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  1. #1
    Player
    AtomicBomb's Avatar
    Join Date
    Nov 2021
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    59
    Character
    Sarah Montcroix
    World
    Siren
    Main Class
    Rogue Lv 100

    Should respawn times be increased during overtime in Crystalline Conflict?

    We've all seen it before: It's overtime and the losing team is perfectly staggered: A player respawns, makes a mad rush for the crystal, guards, dies and is replaced by the next player. They have almost no hope of turning things around, but they succeed in wasting everyone's time for a minute or more. This is what you call a "lame duck situation".

    Just a second or two extra on the respawn could disrupt the conga line of failure enough to end the game and save everyone some time and frustration. Perhaps a flat +2 or +3 seconds when overtime starts, or +2 on death instead of +1.
    (0)
    Last edited by AtomicBomb; 09-30-2022 at 05:22 PM.

  2. #2
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,572
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    +2 or +3 on death in overtime would definitely sweeten the deal, but I wouldn't want to punish someone who didn't die the whole match just because overtime starts somehow.

    So from default 10s, increment by +2/3 per death rather than +1.
    There is also the blackout + revival animation sequence, which cost about 5-6 seconds.
    (0)

  3. #3
    Player
    Elfidan's Avatar
    Join Date
    Sep 2013
    Location
    The gates of Hades
    Posts
    764
    Character
    Elfidan Gadfor
    World
    Ultros
    Main Class
    Reaper Lv 100
    To be honest Overtime needs a time limit. I don't need to develop arthritis from a thirteen-minute overtime following a five-minute game. And why wouldn't it have? literally every overtime in every sport has a time limit. I would be fine with a respawn time increase if it stopped the overtime from sometimes going into triple the original game duration.
    (1)

  4. #4
    Player
    Novani's Avatar
    Join Date
    Oct 2019
    Location
    Ul'dah
    Posts
    59
    Character
    Serani Melikai
    World
    Malboro
    Main Class
    White Mage Lv 100
    I don't think that'd help anything. Respawn timer is already 10 seconds, plus extra for any death a player suffers no matter the circumstance. However as was mentioned before: this does not include the respawn animation lock, or even the fade to black screen delay which is not equal for everyone, sometimes it's almost double the advertised time depending how bad the server interaction is (and it is bad, a lot). And as a side note: is a source of much of people's frustration with this mode to begin with.

    Personally, I feel that the objective requirement in addition to the respawn could use a rework in general. The goal ring is already small enough to be claustrophobic, people generally get forced into a mentality of basically hugging in an easily AoE'd clump or lose by default during those desperate times, which depending on their composition might be outright suicide, only once in awhile is there some leeway. I feel if SEnix were to look at games with game modes like this in a bit more detail, they might be able to make something more workable, it might not quite ever get up to the realm some of us are used to in non-MMO games, but any improvement on flexibility available I feel would allow for some better player interaction in this mode.

    Overall Crystalline Conflict just feels very raw gameplay wise right now, and I don't see any increase to the timer helping CC in any respect, especially not in overtime when teams are getting frustrated with server ticks and their enemies alike. Maybe some day there'll be a reason for it, but right now this would be akin to treating a symptom, rather than the root problem.
    (5)

  5. #5
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Overtime just needs a complete overhaul honestly. Especially in a mode that's pretty easy to snowball in.
    (3)

  6. #6
    Player
    Blinding_Awesomeness's Avatar
    Join Date
    May 2022
    Posts
    91
    Character
    Eliza Aldrich
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Novani View Post
    I don't think that'd help anything. Respawn timer is already 10 seconds, plus extra for any death a player suffers no matter the circumstance. However as was mentioned before: this does not include the respawn animation lock, or even the fade to black screen delay which is not equal for everyone, sometimes it's almost double the advertised time depending how bad the server interaction is (and it is bad, a lot). And as a side note: is a source of much of people's frustration with this mode to begin with.

    Personally, I feel that the objective requirement in addition to the respawn could use a rework in general. The goal ring is already small enough to be claustrophobic, people generally get forced into a mentality of basically hugging in an easily AoE'd clump or lose by default during those desperate times, which depending on their composition might be outright suicide, only once in awhile is there some leeway. I feel if SEnix were to look at games with game modes like this in a bit more detail, they might be able to make something more workable, it might not quite ever get up to the realm some of us are used to in non-MMO games, but any improvement on flexibility available I feel would allow for some better player interaction in this mode.

    Overall Crystalline Conflict just feels very raw gameplay wise right now, and I don't see any increase to the timer helping CC in any respect, especially not in overtime when teams are getting frustrated with server ticks and their enemies alike. Maybe some day there'll be a reason for it, but right now this would be akin to treating a symptom, rather than the root problem.
    This. I agree that Crystalline could use a good polishing.

    On the respawn timer, specifically, I feel the idea was to discourage players from dying. However, it had the unintended (or unimportant, in the devs' eyes) consequence of (1) punishing good players that are being bullied because the other team knows they're the strongest player, and (2) limiting some strategies, such as someone doing a suicidal but clutch charge. I believe Overwatch has a respawn timer, but their escort mode seems more sophisticated than FFXIV's.
    (2)
    The next person who bears steel at my PVP team, I'm not only going to kill them, but I'm going to kill their spouse, their friends, and burn their godsdamned house down!

  7. #7
    Player
    ValKryz's Avatar
    Join Date
    Sep 2013
    Posts
    14
    Character
    Chonkette Valeswole
    World
    Famfrit
    Main Class
    Lancer Lv 90
    I say have it like splatoon. You get a 30sec burnout phase that if you dont push it within that time, you lose. And if its even. Even if you .1% more the match ends. And if youre both aat the check points the winner is the one that has the more chcp %
    (1)