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  1. #1
    Player
    LailleArda's Avatar
    Join Date
    Aug 2020
    Posts
    11
    Character
    Laille Arda
    World
    Famfrit
    Main Class
    Culinarian Lv 90

    Small changes to frontline that may

    I think one of the biggest problems I've heard from other players in FL(Frontline) is that they don't really know what to do. That isn't to say they don't know the fundamentals of objectives. I think the problem lays in the objectives themselves and how they are conveyed to the player.

    Onsal has sort of solved this problem by giving global indicators on objectives. You, as a player, are rewarded for being aware of what is going on with the map, without actually needing to use the map tool. Most objectives have allows enough time for teams to react to them, whether they actually decide to claim them or not becomes part of the gameplay.

    For other maps, it is extremely difficult to tell exactly where these objectives are on the map unless you already know the map design. Most of these objectives are actually very large but the map design usually blocks it. Alliance members shouting objectives comes into play, but it's not enough information for an individual player. One aspect of Onsal is that visual timer for objectives to show when they will be available. Quite an amazing feature I wish all maps had.

    Without completely redesigning the existing maps, it would be hard to convey the kinds of things Onsal can do. Having said that, I think there are two things that can be added. One, is the addition of sound queues. Most pvp-type games have sound lines for what is happening in terms of objectives. I don't just mean a "ping" when nodes are about to appear in Ruins. But I also suggest voice lines. You can imagine Scions having voice lines for the same major objectives on a map. "Nodes will spawn in 1 minute!" Thanks Estinien!

    Another thing that should be looked into is a UI element being added for each map. The element should convey score, map duration timeline, objective timeline and whatever important information needs to be conveyed for that map. Think of it in terms of Overwatch showing how close a payload is to the objective. I do understand the Duty Information hud exists, but this new element should be at the top center of the screen, easily digestible.

    In my opinion, these 2 things would likely make Frontline a lot more pleasing for players, regardless if they are new or veterans. These things won't make FL perfect but it'll be a start. I will edit this post later with a UI concept.
    (4)

  2. #2
    Player
    Nishira's Avatar
    Join Date
    Jul 2021
    Posts
    144
    Character
    Ninuriel Elonir
    World
    Phoenix
    Main Class
    Conjurer Lv 68
    As a new player to Frontlines I have to agree that the way objectives get communicated to you is not very intuitive. When I started with Frontlines a lil over a week ago, things were generally just very overwhelming but that’s to be expected with this kind of content. I’ve done them all twice (as in days they were up) and both times did about 4-6 runs. What I noticed is that as a group you really depend on people who know exactly what is going on, what will be up next, where the group should move to etc, and goodluck if you don’t have that person/those people In essence it would be really nice if the game itself communicates that more clearly, I don’t like being clueless and I try my best but it is rather easy to be completely lost on what to do next at times.
    (2)

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