wait times increase...
    (0)

    http://king.canadane.com

  9. #9
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Shinklet View Post
    There needs to be a new currency for wins and wins alone for these rewards.
    No, they just need to adjust the rewards structure for PvP in general. Change winning to a modifier, and make the reward based on a tally of your Kills/Deaths/Assists/Damage/Objectives/etc. So if you do nothing all match and just get carried to victory... A 1.5x modifier on zero is still zero, meanwhile a 1x modifier for losing but with 20 kills is still worthwhile... A reward structure like that would actually encourage participation and improvement; The better you get at PvP the more rewards you get, someone with 2 kills a match wont get the same reward as someone with 20. There is reason to play and improve with such a system, rather than the current "lose faster so we get rewards faster" attitude.

    I'd also like to see a top 3 system attached to the various statistics at the end of battle, so top 3 kills, assists, damage dealt, healing done, damage taken, etc. (think something like Overwatches Gold/Silver/Bronze medals at the end of matches). Solely for the purpose of achievements, though it can also be a modifier for the basic EXP/Wolf Marks/etc rewards. Win x Frontlines matches is not a good system for achievements, you can have a 100% win rate or a 1% win rate, you'll still get that achievement in the end. Having achievements that actually encourage aiming for the highest kills/etc per match would, again, encourage people to improve. They're also far harder to obtain, giving the achievements a longer lifespan. Having something like that for Garo would have been interesting, rather than a bunch of 0 IQ leeches you'd have people coming in and either putting effort in to carry themselves or giving up when it's clear they'll get nowhere with a PvE snowflake attitude, a win-win IMO.
    (0)
    Last edited by Nalien; 10-25-2019 at 07:18 AM.

  10. #10
    Player
    Shinklet's Avatar
    Join Date
    May 2018
    Posts
    273
    Character
    Sors Tyche
    World
    Phantom
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Nalien View Post
    No, they just need to adjust the rewards structure for PvP in general. Change winning to a modifier, and make the reward based on a tally of your Kills/Deaths/Assists/Damage/Objectives/etc. So if you do nothing all match and just get carried to victory... A 1.5x modifier on zero is still zero, meanwhile a 1x modifier for losing but with 20 kills is still worthwhile... A reward structure like that would actually encourage participation and improvement; The better you get at PvP the more rewards you get, someone with 2 kills a match wont get the same reward as someone with 20. There is reason to play and improve with such a system, rather than the current "lose faster so we get rewards faster" attitude.

    I'd also like to see a top 3 system (which Chocobo Racing, of all things, basically has already) attached to the various statistics at the end of battle, so top 3 kills, assists, damage dealt, healing done, damage taken, etc. Solely for the purpose of achievements. Win x Frontlines matches is not a good system for achievements, you can have a 100% win rate or a 1% win rate, you'll still get that achievement in the end. Having achievements that actually encourage aiming for the highest kills/etc per match would, again, encourage people to improve. They're also far harder to obtain, giving the achievements a longer lifespan. Having something like that for Garo would have been interesting, rather than a bunch of 0 IQ leeches you'd have people coming in and either putting effort in to carry themselves or giving up when it's clear they'll get nowhere with a PvE snowflake attitude, a win-win IMO.
    What I suggest is realistic within the game's pre-existing systems and code.

    What you suggested requires more time and to develop a system that would take a lot of work because of the engine that ffxiv uses. The game needs to tally these things, form an algorithm based on average performance and then distribute accordingly and somehow not get abused.

    This is why games don't tend to do this and opt for ones that are time based like overwatch, call of duty, pubg, battlefield, league of legends, the list goes on.

    Take a healer for example, a healer with lots of damage done would be evaluated as being above average and as a result recieve better rewards but would be costly and ineffective as a team.

    If you just make it a zero-sum game where your knowledge and skill will win you more games and get you the currency, this is not only easy to implement, but cheap and cost effective based on the outcomes it gets.
    (2)

Page 1 of 2 1 2 LastLast

Tags for this Thread