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  1. #101
    Player
    TofuLove's Avatar
    Join Date
    Jan 2024
    Posts
    129
    Character
    Tofu Love
    World
    Twintania
    Main Class
    Dark Knight Lv 100
    Just wanted to add to the conversation, to capture an exchange i had with a friend about this thread, as I think they raised an interesting point. They aren't subbed right now and apparently you can't comment without sub...

    Their take is that my proposal is NOT a good idea. They said rather than taking rewards away, there should be more incentive for winning, because otherwise you are risking with killing queues.

    Their suggestion was that the following rewards is what MMO players care about:
    GOOD gear
    Mounts
    Minions

    So something from that list would be good. They also said titles are terrible rewards.

    There was another conversation that I was part of recently, that it would be great if it was possible to get raid level gear via pvp. And I think that would also make good rewards.
    (2)

  2. #102
    Player Exmo's Avatar
    Join Date
    Nov 2024
    Posts
    817
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    Quote Originally Posted by TofuLove View Post
    There was another conversation that I was part of recently, that it would be great if it was possible to get raid level gear via pvp. And I think that would also make good rewards.
    Not a fan of this idea. Doesn't make sense to blend raiding and pvp.
    (1)

  3. #103
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Exmo View Post
    Not a fan of this idea. Doesn't make sense to blend raiding and pvp.
    I guess raiders may be more inclined to actually participate than the usual "gimme my rewards" crowd, but agreed, rewards associated with PvP should be somehow related to PvP. Another reason the current gear coffer was a bad idea.
    (0)

  4. #104
    Player
    Menriq's Avatar
    Join Date
    Aug 2013
    Posts
    583
    Character
    Meridia Astra
    World
    Maduin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Mawlzy View Post
    I guess raiders may be more inclined to actually participate than the usual "gimme my rewards" crowd, but agreed, rewards associated with PvP should be somehow related to PvP. Another reason the current gear coffer was a bad idea.
    Raiders would probably contribute quite a bit to the premade groups that many here complain about now.
    (0)

  5. #105
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Menriq View Post
    Raiders would probably contribute quite a bit to the premade groups that many here complain about now.
    Yeah I guess they're more likely to have a static ready to go. I'm not fond of premades, but the solution to them is competent players on opposing teams IMO.
    (0)

  6. #106
    Player
    Daughterofdeath's Avatar
    Join Date
    Feb 2025
    Posts
    137
    Character
    Vhaeje Ebony
    World
    Golem
    Main Class
    Monk Lv 91
    In front lines no its to rng based, and parties can legit stun lock people to death with how many people exist in front lines, Now IN CC I agree with you but not in something as horribly designed/ rng and stun lock gameplay like frontlines is.

    I would be okay with it if 2 things happened

    You halfed the amount of people in each team
    and 2. you remove the rng from the frontlines
    (2)

  7. #107
    Player Exmo's Avatar
    Join Date
    Nov 2024
    Posts
    817
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Daughterofdeath View Post
    In front lines no its to rng based, and parties can legit stun lock people to death with how many people exist in front lines, Now IN CC I agree with you but not in something as horribly designed/ rng and stun lock gameplay like frontlines is.

    I would be okay with it if 2 things happened

    You halfed the amount of people in each team
    and 2. you remove the rng from the frontlines
    What's the random number generated in Frontline?
    (1)

  8. #108
    Player
    TofuLove's Avatar
    Join Date
    Jan 2024
    Posts
    129
    Character
    Tofu Love
    World
    Twintania
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Exmo View Post
    Not a fan of this idea. Doesn't make sense to blend raiding and pvp.
    Truth be told I am not sure about this suggestion myself, but thought it's interesting enough to mention. Raid gear treadmill is a whole other thing...
    What "good" gear means, is different to different players i suppose. Is it a glam, or is it the ilvl.

    Quote Originally Posted by Daughterofdeath View Post
    In front lines no its to rng based, and parties can legit stun lock people to death with how many people exist in front lines, Now IN CC I agree with you but not in something as horribly designed/ rng and stun lock gameplay like frontlines is.

    I would be okay with it if 2 things happened

    You halfed the amount of people in each team
    and 2. you remove the rng from the frontlines
    From the mention of frontline rng, I always assume a person is quite new to frontline as a game mode. I assume RNG you are talking about is node spawn patterns. From my personal experience the only real impactful RNG is how good your team and enemy is at PVPing and strategy. If everyone is equally good at pvp (yourself and enemy), node spawn can become a factor and is actually what creates the fun. Look at shatter - the lack of RNG in node spawn is not well received by a lot of players, as it's seen as boring and repetitive. Though in shatter like in other maps, what usually decides the victory is how good people are at killing.

    "Stunlock gameplay" is a whole other thing, and crowd control abilities are too many in FL, and something that has been mentioned by a lot of players. This is because skills have been designed for CC and not Frontline. Thankfully all enemies have them and it's not just one team, so this isn't really relevant to this thread.
    (2)

  9. #109
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by TofuLove View Post

    From the mention of frontline rng, I always assume a person is quite new to frontline as a game mode. I assume RNG you are talking about is node spawn patterns. From my personal experience the only real impactful RNG is how good your team and enemy is at PVPing and strategy. If everyone is equally good at pvp (yourself and enemy), node spawn can become a factor and is actually what creates the fun. Look at shatter - the lack of RNG in node spawn is not well received by a lot of players, as it's seen as boring and repetitive. Though in shatter like in other maps, what usually decides the victory is how good people are at killing.
    Yup, exactly this. I understand it can be frustrating when two S-ranks spawn right next to an enemy team near the end of a match and you lose what looked like a sure win, but that evens out over time and is a rare occurrence anyway. What the spawns do is prevent the repetitive, scripted gameplay that nearly all the combat in 14 suffers from. The predictability of Shatter is precisely why I don't play it.
    (1)

  10. #110
    Player
    TofuLove's Avatar
    Join Date
    Jan 2024
    Posts
    129
    Character
    Tofu Love
    World
    Twintania
    Main Class
    Dark Knight Lv 100
    It's mogtome season!

    I notice that during mogtome, the player participation in online communities around pvp rises quite a lot. Which is encouraging that a lot of people are trying to win and trying to get better or trying to get into RW or FL. It's great!
    However, I wouldn't be OP if I wouldn't complain about reward structure during mogtome
    IMO the current 5 mogtomes per win and 3 mogtomes per loss, is... slightly misbalanced.

    I think mogtome is a great example of what additional rewards many commenters on this thread have suggested to encourage playing to win behaviour.
    However, playing to win sometimes would take longer games, which makes farming a loss way more efficient way to get more mogtomes quicker. The thinking is along the lines of: "ok if i lose 2 x 7 minutes games quickly, this gives me more mogtomes than 1 x 15min game which we might not even win. So let's just aim for a loss!"

    I think balancing mogtomes 5 per win and 2 per loss would have been better. Or would it have been better if there was 0 tomestone rewards for loss, as you already get rewarded with exp/tomes/series?

    Thoughts?
    (0)
    Last edited by TofuLove; 02-28-2025 at 08:52 PM.

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