heystreethawk wrote: »Zerg = term derived from the "players" that bought a game designed for "groups of 24" and realized they couldnt hang and/or decided they should be able to take on 4x the amount players and cant.
Small man: Groups of 5-8 also known as squads in FPS games, maybe more their fit........
(Not even close to what they promoted this game to be, which was massive tri-faction warfare)
This comment is based on what this game was meant to be and was promoted as* not the performance of the servers currently.
Edit: To those small man groups that "CAN" legit whoop ass, I give mad props too. Im just saying that just cause the top players, that have been playing from day one can......others shouldnt cry and/or expect to be able too.
I find it adorable that you think this game is only designed for 24 man groups. You new MMO players are just so cute *grin*
Nothing he said suggested that, though. If a game is designed for 24, it doesn't mean it's designed only for 24, and his post supports that. However, I agree with the following: daoc.
Publius_Scipio wrote: »Everyone relax, I just got a text from Zergbad Exterminator. Apparently Battlegrounds are coming!
Can't wait to get zerged down by large guilds queuing up 48players simultaneously teaming up 8v4 in a well though ZOS battleground. Sounds like a release from the daily Cyrodiil experience.
Ghost-Shot wrote: »Publius_Scipio wrote: »Everyone relax, I just got a text from Zergbad Exterminator. Apparently Battlegrounds are coming!
Can't wait to get zerged down by large guilds queuing up 48players simultaneously teaming up 8v4 in a well though ZOS battleground. Sounds like a release from the daily Cyrodiil experience.
Yeah the 4v4v4 is really dumb, it will destroy every ounce of competitive play in battle grounds, they should really be 4v4.
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
the problem is some people see single groups as 24 people......others don't...we see it as a stacked Raid.
Even 12 people i've been iffy about...But figured since it was the number for Trial Groups that I would be somewhat ok with it.
Anything past that though and you're just zerging for the sake of zerging.
I should also clarify, There is zero wrong with zerging in this game..if you want to run in a 24 guild group zerg I don't see a problem with that...
i dislike the mechanics of it (ZergBalling) but the actual Zerg itself is fine by me
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
the problem is some people see single groups as 24 people......others don't...we see it as a stacked Raid.
Even 12 people i've been iffy about...But figured since it was the number for Trial Groups that I would be somewhat ok with it.
Anything past that though and you're just zerging for the sake of zerging.
I should also clarify, There is zero wrong with zerging in this game..if you want to run in a 24 guild group zerg I don't see a problem with that...
i dislike the mechanics of it (ZergBalling) but the actual Zerg itself is fine by me
Two problems with that:
1. PvE as a standard for acceptable PvP raid size? Nay sir, I find that an unworthy benchmark.
2. 12 is objectively not enough to push the map vs stuff competition. While that bleeds into my first post about map play in general, there's just limits to what you can accomplish with 12 people. I can fight any group in the game and hold my own with a good 12, but I can't push heavily defended objectives. In our heyday we could straight up 24vsFaction, and win or lose pull up to any keep on the map with the ability to take it or put extreme pressure on it.
So what is a raid for? Is it for fighting other raids the same size? Zergbusting? Taking empty keeps, taking defended keeps? If the "nonzerg" group size is only meant for GvG fights of the same size or bombing larger groups out of context with the map, then your definition has flaws.
Ghost-Shot wrote: »Publius_Scipio wrote: »Everyone relax, I just got a text from Zergbad Exterminator. Apparently Battlegrounds are coming!
Can't wait to get zerged down by large guilds queuing up 48players simultaneously teaming up 8v4 in a well though ZOS battleground. Sounds like a release from the daily Cyrodiil experience.
Yeah the 4v4v4 is really dumb, it will destroy every ounce of competitive play in battle grounds, they should really be 4v4.
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
the problem is some people see single groups as 24 people......others don't...we see it as a stacked Raid.
Even 12 people i've been iffy about...But figured since it was the number for Trial Groups that I would be somewhat ok with it.
Anything past that though and you're just zerging for the sake of zerging.
I should also clarify, There is zero wrong with zerging in this game..if you want to run in a 24 guild group zerg I don't see a problem with that...
i dislike the mechanics of it (ZergBalling) but the actual Zerg itself is fine by me
Two problems with that:
1. PvE as a standard for acceptable PvP raid size? Nay sir, I find that an unworthy benchmark.
2. 12 is objectively not enough to push the map vs stuff competition. While that bleeds into my first post about map play in general, there's just limits to what you can accomplish with 12 people. I can fight any group in the game and hold my own with a good 12, but I can't push heavily defended objectives. In our heyday we could straight up 24vsFaction, and win or lose pull up to any keep on the map with the ability to take it or put extreme pressure on it.
