then go play those when they become available and stop trying to convert people from zerging.....stop whining about zergs. crying all day here and in zone, lol. here's a tissue. Lol, you are like the Fundamentalists who try to cure people from being gay!
frosth.darkomenb16_ESO wrote: »then go play those when they become available and stop trying to convert people from zerging.....stop whining about zergs. crying all day here and in zone, lol. here's a tissue. Lol, you are like the Fundamentalists who try to cure people from being gay!
What the hell are you going on about?
Do you even read?
This has NOTHING to do with preventing zerging.
Zerging is a perfectly valid and interesting tactic. It will happen with or without caps.
What we're talking about here is an arbitrary mechanic that starts being an issue at 6+1 players.
So we're far from "zerg" numbers.
The only relation it has with zergs is that this cap removes all natural drawbacks that usually scale with group size and replaces it with an advantage that scales with group size. So in addition to its many other flaws, this concept also upset the natural balance of force multipliers.
To the person who invented the term "zerg balling", gg, you made hasty people confused.
frosth.darkomenb16_ESO wrote: »then go play those when they become available and stop trying to convert people from zerging.....stop whining about zergs. crying all day here and in zone, lol. here's a tissue. Lol, you are like the Fundamentalists who try to cure people from being gay!
What the hell are you going on about?
Do you even read?
This has NOTHING to do with preventing zerging.
Zerging is a perfectly valid and interesting tactic. It will happen with or without caps.
What we're talking about here is an arbitrary mechanic that starts being an issue at 6+1 players.
So we're far from "zerg" numbers.
The only relation it has with zergs is that this cap removes all natural drawbacks that usually scale with group size and replaces it with an advantage that scales with group size. So in addition to its many other flaws, this concept also upset the natural balance of force multipliers.
To the person who invented the term "zerg balling", gg, you made hasty people confused.
frosth.darkomenb16_ESO wrote: »then go play those when they become available and stop trying to convert people from zerging.....stop whining about zergs. crying all day here and in zone, lol. here's a tissue. Lol, you are like the Fundamentalists who try to cure people from being gay!
What the hell are you going on about?
Do you even read?
This has NOTHING to do with preventing zerging.
Zerging is a perfectly valid and interesting tactic. It will happen with or without caps.
What we're talking about here is an arbitrary mechanic that starts being an issue at 6+1 players.
So we're far from "zerg" numbers.
The only relation it has with zergs is that this cap removes all natural drawbacks that usually scale with group size and replaces it with an advantage that scales with group size. So in addition to its many other flaws, this concept also upset the natural balance of force multipliers.
To the person who invented the term "zerg balling", gg, you made hasty people confused.
no point trying to make him understand the problem, if he doesnt even know the diffrence between a zerg and a zerg ball or blob. You stand no chance making him understand the mechanics of AOE caps.
did you learn zerg balling vs zerging in gaming school? lol.frosth.darkomenb16_ESO wrote: »then go play those when they become available and stop trying to convert people from zerging.....stop whining about zergs. crying all day here and in zone, lol. here's a tissue. Lol, you are like the Fundamentalists who try to cure people from being gay!
What the hell are you going on about?
Do you even read?
This has NOTHING to do with preventing zerging.
Zerging is a perfectly valid and interesting tactic. It will happen with or without caps.
What we're talking about here is an arbitrary mechanic that starts being an issue at 6+1 players.
So we're far from "zerg" numbers.
The only relation it has with zergs is that this cap removes all natural drawbacks that usually scale with group size and replaces it with an advantage that scales with group size. So in addition to its many other flaws, this concept also upset the natural balance of force multipliers.
To the person who invented the term "zerg balling", gg, you made hasty people confused.
no point trying to make him understand the problem, if he doesnt even know the diffrence between a zerg and a zerg ball or blob. You stand no chance making him understand the mechanics of AOE caps.
did you learn zerg balling vs zerging in gaming school? lol.frosth.darkomenb16_ESO wrote: »then go play those when they become available and stop trying to convert people from zerging.....stop whining about zergs. crying all day here and in zone, lol. here's a tissue. Lol, you are like the Fundamentalists who try to cure people from being gay!
What the hell are you going on about?
Do you even read?
This has NOTHING to do with preventing zerging.
Zerging is a perfectly valid and interesting tactic. It will happen with or without caps.
What we're talking about here is an arbitrary mechanic that starts being an issue at 6+1 players.
