Zerging is getting ridiculous

Zerging is getting ridiculous

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Posted by: Emissary Vex.5690

Emissary Vex.5690

Zerg Wars 2 ….

That is absolutely what I am calling the game from now on. Sadly the game has reached the point of no return because zerging has become so fundamental to the gameplay; if they change it now people will probably leave the game in droves because they have no idea how to play.

I hate it, zerging makes the game feel tedious, laggy, and completely thoughtless. Please stop designing living world around zerging and group event achievements. Everything should be complete-able in private instances or solo quests.

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Posted by: Hermes.7014

Hermes.7014

Every event in open world is potentially a zerg event when you tie them to achievements. That’s just how it is.

Whether something is either wrong or right, someone will always complain about it.

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Posted by: Funky.4861

Funky.4861

Zerging is a player problem and has nothing to do with ANET. Players will find the path of least resistance and use it to the max; this happens all the time in every situation. We, the players have created this problem ourselves (content locusts).

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Posted by: Emissary Vex.5690

Emissary Vex.5690

Zerging is a player problem and has nothing to do with ANET.

Oh really? Then why are there dozens if not more MMOs with no zerging in them?

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Posted by: Funky.4861

Funky.4861

Oh, maybe because their loot is not shared from one mob kill to all players who tagged it? Perhaps they don’t encourage co-operative play as much as gw2 does?

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Posted by: J Night.3468

J Night.3468

Zerging is a player problem and has nothing to do with ANET. Players will find the path of least resistance and use it to the max; this happens all the time in every situation. We, the players have created this problem ourselves (content locusts).

remember GW1? the party exits an outpost and they have their own zone instance. i was kinda hoping for something like that with Zerg Wars 2. the way they were advertising the game and stuff while it was in development kinda made it seem that way.

Embrace the darkness..

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Posted by: Healix.5819

Healix.5819

GW2 is funny when it comes to zerging. Other games try to discourage it by resulting in no or greatly diminished loot or no credit. In GW2 however, they reward it, by not only making the encounter easier, but by also increasing the rewards through either increased drops because of more targets or faster encounters. There are a few exceptions of course, but even these can be overcame by throwing enough people at it, as long as the zone’s population cap is higher than what it can scale to.

Loot for everyone is the problem. There needs to be a cap on how many people can “tag” a single mob or alternatively, everything needs to scale without a cap, where if 100 people stand next to a regular mob, that mob will be equal to 100x its normal self. Their current method of spawning champions or more mobs just results in increased loot.

If there’s going to be a cap on scaling, the loot rewarded should also be a factor. For example, imagine a chest that was balanced around rewarding 1g and scaled for 10 to 50 people. If 1 person managed to unlock that chest, they should get 10g, whereas if it took 100 people, they should only get 50s each. This would discourage zerging while encourage continuing while being undermanned.

The other problem they need to fix is getting full credit for hitting something once, like showing up at the last second for a world event. They’ve somewhat fixed this, if they continue using the Tequatl loot method.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You guys do realize that the LS events are spread out over several maps, correct? Only Kessex Hills has zergs. If you don’t like the zergs, go to one of the other maps that has the events.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: mXz.4512

mXz.4512

@ Everyone complaining about zergs…

You can’t really help the fact that people are trying to get the achievements done simultaneously and when they can. Do you expect people to just disperse and go do that event over there, while the other half get this one and just take turns? It’s not something you can control.

Zergs will naturally form whether it bothers you or not. If you don’t like it, avoid the group. I’m pretty sure some people look at it as an easy pass or an opportunity to get ahead. Plus it’s not harming the game, its merely traffic on an mmo — don’t wanna get stuck in it? plan ahead or wait till later.

Yes I’m a vet, yes I’m salty. Problem?

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Posted by: KingClash.3186

KingClash.3186

Zerging is a player problem and has nothing to do with ANET. Players will find the path of least resistance and use it to the max; this happens all the time in every situation. We, the players have created this problem ourselves (content locusts).

Yeah, core design flaws are caused by the players.

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Posted by: MKKR.9401

MKKR.9401

:c I log on expecting something that looks like Endless Tower from Ragnarok Online

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Posted by: Zackie.8923

Zackie.8923

we need some terran and protoss

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Posted by: Arrow.3856

Arrow.3856

I would love to see the people defending Arena.net 2-3 months down the line. We all have to admit at one point or another we all defended arena.net from all those complaints. However we all have a tipping point.

