I am so tired of people grinding frontline for things like mount or whatever, not interested in pvping.
Please remove the rest ff14 so i can play a game that i like without being subjected to rouletters.
Thanks
I am so tired of people grinding frontline for things like mount or whatever, not interested in pvping.
Please remove the rest ff14 so i can play a game that i like without being subjected to rouletters.
Thanks
I play FF14 for PVP
So long as FFXIV is regarded, typically with utmost fervour, that it is "a PvE centric game"; to the point the xp grindhounds will argue the PvP component -- that they have willingly signed up for -- "does not exist", and with so much undue contempt, the situation is inescapable. It's the same kind of sourness that would come out of someone scorned by another by parsing a regular 4-man instance. "Chill bro it's just trash content". It triggers that same sort of reaction, yet the circumstances are hardly comparable beyond that. It's not a leg that can be stood on in this debate; this isn't the Fall Guys collab with no buttons to press. Yet here we are.
But I'm not convinced FL would survive at the moment without the temptation of regular xp. The game doesn't have a refined enough progress track to encourage someone who's not inherently there for fun to consider refining their game just a little bit, than be content with being ultra dead weight. Series is super easy to get and doesn't require winning. For the xp temptation to go, the rewards have to be attractive enough but also not too lax to attain. Win achievement mounts are too ephemeral.
Without introducing a totally separate rated FL queue, as that would hurt the current population too much, how about a second layer to the series track be slipped in instead? Like a prestige line, existing in parallel. One that requires wins. And if you miss it, then you can use the bajillion trophy crystals we get to attain those; to exchange against a comm crystal like item. With an additional caveat that to access the NPC that sells older rewards (or the section of an existing NPC thereof) you need a certain (smaller) amount of wins within any current series to be able to see it, and that this resets each time, and with it the item pool. Maybe that last line may be a bit too harsh, I don't know. I think it'd help with discouraging lazy hoarding from the regular track, but it might not be necessary. Ultimately, none of this should be necessary.
I'd rather there not be more rewards to incentivize players to treat the content with more respect, but one can't deny how the typical player works in this game... and many others. I know that I'm tired of seeing the clap-back from some smarmy git telling me to calm down for breathing a word about any cowardice mid-match. What I'd like to see is more players genuinely curious about what the buttons do, rather than show up with an entitled slant while putting out AFK numbers.


Please remove new players from my leveling roulettes. I’m tired of people doing dungeons for XP and making runs take longer. Please remove the rest of ff14 players so I can play only the parts I like without being matched with anyone else who doesn't align with my preferences.
See how ridiculous you sound?
They should just remove any bonus and exp gain (even outside roulette) from any map or roulettes of Frontline.
If afterwards, there are not enough players to make a game pop in days, then so be it. It's better than the current situation.
If Frontline becomes a dead content and is removed, then so be it. It'd mean FFXIV population is not ready and interested enough in this potentially fun PvP mode (as much as any PvE content).
All we ask is for unmotivated players hindering teams and killing the fun much more than any premade to either stop queueing for Frontline, or try to to contribute harder.
You'd not love seeing the same waves of players invading your Party Finders and Duty Finders, grief your clear and act like they don't give a single mind to try more than a mere body presence (I also met them, in PvE, though fortunately rarer).
Last edited by aereniil; 01-24-2026 at 04:22 AM.
I don't particularly PvP (haven't enjoyed it much since it went from adding atop the PvP kit to distilling it instead), but this is not quite matched to what the OP was referring to.
Because the PvP experience gives PvE rewards, you end up with people sandbagging or near-afking through PvP content because they only enjoy PvE and excuse their ruining things for others on that (despite the PvP being exactly what they, in this case, signed up for, happily or not).
A fix to this, though it wouldn't feel great, might be anything among...
