Unfortunately, I don't think Final Fantasy XIV would be a good vehicle for focusing on open-world PVP, and I've got a few reasons for this (I can't speak for the technical considerations so I'll stick with player experience stuff):
1. As others have mentioned before - baked-in delays on actions; I think most pvp is at it's best when it's close to real-time as possible, but FFXIV was built with the idea that it would be playable at roughly 200 ping. Can you say "Splat?" See Blade and Soul.
2. Skill Balance between PvP and PvE, or Separate Skills Bars -
Both Blade&Soul and Elder Scrolls Online (ESO), use the same skills for PvP that are in PvE; this resulted in some very potent skill tree and gear set builds in PvP that resulted in some jobs being virtually unplayable or one-trick ponies in PvE group content once the devs nerfed them (cries in Warlock and Soul Fighter).
3. I would have no issues on a separate PVP zone or server, if SE gives Yoshi-P the human resources to develop and maintain it while keeping PvE content worked on as well. ESO does allow open-world dueling (including in cities, ugh, ever tried to bank and market with pvpers dueling on top of you?), and also has a specific PVP zone set aside (Cyrodill and Battlegrounds).
3a. Notes on Cyrodill PVP - ESO made a bad mistake in my opinion by putting PvE achievements and quests in a true PvP zone; basically, that is high-level quests for PvP builds, and newbie-bait for nightblade gankers (bless your hearts, lol). Any pvp-only zone would need to be kept separated in terms of quests, achievements and objectives based on PvE play, to keep both player bases happy. Blade and Soul also made this same mistake in it's open-world PvP.
tl;dr: Unfortunately for PvP folks, FFXIV was created to be a Final Fantasy game first, with PvP 'tacked' on, and it shows. It order to do Open-world PvP justice (otherwise, why have it really), I think there would need to be a completely separate team to maintain and develop a pvp-only zone/s or servers, and separate skill sets/bars to keep from interfering with PvE balancing.
Last edited by Saviin; 07-02-2021 at 12:36 AM.
I don't know what Caurcas is on about, I just want to be that one annoying add that pops up out of nowhere and paralyzes people.
Kind of the same thing that drove me to drag a level one character in Dark Souls 3 all the way to Irithyll Prison to grab the item that lets you upgrade weapons to bleed and poison damage. There's nothing more obnoxious than some overgeared twink on Lothric's High Wall poisoning you and inevitably pointing down at your corpse because you don't have access to purple moss.
Practically was a rite of passage for brand new players any time Dark Souls 3 was on sale. Literally can't get any more toxic than that lol.
Hey man at least you are honest lol.I don't know what Caurcas is on about, I just want to be that one annoying add that pops up out of nowhere and paralyzes people.
Kind of the same thing that drove me to drag a level one character in Dark Souls 3 all the way to Irithyll Prison to grab the item that lets you upgrade weapons to bleed and poison damage. There's nothing more obnoxious than some overgeared twink on Lothric's High Wall poisoning you and inevitably pointing down at your corpse because you don't have access to purple moss.
Practically was a rite of passage for brand new players any time Dark Souls 3 was on sale. Literally can't get any more toxic than that lol.
I would love to see this, but there’s absolutely no chance of this happening.
yeah, let's give max level assh*les the oportunity to keep killing low level sprouts over and over outside safe areas. Because that's fun, right?
When i see aLalafellcharacter wearing a cute glam
I would do something else. Instead of Open World PvP, but something similiar like in Ashes of Creation...
With poetic tomes (or MGP) you can buy "Instable elemental crystal". Using it in the open world will not only transform you into an enemy with a specific moveset (for example dark element: voidsent, light element: sin eater, wind element: garuda like), but also trigger yourself as a FATE where other people have to fight you. Also, some NPCs will join the fight.
Each time you managed to kill a player or an NPC, you get a soul fragment. Some of your skills are AoEs with a cooldown, while others will do more damage depending on his enmity to you. So you cant just insta-kill the healers.
When other people defeated you (or the timer runs out), you transform back and other people get EXP, gil and maybe some tomes (or something). Collected soul fragments can be exchanged for titles, glamour and exp tickets.
In short: Instead of Open World PvP, just switching places with NPCs ; )
And for the lore: Those instable crystals are the byproduct of summoned primals earlier. Those cant be destroyed directly, so the only way is to use them in a controlled way and with the help of other people (like summoning Shiva in Eden).
Last edited by Caitlyn; 07-02-2021 at 01:06 AM.
- Queen of Heal 2022 -
Sounds similar to the pvp half of FFXI's Monstrosity system. Players could unlock and level up various monsters in the overworld and dungeons and eventually unlock tiers of power that made them on par with Notorious Monsters and allowed them engage regular players in the world and fight for system-specific currency.
Monster players had unique suites of abilities as well as the spells/abilities associated with the job(s) that are inherent to that species of monster that were on meter-controlled cooldowns and the rarer species could take alliances of players to take down. Sadly from what I remember, the pvp rewards were mediocre so very few participated.
I would love a remake of that for XIV in a similar style to how you described.
PvP in this game already scales everybody to the same stat allocation regardless of their level. Presumably, open world PvP would adhere to the same approach. A level thirty WAR is equal to a level eighty WAR.
It'd be as simple as toggling it on and switching from PvE to PvP hotbars - something that already happens in PvP maps and the Wolve's Den. If it's entirely opt in, I really don't see the problem with it.
PvP is something that a decent chunk of players enjoy and pursue. I like it quite a bit myself and wish it received more focus, not less.
If they cannot manage instanced PvP well, then they shouldn't bother with at all.
Always the same, folks trying to push a PvP element into a primary PvE/Co-Op game because "there are players for it". Happened to Warframe and it was a huge mess.
I'd say go play League or APEX for that.
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