are too big groups (zergs) a problem for PvE?
my take on an improvement would be pretty brutal I guess:
-) cut the waypoint-ressing in this big events
-) the area is cut off from the rest of the world when the event starts
-) everyone can participate, but once you die you stay dead until someone resses you during the fight
In my opinion the absence of graveyard/waypoint-rushing a boss in the fractals greatly improved the experience in comparison to early-dungeon mechanics.
this would lead to huge wipes and a lot of dead people lying around and waiting for a resurrection, but the positive part: the group gets smaller and smaller and the event suddenly much more interesting. Only really good players stay alive and beat the encounter – or you get ressed.
It’s brutal, but it’s also a challenge – shouldn’t be the high level zones be all about challenge? A developer once said that if you want to experience harder content, just look for higher level mobs / areas. But what if you are 80 already, where to look now if not in the lv.80 area?
Yes, dungeons are much more difficult and I could look there, but what if I don’t have 4 other people to play with? Or what if I want difficult content in high-level zones? The events there would allow this… but not for too big groups currently imho.
(edited by Marcus Greythorne.6843)
Well GW2 is a great game, when played in small groups. There is definitely strategy in the combat, and in every single fight actually, but it’s hard to figure it out when there are 50 people in the area. The most fun I had in this game was in some of the most basic events, such as escorting a merchant and his bull, except with 3 to 7 people, which made every single action count, allowed for creative skill combos, intelligent use of crowd control skills, and actual coordination.
Zerging is like playing Chess with a shotgun, it’s easy, you barely have to aim and press the trigger, and the enemies drop like flies.
The main problems are overpopulation, and decreasing the amount of players per shard isn’t a solution, and people playing just for the sake of playing and not actually caring about what happens and simply rushing to the event to kill everything, which we cannot solve either. This will only be solved as the players spread out over the entire game world as more content gets released, hoping that new content released won’t always just be “better”, but also different, so that people don’t always end up in the same areas.
my take on an improvement would be pretty brutal I guess:
-) cut the waypoint-ressing in this big events
-) the area is cut off from the rest of the world when the event starts
-) everyone can participate, but once you die you stay dead until someone resses you during the fightIn my opinion the absence of graveyard/waypoint-rushing a boss in the fractals greatly improved the experience in comparison to early-dungeon mechanics.
this would lead to huge wipes and a lot of dead people lying around and waiting for a resurrection, but the positive part: the group gets smaller and smaller and the event suddenly much more interesting. Only really good players stay alive and beat the encounter – or you get ressed.
It’s brutal, but it’s also a challenge – shouldn’t be the high level zones be all about challenge? A developer once said that if you want to experience harder content, just look for higher level mobs / areas. But what if you are 80 already, where to look now if not in the lv.80 area?
Yes, dungeons are much more difficult and I could look there, but what if I don’t have 4 other people to play with? Or what if I want difficult content in high-level zones? The events there would allow this… but not for too big groups currently imho.
No waypoint rezzing is a good idea. I’m not sure cutting off the event from the rest of the world would be a positive change. I wouldn’t want a random person to get impatient and run in to tag the boss, while we knew other players were still on their way to the event.
Allow anyone who happens by to join in, but prevent anyone who chooses to rez at a waypoint from returning. Once you leave, you no longer get credit for the event. That way, dead players can choose to leave and go do something else if they get tired of waiting for the event to finish.
If everyone dies, the event resets and you can all waypoint rez and start over.
-Travail.