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  1. #1
    Player
    Martynek's Avatar
    Join Date
    Aug 2014
    Location
    Bozja
    Posts
    107
    Character
    Martyn Dracht
    World
    Lich
    Main Class
    Paladin Lv 90

    Reduce the size of Frontlines

    The game's netcode/servers quite obviously cannot handle PVP combat of Frontline's scale. Even with an extremely stable connection and low ping, you will frequently find issues such as being CC'd under purify, getting hit while covered by a paladin, and heals taking so long to go off that the target has already died by the time they trigger.

    Why not adjust it to a smaller scale? A few possible examples:

    8v8v8: Simple enough, 3 teams of 8.
    12v12v12: Each team is made up of 3 light parties.
    10v10v10: Following Crystal Conflict's example of 5 player parties, each team has 2 of these groups. Alternatively 15v15v15 with the same rationale, but that might be pushing it.
    (16)

  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
    Lovely suggestion! Fills me nostalgia, we had small-scale Frontline before patch 5.1, the enforced 72-man came after that. It was implemented to keep Frontlines going even in off-hours and was fairly enjoyable for the crowd who wanted their individual performance matter more than sheer numbers.

    The only problem is that *maybe* the maps might need slight redesign, since their size was meant to accomodate 72 players. Where it did struggle as well was keeping deathballing / zerging in check, something Rival Wings does well with the multi-lane system and multiple active objectives.

    Short: Love it, want it, but would need tuning.
    (7)

  3. #3
    Player
    Towa-Musa's Avatar
    Join Date
    May 2022
    Posts
    1,060
    Character
    Towa Musa
    World
    Mateus
    Main Class
    Gunbreaker Lv 99
    Quote Originally Posted by Martynek View Post
    The game's netcode/servers quite obviously cannot handle PVP combat of Frontline's scale. Even with an extremely stable connection and low ping, you will frequently find issues such as being CC'd under purify, getting hit while covered by a paladin, and heals taking so long to go off that the target has already died by the time they trigger.

    Why not adjust it to a smaller scale? A few possible examples:

    8v8v8: Simple enough, 3 teams of 8.
    12v12v12: Each team is made up of 3 light parties.
    10v10v10: Following Crystal Conflict's example of 5 player parties, each team has 2 of these groups. Alternatively 15v15v15 with the same rationale, but that might be pushing it.
    yer not the only one out there that wants this lol
    (4)

  4. #4
    Player
    UnrealTai's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    366
    Character
    Laernu Tairos
    World
    Maduin
    Main Class
    Ninja Lv 90
    Always hated 72s

    Not even for netcode reasons but its another one.

    24s were fine.
    (5)

  5. #5
    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
    The question is, do any of us not want this?
    (1)

  6. #6
    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
    We used to get scaled down maps with 8v8v8 when there wasn't enough players to fill a 72 player match...which back then was basically always. 8v8v8 was pretty fun and way more tolerable than 72 players.
    (2)

  7. #7
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,572
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Elfidan View Post
    The question is, do any of us not want this?
    Considering the commander-style strategy making JP does, very likely JP as a whole. Though I don't think they have massive qualms over smaller scale either, so I may be projecting by accident.
    (2)

  8. #8
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    As its own set of maps and its own roulette, don't mind, but don't touch the current maps, outside of borderland ruins and the rediculous melee dr, frontlines are good as they are, it has its ups and down but the big frantic battles are fun to have.
    (2)

  9. #9
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,572
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Llynethil View Post
    As its own set of maps and its own roulette, don't mind, but don't touch the current maps, outside of borderland ruins and the rediculous melee dr, frontlines are good as they are, it has its ups and down but the big frantic battles are fun to have.
    Eeeeeeeeeh...

    Seal Rock while favoured by some has actually some fairly unbalanced map layout, which at least in the past made it awful if you got the Crystal base vs Cave/Beach. There is absolutely minimal cover with no home advantages, while Cave enjoys several highgrounds and Beach gets some relevant rock partitions early on.

    I like myself irregular map design, but Crystal base is really awful in my opinion.
    (1)

  10. #10
    Player
    Towa-Musa's Avatar
    Join Date
    May 2022
    Posts
    1,060
    Character
    Towa Musa
    World
    Mateus
    Main Class
    Gunbreaker Lv 99
    i miss 8v8v8 it was such a simpler time...
    (3)

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