God_flakes wrote: »Rather than buffing siege damage or creating new skills like prox det (which have been routinely abused by zergy spamming) I'd like to see zos implement a dps drop/healing drop/speed drop when you're too close to one another. It could be done exponentially. For instance drop the dps of all the players who are too bunched up in one area or ball...drop it once there are 4, then a further drop with each additional body, making them weaker with each additional body. This would surely discourage the balled up pain trains who root individuals and mow over them at top notch speed, spamming dps the whole time.
God_flakes wrote: »Crown, would it be any worse than the trolling that's going on now when 24 players ball
Up and steamroll over one or two lone players?
God_flakes wrote: »In theory, the lag would ultimately be reduced due to player behavior changes. I mean, I agree it adds to overall calculations-at first, initially. But as soon as it became apparent to the zergs that their healing and Dps is dramatically reduced- wahlah LESS spamming of AOE in one spot, which we all know and recognize causes deathlag. I have always said that trial fixes like this could be implemented on one server. Why not TRY?
God_flakes wrote: »Crown, would it be any worse than the trolling that's going on now when 24 players ball
Up and steamroll over one or two lone players?
The argument is that removal of AOE caps will give small groups weapons against bigger ones. But it has to be a well thought out removal.
God_flakes wrote: »In theory, the lag would ultimately be reduced due to player behavior changes. I mean, I agree it adds to overall calculations-at first, initially. But as soon as it became apparent to the zergs that their healing and Dps is dramatically reduced- wahlah LESS spamming of AOE in one spot, which we all know and recognize causes deathlag. I have always said that trial fixes like this could be implemented on one server. Why not TRY?
Imagine your plan get's implemented, battles inside keeps would be terrible. How can you ask people to spread out inside when there is nowhere to spread out to? You'd be hitting people with wet paper towels and healing people with wet paper towels as well...You can't implement something that would stop support from showing up to defend a keep.
I'm curious what your definition of a zerg is?
The reason you wouldn't try is because it's not practical. People would vacate whatever campaign this was put on just like they did for the IC gated access.
God_flakes wrote: »Valindor, I do see your points. Duly noted. But I think we can all agree blobbing should be penalized in some way. There simply should be no reason for 12 or more players to all stack on one another and all move in unison over single targets or very small groups. With the exception of flag captures, this behavior contributes nothing to game play. The parameters could be worked out as far as how close players are to one another. I'm not talking side by side. I'm specifically referencing people who are currently stacking in open fields like cowards, rather than spreading out and fighting 1v1.
Jessica Folsom wrote:It's a very grey area.
God_flakes wrote: »Well I don't think I am suggesting anything "new" since people are exploiting the game mechanics already, and what I am proposing is penalizing them for doing so. I agree pvp was far more balanced and smooth at launch and beta.
God_flakes wrote: »I think you argue to impress yourself. You only want to argue.
I don't have an issue with zergs, really. I used to lead zergs. My issue is with players balling up and spamming AOE/healing. Even when I commanded zergs I never ordered them to ball up like cowards and focus one or two enemies and mow them over. This is CRAP gameplay and is stupid because only one gets the kill. What I am talking about is discouraging player stacking and spamming, a proximity penalty. If you're literally on top of 6 other players, you're damage is reduced and you're likely not gonna get the ap so don't bother. I see this as a viable way to change player behavior. Why is this so complicated for you? You don't like it. Fine. But at this point, you're working yourself up for no reason. You've stated your case. You disagree. Alright. Let's agree to disagree.
RinaldoGandolphi wrote: »I don't think she is wanting only people who agree with her to post.
the core of the issue she is getting at is what Fengrush talked about on his podcast....these ball groups are getting a 50% damage reduction after 6 targets...its nonsense.
If im running a 6 man group and i ambush a 16 man group only 6 of them will take full damage from my attacks, the other 10 take half damage. As the group gets larger, only 6 take full damage. in a 24 man raid only 6 take full damage, 18 people are getting a 50% damage reduction just because they are standing enxt to someone else...this is just garbage...its absolute rubbish.
the only thing in the game that ignores this 50% reduction is siege and its been nerfed and does less damage then a Wrecking Blow....i can hit a single target harder with Wrecking Blow then i can with a Fire Ballista and this is the core issue.
I don't want one shot siege, what i do want is siege that does oh..lets say 5% more damage for each target hit up to a max of 300% with no AOE cap as it is currently.
this means large zergs dropping siege against smaller groups is pointless because siege won't be a heavy hitter unless its hitting 20 targets or more, but it will ensure these large zergblobs get wrecking for balling up which is how it should be.
In PVE you die for standing in stupid, in PVP you cna stand in stupid, bathe in oil and giggle...all while taking 50% less damage from most attacks this is why you can't even have a 20v20 in this game without server performance going to poo.
this suggestion in this thread is just one of many ideas being tossed around to address this core problem with the game....Removing the AOE cap as Fengrush suggested seems to be the most popular, this is just another way of trying to get the same result.