are too big groups (zergs) a problem for PvE?

are too big groups (zergs) a problem for PvE?

in Dynamic Events

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’ve played a while in high level PvE zones now and got a mixed experience when I take a look at the challenge-aspects. I have the feeling that I’m not really making any difference in the boss-events. This feels very different from group-challenges in GW1 since in a way it’s much easier than encounters in Queensdale when you just stay near the “big zerg”.

I like that you have to stay near a group in Orr because else it’s a pretty hostile environment. Once you are in a group though, it’s easy as any Queensdale-event.

I saw quite a few people in forums saying that GW2 has no cool “raid-mechanics” because there is no trinity, and then I saw this post:


The Lyssa one is the one where there are 3 runes, you need around 1-2 people to be at each rune to make sure that it stays under your control because if ANY of them fall out of your control then the lyssa boss if a fail, she throws up a bubble and regains all her health back instantly. While you have to hold the 3 runes you also need people fighting her and her army of undead servants in the middle. She will create clones of herself that if you don’t kill will split into more clones, and eventually she will shatter all of them (when she gets to about 6 from what i’ve noticed) dealing MASSIVE damage (dropped me from 18k to 2k and i have 3k armor) and stuns everyone for like 5 seconds. She also throws out more dazes and crowd control then i thought imaginable, plus there’s trebuchets firering on her location causing anyone hit to be launched and poisoned. She also has a fairly nifty mechanic at 50% health where she starts teleporting people to a random area 1200 yards or so away from where they originally were, and she will, about once or twice per fight, summon a MASSIVE zerg rush of undead while making it so if you look in her direction (don’t have your back to her) you are dazed indefinitely until the buff she has goes away.

If you’ve done the fight as a “10 man” (since orr has died off a bit me and my guild have been using a lot of the temples as “raids” which is AWESOME!) it’s kittening intense, you have only 4 people fighting her and her minions because you have your other 6 stationed at the 3 seals making sure the fight wont end prematurely.

When I read this I was like: Wow, I want that.

I was really surprised since I never got that when I played those events. There were always too much people around to make any meaningful contribution.

Yes, a lot of people want a casual experience too, when it comes to big raid-like events, but on the other hand: if I feel I need a challenge in those big events, I have no chance to do this.

The solution at the moment for difficult open world encounters: get up at 3-4 a.m. in the night and find people who want to do this too.

I wonder how Anets perspective on this is. I guess they didn’t exactly want those big events turn out like it is now, because those events have pretty interesting mechanics already implemented. The problem: you rarely experience those.

Do you think there is a possibility for them to improve this in the future?

http://gw2style.com/index.php – show your look and rate others – great filters!!

are too big groups (zergs) a problem for PvE?

in Dynamic Events

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

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.

http://gw2style.com/index.php – show your look and rate others – great filters!!

(edited by Marcus Greythorne.6843)

are too big groups (zergs) a problem for PvE?

in Dynamic Events

Posted by: kenelm.4507

kenelm.4507

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.

are too big groups (zergs) a problem for PvE?

in Dynamic Events

Posted by: Travail.7390

Travail.7390

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.

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.