- Rewards only for the winning team or scaling (more significantly) with victory,
- Harsher punishments for sandbagging (How would we even really enforce that, let alone reliably report it?),
- The more unique rewards, at least, coming only from wins,
- (If there were a larger consistent PvP population) Perhaps allowing for a second, more serious mode of each PvP content type, open to just those past a certain... whatever threshold that seems reasonable, and allowing one to simultaneously queue for each so serious PvPers could opt for something more exclusive,
- Etc., etc.
When Hunts give far more reward efficiency than any other means of grinding tomes, they at least only reduce the population of other tome-grind activities. When something is distinct from all other content and yet gets used generally, though, that extra population can actually be for the worse.
Imagine, for instance, if people tried to do Savage simply for Bonus/rested EXP to use on alt-leveling (perhaps with, like PvP, newly auto-adjustive/merely-comparative difficulty). And now someone wanted to leave Savage for those who actually want to, y'know, do the gameplay unique to Savage so it had a chance to function nearer to its full potential. That'd be a closer analogy.
Or, if people did Expert Roulette only for the lore tidbits... when they could have just used Explorer Mode for that (equivalent to any means of EXP other than PvP Daily Challenges/Roulettes), thereby slowing down people's more typical and specific use of that content type.
Last edited by Shurrikhan; 01-24-2026 at 06:29 AM.
Good ideas. It'd be interesting to try those fixes and see the impact at first, if they could be enough.
Hopefully, the players won't surprisingly be motivated enough to wait/spam until they get freely carried by strong teams or premades.
Those idea may also keep some appeal for fresh new motivated players to join.
Sorry to say, but without those rewards/PVE players being filler, Frontlines likely wouldn't pop at all.
Case in point; Rival Wings. It is literally a dead mode outside of mogtomes events, and what are mogtome events for? Right, to farm rewards. And if you want to know what Frontline queues look like when there's not enough people to make it pop, go try and jump into a match on Dynamis. I played there for 3 years and I can count the number of matches I got into on one hand. If someone considers that "healthy and acceptable" PVP times, I have to question if they actually like PVP and aren't just trying to secretly kill it off.
Perhaps a better question would be to ask why FF14's PVP is considered so unfun by the majority that they don't participate with it seriously, or ignore it completely. Or why Square-Enix keeps trying to yank Frontline maps into being "PVE-lite" because they realize that a 72 player mode isn't sustainable unless there's something to coax non-PVPers into touching it (including the Series rewards).
But if anyone is adamant about wanting "real PVP" then go hit up Ranked Crystalline Conflict instead, because I don't think Frontlines is what you're looking for. It's always been an over-glorified mini-game where people just hoard and roam trying to make funny numbers go up while RPing that they're PVPing (including "commanders" who think they're actually leading an army of some kind or know what they're doing), and between leechers, premades, and one team always being full of idiots ("let's bully 3rd place, let's fight over 2nd place, let's ignore 1st place") it's never going to be a legitimate PVP mode when it has this much large-scale RNG working within it (including node spawns). Hell, jobs aren't even balanced around Frontlines, they're changed for Crystalline Conflict, regardless of what consequences that causes for Frontlines in turn (for years at a time no less). Even Role Actions weren't properly vetted before being added, that's why some are objectively better than others and you're griefing yourself by picking the bad ones.
The sooner you take the mode less seriously (not to the extend of not trying anymore, but not getting steamed at the results you didn't have any real control of anyway), the more tolerable the mode becomes, and probably even the more fun you'll have once you realize this is the Mario Party of the PVP modes compared to the deathmatch/king of the hill that is Crystalline Conflict, or the MOBA of Rival Wings.
Then so be it. Be it Frontline or other PvP modes, if it must be a dead or removed content by lack of players, then so be it than being so boringly unbalanced 95% of the time.
The results in question don't matter to me. Only the unfairness of having Frontline treated as an holiday center by people "who are just here for EXP/bonuses", compared to PvE fun contents. Or at the very least, make so that each team consistently gets balanced proportions of these players.
Last edited by aereniil; 01-24-2026 at 08:23 AM.
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