Making the Zerg less Appealing.
Splitting up the zerg through game mechanics is not difficult at all. The best PvP games have already done it (DAoC). Simply apply the 5 man limit of any effect to party members only. Done.
http://teamriot.org/riot-media/videos/ • http://www.twitch.tv/teamriottv
DAoC didn’t break up the zergs, the community broke up the zergs by rolling around in 8 mans on the center island (new frontiers) and staying out of Emain (old Frontiers). Zergs still happened all the time and probably still do.
Zergs will always happen as long as the perceived rewards (currently Karma I guess) are easier to get in a big pile of people.
Honestly, if you want small group stuff, they have it, it is called SPvP…
Valor [RUN]
Kaineng
DAoC didn’t break up the zergs, the community broke up the zergs by rolling around in 8 mans on the center island (new frontiers) and staying out of Emain (old Frontiers). Zergs still happened all the time and probably still do.
Zergs will always happen as long as the perceived rewards (currently Karma I guess) are easier to get in a big pile of people.
Honestly, if you want small group stuff, they have it, it is called SPvP…
sPvP is not even the same thing and not nearly as much fun. sPvP is like Little League. Wvw is like sand lot baseball. Hugh difference. WvW is unpredictable, ever changing, and full of surprises. sPvP is full of predetermined roles and robotic repetition.
Before GW2 went beta I checked out GW1 trial and I was very impressed with that pvp from the god mode perspective. I saw large raids of organized teams in a large area of varied terrain, full of unforseen events and full of possibility. sPvP in this game is on too small a scale. The game lacks any kind of support for large, evenly matched events in WvW as currently designed. All we can hope for are changes to Wvw.
It’s not hit and run warfare, it’s siege warfare, so larger groups will always be more beneficial than smaller ones. While I agree that the smaller skirmishes are more fun, that doesn’t mean they should “force” those things to happen by penalizing players for playing the way that is most successful for the type of maps they’re played on.
If they’re going to approach the smaller-scale warfare, they probably need to completely redo the maps, make them larger with multiples as many control points, lots of smaller victories instead of a handful of huge ones… that would naturally move the gameplay to smaller fights because having lots of small coverage instead of one or two large ones will net the server as a whole more gain… I’m all for making the warfare smaller, but only if it’s done the right way.
Here is a simple way of doing it.
Tone down AoE. AoE damage = not needing to worry about aiming too much. If AoE Doesn’t do a whole lot of damage, people won’t rely on it so heavily.
Make all targets appealing for capture. Skill points, camps, etc. If all these are somewhat beneficial to capture besides the current rewards, people wont roll around in big karma trains or big zergs and may split up.
Map design: Future maps should be designed to allow for strategic movment. I find borderlands are big open fields and I feel like im being tunneled in except for few locations. EB is by far the best designed.
Like on some of the other threads….. if they make the new rank system’s reward points based off of player kills AND the damage done divided by the group it will be much more rewarding to run with a group. if you run with the zerg you will get a few cents off each kill, if you run with a group and kill people you make dollars off each kill
The way I see it, people aren’t necessarily running around in zergs because of map design or differing capture points, it’s because when it comes to groups of dubiously equal skilled players, more simply is better. You want to beat a zerg? Get a bigger zerg.
Something I would like to see and I think might help, would be to have a zerg always appear on the map. If a group of say, thirty people or more get together, then a nice skull appears on the map. This would not only help your groups of five avoid bumping into a nasty painful death, it could also encourage people to spread out for the sake of preventing your opponent from knowing exactly where you’re going.
(It might also encourage an equal sized zerg to rally up and meet that other zerg on the open field, which should be interesting.)
Kaschen, Engi, Nerfed Spec
Devona’s Refugee, recently arrived to F.Aspenwood
Something I would like to see and I think might help, would be to have a zerg always appear on the map.
(It might also encourage an equal sized zerg to rally up and meet that other zerg on the open field, which should be interesting.)
Interesting idea, it could add new dynamics for zerg herding and coordinated strikes from guild groups.
It would help if they…
…removed the target cap on AoE,
….limited Rallying to 1 Rally per kill
..and made it so that you couldn’t resurrect defeated players while in combat
That said, nothing will ever eliminate Zerging and that’s ok. Zergs get kitten done and are easy and accessible to everyone.
It’s just problematic if they are also the most efficient way to do things which currently they are.
Interesting idea, it could add new dynamics for zerg herding and coordinated strikes from guild groups.
It’s one of the very few ideas I thought of regarding the iffy problem of trying to solve zergs without inadvertently helping them. grumbles Well, simple ideas that don’t involve very complicated solutions…
I also think that AoE should be improved, rather than nerfed to encourage people not to run around like a big caterpillar, but I’m sure that would cause problems as well.
Kaschen, Engi, Nerfed Spec
Devona’s Refugee, recently arrived to F.Aspenwood
I LIKE ZERGING.
but the rewards for zerging are too big compared to the rewards for soloing or small grouping. the rewards for zerging should be heavely reduced.
in doac, if you killed someone when solo, you got around 1200 points, if you killed someone with a full group, each group member got around 200 points, if you killed someone with 50, everyone got like 10 points.
in GW2, the rewards are not spread or divided between participants, everyone gets FULL credit.
zerging is fun, but the rewards are rediculously high. there should be HEAVY penalties in rewards for zerging.
Camping a keep near you since 2001 !