zerging is getting out of control

zerging is getting out of control

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Posted by: Wildpath.9078

Wildpath.9078

With zerging I mean everyone is in one big zerg and they are running around capturing towers and keeps and refusing to defend.

We have one guild or alliance at our server, who has almost perfected that. They have a public TS and they are soaking up almost everyone in this map. They are not bad at this, they have good control about the crowd and they have good hit speed. I’ve seen 4 rams at one door at one point. If they accidently clash into the enemy zerg and lose, they try a different target.

The problem is, they don’t care about the server’s success. They are just farming karma with speed capturing. They don’t defend, they don’t repair and they loot our own towers for supply for their rams. If the tower falls, they are happy, because they can capture it back later.

As I said, because it is appearently very effectice, they are soaking up every player on the map and only very few people care to defend. If the enemy is playing along, AKA zerging himself, it becomes a very stupid circleraiding, where 70man zergs are constantly clashing into towers defended by 0-5 people.

What to do?

Nerf capturing rewards and buff defending rewards?
Limit the reward you can get from capturing per hour?
Make defending easier?

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Posted by: Wolfheart.1938

Wolfheart.1938

Encountered a similar problem two days ago. Was trying to get people to have a strategy in /map ( yeah, silly me ) and most of them they said they weren’t zerging to win, they were doing it to powerlevel to 80…

“We have no first-person view because stupid people would lock into it”
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”

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Posted by: Malarky.9546

Malarky.9546

You keep using that Zerg word, but I don’t think you know what it means……

With everyone (i think) experiencing queues, how can there be a zerg? Do you mean there’s a guild that’s organizing the pugs to accomplish a common goal? I don’t see how that’s a very bad thing……..

not defending isn’t great, though. Unless of course they aren’t defending because the server is WAY far ahead. On my server, we let the other worlds take back a few of the keeps we had so that they could get some steam and actually have the will to fight back…

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Posted by: Wildpath.9078

Wildpath.9078

They announce their Teamspeak IP and password public and everyone can join. Yes, they are doing teamwork there, and as I said, they have good control, but it’s hurting the server’s success when you have everyone in a big zerg that doesn’t defend. And because the Karma just keeps flowing in, they soak up everyone on the map.

We aren’t the dominating server most of the time. They are still doing it when we only get like 150 points per tick and the leading server gets over 300.

I think the rewards for attacking and defending are off and are encouraging circlefarming or keep trading.

I know this development from warhammer, where circlefarming was very popular too and it’s a huge turnoff for me.

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Posted by: Preacher.9018

Preacher.9018

1 day matchups. Most dont really care about wining atm, thus wastine money on upgrades and time on defending seems pointless, when you can just enjoy some fights and get a lot of karma with that.

I know for instance, my alliance will only start fighting organized when 2 week matchups start – until than, we dont even bother really upgrading or holding anything.

http://www.pevepe.net/ – Seafarers Rest Server community website

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Honestly if they fold in to all the QQing here and expand map caps then the whole wvw will be some giant boring zerg with no consequences for dying ever. I really hope they dont act on any of the QQing and suggestions you see on these forums.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

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Posted by: Senti.5372

Senti.5372

Oh the joys of PvE progression in a PvP world. Anyone that played games like Warhammer won’t he surprised.

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Posted by: Sky.9347

Sky.9347

It is a combination of three factors, in my opinion.

1) Point system rewards capturing far more than defending.
2) Defending is an expensive endeavor. It takes time, and money to defend a keep.
3) Currently the battles are only 1 day long – and thus that makes time consuming expensive endeavors, like defense, which result in less personal reward (since long term rewards dont really matter yet) much more attractive.

Sky – [tSA] – Stormbluff Isle
November 15, 2012 – The day a dream died.

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Posted by: Blackheart.8692

Blackheart.8692

I think if the individual rewards of successful defense were greater or more apparent, then this kind of behavior trend would lessen.

If players received a small but steady stream of experience, karma, and copper for occupying/defending a garrison/camp/tower/keep then they might be more inclined to stick around.

