Effing rallybot
WvW anti-blobbing idea
Effing rallybot
No.
All these ideas do is give tools to the players that want to grief by putting us over the limit.
Other areas like bay, hills, garrison are a small confined space and even with coordinated groups, players will still cause the other groups to have a debuff.
If you really want to suggest something to reduce the tendancy for players to group, you should be looking for a positive suggestion, not something like this.
I happen to like massive battles, your groups size is too small. 100 zerg limit is much better than what you are suggesting.
You don’t need to ruin the game for those of us that like large fights. You can always form up your own small army and lead on your own. People <gasp> actually do that without being forced to do that.
No.
All these ideas do is give tools to the players that want to grief by putting us over the limit.If you really want to suggest something to reduce the tendancy for players to group, you should be looking for a positive suggestion, not something like this.
I totally agree with that.
The best solution would be to create an incentive for players not to blob : ATM blobbing/zerg/outnumbering is the way to go because it’s a win:win situation => faster, less risky, and faceroll-proof.
Rather than directly nerfing the blobs/zergs, I would rather see a way to motivate small groups : if you cap an objective solo or with few people, it’s obvious that you deserve more than when you do with 40+, spamming the 1 key. ATM, reward are the same, which utterly encourage blobbing.
Two options here :
1. Adjust the reward (WXP, karma, gold etc) with the number of players aka if you solo cap a camp, you earn full reward, a little less with 3+ players, lesser with 5+ players and so on….You can understand that if you cap an objective meant for a group (like a camp) with an intersellar-blob, you earn nothing, which is the point (no pain, no gain theory).
2. GW2 was proud of his scale-able events : why it doesn’t apply in 3W ?
The point here would be that a objective has to offer the same difficulty : if a zerg come to a camp, the NPC have more HP, hit harder etc…
The dev team knows how to do it for open-world content, I really don’t understand why they didn’t apply the same mechanic in 3W.
The 2 options proposed create an incentive for smaller groups without destroying the gameplay for the more casual players that like large-scale battles, their progression will just be longer which is pretty fair IMHO. (less pain, less gain theory again)
What I mean by L2P
(edited by Yggdrasil.7940)