Another idea to reduce zergtrains

Another idea to reduce zergtrains

in Suggestions

Posted by: NornBearPig.9814

NornBearPig.9814

All keeps, towers, and supply camps (just “keeps”) turn sides on a common interval…say…20 or 30 minutes, rather than the moment you kill the Lord and capture the control zone. All credit and karma/gold is awarded on this interval as well.

Capturing the cap point as the attacker will not immediately make the keep yours, ownership will turn to whoever holds it when the interval passes.

During the meantime whoever holds the cap point determines a few things:

  • 1. If the attacker continues to hold the cap point or the point is in contest, NPC’s will not respawn. If the defender retakes the control point the NPCs will respawn (gradually, not all at once).
  • 2. The gate and other aspects of the keep can be manually rebuilt/repaired if the defender retakes the cap point. This is prevented as long as the attacker holds it or the point is in contest.
  • 3. Supply cannot be picked up by anyone if the attacker controls the point or it is in contest. If the defender retakes the point they can pick up the supply.

Other details:

  • If the point is in contest when the interval passes, the next side to fully control the point will take the keep.
  • Rewards at the interval are NOT given to the attacker if the keep was retaken, even if you had capped the control zone at some point. You will only be given credit for assisting in the capture of keeps that turned to your side.
  • Any upgrades that were not destroyed will be retained by the defender if he retakes the keep.

I believe this will have some positive impacts on WvW:
- Zergs can no longer be efficient karma trains if they cannot properly hold everything they raze over.
- Point defense becomes a bigger priority in the game without increasing the PvDoor nonsense.
- Supply camps cannot be rushed down for instant supply. Like everything else it must be held until you own it if you want to benefit from it.

My suggestion does not get rid of the Zerg, but instead forces big groups to prioritize what they want to capture. Retaking a recently conquered but undefended keep becomes much easier with this change. This, combined with the timer, does two things:
1. Zerg train A who has been plowing through enemy keeps in a linear fashion now has reason to turn around and backtrack to defend their holdings as the timer runs down, since they will get no credit if they are retaken.
2. Zerg train B on the opposing side may see greater value in retaking keeps than attacking new ones – after all they have to worry about less gates and NPCs to burn down.

This ultimately brings people together to massacre each other. It also frees up space for smaller groups to take advantage of undefended keeps should the zerg decide to keep going forward.

(edited by NornBearPig.9814)

Another idea to reduce zergtrains

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Posted by: Quick Mouse.7635

Quick Mouse.7635

The whole point of wvw is to work hard to take points and hold them. It would be silly if all your hard work was wasted every 20minutes.
There are strength in numbers.
In the real world, what do you call 20000 soldiers marching? An army. I don’t understand why people comment on zergs in wvw like it’s a bad thing.

Tactical Fury [TF] – Late NA/early OCX driver (SoS)
Spirit of Faith [HOPE] – RIP

Another idea to reduce zergtrains

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Posted by: Faux Play.6104

Faux Play.6104

20k soldiers marching is a parade. In real combat that would = a lot of dead people from one RPG. In real life you get punished for clumping it is called a cluster-feline (self censored). In gw2 AOE only hits 5 people so there realy is no disincentive for a traveling mosh pit. Removing the 5 person limit on AOE damage would force people to spread out more and would reduce the zerg as a smaller group of coordinated AOE could effectivly wipe out poorly spaced larger groups.

Another idea to reduce zergtrains

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Posted by: Lyonell.1753

Lyonell.1753

Lol, yes but GW2 is not modern warfare, we don’t roll around calling in air support, receiving ammo and food from planes rather than Dolyaks or threatening each other with nukes. Medieval warfare was won with siege power and strength of numbers. You put a lot of people together, arrow carts, balistas, a trebuchet or some other friendly siege weaponry will deal with it.

C’mon people, WvW is a war pretty much, you didn’t see 5 random people coming to a castle and conquering it in the medieval times lol.

Another idea to reduce zergtrains

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Posted by: NornBearPig.9814

NornBearPig.9814

In WvW, zerg trains play an endless game of keep swapping for gold/karma and only occasionally meet each other in battle. I’m pretty sure this does not reflect Medieval warfare.

(edited by NornBearPig.9814)