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  1. #1
    Player
    rerako's Avatar
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    Jul 2023
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    Character
    Rerako Bo
    World
    Jenova
    Main Class
    Red Mage Lv 90

    FF14 PVP Changes P1: UI changes & suggestion

    FF14 PVP fundemental changes that I hope for as it needs maturing.

    Part1:

    A majority of my complaint is summarized as players aren't learning fast enough to contribute, and certain players are just not even expending effort at all.

    I am seeing too many players get into pvp without ever touching the Recuperate/Standard-issue Elixir/Purify actions and we also see people who abuse this mode for its rewards and general bad behavior from certain individuals.
    The issue as a PVP enthusiast, is that I keep being paired with these players constantly well above 40% of my casual games, daily... Even being paired with the same player 5 times in a row and it becomes deeply frustrating.
    The original solution for this would be ranked mode as players know what they are doing and are way more competent but due to lack of player population is stuck in queue limbo... it is not a lasting solution after 1 month of the pvp season.

    Problem and solutions: (a list of problems and their likely solution, implement together):
    1.See not enough information
    POV:
    Often I am "seeing" that people aren't engaging in any pvp specific actions, this does not mean they are not trying, but being paired with the same person who is not learning for 5 games in a row can be very mentally straining and easily creates toxicity.

    Solutions:
    1. Make the (healing/elixir/purify/guard)actions duty actions(from bozja and island sanctuary), which are also assignable to the hotbars as well, therefore always visible to player. thereby any player will know you have to use it in pvp for survival for a reason.
      >purify, elixir and healing would glow if say low hp, can cleanse a debuff, mp is low.
      Reason: let player know of actions and when to ideally use them.
    2. Add yellow highlights for good performance that focus on say their roles(say best dps for healing, best dps for tanking, best healer for KOs)
      >>you can also add red highlights for bad performance but... lets no do that for toxicity sake.
      Reason: show that each statitic at the end of the game is not specific per class and that the goal is to achieve better numbers.
    3. Add npc announcers who note down ingame events and countdown timer that show on screen.(recommend Nanamo or a moogle)
      Reason: too many times information is not shown that result in huge flings on results, said NPCs can warn against it and even throw in encouragement, jokes and tips to the player.
    4. Let the defending side know when the enemy team will win in overtime in terms of distance.
      Reason: too many rookies don't know the proper win condition for the enemy team and just dive in thinking they are saving the game when in reality its the opposite.
    (0)
    Last edited by rerako; 07-25-2023 at 07:58 AM. Reason: spelling errors...

  2. #2
    Player
    rerako's Avatar
    Join Date
    Jul 2023
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    7
    Character
    Rerako Bo
    World
    Jenova
    Main Class
    Red Mage Lv 90

    FF14 PVP Changes P2: System changes

    Issue: Non-Contributing Players and game abusers.
    POV: Honestly I am seeing the same players who are not performing up to minimal standards in pvp. And they are repeatedly being put on the same queue as me and same team as me...Solution:
    1. Add random artificial queue times it to all players in game randomly for full fairness or only to players that don't contribute.(Say 2 minutes at most)
      Reason: Since pvp is a rapidly queuing mode that cycles in players constantly, it is normal for players to keep meeting each other if they queue at the same time and since they end their game at the same time, they often requeue at the same time. Thus a toxic cycle happens without the player realizing it until 3 games in and 3 games of unfun gameplay time. This is to ensure that players aren't paired with a losing team, and annoyed players who will know certainly without doubt who is not contributing.
    2. Adding a punishment that removes a large majority of exp and rewards for the first game that they don't contribute enough in. If said player improves next game, then the tracker is reset to 0 and It will reward the player with 90% of the lost exp/rewards taken from them.
    3. Adding additional artificial queue times to players that are not improving at all for several games straight. A repeat of the first point but make it a stacking punishment with say 30 minutes or more of extreme queue time waiting. This reduces InGame GM receiving 50+ tickets about one specific abusive player "standing at spawn and doing nothing", and only the extreme cases will stand to be reported more often and is fairly black and white in terms of guilt.
    (0)

  3. #3
    Player
    rerako's Avatar
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    Jul 2023
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    Character
    Rerako Bo
    World
    Jenova
    Main Class
    Red Mage Lv 90

    FF14 PVP Changes P3: Quickchat changes

    POV:
    It comes as a good reason to limit communication on Crystalline Conflict PVP as certain players will slip from time to time, but I see so many faults enabled by the lack of not enough communication as well.
    The quick chat commands right now are mostly demanding quotes, hence we need more requests & descriptive quotes now that the mode has matured deeply and requirements changed.
    Solution:
    1. Add the following quick chat commands: "Ok!", "Spread out!", "Assist me!", "Beware Danger!", "Engage now!", "Elixir up", "Wait for Team respawns", "Beware Timer countdown"
      Reason: Combinations give birth to new ways to communicate, thus enabling for more better fights:
      "I'm pushing the crystal" -> "Engage now!" to signify that its time for a team fight.
      "Elixir up" -> "I'm pushing the crystal" to let teammates heal up while I push the objective
      "Beware Danger" ->"Spread out!" to signify enemy is going to be hitting us with AOE attacks.
      "Beware Danger!" -> "Group up!" to signify I want to apply heals or buffs onto the entire group.
      "Fallback and regroup" -> "Wait for team respawns" to say our team is not at full strength and to wait for respawning teammates.
      "Assist me" -> "Ok!" this is for a player that is getting focused too much, and requesting aid from other players who give the ok to confirm they are going to aid them.
      "Limit Break at 100%" -> "I'm Going in" -> "Assist me" This is to basically notify my team that I am going to create a chance with my limitbreak, and for them to seize that chance.
    2. Add a 10s cooldown timer to each individual quickchat pings
      Reason: no more spamming nice job! same pings 5 times in a row in a toxic manner
    3. blacklist mutes pings.
      Reason: Some people really just deserve it...
    (0)

