Quote Originally Posted by RyanCousland View Post
reducing FL from 3 to 2 GCs isnt gonna fix anything nor will reducing the number of players
No one single change will outright fix Frontlines, but if I sat here and elaborated on how all of the little aspects of the mode and how people play it interact with and effect one another, I'd be writing a very long post. I have been tempted to do that, but I always end up asking myself what the point is when I know very few people will even care enough to think about or engage with it beyond just demanding that pre-mades be removed, or whatever the gripe-of-the-week is at that moment. For the sake of not derailing the thread, I'll leave it at that. It's just on my wishlist.

the reason RW hasnt had these issues become prevalent is partly because outside of moogle time it receives little to no activity therefor not much need for attention to complain/criticize
Outside of individual job design and balance (which, mind, isn't a fault of Frontlines OR Rival Wings, as jobs are designed around Crystal Conflict), I have not experienced a single of Frontline's prominent issues in Rival Wings when I played during the last moogle tomestone event, when it was having an influx of players. To imply that people just haven't noticed or talked about these due to supposed lack of activity or interest is a little wild.

Rival Wings doesn't suffer from tick-rate issues to the degree you see in Frontlines, because the servers aren't struggling to keep up with the lower player count. The annoying damage reduction modifiers aren't in place in RW, because the lower player count largely removes the need for them being warranted.

Players aren't mindlessly scampering around or idling in spawn not knowing what to do, because the more focused static objectives guarantee you always know where you're meant to be going, and a single glance at the map can tell you immediately where you're most needed. When there's only two places you could possibly be going to PTFO, odds are high that you'll be PTFO...ing.

(Also as an aside, RW's lower player count means the people who tend to be playing it REALLY want to play it; they're there to win. AFK's/leeches didn't seem to be as tolerated in my time playing, as opposed to FL where you'd be lucky if your team can even be bothered to respond to a vote to kick idlers.)

Alright, wall over. Sorry.