The people here that are disappointed are not raging or crying or whatever. We are giving our opinions on the same lame content thats been released for the past few months. We are sorry for those naive players who are still full of hope to have to read this. This isn’t aimed at you. It is aimed at Arena.net. For those of you who are still defending arena.net I’m not going to ask you to wake up or realize anything. I hope that you will continue to be hopeful. It just sucks when your expectations get crushed every single time.

“I may not be a horse whisperer, but I certainly
can and do speak to unicorns.” (Arrow The
Unicorn)

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Posted by: mrstealth.6701

mrstealth.6701

These events seem designed for zergs. I was just doing one of the vigil escort/toxic offshoot events with two other players, and we were getting a ridiculous amount of silver/elite and veteran mobs. One of the nightmare court NPCs went into the downed state, which attracted 2-3 un-aggroed silver/elite krait to revive him. The even failed because the vigil NPC/golem died to the army of silver krait.

The amusing part is that this was in Queensdale. I’m sure 3 level 10s would have a wonderful time with that event. I really hope this scaling was caused by a nearby champ train, as it was close to where the Oakheart spawns. Although, that does highlight one massive problem the scaling system has always had. It scales events based on “nearby” (often not-so-nearby; as in out of visible range) players instead of those actually participating.

Footsteps Of War [FoW] | Yak’s Bend
Seer Of The Divine | Sarina Starlight | Tireasa | Caedyra

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Posted by: Antares.2586

Antares.2586

There is a need for scalable (10 to 20, for example) man raids in this game.

For the moment, you have to choose between Zerging or grouping a 5 man team.
It’s all or nothing.

But what about a scalable event made like this :

An approach of the surrounding of the tower in PvE. Open world, zerging would be possible.

Then you would have to build a 10-20 man team entering the tower, which would be an instanced battlefield.

Finally, the upper and final levels would be a dungeon, designed for 5 mans group.

What about this ?

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Posted by: Chokolata.1870

Chokolata.1870

The content is ok as free filler content . But honestly , we need an expansion at some point

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Posted by: starwatto.4527

starwatto.4527

There is a need for scalable (10 to 20, for example) man raids in this game.

For the moment, you have to choose between Zerging or grouping a 5 man team.
It’s all or nothing.

But what about a scalable event made like this :

An approach of the surrounding of the tower in PvE. Open world, zerging would be possible.

Then you would have to build a 10-20 man team entering the tower, which would be an instanced battlefield.

Finally, the upper and final levels would be a dungeon, designed for 5 mans group.

What about this ?

+ 9000 points

Casually hardcore since 2012
Aurora Glade
[rddt]

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Posted by: Savoy.6824

Savoy.6824

If you dont like zergs so much why dont you wait a week for when everyone has their achievements and then go do yours. Or guest to a low pop server. Your the one who CHOOSES to zerg. No one is twisting your arm and forcing you to do it.

And we should consider every day lost on which we have not danced at least once – Nietzsche

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Posted by: Tentacle Love.3412

Tentacle Love.3412

They can’t force you not to zerg, I mean they’ve done all they can.

Those billions of hit point pools and 15 minute timers are SUPPOSED to get you to GO AWAY so that smaller groups get a crack at world bosses, and all you do is double down.

If you want the zergs to stop you have to start with yourself.

In WvW, when Jade Quarry attempted to defend three locations at once while both Blackgate and SoR were attacking, they lost. Guess why? Turns out two servers worth of zergs beats one server worth.

All week long, across every WvW battleground, JQ’s players were sitting waiting in multiple hour long queues while the players inside had to teach a whole new generation of newbies how to get into teamspeak and follow instructions. Meanwhile we were getting double-teamed. SoR would attack a base, we would swoop in to defend, and we’d get sandwiched between them and BG. SoR got slaughtered, but the 5-10 BG players left over afterwards were enough to scrape out a win and claim the keep.

This is what they had to do to take out one well-coordinated team. Sure, they could get better at the one on one matchup, or the two on two, or the small group hit and run style of play.

They could get some competent rogues to run around spying on troop movements and reporting into teamspeak to coordinate zerg assassinations (yes, you can completely destroy a zerg by abusing the hell out of chokepoints and you CAN do it with a group less than half its size).

