Underworld
Small scale WvW
actually the maps are tine. They need to be 3 to 4 times as large as they are with the same number of objectives. As it is now trying to roam with a 5 man is painful trying to avoid the zerg.
actually the maps are tine. They need to be 3 to 4 times as large as they are with the same number of objectives. As it is now trying to roam with a 5 man is painful trying to avoid the zerg.
This
WvW maps need to be larger, with the objectives further spaced out. Its zerg pinball right now, bouncing from one to the next, easily and quickly.
The game engine really isnt designed to handle large zerg either. I dont mean peoples performance on their own computers. Im talking about how the engine itself intentionally doesnt render all players on the screen on purpose. Im talking about how the game mechanics arent balanced around a keeps being taken or defended by 150 people. They dont scale, so the “Zerg” eventually far surpasses the gameplay challenge.
There need to be limits of some kind.
Stay off the main paths and I’ve found the zerg pretty easy to avoid. My guild is small and we like to do our own thing to assist in the larger effort.
Stay off the main paths and I’ve found the zerg pretty easy to avoid. My guild is small and we like to do our own thing to assist in the larger effort.
Couldn’t find many fights off the main paths to be honest
Underworld
One way to avoid the mass zerg where everyone follows eachother, is to make grouping useful. Theres no reason for soloers to groupup in a party.
Having all the soloers in 5man groups, would make them alot more likely to hit smaller objects and spread out, and merging with others for bigger tasks, say a keep or stonemist.
I miss the roaming in Daoc in other words.
actually the maps are tine. They need to be 3 to 4 times as large as they are with the same number of objectives. As it is now trying to roam with a 5 man is painful trying to avoid the zerg.
This
WvW maps need to be larger, with the objectives further spaced out. Its zerg pinball right now, bouncing from one to the next, easily and quickly.
The game engine really isnt designed to handle large zerg either. I dont mean peoples performance on their own computers. Im talking about how the engine itself intentionally doesnt render all players on the screen on purpose. Im talking about how the game mechanics arent balanced around a keeps being taken or defended by 150 people. They dont scale, so the “Zerg” eventually far surpasses the gameplay challenge.
There need to be limits of some kind.
I agree with all this, the whole mechanic of trebs on a keep/tower wall being able to hit another keep/towers walls seems pretty broken
If you link up with a small group and start raiding supply, intercepting enemy reinforcements, etc, the bad guys will find you. Keep moving.
^
This. You don’t find small fights by looking for other people who are looking for small fights.
You find them by raiding yaks and supply camps quickly until the enemy slowly catches up with 2, 4, 8, 10 players.
You’ll probably wipe eventually, but the point is to see how much rickroll you can execute before you go down.
On our server (tarnished coast) we usually have a couple small bands striking out behind enemy lines.
We have noticed that CD have even -more- small teams that do this. Their teams, at the start of the match, were better at it than our teams. I like to pretend that we’ve caught up in effectiveness / ability. I know we have beat a few of their small teams (by small, I’m talking under 10 on each side) a few times of late. Course, that also means we’ve been beaten as well.
To the OP: What you are basically describing is SPVP. Small teams, small maps, no ‘zerg’ as such.
If you tried the same thing in WvW people would just band together and zerg up anyway. That’s what we do. We’re social creatures and if we see a group of five people then it’ll become six. That six becomes ten in short order. That ten becomes twenty…
When playing in a small team it can be tough to shed extra players who begin to tag along.
The game could use some zerg-busting skills. I find the downed system gives too great advantage to the zerg. Plenty of fights we have slaughtered 3x our number, yet eventually they just res-zerg to victory.
I would like to see the revived penalty greater in PvP, come back with less HP when you are revived, and the amount you get healed while your downed to be reduced.
Otherwise I do not have that many issues with the current map, its big enough that you can shake off a zerg if you need to, doesn’t take forever to get around, or spend 20 mins looking for someone to fight.
I agree with Niim. As it is right now, it is common to have an enemy force all (or mostly all) downed, only to have them rally due to a nearby NPC mob dying, or having the majority self-heal and rez others while we try to ‘stomp’ whoever we can chase down. Every class (other than an Ele) can cause significant delays in the stomping process due to stealth, teleport, fear, knock down, knock back, etc. As of right now, anything more than 1:1 ratio means the side with larger numbers is at a very significant advantage, regardless of skill level.
“This. You don’t find small fights by looking for other people who are looking for small fights.
You find them by raiding yaks and supply camps quickly until the enemy slowly catches up with 2, 4, 8, 10 players.
You’ll probably wipe eventually, but the point is to see how much rickroll you can execute before you go down”
The problem here is that when you nail a camp a zerg usually shows up to reclaim it, not a few stragglers or a small group. So you can either pve all night and avoid the zerg or hit a few camps and get mugged looking for people coming to check it out. It’s pretty rare to find another small group at all. The only times we find that are near zone in area’s and then its just this constant wave of people coming back from being dead.
And forget about trying to cut “supply lines” because the keeps are literally
within a stones throw of each other.
I liken the current borderlands and even EB to running in circles in your living room trying not to smash into the tv or chairs.