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The Pub at MMORPG.COM  » Reducing the PvP Zerg, by INCREASING the AoE damage

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28 posts found
  Devalon

Novice Member

Joined: 11/26/03
Posts: 499

8/18/09 12:01:02 AM#26

*In my DAoC days AoE was too powerful in solving the zerg problem. It became problematic for keep seiges and stuff. CC is always a boring way to fix population aswell and creates problems of assist trains. I never like AoE is king and CC.

*What work the best for me is Friendly Fire. This always seem to help with zergs in planetside. You cant hit your target if someone in front of you. This only works in FPS style games though. It also introduced other problems for bad players can ruin your experience or greifers.

*WAR tried to introduced collision detection for ally players but not enough technological resource.

It's a major problem. The first mmo to fix it in RvR will be a big hit.

--
"Any free people have the right to choose how it wants to be govern thats the essence of democracy. It's sad when America has chosen for the stability and consistency of a dictatorship and doing it democratically" -utnow

  JGMIII

Novice Member

Joined: 3/17/09
Posts: 1284

If a game is Fun, It's a good game.

8/18/09 1:06:16 AM#27

One day people want massive battles the next day they cry for the end of the zerg.

Here's the deal when you have a large amount of players in an Open pvp area that isn't capped in population size it will be a zerg.

Imo Zergs can be fun as long as that's not the only thing you are doing all day.

Large battles for me are much more exciting than a 10v10 Capture the flag match.

However, everything has it's place in an MMO. We have little arenas, pvp minigames and large battles it all works well imo as long as the game gives you options.

A game like WAR shoving Open pvp at you 24/7 and a game like WoW shoving Arena at you 24/7 isn't fun.

Give us more freedom to do everything, If you have pvp in your game I want it all the small skirmish, the ladder system and large 1000v1000 battles over territory and objectives.

 

Playing: EvE, Ryzom

  Axehilt

Elite Member

Joined: 5/09/09
Posts: 4764

8/18/09 4:01:32 AM#28

JGMIII, "having it all" can hurt a PVP-focused game.  Each type of PVP you add has the potential to fragment the community, especially types of PVP that require large amounts of players.

I agree that Zerg gameplay can be fun, but it almost has to be even population for me.

Planetside's continents were essentially huge instances with a 200 player cap per faction.  So even though battles were zergy and massive, every single player you killed counted for something.  Even outnumbered on one side of the continent, you knew that efficiently defending that base would give your main force time to beat the enemy one (and since a good chunk of the enemy's 200 players were over here fighting you, your main force would win eventually.)

But you get into 200 vs. 100 fights and it's a foregone conclusion.  On the 200 side you're gonna win even if you AFK, and the 100 side is gonna lose even if you play flawlessly.  Not interesting gameplay.

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