But do you realize how much work that appears to take compared to the very simple instructions of “grab your sword and fight the horde!”?

The only way to get rid of the zerg mechanics would be to increase the skill level required to compete in the first place, which would alienate far too many players.

If I were to wager the area to attack, I’d say that combo fields and finishers are probably the starting point. If you had to do a little more work to make the combo field/finisher system work, then the zerg’s collective power would drop significantly, and the individual player contribution would rise. That might help.

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Posted by: Rym.1469

Rym.1469

The solution is one and only – make them suffeer. They’ve tried to zergrush Tequatl and they failed. Make people think at least. When scaled up, give those PvE monsters certain painful abilities instead of just more health. Damage reverse skills, Boon corruptions, damage upon death, cleave skills which do more damage the more targets (not including pets, minions, illusions etc) hit.
Encourage people to think and make content able to scale to really himechanic ceilings. Simple dodge-out-of-1shot-red-circle mechanics can work sometimes and can be some beginning, but 1shot is usually poor design.
Certain rooms/encounters could have certain buffs/debuffs via area permanent effects or skills. Simple as that : temporary effects which prevent/punish you for boons or require striping them off from targets, that corrupt healing, reversing effect to damage, permanent constant ticking non-condition damage requiring performing certain actions to strip couple stacks of debuff..
Really tons of ways to get rid of mindless zerging content. If you keep the direction of Tequatl, slighty changed. Don’t punish people for running in big groups really, instead, punish them hard for running mindlessly to tag mobs. Make achievments less grinding, more exploring the content.
At first, those players may and will moan. Then, after some time, they’ll just change mindset, adapt and have hell lot of fun. Dear ANet, don’t waste your good mechanics!

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

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Posted by: Sioul.7269

Sioul.7269

And what is your solution? Limiting the map population? Make everything instanced?

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Posted by: Shufflepants.9785

Shufflepants.9785

Nah man, this game is Mouse and Keyboard Wars 2. Everywhere I go in this game, there’s content where I have to push keys and click my mouse. Go to another zone and just more keyboard button pressing and mouse clicking. It’s like, haven’t they heard of joysticks?

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Posted by: Lostwingman.5034

Lostwingman.5034

and have hell lot of fun.

lolsure
Make it just a bit harder to grind in Grind Wars 2. Keep adding those paper cuts to the rag doll that is the playbase’s patience. That’s what we need. Less rewards. Everything tedious.

Bad@Ele: Alaric Von Manstein
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.

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Posted by: Electro.4173

Electro.4173

Its early on, so the zergs are going to be in full force for a while.

Wait a week and maybe they’ll die down a bit. Not sure these events are worth farming, people will probably just get their achieves, get the recipes they want, and leave.

Zergs are inevitable when you draw a lot of people to a single location and tell them all to do the same thing. I don’t like zergs, but there’s really nothing you can do to prevent them short of instancing everything.

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Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

My name is Legion: for we are many.

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

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Posted by: Stooperdale.3560

Stooperdale.3560

Putting zerg sized content into a mix with solo content and group content is just not going to work. It will always drive people into the zerg for safety or rewards. As soon as the zerg forms, all the solo and group content just becomes trivial. The only challenge is a race to tag mobs for loot. Group events still scale in the wrong manner when tackled by a zergs, actually encouraging players to overrun group content for faster rewards. The Pavillion and Scarlet’s invasions worked better as they were essentially a series of group/zerg events with no pretense of solo content.

I’m one of the people who wants to see the open world event system work, but at the moment it is running into horrible problems. No solutions are on the horizon and it is holding back the living world. In the mean time, mixing zerg and solo content is clearly going to fail.

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Posted by: urzen.7096

urzen.7096

I wouldn’t mind it if the content scaled appropriately and was actually difficult. Like tequatl without the time limit. For example, protect the mortars:

If there are 100 people in the event, have waves of ads including elites and champs attacking the mortars, so it requires constant babysitting by a group of 5 to succeed. Not just 1 normal mob.

Sanctum of Rall

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Posted by: MercenaryK.4180

MercenaryK.4180

Zerging is a player problem and has nothing to do with ANET. Players will find the path of least resistance and use it to the max; this happens all the time in every situation. We, the players have created this problem ourselves (content locusts).

remember GW1? the party exits an outpost and they have their own zone instance. i was kinda hoping for something like that with Zerg Wars 2. the way they were advertising the game and stuff while it was in development kinda made it seem that way.