So we're far from "zerg" numbers.
The only relation it has with zergs is that this cap removes all natural drawbacks that usually scale with group size and replaces it with an advantage that scales with group size. So in addition to its many other flaws, this concept also upset the natural balance of force multipliers.
To the person who invented the term "zerg balling", gg, you made hasty people confused.
no point trying to make him understand the problem, if he doesnt even know the diffrence between a zerg and a zerg ball or blob. You stand no chance making him understand the mechanics of AOE caps.
I understand the implications of aoe caps. I think it is one solution to improve the game, not the only solution. there are others. I've seen the problems with no aoe caps too, but the daoc fan bois (I loved daoc and played for 6 years) refuse to see any downsides of no aoe caps. lolhammer had no aoe caps, and it was one of many factors that effed up that game. zenimax has reason to pause on eliminating all aoe caps, not the least of which is to think through the full impact of such an enormous change to the game dynamics.
xsorusb14_ESO wrote: »did you learn zerg balling vs zerging in gaming school? lol.frosth.darkomenb16_ESO wrote: »then go play those when they become available and stop trying to convert people from zerging.....stop whining about zergs. crying all day here and in zone, lol. here's a tissue. Lol, you are like the Fundamentalists who try to cure people from being gay!
What the hell are you going on about?
Do you even read?
This has NOTHING to do with preventing zerging.
Zerging is a perfectly valid and interesting tactic. It will happen with or without caps.
What we're talking about here is an arbitrary mechanic that starts being an issue at 6+1 players.
So we're far from "zerg" numbers.
The only relation it has with zergs is that this cap removes all natural drawbacks that usually scale with group size and replaces it with an advantage that scales with group size. So in addition to its many other flaws, this concept also upset the natural balance of force multipliers.
To the person who invented the term "zerg balling", gg, you made hasty people confused.
no point trying to make him understand the problem, if he doesnt even know the diffrence between a zerg and a zerg ball or blob. You stand no chance making him understand the mechanics of AOE caps.
I understand the implications of aoe caps. I think it is one solution to improve the game, not the only solution. there are others. I've seen the problems with no aoe caps too, but the daoc fan bois (I loved daoc and played for 6 years) refuse to see any downsides of no aoe caps. lolhammer had no aoe caps, and it was one of many factors that effed up that game. zenimax has reason to pause on eliminating all aoe caps, not the least of which is to think through the full impact of such an enormous change to the game dynamics.
Oh..So you want to bring up no AOE caps in Warhammer Online.
i believe i've had this discussion before with players on this forum.
AOE's in Warhammer Online weren't a problem, Bright Wizards Combustion Mechanic was. How do I know this? Because I played that game during beta and for a few years after final..I never once saw someone say "You know what really sucks..All those Shadow Warriors and Engineer's AOEing us down" despite the fact both classes had AOE, hell I had some fairly decent AOE's on my SW (cone based). What i did not have was a mechanic that increased my crit chance by 35% and my crit damage by 100%.
So when they finally ended up nerfing "AOE's" in that game the only thing they managed to do was make SW's/Engineer's worse. Bright Wizards still reigned supreme because of that mechanic and they were still able to kill massive amounts of people because of that mechanic.
If you really want an idea how powerful that mechanic was.
http://i.imgur.com/FG6Sbmx.jpg
That was from beta, Look at my Health, and look at that damage, and realize, That was 1 spell that was cast...Fireball Barrage, Those other two abilities were procs.
I have countless screen shots from beta of this. It was so bad in beta, That instead of nerfing that mechanic, they had to increase everyone's HP in the game so Bright Wizards wouldn't one shot them. That in effect made every other class worse in terms of damage. Because now they required more damage to kill people.
xsorusb14_ESO wrote: »did you learn zerg balling vs zerging in gaming school? lol.frosth.darkomenb16_ESO wrote: »then go play those when they become available and stop trying to convert people from zerging.....stop whining about zergs. crying all day here and in zone, lol. here's a tissue. Lol, you are like the Fundamentalists who try to cure people from being gay!
What the hell are you going on about?
Do you even read?
This has NOTHING to do with preventing zerging.
Zerging is a perfectly valid and interesting tactic. It will happen with or without caps.
What we're talking about here is an arbitrary mechanic that starts being an issue at 6+1 players.
So we're far from "zerg" numbers.
