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The1ceQueen
Hard Core Member
Joined: 1/02/08
"Always borrow money from a pessimist. They won't expect it back." |
3/18/13 5:33:50 PM#21
I think the zerg could be avoided if keeps/towers/supplies/etc had to be taken at the same time or in a certain order spread out throught the realm that isn't a hop and a skip right over to the next. If it's spread out there would have to be multiple mini zergs, multiple groups all spread out taking different objectives.
What happens when you log off your characters????..... |
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3/18/13 6:03:31 PM#22
no AOE limit, zergs will die, with or without CC. provided there is good aoe dmg available. SKYeXile |
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3/18/13 6:23:19 PM#23
Originally posted by Aerowyn This is pretty true (to a point), and there are countless videos illustrating this in action. Zergs becoming a problem when they get large enough to be over 4x your number (in GW2), since the shear amount of numbers make it easy for dead players to get revived quickly. In fact, on our server Aerowyn, I can think of a number of guilds that specialize in dominating large zergs. However: 1) Zerging is not a bi-product of RvR per-se, but rather a biproduct of having large amounts of players in one space. It's herd mentallity, and people will ALWAYS zerg when around a large group of players, unless they specifically organize against it (ie. make the concious effort to avoid zerging with intent). You see this in literally EVERY mmo ever made, that isn't heavily instanced. 2) There are a number of tactics that you can literally do in ALL MMOs to combat zerging, regardless of game mechanics, provided the game has maps that don't shoe-horn players into one enclosed space (i.e. the game gives you enough room to be mobile & maneuver). Quite simply, to beat a zerg, it comes down to a combination of: a) out-maneuvering them. Big zergs may be scary, but they are rarely organized, and it is EXTREMELY difficult to make such large groups of players change tactics quickly. Basically, once a zerg gets rolling, they tend to roam the map and it is very difficult to organize a change (they are victims to their own momentum). With an organized group you can easily decimate most zergs by use of flanking tactics, surprise attacks, guerilla tactics, etc. etc. etc. Even constantly engaging & then disengaging fights will wear down zergs, and they'll start to lose players. b) splitting them up. This kinda falls into out-maneuvering, but basically if you attack a zerg from multiple angles, or use tactics that force the zerg to divide their attentions, they are usually going to be destoryed. c) stalling / outcapping them. d) attacking their morale. Zergs are often like mobs. It's a large group of players all riding the same high. They are deadly if allowed to have their momentum continue, and as long as they are constantly owning things, stomping, and gaining (objectives, points, exp, kills, etc. etc. etc.) players will continue to want to stay in the zerg. If you stall them (by example, giving them an objective they literally cannot take), they will eventually lose interest, people will log off or go elsewhere, because they aren't having any fun anymore. Some examples of this are harassment groups (ie a group of rogues / thieves / assassins), turtling a fortified tower or keep, and trolling them with a difficult, meaningless target that they'll want to kill. Aside from the above, ways the game can combat zerging are basically as follows: - player caps (which I don't think DAoC fans really want) - strong siege equipment - proper amounts of AoE - good map design, allowing for players to move around the map. |
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3/18/13 7:22:11 PM#24
GW2 is a bad example because the overall game is just badly designed. Mark pointed out some of its flaws and it was nice to see. TESO also plans to fix some of GW2's major flaws when it comes to RvR. People just rezzing after dying and teleporting to the fight means the fight and death has no value or meaning. Mark also mentioned that if people spot a small group, they can't just call everyone and teleport to their location and wipe them out like you can currently do in GW2. Hopefully CU doesn't become like Warhammer Online or GW2 where people run around in circles with their zerg and play musical chairs or musical doors. I hate when a keep is attacked people just leave because there is no point in staying and defending. I do think depth that GW2 lacks that hopefully is in CU and TESO will help. There needs to be healers and CC that can literally change the fight by a couple good CCs or heals. |
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3/18/13 7:25:13 PM#25
Originally posted by Kyleran That would be awesome if implemented correctly. |
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3/18/13 8:07:15 PM#26
Anti Zerg mechanic (just one possibility) Assumptions:
Double xp for 1 on 1 fight (individual or same size group) 1.5% xp for fight ratio up to 1.5 to 1 (3 on 2) Normal xp for up to 2 on 1 .5% xp for up to 3 on 1 No xp for over 3 on 1 So in effect you want to fight same size groups for maximum xp and if the zerg is too big it would be difficult to get groups to fight against where you can get decent or any xp. Grog |
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3/18/13 8:39:06 PM#27
not giving any XP for a 3:1 engagement would be silly, its going to be pretty common occurrence. The XP from zerging essentially diminishes itself though. say 100xp for a kill /50 people...you get 2 xp per kill, a slow way to level if you're not constantly battling and killing people...and zerg generally dont. they move at a much slower and than a typical small hunting party. SKYeXile |
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3/18/13 11:14:35 PM#28
Anyone who played on Percival will remember the night of the "Malavela spam." As has been stated, I think all options for playstyle should be available. I wouldn't do anything to "discourage" the zerg, although I'm no fan of it. Large objectives will require large groups, hence, the zerg. Just make sure there are objectives for smaller groups, 3 or 4 man groups, solos, etc.
Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival RED IS DEAD! |
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3/19/13 9:29:33 AM#29
Originally posted by Aerowyn Can we make sure that spell effects arn't like this video? I mean I don't think you can do that in 200 v 200 battles, but still god that would be so annoying to visually look at every battle. Ozek - DAOC |
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3/19/13 9:35:56 AM#30
Originally posted by Niix_OzekOriginally posted by Aerowyn watch any large scale daoc battle its nothing but spell effects everywhere.. Not sure why gw2 gets so much flak about that aspect as daoc had same issue.. Wvw has plenty of issues but don't find spell effects to bad overall compared to other MMOs I have played with large scale battles I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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3/19/13 9:47:29 AM#31
I think that the zerg is the way this game should work. Armies vs. armies. However, armies can be slowed down by guerillia tactics ( aka 8er grps) and/or by cutting the supply line. But when a zerg.. sorry, army, is commanded well, it should not get bashed by 8 ppl. The best tactic should be to build up a counter army. Of course it could be tactically wise to split up your own army to encircle the enemie army or something like that. Also a small group should be able to defend a fortress a while, but if no reinforcements arrive soon, the army should take this fortress. We want to do RvR, don't we? Otherwise it would be a simultanous 8vs8 arena. MMO's played so far: |
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3/19/13 10:01:35 AM#32
Originally posted by Torvaldr maybe you should read the rest of this thread or the countless other ones on here. i did play gw2, did you play daoc? because what you could accomplish in an group in DAOC vs. what you can accomplish in group in GW2 is not even close to the same thing. this is not an epeen contest, so not sure why you are trying to make it one. in DAOC you can bust zergs with 1 group or at least kill a large percentage of them through exactly what i said in my last post. CC/Speed allows for kiting back, or AE bombing (full dmg). like many others have meantioned in this thread, even if you added the cc/speed in....the rez timer has to be fixed to the old style respawn as well. in gw2, there is no speed that any class cannot get if they wanted it (and its still slow as balls) there is also no form of cc outside of a 1-2 second stun or slow. it is the same style for all of the new MMO's in the past years since WoW. It is a care bear game...tailored to noobs and to help them survive long enough and have less down time (while dead). What happened to the days where if you clumped up for a mez you just got murdered. if someone hits you with an assist train you would be dead within seconds, not have 3-4 people beating on you as you run around trying to escape casting the entire time to stay alive. no need to beat a dead horse here, but i think all of us from the older generation can agree. the games are dulled down to a point where they are just straight up boring. make the games competitve and risk/rewarding again...and the noobs will follow because everyone else is playing it. just my 2cents... |
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3/19/13 10:13:08 AM#33
I don't see how having a short downtime or being able to stand against an assist train a short while is carebearing. Nobody likes to get hit by an assist-train and instantly drops down dead, fight over, please release. I agree with you when you say, not everybody should be able to resurrect other players. There should be primary targets which you have to take out in order to win a fight, like healers. But there should also decent mechanisms for other players, like tanks, to defend these targets. I aggree with you that mezz and stun should be an option to win a fight against odds, but it should never be a win-button. MMO's played so far: |
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3/19/13 10:18:03 AM#34
Originally posted by Aerowyn Might disagree with you, that video looks like there are 10 people fighting and spell effects look like they are just random The only crazy spell effects in daoc were spears and hammers and they were high above characters ( didn't get in the way of you seeing yourself ) - Pbaoe might have, but that spell makes a lot of sense as its totally localized. I dunno just personal preference I guess, i just really don't like that video. Ozek - DAOC |
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3/19/13 10:23:15 AM#35
Originally posted by MightyPit I think it's not whether or not people like to get instantly killed in 4 seconds if 4-5 people are hitting them in the back with hammers, but DONT YOU THINK THEY SHOULD? :) lol I mean come on If you are able to survive 15 seconds with 4-5 people beating on you, then you're getting massive heals ( makes sense ), or the game is broken. You can't bust zergs ever with that kind of game logic, especially if people whining about mezz lasting too long. You have to be able to kill people fast if you work organized and together ....period. If you don't want to die instantly with 4-5 people on you, maybe you should play smarter ( positioning ) or ensure you got some heals focused on you and work with your healers ( strategy ). Pretty sure carebears won't be catered too and both of short down time and being able to stand against an assist train is care bearing.
