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  1. #1
    Player
    kuma_aus's Avatar
    Join Date
    Aug 2014
    Posts
    460
    Character
    Paca Kuma
    World
    Chocobo
    Main Class
    White Mage Lv 100

    2 simple changes to make Onsal Hakair (Danshig Naadam) actually fun

    I don't know how it is on other data centres, but Onsal Hakair is crazy boring on Mana. There are 2 main problems I've found from doing the map over and over.
    1. As soon as middle spawns, all 3 teams rush it and just keep fighting over it for 10+ minutes. It's not even a fun fight over middle. It's non stop hit and run away, hit and run away, hit and run away for 10+ minutes.

      That's sometimes half the entire match being sat at middle, using ranged attacks, rushing one team when people have LBs, then jumping off and running back.

    2. Almost always the first 14 minutes of a match means nothing at all. S rank spawns are so powerful, and when a team gets one thanks to a lucky spawns at the right time at the end, there's absolutely nothing that can be done to stop them.

    My suggestion to make the map actually fun is:
    1. Remove the middle node spawn.
    2. Stop S rank nodes from spawning when there's 8 minutes remaining in a match

    With these changes, I feel the quality of each match would become tremendously better.
    (0)

  2. #2
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,039
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by kuma_aus View Post
    I don't know how it is on other data centres, but Onsal Hakair is crazy boring on Mana. There are 2 main problems I've found from doing the map over and over.
    1. As soon as middle spawns, all 3 teams rush it and just keep fighting over it for 10+ minutes. It's not even a fun fight over middle. It's non stop hit and run away, hit and run away, hit and run away for 10+ minutes.

      That's sometimes half the entire match being sat at middle, using ranged attacks, rushing one team when people have LBs, then jumping off and running back.

    2. Almost always the first 14 minutes of a match means nothing at all. S rank spawns are so powerful, and when a team gets one thanks to a lucky spawns at the right time at the end, there's absolutely nothing that can be done to stop them.

    My suggestion to make the map actually fun is:
    1. Remove the middle node spawn.
    2. Stop S rank nodes from spawning when there's 8 minutes remaining in a match

    With these changes, I feel the quality of each match would become tremendously better.
    Fundamentally, Onsal Hakir should not be categorized as Frontline because it is lacking its core concept: OP, supply route, and player resource management.
    It should be a separate entity like Rival Wing.

    Nodes spawn within 3 minutes are over-rated because fundamentally it is the Battle High determines the course of the match, not the node.
    Leading by capture nodes is only temporary as your GC will not have any BH to compete with other 2 GCs already gained BH from PvP.
    This is a Pv.P after all, not a PvE capture the node simulation.

    Your suggestion means nothing because you didn't understand this mode fundamentally
    If 21 out of 24 players on my GC already got 60% BH, the games is pretty much 70% done depends on how 3rd GC is doing.
    Your GC can lead the match by 800 points by just capture node, but in the end you GC will lost when my GC is really to farm your GC with BH.

    Centre node is a mean to make GCs to PvP
    If you pay attention, the GC that dominates first Centre spawn usually dominate the match flow because they can win Centre and accumulate BH.
    Seal Rock's spread out for nodes strategy do not really works in Onsal Hakir even Onsal Hakir is refers as Seal Rock II by the devs
    You need number at beginning to surpress other GC at early stage to accumulate BH, node is not that important
    (0)
    Last edited by Divinemights; 10-03-2020 at 08:13 AM.