No. That was a horrible experience. It’s total isolation outside of the town post with only your guild – if you even are in one – to communicate with. And no one else could help you, unless you felt like starting the quest over.

While I liked GW1, with so many personal instances, it sucked kitten once you realized “Oh that was cool…and no one is around to see it”. GW2 you have A LOT more moments where you run into people and develop your own story – I’ve had many of those and still do, and they are awesome.

Also, zerging IS a player problem, not ANet. How would you really like ANet to pull in the reigns and control even further EVERY aspect of how we play the game, versus TOTAL freedom? I never HAVE to join the zerg – I’m free to go about my own ways and get the accomplishments. Often times I do break from the zerg because

A) The zerg can be kittened
B) The zerg is often kittened
C) The zerg gets boring quick
D) Some, maybe under half, of the achievements are done without the need of a zerg(a small party can even do it)

So zerging is the path of least resistance. There’s nothing stopping people from alternative methods of play, except ez-street-wayz.

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Posted by: Electro.4173

Electro.4173

I wouldn’t mind it if the content scaled appropriately and was actually difficult. Like tequatl without the time limit. For example, protect the mortars:

If there are 100 people in the event, have waves of ads including elites and champs attacking the mortars, so it requires constant babysitting by a group of 5 to succeed. Not just 1 normal mob.

The bigger problem with the mortar event is that all the enemies spawn at the center and move out.

Which means the zerg can just sit at the center, murder everything that spawns, and the mobs never even get close to the mortars. As opposed to, ya know, actually standing near the mortars and defending them.

If the mobs spawned near the mortars at least the zerg would have to split into 3 to defend all of them. As it is, they just cluster into a giant superzerg as usual.

The “Destroy the spore with explosive barrels” event is more defense-oriented than the mortar event at this point. Some mobs do spawn and attack the barrel defense NPCs, and if the NPC dies you can’t get any more barrels from that pile until you revive the NPC.

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Posted by: Ilmatar.6709

Ilmatar.6709

I like zergs very much in this game. They make this game feel living when you do see other players around of you. Otherwise this game is like solo playing MMO, but these zergs makes it feel like truly MMO.

Guild Wars 1 was instance based game, where you could go to the world only with 4 – 8 party members. Guild Wars 2 is open world, and there you can play even with 100 players in there. Which is great. Those who dont want to play with other 99 players, should try to go for a while in Guild Wars 1.

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Posted by: Delvoire.8930

Delvoire.8930

Playing in the event yesterday.. I zerged not once. Yeah.. it can happen.

80 ~Thief~ Isabella Angel | 80 ~Eng~ Ratchet McClank
80 ~Warrior~ Delvoire | 80 ~Ele~ Azalea Avenir
80 ~ Guardian~ Rag Nor | Server ~ FA

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Posted by: Kingmutez.4931

Kingmutez.4931

the zerging will die down, its just the new content everyone wants to do. in 4-5 days it will be much less populated and as they open the 2nd part of the tower, even less ppl will bother with the outside. anything new that gets put out there will be zerged but only cuz its the new thing, not cuz thats the desired mechanic. ppl make zergs, not games.

(edited by Kingmutez.4931)

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Posted by: slurpey.6014

slurpey.6014

The solution is one and only – make them suffeer. They’ve tried to zergrush Tequatl and they failed.

I’d of loved seeing that lol. But more with Live Video Chat, the moment 50 people run into Teq, get one shotted, those faces must of been priceless.

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Posted by: ikereid.4637

ikereid.4637

Zerging is a player problem and has nothing to do with ANET. Players will find the path of least resistance and use it to the max; this happens all the time in every situation. We, the players have created this problem ourselves (content locusts).

This, quoted for absolute truth.

Zergs are mind blowing numb. But that is NOT anet’s fault. its the players who tag up and let the mindless zelots follow them around.

That in definition, is zerging in GW2.

Remove Tags in PvE, and you’ll see the zergs become less of a ‘problem’

Desktop: 4790k@4.6ghz-1.25v, AMD 295×2, 32GB 1866CL10 RAM, 850Evo 500GB SSD
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Posted by: Electro.4173

Electro.4173

Zerging is a player problem and has nothing to do with ANET. Players will find the path of least resistance and use it to the max; this happens all the time in every situation. We, the players have created this problem ourselves (content locusts).

