Honestly give it some time, I joined a zergs for a bit and did not gain much from it. It's really not that profitable for AP or TV stones and once people figure that out it will die down hopefully.
It all comes down to stone management, you have to be able to decide when farming stones is enough and bank them before the risk becomes too high and you lose your stones.
There definitely needs to be a defensive mechanics against mindless zerg PVP. Losses incurred by a player should scale inversely to the number of active aggressors in the area. For instance:
Killed by 1-2 players: 80% asset loss
Killed by 3-4 players: 50% asset loss
Killed by 6-8 players: 30% asset loss
Killed by 9+ players: 15% asset loss
Currently the game does not do enough to place incentives on small scale skirmish PVP. Give the rewards to those who take the greatest risks and give nothing to those who do not reinforce your desired game play.
There definitely needs to be a defensive mechanics against mindless zerg PVP. Losses incurred by a player should scale inversely to the number of active aggressors in the area. For instance:
Killed by 1-2 players: 80% asset loss
Killed by 3-4 players: 50% asset loss
Killed by 6-8 players: 30% asset loss
Killed by 9+ players: 15% asset loss
Currently the game does not do enough to place incentives on small scale skirmish PVP. Give the rewards to those who take the greatest risks and give nothing to those who do not reinforce your desired game play.
You can still zerg w/o grouping, which is pretty much what zergs are; either one or two smaller groups that have picked up lots of stragglers, or large numbers of solo people clumping together.Hopefully there will be smaller groups made for IC in the future. There isn't any point in joining a group of more than 12 at the most as half the group doesn't get any loot/stones. @ZOS should just disable group sizes over 6 within IC. That would be the simplest fix and could probably be done in a hot fix.
bowmanz607 wrote: »People will slow down in zerg in once they realize you don't get enough stones from zerging. You also have to remember that population in ic will be at max for a couple weeks on most servers because it is new.
DovresMalven wrote: »Zerg gameplay is definitely something that is radically dividing the community. Some people are comfortable and have fun in big zergs *lame*cough* and some of us like to navigate quickly and decisively through the battlefield in small groups *haveskill*cough* .
That said, IC seems to have a place for both types. It is evident though that zerg gameplay is getting the a lot of love from ZOS, though- contrary to the effect it has on the performance of their game. /shrug
Jessica Folsom wrote:It's a very grey area.
Pangnirtung wrote: »bowmanz607 wrote: »People will slow down in zerg in once they realize you don't get enough stones from zerging. You also have to remember that population in ic will be at max for a couple weeks on most servers because it is new.
I doubt it. People zerg in Cyrodiil without the stone reward.
Zerging is the only way that some people can be effective in PVP.
Huckdabuck wrote: »Large zerg of 25+ versus small group of 8-12 AND small group of 8 versus 1-4 players equals the same *lame and skill less*cough*. All about that perspective! Bravo for the attempt but get back in the grinder....we needs those TVs.
Pangnirtung wrote: »bowmanz607 wrote: »People will slow down in zerg in once they realize you don't get enough stones from zerging. You also have to remember that population in ic will be at max for a couple weeks on most servers because it is new.
I doubt it. People zerg in Cyrodiil without the stone reward.
Zerging is the only way that some people can be effective in PVP.
People zerg in cyrodil because there are objectives to capture being defended by a zerg and because it's the most effective way for inexperienced players to get AP.
Zergs in IC have little benefit besides safety. If you want TV stones, solo, small group pve, or small group pvp are better.
Pangnirtung wrote: »bowmanz607 wrote: »People will slow down in zerg in once they realize you don't get enough stones from zerging. You also have to remember that population in ic will be at max for a couple weeks on most servers because it is new.
I doubt it. People zerg in Cyrodiil without the stone reward.
Zerging is the only way that some people can be effective in PVP.
DovresMalven wrote: »Zerg gameplay is definitely something that is radically dividing the community. Some people are comfortable and have fun in big zergs *lame*cough* and some of us like to navigate quickly and decisively through the battlefield in small groups *haveskill*cough* .
