Both sides stand at 1,300 range from one another, while auto firing and spamming aoes. The only real strategy in these zerg v zergs is for both groups to just auto target the closest enemy player while spamming control moves to try and mess the targeted or dog piled person up. This is basically how everyone dies in WvW and no one actually enjoys being killed like this.
Your only means of defense is to stay inside the zerg, if you step out front you will be auto targeted and dog piled in a matter of seconds.
Its true siege does exist but it actually doesn’t change the way the game’s mechanics effect a battle strategy even one bit. People are still just auto targeting the nearest enemy player, and spamming away they are just using siege to do it instead.
This is why GW2 feels so zergy, because the game mechanics force all of us to adopt and adhere to do this: very basic, very boring, and very Diablo one type of auto targeting and dog piling for the highest chance of success.
The only solution I can come up with is to turn friendly fire on. It would create so much depth to the combat system you wouldn’t even believe. People would actually have to try not to fire bullets and arrows right through their teammates head, kind of like a real battle. Physics in games is what makes them feel realistic. Since the very first video game was made developers have striven for realism.
It would add a whole new element if you’re outnumbered and not a thief. You would actually have a chance if you kept very aware of your opponents position. That way enemy arrows and bullets would go into an enemy player’s back rather than passing through him like he is a ghost right into your face.
Do you think games like the Halo series would have such a huge following and success if the game’s combat system simply had friendly fire turned off? Do you think Halo’s combat system might loose some depth if you could simply fire rounds through your teammate in order to shoot an enemy player? Do you think Halo would loose some of it’s reply value without the depth that friendly fire adds to it’s combat system?
The most basic example of friendly fire and how it adds a whole new element and way of actually playing a game is River city ransom. River city ransom is an NES game that was made in the 80s. If that game had friendly fire turned off it would of had: no depth, no strategy, and the strong team work element would have been gone. With Friendly fire turned off you could have basically walked right on top of your teammate the whole game. The one and only strategy you would need to complete the entire game is for both of you to stand back to back and spam the B button which did dragon feet a fast kick that enemy players couldn’t get through and it also stopped projectiles. All of the enemies would of just ran right into both of you since that is how the AI was designed. You could of beaten the whole game without taking one point of damage by doing this one and only strategy.
River city ransom wasn’t like that though. If you punched and your buddy was right in front of you. You punched your buddy in the back of the head actually doing damage to your teammate. Every room you came into you two had to work together. You had to watch out for your teammate, and you had to watch out for throwing things in his direction. Friendly fire added so much to this 8 bit game without it the game wouldn’t of made it to the shelves.
If you ask me a question directly I’m not likely to respond, to many bad experiences on forums.
(edited by Ron.4920)