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  1. #1
    Player
    Esmoire's Avatar
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    Mei Coincounter
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    Carteneau (Borderland Ruins) going to max time too often?

    Not sure what it's like on other DCs but it seems that on Primal, out of all the Frontline maps, Carteneau seems to be going to the time limit most often. Generally this isn't good; the ruling itself is fine, but the time limit is there to stop matches going on for too long and should be a less likely outcome than a team winning by reaching the points listed, in this case 1600, like how the other maps are more likely to conclude. Usually it ends with the team in first above 1500 points, meaning the tuning is a little off.

    Anyone else finding this map to go to time limit compared to other Frontline maps? Should the objectives offer more points and/or the points needed to win be decreased?
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  2. #2
    Player
    Random0's Avatar
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    Rhin Str'iden
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    Considering the times I've seen a timer run out on the Cartenau Flats lately the winning team was within 400-200 pts of winning anyway (sometimes two or even all three teams were in that range), one could argue that it's just about right. That being said, the Flats is pretty much the only map I've seen run to time in recent memory.

    My issue with the Flats is that map is too friggin big to realistically cover with just 24 fighters on a team. The only way to realistically defend the Manors/Markets/Temple is to stack most of team on one objective and leave the other side comparatively undefended - Leaving just one squad on an objective leaves a team susceptible to a defeat in detail scenario, since it would take far too long for the other two squads to leave their posts and reinforce the defending squad before they get wiped out. If that was a full squad of 8 then that's -40pts right there which really cuts into the point gain for the team. If you're constantly losing points from slain defenders AND can't hold an objective for any significant amount of time then scoring on the Flats can seam a bit slow compared to the other maps.


    What I'd like to see is a means of getting a team's fighting strength around the Flats faster than it is now so that reinforcements can actually get to objective defenders before they're obliterated and thus keep any points they might have gained from claiming the objectives. Maybe this means increasing mount speed on the flats or implementing a boost meter like in chocobo racing. Or even making Return insta-cast and give it three charges with a 5-min recharge so that people at least have some options on moving around the field faster.
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  3. #3
    Player
    Esmoire's Avatar
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    Keep in mind that 400 points is still more than a full set of drones. IMO the 2:00 minute spawn (18 minutes elapsed) should be a "Huh? This is still going?" check... not a common occurrence in the game mode.

    I guess the ship has sailed and I don't expect anything too ambitious anymore, though I will say a smaller map would be ideal. Also I would have preferred if the map was bowl-shaped, instead of having a big plateau in the middle. Still with walls and stuff to give an advantage to the team that gets to the middle first, but at least it would open up a second route to either point adjacent to your home base, while also creating another avenue for attacking a home point, or defending one of your own.

    Edit - Another possible choice is to increase the point scaling after the 10 minute mark. Seems like increasing objective pressure worked well for Onsal Hakair.
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    Last edited by Esmoire; 11-07-2020 at 07:02 AM.

  4. #4
    Player
    OskarXCI's Avatar
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    Xevia Vanothy
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    Quote Originally Posted by Esmoire View Post
    Anyone else finding this map to go to time limit compared to other Frontline maps? Should the objectives offer more points and/or the points needed to win be decreased?
    Yes. Seize, Shatter and Naadam all lasts between 10-15 min while Secure tend to last between 14-20 min. Whether a Secure match last the entire time limit depends on how people play. If people play aggressively, matches end sooner.

    They need to either speed up point generation, or reduce the amount of points you need in order to win from 1600 to 1500. Maybe do both.
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  5. #5
    Player
    channell's Avatar
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    Sancin Casanova
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    Timer, anyway, give a winner. longer time to conclude the istance affect how many match you can do daily.
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  6. #6
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    Mistress_Irika's Avatar
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    Secure is probably the only one that frequently goes to time. I honestly don't see a downfall with decreasing the points needed to finish the game.

    Quote Originally Posted by Esmoire View Post
    Another possible choice is to increase the point scaling after the 10 minute mark. Seems like increasing objective pressure worked well for Onsal Hakair.
    I don't see that happening at all. Games can be quick if a team knows how to control bases and stay alive. Keep in mind that the closer a team is to acquiring a monolopy on the board the more points they can earn.
    - Small nodes are worth 25 each.
    - 4 bases are worth 8 per tick
    - 5 bases are worth 16 per tick
    - All bases are worth 32 per tick.

    Note: I'm not suggesting that people change their strategies, because acquiring more bases is already high risk/high reward.
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  7. #7
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    MsMisato's Avatar
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    Personally I will look at it like people got a somewhat grasp on how Carteneau Borderland Ruins work which is good. Makes PvP a tad more interesting and fierce because it can lead one side making a fatal mistake and costing them match and vice versa when it comes down to the wire
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  8. #8
    Player
    Esmoire's Avatar
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    Re: Anything in regards to "it can end faster if a team plays right".

    That kind of goes for any frontline map. Or a lopsided Feast match. Or really any duty in FFXIV. Whether it's by teaching mechanism, mechanics that drive players to a healthier play style, or outright hard limits designed into the experience, we should kind of account for everything leading to a particular reality, and how that might be changed to an ideal outcome.

    Quote Originally Posted by Mistress_Irika View Post
    Secure is probably the only one that frequently goes to time. I honestly don't see a downfall with decreasing the points needed to finish the game.



    I don't see that happening at all. Games can be quick if a team knows how to control bases and stay alive. Keep in mind that the closer a team is to acquiring a monolopy on the board the more points they can earn.
    - Small nodes are worth 25 each.
    - 4 bases are worth 8 per tick
    - 5 bases are worth 16 per tick
    - All bases are worth 32 per tick.

    Note: I'm not suggesting that people change their strategies, because acquiring more bases is already high risk/high reward.
    I think I was more talking about the nodes, less than the bases. I do think yeah if a team is really good at holding and covering bases, or two of the teams are making bad usage of map presence, then yeah the point multiplier from bases is conducive to a fast victory. On the other hand, the nodes have something to be considered. The big one at 10:00 is what... 200 points? I would hope the spawn at about 6:00 and most certainly 2:00 would be more conclusive. If my numbers are still apt, you get 20 points for a node... Feels like that could be brought up in value as a match gets past the 10:00 mark.
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