


Do we really want the zergers though? They are the biggest reason why FL suffers.Smaller scale roulette would be worse in my opinion. More responsibility on a single player means they would be less willing to participate in something they don't really care about save for xp to begin with. The massive zerg dilutes individual skill slightly and makes it easier to join and just tag along.
Of course I'd love it since you'd probably have more interesting encounters I guess.
It should ideally be a happy-go-lucky, no to little stress, super casual pvp mode, but it's simply frustrating that people don't actually participate.
Personally for me no. I hate large scale pvp which is why I avoid frontlines at all cost. 8v8 objective based pvp imo is the sweet spot as its not too many people to be chaotic, but just enough that you don't get swarmed like you would in a 4v4 with much stronger focus fire.


Perhaps we need to take a look on this matter from different perspective
Experience gained can stay the same, but we can increase the exp and tome gained for first place.
For example, first place will reward 100% more exp or 40 tomes
I like this, but like it more if it would gimp the losers to make losing less effective than any other roulette, while winning be more effective than the best of them.

I'd love to see the rewards based on individual contribution to the fight. Generate a rating based on damage dealt and healing. If rating is within a certain range of the average for your alliance you get the current rewards. Below that range, get only wolf marks. Above the average range awards bonus exp and tomes.
This way those who are actively playing don't see any change to their gains, those who aren't pulling their weight are incentivized to try harder (but still get something if they're just not at that level yet), and those who are putting effort into doing their best are awarded accordingly.
That would be great if SE actually policed their own game and banned cheaters.I'd love to see the rewards based on individual contribution to the fight. Generate a rating based on damage dealt and healing. If rating is within a certain range of the average for your alliance you get the current rewards. Below that range, get only wolf marks. Above the average range awards bonus exp and tomes.
This way those who are actively playing don't see any change to their gains, those who aren't pulling their weight are incentivized to try harder (but still get something if they're just not at that level yet), and those who are putting effort into doing their best are awarded accordingly.
I've started having fun with frontlines, but I wouldn't play it if it didn't give exp.
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