Ozek - DAOC |
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3/19/13 10:29:16 AM#36
Originally posted by MightyPit i should elaborate more on the assist train part. not trying to sound elitist and that is definately how it sounded in my last reply. i was just trying to say gone are the days of.....seeing the assist train coming towards you, having to call out instantly for pre-heals/peels. if defended well you could survive the train, but if not...you were most certaintely dead (quickly). just trying to introduce more skill back into the game for both sides (offensive/defensive). carebear may have been a harsh description but the fact is...the new MMO generation makes surviving / getting back into the action a LOT easier than it used to be. it is...well....just...boring. |
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3/19/13 10:39:26 AM#37
Originally posted by Niix_Ozek There's nothing wrong with going down fast when you get hit by 4-5 people and doing NOTHING. But you should be able to dogde, shield yourself, get healed or anything like that. If your assist-train target gets to hard to knock down, choose another one. As a skillful player you will accomplish that ;-) And please don't whine when you get hit by the zerg-train. Outnumbered fights are supposed to be difficult or impossible. No carebearing here! And don't missunderstand me. Organized skillful playing should be key to winning a fight. But players in a zerg are not by default unorganized and/or unskilled. And I still believe that making a game fun to play has nothing to do with carebearing. The defeated player should also have the feeling that this fight was fun, knowing that he had a chance if he did this or that better. MMO's played so far: |
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3/19/13 10:50:07 AM#38
Originally posted by MightyPit 1st paragraph ... that's exactly how daoc worked, and I hope they can accomplish that balance in CU. 2nd paragraph ... agreed 3rd paragraph ... There can be too much carebearing done... That's why games end up changing for the worse, look at daoc and wow etc... They have all started carebearing to the masses that whine "this is too hard" " i die too fast" "my class sucks" etc. etc. etc. etc.... You have to limit the amount of carebearing you do because it can and will ruin a game. I don't have that fear as per the FP's.
Ozek - DAOC |
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3/19/13 10:55:32 AM#39
Originally posted by DeanMalinco Thanks for clarifying that. But I can't aggree with you. Why is a better survivability of all combatants bad? The fight lasts longer. It takes longer for the winner to get the reward. This is a good thing, fighting gets more interesting, not less. The other extreme would be onehits in rvr. I think nobody wants that? And why is getting back into the action easier a reason to describe the game as boring? While a healer is alive, it is good to bring the others back to action fast. If the healer is down, nobody can resurrect in-fight, and the chances for the other team to win that fight are rising. When the group is wiped, they have to release at a unfighted release spot. This is not too easy to get back into the action. And that's how gw2 wvw is working, beside that everyone can resurrect. But this is nothing I will (and want) see in CU MMO's played so far: |
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3/19/13 11:01:37 AM#40
Better survivability for everyone simply means zerg busting is impossible. Zerg busting for the most part ( in daoc ) was only accomplished when attacked by surprise and killed a lot in chaos before they could organize. If it takes 30 seconds to kill 1 target then sure 8v8 type environments and 200 v 200 get longer / more sustained, but 8v16 would end up being impossible even given the jump / surprise. There has to be a balance there, and i'm sure that will get organized during beta. Just hopefully it isolates itself at a point where all aspects of the game 1v1 8v8 (assuming group of 8 dont really know ) 8v 16 8v40 100v100 etc. I really hope pbaoe is a part of this game :o Ozek - DAOC |
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