This, quoted for absolute truth.

Zergs are mind blowing numb. But that is NOT anet’s fault. its the players who tag up and let the mindless zelots follow them around.

That in definition, is zerging in GW2.

Remove Tags in PvE, and you’ll see the zergs become less of a ‘problem’

I doubt that. Tags just remove the easy-to-find location marker on the map, but you’ll still get (even moreso) people saying “Where’s the zerg?” in map chat.

To an extent I agree its a player problem, but its also impossible to avoid, really. Unless you just ignore the content entirely. You can try to find a non-zerg toxic spore event, for example, but chances are the zerg will get there before the event is over even if they aren’t there right away. I had plenty of situations like that, where I’d start the event with a handful of other people and halfway through suddenly the zerg is on us. And that’s only if there multiple events going that can draw the zerg away (like champs or multiple spores), because if there’s only one chances are the zerg is already there the second you find it.

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Posted by: Zayd Akira.1942

Zayd Akira.1942

Shame on any of you thinking this won’t be turned into a dungeon.
of course it will be a dungeon.
This release is the first of a series to come, and yes we will find out its all scarlet blah blah blah, but a dungeon is obviously coming, if you bothered to play the content instead of logging off in a huff because you saw players zerging about ( something Anet cant control without putting everything in an instance, something that then removes all immersion of the living story ) you would know that right now none of the Pact (yes that pacts, they come back and play a role :P) or the two lesbians can find a way inside without succumbing to ridiculous hallucinations of an emo chick making out with a preppy girl in a shattered dismembered unattached dress (oh wait that’s just the lesbians again).

My point is that you’re jumping the gun in kittenting down Anets throat for the content release. especially if you haven’t even played it yet :P

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Posted by: Gallrvaghn.4921

Gallrvaghn.4921

The solution is one and only – make them suffeer. They’ve tried to zergrush Tequatl and they failed. Make people think at least. When scaled up, give those PvE monsters certain painful abilities instead of just more health. Damage reverse skills, Boon corruptions, damage upon death, cleave skills which do more damage the more targets (not including pets, minions, illusions etc) hit.
Encourage people to think and make content able to scale to really himechanic ceilings. Simple dodge-out-of-1shot-red-circle mechanics can work sometimes and can be some beginning, but 1shot is usually poor design.
Certain rooms/encounters could have certain buffs/debuffs via area permanent effects or skills. Simple as that : temporary effects which prevent/punish you for boons or require striping them off from targets, that corrupt healing, reversing effect to damage, permanent constant ticking non-condition damage requiring performing certain actions to strip couple stacks of debuff..
Really tons of ways to get rid of mindless zerging content. If you keep the direction of Tequatl, slighty changed. Don’t punish people for running in big groups really, instead, punish them hard for running mindlessly to tag mobs. Make achievments less grinding, more exploring the content.
At first, those players may and will moan. Then, after some time, they’ll just change mindset, adapt and have hell lot of fun. Dear ANet, don’t waste your good mechanics!

QFT.

Open world content whether designed as a Group Event or casual solo is fine when done by a handful of players but gets trivialized by a zerg. What becomes challenging is not fighting the mobs or the mechanics of the content themselves but the race to tag as many mobs as possible to get loot credit. They need to do some sort of anti-zerg scaling with all kinds of open-world content like what they did with Tequatl.

“The boss you just killed respawns ten minutes
later. It doesn’t care that I’m there.”

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Posted by: drkn.3429

drkn.3429

Think of it this way.

The only reason NOT to zerg in open world PvE in other MMOs is the player griefing and limited resources. Kill stealing. Player killing. Murdering people and shooing them away from a farming spot. Camping mobs and bosses on their respawn so that YOU and YOUR guild can get the loot, not someone else.
With the removal of that, with the approach that everyone gets loot as long as the target is tagged – and that’s easy to do – and with no open world PvP, there is absolutely no reason NOT to zerg around in open PvE. Yes, there are some events which scale well with a medium-sized zerg (like the Grenth’s temple), making them actually a kittenallenging, but they’re still doable and any challenge is alleviated if the zerg swells bigger or if some of its members leave, frustrated after two wipes.

