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Honestly I have a lot of misgivings on Weapon Damage2. I think too many things have to go right for it to be successful. But based on their current track record, I don't see how you can trust SE when it comes to PVP.

I have a lot of misgivings on Weapon Damage2 - Final Fantasy XIV

Honestly I have a lot of misgivings on Weapon Damage2. I think too many things have to go right for it to be successful. But based on their current track record, I don't see how you can trust SE when it comes to PVP.

 

One thing that sticks out to me is SE's insistence on restrictions. For example, I think most people can agree that Grand Company restrictions are a gigantic problem when it comes to creating efficient queues. A more direct restriction when it comes to Weapon Damage is the matchmaking system, which takes ridiculous amounts of time to match players up against each other for the sake of balance. Another restriction is class restriction: in Weapon Damage you can only have a party that includes one tank, one melee, one ranged, and one healer.

 

Consider this scenario, and let's say Weapon Damage2 is 8v8. A single team of 8 players queues up. And let's say Weapon Damage2 doesn't allow teams to have duplicate jobs. So say two drks, two drgs, two smns, and two asts queue up. Then let's say nobody else queues up. All 16 players are going to be waiting forever for the game to roll out. Not only that, nobody can actually see which jobs are needed in order to get the game going.

 

Furthermore, it'll be extremely likely that SE continues with ranked matchmaking in order to "ensure" balance, so the system might not even put a distinct 8 man team together in a reasonable time because they are waiting for other, higher ranked players to sync up.

 

You see where this is going? And these are the kinds of issues on the table. Going further back and looking at how Weapon Damage1 died out completely, not being able to get any games rolling out essentially killed Weapon Damage: Because you had to wait 5+ minutes for a 1 minute match, less people would want to play. The hardcore players liked it, but the casual ones wouldn't wait that long just to get killed by more experienced players. That is not an effective or fun queue to play time ratio. As time went on, those 5+ minutes went to 10, then 15, then into virtual infinity. I have multiple screenshots of waiting for 300+ minute queues for a 2 minute match.

 

The problem is that SE seems to think that throwing numbers at a faulty matchmaking/queue system will fix everything. That was their approach to frontlines, and no matter how much everyone complains about it, they REFUSE to do anything about it, and after years of FL being out have they only just acknowledged it. It's unbelievable.

 

This is really the tip of the iceberg. I want Weapon Damage2 to work out, I really do. But there are so many fundamental issues with how they approach queues, matchmaking, ranks, and pvp overall that I just don't see how it can do anything but follow in the footsteps of Weapon Damage1. And the thing that bothers me the most is that some of the fixes are so crystal clear and simple, yet they won't put the effort into these simplest of fixes. They will go to workarounds (if that) but what happens when people stop playing?

 

They are going to need to make clear, sweeping changes to everything otherwise it'll essentially be a mode that's DOA.

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