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Originally posted by maplestone Originally posted by Axehilt 20 people beating up 5 people isn't really fun for either side.
People who "want to play the Spartan" are naive and generally come nowhere close to being one.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
I don't think most people dislike "zerging" in and of itself, that is being a part of a large group, many people clamor for bringing 40 man raids back in wow, to many that would be enough for a zerg.
The problem with so called zerging is that most games handle it very poorly, IE in GW2 massive lag, barely able to see most people/mobs, events not scaling enough taking any challange out of the fight.
Those are the problems honestly, not having lots of people doing something together in an MASSIVELY multiplayer online game, it should be what we signed up for, no?
Surprise! Interactive and non-interactive entertainment are different!
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Originally posted by Prankster I propose that the only way to end Zerg warfare is to enable friendly fire. Please discuss.
friendly fire works great on shooters but It is very ineffective in mmos. If my Flames of Hell AoE spell wipes everyone including my friends (and possibly myself if im in range), then my Healing Rain should also heal the enemies that are in the area of effect to make the mechanic more credible...... and less fun. So no, friendly fire in doesnt work, at least in mmos. Shooters can keep that feature for themselves.
It can be hard to reduce zerging in game. An effective way to do it is by not allowing massive fights...... and that kills the purpose of massive online pvp....so..... zerg seems to be here to stay.
Maybe adding more incestives and features to combat them in game and be rewarded for it could work instead of trying to remove it and end up with co-op pvp in a huge map. For example, setting traps that enemy players cant see unless a specific class uses a specific perk that gives a slight chance to detect traps so they can be useful in a zerg while if they fail the trap beats the zerg. But certain traps would require terraforming to make huge wholes on the ground with stakes at the bottom and cover them and things like that. Insta-kill traps.
In my mind the most effective way of countering zergs from the developer side, while still allowing it. is to limit the rewards for success.
If there are less people to divide the PvP points or loot drops from boss mobs (in case of PvE zerging) then at least some will try to do the same task with less people to get the greater reward.
You would still have zergs, simply because it atleast gives a chance of a reward even if you are bad, but I think that is ok.
Especially if there is even the slightest chance for a smaller zerg or a few well organized groups to sometimes beat a zerg.
Originally posted by WW4BW (in case of PvE zerging) then at least some will try to do the same task with less people to get the greater reward.
mmos have been doing this for a while with dungeons. Limiting them to small groups of 4-5 people which can be boring already. At least in PvE i do prefer huge zergs as long as its still very hard and rewarding. For Example, instead of a zerg dealing with 1 huge boss, why not add various huge bosses in the same fight, each with its own unique combat strategy and smart AI that help each other. Im sure the PvE zerg can handle the pressure while at the same time making the game more fun.
Don't know what this topic is really about, but..
Everquest has PVE zerg and non-zerg tactics.
Everquest has reverse zerg systems I guess, although they have been nerfed a bit.
EQ mob zerg: http://www.youtube.com/watch?v=-pMf9vldhn4
People might think this takes no skill, but it takes quite a bit of skill to judge just how many mobs you can handle and where your limits are.
I think any system is great as long as it takes tactics and skill to do, but many current action games take no skill and I frankly hate them.