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:
- 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.- 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.- 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.- 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.