Events that means zerging: Bad design.
Events that means stop zerging: Bad design.
Will anything ever not be bad design?
The problem here is this:
It is entirely reasonable to have things scale so that it’s more efficient to split up and take on bosses separately. (Although this does create a bit of conflict with achievement-hunters, since someone looking to get the achievements would prefer a big zerg that kills each boss one by one rather than splitting up)
The problem is that in this case, it seems to be punishing the players simply by having a larger volume of participants rather than using the wrong tactics.
From the assault knight events, it seems that the cap on players in an open world instance is around 150. From what people have said earlier in this thread, it seems that the optimal number of players per boss is around 15. But if you have a full district, then the district can split up pretty close to perfectly and still have 20-30 players on each boss. As a result, a district of 90 players – which would hit the sweet spot of each boss – is actually at an advantage compared to a full district unless nearly half of the players in the full district just sit out. That’s a problem.
Additionally, while it’s great to encourage players to split up in the initial phase, the current design punishes players who happen to finish their boss early if they go and help with another boss. Instead, they’re encouraged to sit on their thumbs and wait for the event to complete.
There’s no objection here to taking steps to prevent the content from being ‘solved’ simply by starting at the top left section and proceeding clockwise. However, it does seem that the scaling is quite a bit too punishing. A regime where adding an additional player of the same skill as the average of the players already present doesn’t change the expected lifespan of the boss is still one where attempting to complete the event with one zerg attacking the bosses sequentially will result in the event taking six time longer than a good split would.
Heck, you could even make it so that on average each new player decreases the expected lifespan of the boss but with diminishing returns, and still have the single zerg expect to take three or four times as long as a good split (and thus never see gold).
As one of the earlier posters said – there’s a sweet spot. ArenaNet seems to have gone too far in the ‘anti-zerg’ direction this time. This isn’t ArenaNet-bashing (although the thread title is a little sensationalistic…) but feedback – next time they can dial it back a bit and at some stage they’ll reach a sweet spot.
That said, for some people who don’t like zergs, even a 15-30 player platoon is still a zerg when they’re all beating on a single boss. That’s a big concentration of players anywhere outside of big metaevents or champion trains, after all, and large enough that it does reach the point where individual contributions start to feel meaningless. Six smaller zergs in different locations as opposed to one big zerg is still zerg play, after all. Such players would probably prefer instanced content – and to be fair, there was a decent amount of that in the second half of last year, and we’ll probably see more kitten picks up.
To those who think Scarlet hate means she’s succeeded as a villain:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.