Zerg
Y – One might say zerging is a legitimate tactic, and being most effective, is certainly valid and should be used.
X – But zerging is not effective at all; using 80 people to capture a supply camp is not a sign of efficiency, rather the contrary.
Y – If it’s so inefficient, why do the top tier servers use it? It MUST be effective.
X – Because of several reasons. First off, out there, some players still play for their server; aka run supplies, use trebs, use siege, backcap supply camps, scout, roam the map. Second, simply because it’s the easiest thing to do, and if the other servers are zerging, there is no reason our own shouldn’t.
Y – Well you just answered your own problem… if it’s easy to do, and allows a certain degree of efficiency, and everybody’s doing it, then what’s wrong?
X – Because of a simple reason people lose track of when they are given small incentives such as WXP ranks; fun. Many WvW players argue that these past few weeks have not been fun at all. Logging in to run in a big zerg-train capturing undefended objectives is definitely boring. On the other side, why attempt to fight in a defended zone when you can just shift to the next zone, and capture, undefended, other keeps?
Y – Again, you’re citing legitimate tactics to win.
X – Yes, but ask yourself what do you play this game for? Is it to win, or is it to have fun? I believe that if the game is done right, winning IS fun. In the current state of the game, winning is.. not necessarily fun at all. Shouldn’t the game mechanics be adapted to encourage skirmishes, dividing troops to various sectors of the map, thus bringing so much more depths and complexity to WvW?
Y – But zerging has always been present in other WvW/RvR/Open world PVP games. Nothing can stop this tactic, because it allows the masses to play. So you’re telling me all past games were not fun?
X – In this debate, it is important to be able to utilize abstraction. Nothing is absolute. Yes, zerging has been present in other MMOs, but never has a zerg been as overwhelming as it is presently in GW2. This is due to several things.
Y – Which are..?
X – The design of the maps, which favor chokepoints and the proximity of objectives. This ultimately leads to the fact that a single large force can cover much of the whole map. Then, the AoE cap limit and the downed system, which makes the zerg nearly unkillable. In other games, yes, a zerg is big, but it is possible to pick people off and kill people. With the downed system, it is extremely easy for a zerg to stay cohesive and strong.
Y – You are just repeating what has been said already.
X – That is untrue. My argument resides in the fact that WvW would be more fun if the zerginess became still present, but less overwhelming, with more incentive to detach from the zerg, or forming several large groups of 30, rather than a single force of 80 people. It is a philosophical point of view; I want people to realize what this game COULD become with a little help from the developers