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  1. #1
    Player
    PotatoTree's Avatar
    Join Date
    Apr 2012
    Posts
    707
    Character
    Momoko Tomoko
    World
    Sargatanas
    Main Class
    Miner Lv 100
    My only gripe about the map is that there are too many little things to get stuck on while moving. The lanterns/lamps in the middle outside the caves, trying to turn left/right after going up the ramp when leaving the middle ring, even random rocks here and there all stop movement. And of course the general gripe about buggy invisible LBs, but I'm assuming that will be fixed.

    After playing a bunch of games I feel like the map and gamemode is fine mechanically. I do like the weathers, wish there were more different weathers though. I think the mode is way better than secure and shatter.
    (1)
    The tiniest lala.

  2. #2
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by PotatoTree View Post
    My only gripe about the map is that there are too many little things to get stuck on while moving. The lanterns/lamps in the middle outside the caves, trying to turn left/right after going up the ramp when leaving the middle ring, even random rocks here and there all stop movement.
    I was just thinking about that myself today. These rocks are camouflaged really well especially in snowy weather, and while reading the minimap while running I only realized I wasn't moving anymore after I was stuck on them for a few seconds.

    It's a minor, avoidable thing, but they seem kind of random and out of place to me.

    (0)

  3. #3
    Player
    IvoryBadge's Avatar
    Join Date
    Jul 2022
    Posts
    65
    Character
    Gaeten Veilins
    World
    Zodiark
    Main Class
    Paladin Lv 100
    i don't think the map size is an issue, it's more about the node spawn timers and some design aspects of the map itself.

    nodes spawn and get occupied way too fast and the locations of some of the nodes are ridiculous, it's basically like "here have a S rank at SW/far North, and while you fight the closest alliance to these nodes, furthest alliance will eat the other juicy nodes and win effortlessly". its supposed to be pvp encouraging but its not, its tunnel vision encouraging.

    it sucks even more when you're on the effortlessly winning team, you want to fight, when a fight happens node spawns and suddenly everyone ran off to that node and you can do nothing but follow, and if you keep on fighting as a group you get punished for overstaying your welcome.

    personally as someone who gets joy with fighting (fighting, not padding) more than winning and dives into crowds to burst, going in Worqor solo is some of the most miserable experiences i've had in frontline, and this map is barely 2 weeks old. map is so wide open with barely enough objects to resort and camouflage with, let alone the rocks you randomly get stuck on. what's that you're going in solo? get chased down while slowly dying because you cant take advantage of the flat wide environment -Encore of Light sound effect-.

    i think adjusting node locations to where it's possible to reach before they get capped by the enemy would serve this map a lot, or at least increase its timer.. i also think nodes should not be capped and be done with, if its similar to Seal Rock where you can occupy an objective back, you wouldnt feel as bad missing out on other nodes when you can get chip points while contesting other nodes, it will also invite the 3rd alliance to contest as well.
    (3)

  4. #4
    Player
    ChrysOCE's Avatar
    Join Date
    May 2022
    Posts
    477
    Character
    D'ark Bunny
    World
    Behemoth
    Main Class
    Warrior Lv 100
    This map is shit. It doesnt promote PVP. Most people chase nodes instead of fighting. You have 6-8+ people on safe nodes doing nothing. And even if your alliance does focus on pvp, the rng nature of the map will screw you over anyway. You can't do anything if a S spawns far side. So, what, every match essentially comes down to just rng of node spawn. It is demoralizing. This is supposed to be pvp, not rng cactpot.
    (2)

  5. #5
    Player
    ChrysOCE's Avatar
    Join Date
    May 2022
    Posts
    477
    Character
    D'ark Bunny
    World
    Behemoth
    Main Class
    Warrior Lv 100
    AND FIX YOUR FUCKING SERVERS SQAURE! i am sick of getting disconnected in these stupid fucking maps
    (0)

  6. #6
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    896
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    This map is far too big, should have heen onsal size for constant pvp. The difference is too stark, there are too few engagements, can't do much on your own since you'd be so far from teammates and most of the time it ends up being 1v1, with the third alliance sitting afk on a node because they're so far away.
    (0)

  7. #7
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,621
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    So far the node change and the KO change feel helpful with this type of content. Being able to re-engage without the 5 second downtime is a nice change of pace and the nodes seem to spawn more often which is both good and bad, bad in the sense that if two teams are too focused on each other it makes it that easier to win and good because it does appear to balance out the time of the match with other Frontlines.

    One thing this map needs to change, since as far as I have noticed there is 0 RNG between the weather effects of the map, it always seem to start with Snow then go to "aurora", it would be nice if it was actually random or if the weather could change more often as it stands it is way to predictable in that nature and we don't get to enjoy the sped up "Adrenaline" concept of this map. It would be nice if we could adjust strategy based on which weather effect appears first or maybe even just a combination of the two that take up different parts of the map.

    Other than that the biggest issue Frontline has as a whole is just the lack of tutorial to truly understand the gimmick of the map. When it comes to Node engagement it does blow my mind that people will fight away from the circle rather than engage with the circle to make it contest and then X team gets the node because rather than fight against the mechanic they are just fighting amongst one another.

    Players don't understand the 3 states of the node: Unclaimed, Contested and Claimed

    Unclaimed is the neutral state where the first team to step on it will start to claim it, if another team steps on it while X team is on it, it will be uncontested and no one will be able to continue to try claiming it.

    The moment you step off that node you lose all progress on claiming it unless you already Claimed it however the state of "claimed" and "unclaimed" is very fickle, the moment you step off that node and an enemy steps on the node you lose your claim to that spot which is why it is very important to stay on the circle if there are enemy around otherwise you risk losing control of the node.

    Claimed is a state in which you "own" the node and as long as you stay on that node another team can not "contest" it if they step on it, the only time they can attempt to gain that node is if they knock the opposing enemy off it.]

    I feel the matches could feel more competitive if players were actual aware of how to play it, but more often than not you see players more focused on just fighting one another rather than balancing it between fighting and objective focus.
    (1)

  8. #8
    Player
    echo78's Avatar
    Join Date
    Aug 2016
    Posts
    86
    Character
    Echo Skyla
    World
    Siren
    Main Class
    Warrior Lv 100
    Please just make this map share a day with secure (just run around on a mount most of the game on both of these maps) so we can have seal rock/onsal days back. Queueing them specifically takes so long and the roulette almost always picks the new map.
    (3)

  9. #9
    Player
    Zofian's Avatar
    Join Date
    Jun 2020
    Posts
    137
    Character
    S'hozqha Kalaquaz
    World
    Shinryu
    Main Class
    Arcanist Lv 2
    Right on 'schedule', the interfered with / 'hotfixed' version of the new map (that had no real issues) seems to be a mistake and is now bad. Will hold my tongue till I gather more, but the eye test tells you this is now RNG based and panders to the least abilitied players.
    (0)

  10. #10
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    487
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Ya these hot “fixes” seem to just be to increase the randomness of it all. Maybe that’s what they want.

    If you want a good chance at winning your best option is to just not fight at the end where they liter the field with S and A ranks to ensure whatever team picks a fight loses.
    (1)

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