So what is a raid for? Is it for fighting other raids the same size? Zergbusting? Taking empty keeps, taking defended keeps? If the "nonzerg" group size is only meant for GvG fights of the same size or bombing larger groups out of context with the map, then your definition has flaws.
This is why nCP is arguably the best for pvp. You can have a 24+ zerg hitting each other, but the 12man group has a chance to do some damage. The group limit discussion is partially thrown out the window due to the increased chance to die.
Though you can start to limit the group's based on healing/calculations. But in nCP it's easier to not rage due to the group sizes, at least personally.
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
the problem is some people see single groups as 24 people......others don't...we see it as a stacked Raid.
Even 12 people i've been iffy about...But figured since it was the number for Trial Groups that I would be somewhat ok with it.
Anything past that though and you're just zerging for the sake of zerging.
I should also clarify, There is zero wrong with zerging in this game..if you want to run in a 24 guild group zerg I don't see a problem with that...
i dislike the mechanics of it (ZergBalling) but the actual Zerg itself is fine by me
Two problems with that:
1. PvE as a standard for acceptable PvP raid size? Nay sir, I find that an unworthy benchmark.
2. 12 is objectively not enough to push the map vs stuff competition. While that bleeds into my first post about map play in general, there's just limits to what you can accomplish with 12 people. I can fight any group in the game and hold my own with a good 12, but I can't push heavily defended objectives. In our heyday we could straight up 24vsFaction, and win or lose pull up to any keep on the map with the ability to take it or put extreme pressure on it.
So what is a raid for? Is it for fighting other raids the same size? Zergbusting? Taking empty keeps, taking defended keeps? If the "nonzerg" group size is only meant for GvG fights of the same size or bombing larger groups out of context with the map, then your definition has flaws.
This is why nCP is arguably the best for pvp. You can have a 24+ zerg hitting each other, but the 12man group has a chance to do some damage. The group limit discussion is partially thrown out the window due to the increased chance to die.
Though you can start to limit the group's based on healing/calculations. But in nCP it's easier to not rage due to the group sizes, at least personally.
I completely agree that no-CP is better for group play, but it also encourages zerging keeps because you NEED more. For example, most of VE played before CP so we were well prepared for the week. We had builds ready and it felt very, very good vs our regular competition. However, due to the lowered health pools and resistances sieges became almost impossible vs organized resistance. Oil and siege was insane. It made stacking up MORE needed.
To me, the group PvP in this game is totally screwed up. What is considered Respectable Raid Comp is ineffective when it comes to actually playing the map, but actually playing the map in an AvAvA format is disincentived by ZoS in many ways. Stacking is abhorred but sustain is continually reduced in favour of burst, meaning fewer and fewer groups feel confident enough to go out beyond front lines and create their own prolonged engagements. I'd go on but I think I'm going off topic now
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
the problem is some people see single groups as 24 people......others don't...we see it as a stacked Raid.
Even 12 people i've been iffy about...But figured since it was the number for Trial Groups that I would be somewhat ok with it.
Anything past that though and you're just zerging for the sake of zerging.
I should also clarify, There is zero wrong with zerging in this game..if you want to run in a 24 guild group zerg I don't see a problem with that...
i dislike the mechanics of it (ZergBalling) but the actual Zerg itself is fine by me
Two problems with that:
1. PvE as a standard for acceptable PvP raid size? Nay sir, I find that an unworthy benchmark.
2. 12 is objectively not enough to push the map vs stuff competition. While that bleeds into my first post about map play in general, there's just limits to what you can accomplish with 12 people. I can fight any group in the game and hold my own with a good 12, but I can't push heavily defended objectives. In our heyday we could straight up 24vsFaction, and win or lose pull up to any keep on the map with the ability to take it or put extreme pressure on it.
So what is a raid for? Is it for fighting other raids the same size? Zergbusting? Taking empty keeps, taking defended keeps? If the "nonzerg" group size is only meant for GvG fights of the same size or bombing larger groups out of context with the map, then your definition has flaws.
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
the problem is some people see single groups as 24 people......others don't...we see it as a stacked Raid.
Even 12 people i've been iffy about...But figured since it was the number for Trial Groups that I would be somewhat ok with it.
Anything past that though and you're just zerging for the sake of zerging.
