To be honest I am still in favor of an eureka style zone that is solely pvp as an optional step to say a relic or something akin to maybe ilum from SWTOR. Overall the zone will have two parts one pve and one pvp nothing much changes just tge pvp area has weaker mobs and thus a quicker progression of the step verse the pve zone.
Sorry for mentioning this again, but the reason for that is because of Squeenix design choice in Heavensward, which turned PvP into what we still have today, which made ALOT of People who genuinely liked the old PvP abandon ship.
After that, we had a total of 2 expansions without any changes to it, Endwalker probably even becoming the 3rd. It is not like there is no demand for PvP related Content, i am quite confident that if Squeenix would actually care for interesting gameplay, they could pull it off, but the current PvP has no fun in it, outside of 72 People zerging at each other mindlessly, and i dont blame anyone for not having any interest in it.
So yeah, IF Squeenix actually cares for the community, they better rework this from scratch or remove it completely for good. It is a really cruel and unfair thing to bait PvP players into a MMO with the hopes of having a good time, only with their hopes crushed with this garbage we currently have.
My only problem with world PvP, is that if it is ever implemented, Devs feel tempted to make it mandatory in some way, either being part of MSQ, Relic gear or PVE progression of any kind.
Beyond that, sure, go ahead. As long as players are not forced to participate in it for PvE rewards, then be my guest.
I don't agree that the devs here would try to make it a mandatory part of PvE progress. They're not the WoW devs.My only problem with world PvP, is that if it is ever implemented, Devs feel tempted to make it mandatory in some way, either being part of MSQ, Relic gear or PVE progression of any kind.
Beyond that, sure, go ahead. As long as players are not forced to participate in it for PvE rewards, then be my guest.
Here side content pretty much remains side content, optional to do depending on what you want to accomplish. The only reason Crystal Tower had to be moved to mandatory for MSQ was because of what happens at the very end of 5.3. Up until that event, players who hadn't gone into CT wouldn't have a problem enjoying the Shadowbringers story.
I still don't understand why Return to Ivalice was required for Save the Queen, though. I haven't completed Save the Queen yet but the Ivalice story isn't relevant to understanding what I've seen so far. From what little I've read on how Save the Queen concludes, it still doesn't seem to be relevant to understand the story anyway other than a certain character from Ivalice reappearing toward then end? That's not a problem, new characters get introduced all the time. They could have put in a "I remember you" easter egg dialog line for players who did Ivalice and left it at that.

I'm starting to get the picture of what open world pvp would look like. I don't have any thoughts to give for that. I need game recommendations in order to experience it.
Implementing this whether instance or opened or even creating a special server for it out of the tens of servers we have will get some attention before ending up becoming like unranked feast and rival wings: on life support.
Your only pvp mode that can pop on its own usually has complaints echoing that pvp is only used for gaining xp, and oddly enough a few people are starting to be okay with afk players staying in games since results don't matter to begin with.
SE should think about improving pvp in some way before asking for something new like this.

I've played a number of games with open world PvP(wow, bdo, archage,swg and others). It's 10% really interesting and cool fights, and 90% being ganked/camped repeatedly without having any kind of chance to defend myself and/or not being on equal footing with my opponent. Tried War Mode in WoW for a couple of days and turned it off. I was on an RP server back in vanilla and actually voluntarily made myself perma-flagged and was rarely ganked (most fights were very honorable), but stopped after the first expansion as most of the people who'd made it fun left and the ganking went through the roof. The general level of ... how people interacted and talked about and to each other also went into the sewer. (and is in the sewer in those other games I mentioned)I'm starting to get the picture of what open world pvp would look like. I don't have any thoughts to give for that. I need game recommendations in order to experience it.
Implementing this whether instance or opened or even creating a special server for it out of the tens of servers we have will get some attention before ending up becoming like unranked feast and rival wings: on life support.
Your only pvp mode that can pop on its own usually has complaints echoing that pvp is only used for gaining xp, and oddly enough a few people are starting to be okay with afk players staying in games since results don't matter to begin with.
SE should think about improving pvp in some way before asking for something new like this.
SWG actually had a nice mechanic where you could make yourself covert or overt, basically a complicated flagging system, but most fights in that game boiled down to one side overwhelming the other and the novelty wearing off very quickly.
BASICALLY other players ruined world pvp in games for me and I'd really rather not see that mentality come to FF14.




it wont. Ever.BASICALLY other players ruined world pvp in games for me and I'd really rather not see that mentality come to FF14.
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