  4. #4
    Player
    rerako's Avatar
    Join Date
    Jul 2023
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    Character
    Rerako Bo
    World
    Jenova
    Main Class
    Red Mage Lv 90

    FF14 PVP Changes P4: PvP with Friends and Mentors to Mentee

    Experience players should be able to pair with one other player in pvp.
    POV:
    This is more of a Mentor/Mentee type of solution, that I don't know how hard it will be to implement without throwing balance to the wind.
    But I deeply believe PVP mentors should be allowed to pair up with other players and queue so as to allow for them to weather the worst part about being solo and lack of experience.Solution:
    1. Allow for rookie player to pair up and communicate with their Mentor or friend in a casual matches queue.
    Reason:The goods and bads are always better with a friend by your side and not against you.
    (0)

  5. #5
    Player
    rerako's Avatar
    Join Date
    Jul 2023
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    7
    Character
    Rerako Bo
    World
    Jenova
    Main Class
    Red Mage Lv 90

    FF14 PVP Changes P5: PvP with Friends, community and Mentors to Mentee

    Collaberate with the entire community for pvp.(this takes a lot of time and I don't expect this to be implemented easily)
    POV: This is a way for pvp to reach out to the entire ff14 communities. This is not a tournament between several small groups. but rather throw the entire server into a red vs blue situation similar to Splatoon's splatfest where we players join 1 or 2 or 3 teams(bringing back the grand companies for fun). But players are then given small tokens of their team, and they engage in pvp to vote/push that their side is better.
    The goal is to create competition through silly banter among all players in ff14, and introduce the majority of players to pvp. Other than that I also want to combine each minority pvp enthusiats group per datacenter into one larger one group in general.Solution:
    1. Create a seasonal event where players join 1-3 teams and engage in pvp activities based on the day and winning team, gets commemorated a bit by small rewards and such.
      >such a event,can be big and small topics to banter on(can even used as a poll for players)
      >players will be engaging in ranked CC, frontlines, rivalwings, and so on etc.
      >it is fine for minimum participation, but more participation gives more small rewards.
      Reason: light hearted pvp is best pvp for everyone
    2. Enable cross database queue instances of pvp, so all queues for less popular modes now have larger population.
      Reason: no more secular datacenter pvp communities for smaller modes, that can no longer function due to lack of population
    3. add a daily roulette for ranked CC and rival wings and other smaller modes but with less punishment to players below crystal.
      Reason: renews some activities into those modes and also encourages experimentation and attempts

    (0)

  6. #6
    Player
    rerako's Avatar
    Join Date
    Jul 2023
    Posts
    7
    Character
    Rerako Bo
    World
    Jenova
    Main Class
    Red Mage Lv 90

    FF14 PVP Changes P6: PvP Training.

    Train a player before entering pvp(this takes a lot of time and I don't expect this to be implemented easily)
    POV: There should be a pve event/quest/training room that rookies can understand the ins and outs of all classes.so that they don't get hit by the truck that is experienced players.(It is very easy to see good players in results doing 5-10 times more on everything...)
    1. They could make us fight a pve dungeon that utilizes all pvp general mechanics, and it teaches players how to play pvp and class specific dangers.
    2. Add a new dueling zone with more features for dashing/healing/teamfighting mechanics
    3. Contruct a training room for solo person to test the ins and outs of pvp buffs/debuffs/effects/attacks/damage taken
    4. PVP mentors need pvp requirements.
    Reason 1-3:There are too many small effects that can flood a player's knowledge so I want them to be able to experience it in the wolve's den zone in a less hostile and personally paced environment. Having smaller teamfights allows for more understanding of mechanics
    Reason 4: PVE is way too different compared to pvp and Many players really need a PVP mentor that can provide good info.


    Thats all folks... thanks for reading my rant...
    (0)
    Last edited by rerako; 07-25-2023 at 07:18 AM. Reason: adding ending

  7. #7
    Player
    rerako's Avatar
    Join Date
    Jul 2023
    Posts
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    Character
    Rerako Bo
    World
    Jenova
    Main Class
    Red Mage Lv 90
    I'm a pvp enthusiast that wishes to voice their love and want for change on PVP, have ranked top 100 players in Crystalline Conflict. And use almost all classes in pvp.
    (I play frontlines and Crystalline Conflict mainly )
    This is not a balancing rant on maps or classes, but rather a suggestion on system changes that I wish would be sent to the Devs for a way to help improve pvp mode in general.
    I'm asking for soft solutions(baring last two parts) that require not much changes to the game to enable better quality games in any setting.
    (0)