It might also be beneficial for players to receive more xp/karma/copper for providing blueprints and supplies for objective defense.

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Posted by: Reve.3578

Reve.3578

Zerg, huh? My guild and I on blackgate captured and held forts against the zerg from Sea of Sorrows. We pushed them back to their borderlands and held them there. They only started to capture things when they stopped zerging and started attacking with strategy and improved their communication. Zergs in WvW are easily countered by team play so I don’t think there needs to be a fix to anything besides maybe buffing defense bonuses.

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Posted by: Ynot.8397

Ynot.8397

Zerg, huh? My guild and I on blackgate captured and held forts against the zerg from Sea of Sorrows. We pushed them back to their borderlands and held them there. They only started to capture things when they stopped zerging and started attacking with strategy and improved their communication. Zergs in WvW are easily countered by team play so I don’t think there needs to be a fix to anything besides maybe buffing defense bonuses.

But it is not fighting the enemy zerg that is the issue, it is that your zerg never stops to defend anything. If the enemy zerg attacks your keep they just run somewhere for easy exp where they won’t have a chance of being killed.

Ferguson’s Crossing→ SoS→ DR→ EBay

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Posted by: Uder.9187

Uder.9187

2 days ago the Zerg farmed towers with one of the other servers circling clockwise taking every keep in their area. Made a lot of silver, karma xp so yes, I think attacking rewards should be reduced drastically or make defending even more rewarding.

The Iron Triangle – Desolation
Leina Shade | Svea Lightbringer | Maximus Ironhide | Mara Deathblossom

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Posted by: Reve.3578

Reve.3578

Zerg, huh? My guild and I on blackgate captured and held forts against the zerg from Sea of Sorrows. We pushed them back to their borderlands and held them there. They only started to capture things when they stopped zerging and started attacking with strategy and improved their communication. Zergs in WvW are easily countered by team play so I don’t think there needs to be a fix to anything besides maybe buffing defense bonuses.

But it is not fighting the enemy zerg that is the issue, it is that your zerg never stops to defend anything. If the enemy zerg attacks your keep they just run somewhere for easy exp where they won’t have a chance of being killed.

We had that problem at first. Everyone wanted to be on the attack, its whats most fun after all. Like I said a buff to defense rewards are needed. Fortunately, simply claiming something is enough to make us want to defend. When more guilds start claiming things I think this problem will disappear.

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Posted by: cesmode.4257

cesmode.4257

I know this development from warhammer, where circlefarming was very popular too and it’s a huge turnoff for me.

Edited for brevity. This x 100. Once I saw this in warhammer, I signed off and never signed back on again. Its pointless. Faction/Server A goes to Tower B to capture. Faction/Server B goes to Tower A to capture.

Oops, ok, REVERSE!

Faction/Server A goes to Tower A to capture.
Faction/Server B goes to Tower B to capture.

Rinse repeat. Mindless. Pointless.

Karma is as abundant as air, and as useless as the Kardashians.

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Posted by: willwill.9318

willwill.9318

Warhammer 2.0

lol

www.the-darkhand.com <DDH>

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Posted by: Estus.1726

Estus.1726

What I find funny is when the Zerg leader says some people need to stay behind and defend while he rushes off the the next keep or tower. It’s no surprise no one does and the location is quickly retaken.

[RE] Isendale – Tarnished Coast
“Did you see that? Tell me you saw that!”

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Posted by: Velron.3729

Velron.3729

You can come to Devona’s Rest, our guilds are organized and run groups achieving intelligent objectives, and they defend when needed as well….and we even need more population still because we’re a new server.

Fragg – Engineer | Lil Zek – Warrior PVP R43
[DA] Decisive Actions – Jade Quarry

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Posted by: Doxshund.9235

Doxshund.9235

It makes no sense to spend karma/gold on defense for a simple 24 hour match.
you will see more defenses when they switch to the 2 week matches.
People will care what they hold then.

right now it is a just a farmfest.

Asura > all