Possible solution to monster-blobbing
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.
(edited by Timelord.8190)
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.
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.
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.