I prefer low quality matches more then dead queue. Also not guaranteed prizes removes FL from roulette.
I prefer low quality matches more then dead queue. Also not guaranteed prizes removes FL from roulette.

There should be more rewards for second and third place! Right now it feels pretty bad to get second or third without the roulette bonus. I wish there was some more reward. I wish the Frontline or Rival Wings rewards were better besides the achievements and they could be better if we could earn the old rewards.
Old feast & series rewards would be good to make a come back, they promised it for some time. I think in general pvp rewards beside exp and tomes are ...lacking, especially if you played long enough.There should be more rewards for second and third place! Right now it feels pretty bad to get second or third without the roulette bonus. I wish there was some more reward. I wish the Frontline or Rival Wings rewards were better besides the achievements and they could be better if we could earn the old rewards.
As for the "more rewards" to 2nd and 3rd place.... You get pvp series rewards, you get exp, you get tomes, you get wolf marks... I think it's too much, no? As this is not dissimilar to rewards for getting 1st place aside from achievements grind.



In chocobo racing one random birb gets some extra exp with rng roulette. Bring that to frontlines! One gc no matter the performance gets the extra by rng.
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?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
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.
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.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
"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.
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.
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.
Frontlines would be DoA with changes like that.
The premades on Light were agonizing for everyone not in them. It was an absolute nightmare of a time.
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