In anyone’s sane mind, when people are set for rewards and getting the new content done as fast as possible, why players should NOT be zerging now?

.

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Posted by: haviz.1340

haviz.1340

QFT.

Open world content whether designed as a Group Event or casual solo is fine when done by a handful of players but gets trivialized by a zerg. What becomes challenging is not fighting the mobs or the mechanics of the content themselves but the race to tag as many mobs as possible to get loot credit. They need to do some sort of anti-zerg scaling with all kinds of open-world content like what they did with Tequatl.

Indeed. We could compare any temple event done by a zerg of 30+ people with same temple event done by a small group of people (5 and less). You can literally go afk with you ranged autoattack turned on, come back in 2-3 minutes and the sweet shiny reward is yours to grab. With the small group, said temple event actually present at least minor challenge (lyssa) or they are even harder than most of the dungeons, including arah (melandru).

One of the reason why is that is because bosses have no tools to deal with zergs. Their attacks can down at most 5 people who will be revived in seconds by the rest of the zerg. If you try it with a low amount of the people, one attack can down your whole party.

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Posted by: haviz.1340

haviz.1340

Think of it this way.

The only reason NOT to zerg in open world PvE in other MMOs is the player griefing and limited resources. Kill stealing. Player killing. Murdering people and shooing them away from a farming spot. Camping mobs and bosses on their respawn so that YOU and YOUR guild can get the loot, not someone else.
With the removal of that, with the approach that everyone gets loot as long as the target is tagged – and that’s easy to do – and with no open world PvP, there is absolutely no reason NOT to zerg around in open PvE. Yes, there are some events which scale well with a medium-sized zerg (like the Grenth’s temple), making them actually a kittenallenging, but they’re still doable and any challenge is alleviated if the zerg swells bigger or if some of its members leave, frustrated after two wipes.

In anyone’s sane mind, when people are set for rewards and getting the new content done as fast as possible, why players should NOT be zerging now?

You got it partially wrong. If you actually want to do something fast you should never zerg. You cannot control how zerg plays and most of the zerglings simply spam auto-attacks ignoring existing mechanics. I do not know how fast an average zerg can do those bosses but here are the examples of temple events done by just few people who have never done it before or have done it only few times before:

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Posted by: BlackDevil.9268

BlackDevil.9268

I seriously don’t get how people still say: ‘’Zerging isn’t a problem caused by Arenanet but by the players themselves’’

Explain please? How is:

  • Bringing out commander tags that can be used everywhere
  • Maps with +/- 100 player cap
  • Events that don’t scale after like 10 people
  • Events that give better rewards when doing it with more than 5
  • Faster and better rewards the more players you got
  • So few events across 1 map that even without tag, people will gather up quickly
  • Events that can’t be done solo

How is, of all things I listed above, the problem caused by the players themselves?

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Posted by: UnknownAssailant.2375

UnknownAssailant.2375

Yep, they missed the ball with that giant tower. It could have been the elite dungeon people crave but no…we get the kittening zerg again…
Why even bother to get into the LS? Achieve? Reskinned weapons?
If that tower isnt opened in the future then I have 0 hope remaining for the future of GW2.

Content is getting in a 2 week cycle…

Creating a dungeon decently would take months and the living story is getting place part by part
Its good to have some patience before you start crying on the forums

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Posted by: Alex.9567

Alex.9567

I went to the mad kings labyrinth yesterday to get daily pumpkin carver and because everyone was doing the new LS stuff there was no zerg! and i have to say it was kinda fun trying to get around it with like only 4 other people (who were lvling their chars) the problem is as soon as i carved my 5 pumpkins i left because it was just more of a challenge than i felt up for at that point in time, my point is your kitten ed with a zerg and also kitten ed without.

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Posted by: thehipone.6812

thehipone.6812

Just wait until Kasmeer gets “infested” or “Sarah Kerrigan-ized” by the toxic spores. Then we can truly call it Zerg wars.

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Posted by: biggs.4702

biggs.4702

I’m kinda disappointed, they named the patch tower of nightmares but u don’t get to actually explore it, is just another patch where u gotta kill thousands of mob waves.

Let the story unfold. Jeez… Two weeks isn’t long at all to wait for the next update.

The obstacle is the path.

