Possible solution to monster-blobbing

Possible solution to monster-blobbing

in WvW

Posted by: Endemonadia.8593

Endemonadia.8593

Its very clear from reading these forums recently that the vast majority of WvW players are extremely concerned about the current situation of monster-blobbing. It appears that every tier suffers from a cancer of zergs having jumped from 30-40 players per zerg to the monsters of 80+ we are seeing regularly atm.

On my own teir we have one realm who are the largest populated realm and regularly blob to over 100 players. This is simply gamebreaking of epidemic proportions and needs to be stopped asap… but how can we do it?

Well, if we stand back and look at WHY monster-blobbing has become the choice way to play WvW we might be able to install ways of stopping it…

Basically, the only reason monster-blobbing is occuring is because this monster-blob can achieve all that needs to be achieved in WvW and doesnt need to be split up. This blob can easily travel around the map and get to anywhere it needs to be very fast and the blob can achieve whatever iit needs to do, either defend or attack.

What we need to do is force this blob to split up and there is one obvious way to do this, and thats to FORCE more than one objectives to be hit at the same time. I propose introducing 2 or 3 extra objectives at regular intervals, maybe every 30mins or hourly, which demands for each realm team to hit simultaeneously in order to obtain a bonus. The obvious bonus would be extra score points to add to your total but it could be a few yellows, gold or honor tokens.

What i propose is to have 3 different locations light up and the objective is to claim this area for your realm and hold all 3 at the same time within the time limit. Maybe give a 5minute time limit and hold all 3 when the 5minutes is up. It could even be programmed so that the same players cannot claim more than 1 location which will reinforce the fact u cant use a monsterblob to simply move from one to another.

If the objective was to hold all 3 at the same time then the blob would be forced to split into 3. And if this feature activated every hour or 30minutes it would go some way to breaking up any monster-blob that started to appear on the map right?

The only other obvious solution is to double the size of the maps so that having 1 blob on the map is impossible to get to all of the locations its needed, thus forcing the blob to split.

Just an idea to throw out there and see if anyone can add to it… or maybe just shoot it down in flames…!

~Ende~

Possible solution to monster-blobbing

in WvW

Posted by: Timelord.8190

Timelord.8190

Blob’s exist just because of the AOE cap. And i think it would be less zerging if they would let us see where every player are on the map so we can chose follow others instad of just commanders.

Far ShiverPeaks (EU)

(edited by Timelord.8190)

Possible solution to monster-blobbing

in WvW

Posted by: tagnut.8621

tagnut.8621

Overly complicated and unnecessary.

3 core solutions:

1. Reduce WXP gain – 60 wxp if you kill someoe 1v1 and 60 wxp gain if you kill someone 100v1? Share the pool – will soon encourage smaller group and solo roamers (well for those who didn’t work out wxp was pointless within 5 minutes of live)

2. Offensive is far greater than defense right now – increase the values of defensive structures (gates/doors etc). Blobs cannot drop towers and keeps in seconds and gives defense a chance to defend – thereby returning us to the pre patch tactical position of feints, multiple strikes, ranged bombardments etc.

3. Upgrade times too slow – a megablob can keep retaking a zeroed structure over and over before it has a chance to become defensible.

Possible solution to monster-blobbing

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Posted by: Thanatos.2431

Thanatos.2431

2. Making it take long to take keeps will only help the “Blob” be able to defend everything on the map easier by making it take longer for smaller groups to take structures. Sure it will take longer for the zergs, but it will make it take alot longer for smaller groups.

If you want to fix the problem, then you should do it through incentives. Make the loot rate dependent upon how many your running with. If 80 people on your team are in combat in an area against half your numbers, then make it so there is hardly no loot incentives. They could also turn down the karma and badge gain.

WXP is not a good incentive. Everything you can get with it WXP right now is nearly worthless. The best incentive is loot, which can be traded for almost anything.

I’m not sure that Anet actually wants to get rid of the zergs though. They want very casual people to be able to log in and join a huge battle and log out at their leisure without ever having to interact with anyone or join a guild etc…. They have designed this game such that it encourages zerging (Res and rally system, AOE limit, commander tags on the mini map). Turn off the AOE limit and you will see zergs getting beat down, you will also see a huge cry out from pugs on the boards.

Possible solution to monster-blobbing

in WvW

Posted by: Dawdler.8521

Dawdler.8521

The problem with the idea in the OP is that it only encourage the side that actually want to hold these objectives to split up. How much chance is it that this side happen to be the 100+ zerg rabble?

All it would accomplish is probably 30 people defending against a 100+ zerg that is it in purely to disrupt one of the three points.

Nah, IMO it should be more focused around commanders. It should be tiered and offer buffs to a certain amount of players. Encourage even larger guilds with 40+ players to split up to two 20+ groups instead, based on commander limitations. A commander should be unable to support 50+ players and they should be debuffed. There should also be MUCH cheaper commander tags to buy that can only “support” smaller groups, to encourage them grouping rather than joining a mindless zerg.