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  1. #1
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    Probably because it was the first map they ever made. Compare Secure to Danshig Nadaam and you can tell they're a lot better at designing maps. Not that Onsal is without flaws, but its flaws are a lot less significant than those of older maps.

    I'm not sure, precisely, how to fix Secure. But I think the first step would be in making it so that you can actually gain something by defending. The best strategy is to just simply never try to defend points because of how prone FLs are to zerging. 8 people can't defend against 18, nor can they take the point from 18.

    I think I'd start by removing robot spawns entirely and turn mid into a king of the hill brawl that's only active for 1 minute every 3 minutes, operates like a CC checkpoint (so the team with the most players inside the active area is considered to be in control of it), and awards a base amount determined by the amount of time your team spent controlling the point plus a bonus based on how many points your team earned from the *other* points during the time mid was active, with that bonus rate increasing exponentially above 2 points owned. Ideally tuned such that even a team who never controls mid at all, but maintains 3 points throughout the duration, would receive comparable rewards to a pair of teams that had 2 points for the duration plus some amount of mid ownership; owning 4 points for the duration, or owning mid and at least 1 point for the duration, should be worth more than the previous examples. The idea being that rewarding teams for owning points during the mid fight will encourage players to not all just immediately zerg mid, and allow for other options.

    Mid would need to be redesigned - lowered so that it takes less time to get up to the combat area, with the ramps and bridges widened to allow for more space (important now that AOE spam is so strong), and the upper platform would need a bit of a redesign. The active area should be about 30-40 yalms across (so 15-20yd radius), and there should be some fallen Dalamud debris around and inside the point (probably more fallen spike things, though much smaller than the huge ones on the exterior of the platform) to provide LOS breaks.

    More debris, in general, should be found throughout the map to add more options when fights happen in the in-between areas, and I'd probably also add a bit of extra debris in the interior areas of the non-base nodes.

    I think I'd also lower the point limit to 1200, without changing how many points are earned from kills and objectives. I think FL will be more palatable to the average player if they don't take quite so long. CC generally being 5-7 minutes is one of its biggest appeals for the more casual players, after all.
    (4)

  2. #2
    Player
    Sawamura's Avatar
    Join Date
    Mar 2011
    Location
    Norway Zodiark and hyperion
    Posts
    171
    Character
    Rygart Sawamura
    World
    Zodiark
    Main Class
    Samurai Lv 90
    I doubt SE ever would change borderland ruin or seal rock.
    (0)

    Make no mistake. I'm not you alliances. I'm here cause I just do what I felt is right thing to do.