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Posted by: Templar.3418

Templar.3418

The zerg ruins the experience for me. Was rather glad I got put into the overflow after dying, had a way better time in there with a few others.

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Posted by: Rym.1469

Rym.1469

QFT.

Open world content whether designed as a Group Event or casual solo is fine when done by a handful of players but gets trivialized by a zerg. What becomes challenging is not fighting the mobs or the mechanics of the content themselves but the race to tag as many mobs as possible to get loot credit. They need to do some sort of anti-zerg scaling with all kinds of open-world content like what they did with Tequatl.

This is what I mean. The problem isn’t that there’s a large group of people fighting with boss. Hell no! That’s okay and how it’s meant to be.
However, these fights should be entertaining. If you haven’t died once to content because you are running with zerg, you’ll find everything boring and end-game easy. There come things I’ve suggested. You know, probably none of zerg players even looks down on boss abilities or how do they fights, they just press auto-attack and watch HP bar going down in seconds, saving leaps just to be first on the train to next loot bag.
The thing is, once certain number of players participating is crossed, Mobs should get new, unique abilities which help against mindless people. Damage Reverse Spell? Sure why not! Give it some animation and bam! People who’re not paying attention crush themselves! Corrupt Boon field? Sure, let’s punish boonspam for a second! Zerg killing gazillion mobs in a second? What if they would explode on death for large chunk of damage? That way the players might want to play with mechanics?
I mean, htat’s the point. We shouldn’t ignore what mobs do. We should pay attention and get awarded for counterplay, and punished for 11111111611111.
Simple example, not even a zerg: Tell me, honestly, have you ever played boss mechanics in CoF P1 last effigy boss? You know, destroying crystals, reducing his regen? Huh? Not really? That’s the point

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

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Posted by: Kuull.3147

Kuull.3147

I didn’t read all the kitten in these two pages. But what I have to say is – why don’t you add anything useful in this situation, rather than kittening.

What do you think, when there’s a patch released, almost everyone should just do what they normally do when there’s no patches released? Think before you write kitten on the forums and give constructive feedback.

Titan Thanatos – FoW WvW’er

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Posted by: Holy Whirlwind.2067

Holy Whirlwind.2067

You all are sooo moody and impatient

1.) This is part 1 of the Tower of Nighmare. We will be able to enter the tower later on (probably next Living story update). We have to be able to cleanse the toxin first or we will not survive in the tower…the new heal skill

2.) You DON’T have to be part of the zerg to get any of the achievements. People complained about the forced solo instance and now they complain about large zergs….OMG…don’t join the zerg. With about 3-4 people you can easily do all the achievements. The zerg is just if you want to farm pristine spores. It is an OPTION for people who like that kind of mindless farming game play.

3.) To get some of the other achievements you have to map to several other areas. There are typically no zergs there, so you have to take down the toxic spore in a smaller group (3-4). So it is doable in small groups and does scale properly. For Obliesk areas you can solo or do easily with 2 people. It is guarded by 1 krait vet and 1 normal krait. The Krait champs can typically be taken down in a smaller group (3-5) also.

It is only Zerg Wars if you join the Zerg. Even the Scarlet invasions could be done in small mobs of 4-5 people…as a matter of fact if you really wanted to complete the invasion, this was the faster way. However most people PREFFERED the zerg once they got that achievement so that they could spawn champs and farm them effeciently. Again, this was not a requirement for any achievement, it was just a way to farm as a mob. If you don’t like to play this way DON’T join the Zerg!

All these fights above seemed to go faster in small groups than in zergs, so zergs do not speed up farming. What zergs do in (Kessex, Invasions, and Mad King) is allow the population to time respawns so that you are not waiting 15-20min for the next spawn. If you hit doors/mobs one at a time, everyone gets the drops and you get a steady stream of mobs back-to-back. If smaller groups hit each mob/door at the same time, now the whole map is waiting for the next respawn. At which point everyone waypoints to it and you have just unintentionally formed…a ZERG…gasp!

(edited by Holy Whirlwind.2067)

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Posted by: MastaNeenja.1537

MastaNeenja.1537

Here’s an idea

Disable commander tags in pve

This 1000 times, the Commander system needs to be reworked and should only be an WvW attribute IMO.

While it won’t stop the zerging it will be one less point of encouragement to zerg.