That said, IC seems to have a place for both types. It is evident though that zerg gameplay is getting the a lot of love from ZOS, though- contrary to the effect it has on the performance of their game. /shrug
Springt-Über-Zwerge wrote: »Hello
I played a few hours with some friends in the Ic and farmed a good amount of stones. but after some time there were zergs everywhere. You do a boss? bam 20 ppl all stomes lost. you do a quest? bam 20 ppl all stones lost. you rust run around killing deadra? bam 20 ppl all stones lost...
seriously this ruines the whole concept of IC. I really liked it in the first place where just solo players and groups of 4 were running around. There was a chance to avoid them but how do you avoid 20 ppl who just jump in your back?
Thats why I got the idea that you should loose less stones the more ppl are resposible for your death. Like 1 kills you you loose 80% for 2 pll its 70 and so on so the zerging is not worth it anymore and they are forced to go and make groups of 4 people. This would make it a lot more enjoyable in my opinion
Springt-Über-Zwerge wrote: »Hello
I played a few hours with some friends in the Ic and farmed a good amount of stones. but after some time there were zergs everywhere. You do a boss? bam 20 ppl all stomes lost. you do a quest? bam 20 ppl all stones lost. you rust run around killing deadra? bam 20 ppl all stones lost...
seriously this ruines the whole concept of IC. I really liked it in the first place where just solo players and groups of 4 were running around. There was a chance to avoid them but how do you avoid 20 ppl who just jump in your back?
Thats why I got the idea that you should loose less stones the more ppl are resposible for your death. Like 1 kills you you loose 80% for 2 pll its 70 and so on so the zerging is not worth it anymore and they are forced to go and make groups of 4 people. This would make it a lot more enjoyable in my opinion
DaveMoeDee wrote: »I didn't realize a group of 20 people qualifies as zerg. Seems like a normal sized group of guild members doing PvP.
I honestly don't see what's the huge deal about zergs. Remove them - people will still complaining about gankers. Remove them - they will complain about random bosses that you can't kill solo.
Wanna be competitive? Join a good pvp guild. Don't wanna burn fire with fire? Figure out a way to escape faster with less damage done. Invest in sneeking passives, bolt escapes, shield strength, anything, just don't complain. I hope nothing's going to change just because some players wanna treat a pvp area like a pve zone.
On the other hand, i like the suggestion to scale the stone loss with the amount of people to contributed to your death. That sounds like a reasonable compromise. Makes running in zergs even more effective though)
What do you mean it ruins the concept of the IC? That is the whole damn concept of the IC as advertised since the beginning.. ZOS was very open about what they wanted to do with the IC for a long time and your description shows that they have fulfilled all of their goals very well.Springt-Über-Zwerge wrote: »Hello
I played a few hours with some friends in the Ic and farmed a good amount of stones. but after some time there were zergs everywhere. You do a boss? bam 20 ppl all stomes lost. you do a quest? bam 20 ppl all stones lost. you rust run around killing deadra? bam 20 ppl all stones lost...
seriously this ruines the whole concept of IC. I really liked it in the first place where just solo players and groups of 4 were running around. There was a chance to avoid them but how do you avoid 20 ppl who just jump in your back?
Thats why I got the idea that you should loose less stones the more ppl are resposible for your death. Like 1 kills you you loose 80% for 2 pll its 70 and so on so the zerging is not worth it anymore and they are forced to go and make groups of 4 people. This would make it a lot more enjoyable in my opinion
You got what you asked for, you made the bed, now lay in it.
You have large groups running in IC from All alliances because you had to have this "all-access pass"
If we had controlled access, the large groups would come, clear the city out, then break up into smaller ones and you'd have less problems with enemies in there until access switched. Worked in DAOC, would work fine here.
But no, we couldn't have that.
Welcome to what you created.
Lord Xanhorn wrote: »consider the following....
If you are in a group of 20 people, you could easily start your run with 1000 stones so you have the 3x multiplier. Very little chance of dying.
Now your zerg comes across the group of 4 people who all have about 500 stones a person.
(4 players x 500 stones) x 80% = 1600 stones.
1600 / 20 person zerg = 80 stones per person
80 x 3X multiplier = 240 stones