The only relation it has with zergs is that this cap removes all natural drawbacks that usually scale with group size and replaces it with an advantage that scales with group size. So in addition to its many other flaws, this concept also upset the natural balance of force multipliers.
To the person who invented the term "zerg balling", gg, you made hasty people confused.
no point trying to make him understand the problem, if he doesnt even know the diffrence between a zerg and a zerg ball or blob. You stand no chance making him understand the mechanics of AOE caps.
I understand the implications of aoe caps. I think it is one solution to improve the game, not the only solution. there are others. I've seen the problems with no aoe caps too, but the daoc fan bois (I loved daoc and played for 6 years) refuse to see any downsides of no aoe caps. lolhammer had no aoe caps, and it was one of many factors that effed up that game. zenimax has reason to pause on eliminating all aoe caps, not the least of which is to think through the full impact of such an enormous change to the game dynamics.
Oh..So you want to bring up no AOE caps in Warhammer Online.
i believe i've had this discussion before with players on this forum.
AOE's in Warhammer Online weren't a problem, Bright Wizards Combustion Mechanic was. How do I know this? Because I played that game during beta and for a few years after final..I never once saw someone say "You know what really sucks..All those Shadow Warriors and Engineer's AOEing us down" despite the fact both classes had AOE, hell I had some fairly decent AOE's on my SW (cone based). What i did not have was a mechanic that increased my crit chance by 35% and my crit damage by 100%.
So when they finally ended up nerfing "AOE's" in that game the only thing they managed to do was make SW's/Engineer's worse. Bright Wizards still reigned supreme because of that mechanic and they were still able to kill massive amounts of people because of that mechanic.
If you really want an idea how powerful that mechanic was.
http://i.imgur.com/FG6Sbmx.jpg
That was from beta, Look at my Health, and look at that damage, and realize, That was 1 spell that was cast...Fireball Barrage, Those other two abilities were procs.
I have countless screen shots from beta of this. It was so bad in beta, That instead of nerfing that mechanic, they had to increase everyone's HP in the game so Bright Wizards wouldn't one shot them. That in effect made every other class worse in terms of damage. Because now they required more damage to kill people.
aoe's locking down entire zergs in small quarters were one part of the problem. Your example is another. I don't disagree that low aoe caps are a problem, however, removing them all at once is reckless. Increase the cap slowly test, and document impact. full removal isn't the only answer, nor is it a prudent move at this stage of the game. it would require tons of other changes to balance the game.
Collision detection was a problem too. However aoe cc's with no caps were problematic in close quarters too, esp oil pouring down. Daoc not quite as bad because they had diminishing returns.
Again, why recklessly make such a huge change in a game that isn't horrible? Mythic made massive changes too, often ruining any semblance of balance with each massive pendulum swing. The situation here merits small changes, not reckless overhauls.
To you collision damage is a problem?Collision detection was a problem too. However aoe cc's with no caps were problematic in close quarters too, esp oil pouring down. Daoc not quite as bad because they had diminishing returns.
Again, why recklessly make such a huge change in a game that isn't horrible? Mythic made massive changes too, often ruining any semblance of balance with each massive pendulum swing. The situation here merits small changes, not reckless overhauls.
Lava_Croft wrote: »Hey look, another thread made the one of the same like 5 people who constantly whine about the AoE cap.
Repeating the same argument over and over doesn't make it any more or less valid.
Lava_Croft wrote: »...
Repeating the same argument over and over doesn't make it any more or less valid.
I myself have seen keeps AND resources taken, without this strategy. you don't need to get 50 other players spamming impulse to take a keep/resource. in fact you don't need 50 players for EITHER of these things. I have taken resources when it was just me and 3 other players. iv seen keeps took with just 10-15 players. the only reason you would need to get a giant zerg like this together, is in the non-vet campaign, due to the VR5 guards, but even then you don't have access to impulse. so you cant even do it right in that campaign. Impulse blobing/zerging takes a lot of the fun out of the game. they are almost impossible to kill, they cause lag, siege weapons to bug out, and other things. something needs to be done about themmike.gaziotisb16_ESO wrote: »Blobbing is awesome...so long as it doesn't bring the server down
They can easily be avoided if you don't want to play them and sometimes when they begin to wipe because of siege or just too many players around then you can jump in the bandwagon and get 20 kills in 10 secs. It's a win-win :P
But seriously, considering how much the NPCs have been buffed, keeps would never change hands if it weren't for blobs. I saw some veteran pugs try to take Roe yesterday and they got absolutely slaughtered. At every flag you now have:
- 4 DK NPCs with 10k Health and then 2-3 more spawn out of nowhere
- 2 Healers healing those DKs for 1k hp per sec if not interrupted and also now putting Negates on the flags
- 2 Archers sniping from atop for 2.5k dmg
- 1-2 Storm Mages putting down a storm AoE for 500 DPS
Remember how easy it was to clear those NPCs a couple of months back? If there's some decent defence inside with oils and such, anything but big organised groups will wipe. Every step of the way, I see ZOS making changes that strongly encourage strict grouping or blobbing.
Like I said, so long as the servers hold out, what's the issue really? Especially if they intend to introduce Arena style small-scale combat.
Just because you think it worked in other games doesn't mean removing aoe caps in one move isn't reckless. This isn't those games. Those games were designed with no aoe caps at the beginning. Balance is a delicate thing and throwing massive changes into a game at one time is stupid.
Just because you think it worked in other games doesn't mean removing aoe caps in one move isn't reckless. This isn't those games. Those games were designed with no aoe caps at the beginning. Balance is a delicate thing and throwing massive changes into a game at one time is stupid.
I personally remember how much more fun I had with this game in beta and launch, back before ZOS revealed the AoE cap.
Once players became aware of the AoE cap, they began to exploit it by forming blobs to protect themselves from enemy damage.
The obvious solution to the blobbing exploitation of a poor game mechanic is to remove that game mechanic.
In Elder Scrolls Online, back when players thought that AoEs would kill them more quickly by blobbing, blobbing wasn't an issue.
Just because you think it worked in other games doesn't mean removing aoe caps in one move isn't reckless. This isn't those games. Those games were designed with no aoe caps at the beginning. Balance is a delicate thing and throwing massive changes into a game at one time is stupid.
I personally remember how much more fun I had with this game in beta and launch, back before ZOS revealed the AoE cap.
Once players became aware of the AoE cap, they began to exploit it by forming blobs to protect themselves from enemy damage.
The obvious solution to the blobbing exploitation of a poor game mechanic is to remove that game mechanic.
In Elder Scrolls Online, back when players thought that AoEs would kill them more quickly by blobbing, blobbing wasn't an issue.
If this game had more ranged splash AoE that was worthwhile, blobs would be more easy to beat. Look to Warhammer Online for proof. Right now the only good AoE is PBAOE. Which is exactly what blobs are utilizing. Also, this game doesn't have anything like removing buffs on enemies or another form of utility to counter stuff like barrier and immovable.
There are numerous superior tactical positions within a keep or fortress than the middle of an open area...
Maybe try to fight the enemy rather than doing battle with flags?
Taking any objective in this game requires standing on the flag. If defenders can simply rain uncapped AOEs on said flag you will never take it. And before you say attack the defenders first that means coming into a choke point as well.
What will happen is AOEs will be the only viable choice in the game if you care about objectives at all and the class/build with the most powerful AOE(s) will dominate. Especially ranged AOEs.
As far as I know oil has no numbers cap it is almost always being poured on flags and what not, so you already have to deal with uncapped aoe at choke points.
I think there are a lot of misconceptions about uncapped aoe all it really changes is people clumping up and your forced to have a little more situational awareness. Diminishing returns from the center of the aoe worked well in DAoC.
There are numerous superior tactical positions within a keep or fortress than the middle of an open area...
Maybe try to fight the enemy rather than doing battle with flags?
Taking any objective in this game requires standing on the flag. If defenders can simply rain uncapped AOEs on said flag you will never take it. And before you say attack the defenders first that means coming into a choke point as well.
What will happen is AOEs will be the only viable choice in the game if you care about objectives at all and the class/build with the most powerful AOE(s) will dominate. Especially ranged AOEs.
As far as I know oil has no numbers cap it is almost always being poured on flags and what not, so you already have to deal with uncapped aoe at choke points.
I think there are a lot of misconceptions about uncapped aoe all it really changes is people clumping up and your forced to have a little more situational awareness. Diminishing returns from the center of the aoe worked well in DAoC.
Yes and a decently defended keep can pretty much only be taken by an organized force that stacks up because of it. But with uncapped AOEs it won't be a couple oil on the flag it will be every defender AOEing as well.