I should also clarify, There is zero wrong with zerging in this game..if you want to run in a 24 guild group zerg I don't see a problem with that...
i dislike the mechanics of it (ZergBalling) but the actual Zerg itself is fine by me
Two problems with that:
1. PvE as a standard for acceptable PvP raid size? Nay sir, I find that an unworthy benchmark.
2. 12 is objectively not enough to push the map vs stuff competition. While that bleeds into my first post about map play in general, there's just limits to what you can accomplish with 12 people. I can fight any group in the game and hold my own with a good 12, but I can't push heavily defended objectives. In our heyday we could straight up 24vsFaction, and win or lose pull up to any keep on the map with the ability to take it or put extreme pressure on it.
So what is a raid for? Is it for fighting other raids the same size? Zergbusting? Taking empty keeps, taking defended keeps? If the "nonzerg" group size is only meant for GvG fights of the same size or bombing larger groups out of context with the map, then your definition has flaws.
You're arguing for different things basically.
When we ran 8 people in DAOC for example..we didn't attack heavily defended objectives like a Keep, Because that would be *drum roll* Dumb....
We hit targets moving between Objectives, but openly attacking a heavy objective just wasn't very bright. Now who did attack that objective? Zergs...usually people not running in guild groups...they would attack the objectives and then 8 mans would roam around outside the area intercepting any other Zergs approaching (depending on your 8man setup) and other 8mans who might hit your zerg.
Now if your guild goal is basically keep taking then again..I have zero problem with that....You've decided that's what you want to do, But you are infact running in a zerg basically to do that..and there is zero wrong with it.
Now I personally wouldn't do it; Because I feel running in a 24 man guild group fighting pug zergs is silly...But I don't think it shouldn't be allowed or they should kill that sort of game play.
I don't like zergballing mechanics though, and I think that *** needs to go..But zergs themselves, even 24 man guild ones..are perfectly fine.
UrbanDictionary wrote:Zerg
- Zerg is used in mmo games to describe force consisted of large group of lower level players (often with only basic equipment) who use numbers rather then strategy to defeat the enemy, therefore requiring no skill. This tactics is commonly known as zerging.
- To assure ones victory using overwhelming numbers.
- To greatly outnumber the enemy, and swarm them.
- To trivialize en encounter using mass numbers of allies rather than skill.
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
the problem is some people see single groups as 24 people......others don't...we see it as a stacked Raid.
Even 12 people i've been iffy about...But figured since it was the number for Trial Groups that I would be somewhat ok with it.
Anything past that though and you're just zerging for the sake of zerging.
I should also clarify, There is zero wrong with zerging in this game..if you want to run in a 24 guild group zerg I don't see a problem with that...
i dislike the mechanics of it (ZergBalling) but the actual Zerg itself is fine by me
Two problems with that:
1. PvE as a standard for acceptable PvP raid size? Nay sir, I find that an unworthy benchmark.
2. 12 is objectively not enough to push the map vs stuff competition. While that bleeds into my first post about map play in general, there's just limits to what you can accomplish with 12 people. I can fight any group in the game and hold my own with a good 12, but I can't push heavily defended objectives. In our heyday we could straight up 24vsFaction, and win or lose pull up to any keep on the map with the ability to take it or put extreme pressure on it.
So what is a raid for? Is it for fighting other raids the same size? Zergbusting? Taking empty keeps, taking defended keeps? If the "nonzerg" group size is only meant for GvG fights of the same size or bombing larger groups out of context with the map, then your definition has flaws.
You're arguing for different things basically.
When we ran 8 people in DAOC for example..we didn't attack heavily defended objectives like a Keep, Because that would be *drum roll* Dumb....
We hit targets moving between Objectives, but openly attacking a heavy objective just wasn't very bright. Now who did attack that objective? Zergs...usually people not running in guild groups...they would attack the objectives and then 8 mans would roam around outside the area intercepting any other Zergs approaching (depending on your 8man setup) and other 8mans who might hit your zerg.
Now if your guild goal is basically keep taking then again..I have zero problem with that....You've decided that's what you want to do, But you are infact running in a zerg basically to do that..and there is zero wrong with it.
Now I personally wouldn't do it; Because I feel running in a 24 man guild group fighting pug zergs is silly...But I don't think it shouldn't be allowed or they should kill that sort of game play.
I don't like zergballing mechanics though, and I think that *** needs to go..But zergs themselves, even 24 man guild ones..are perfectly fine.
As I said, if a group of proper size to engage map objectives in an AvAvA is a Zerg to you, than your definition of Zerg is faulty or means something totally different than it means to everyone else.
If your definition is based off pure size alone, it seems overly arbitrary.
If your definition is based off size relative to content then it doesn't make sense that the proper size group for map objectives is classified a Zerg (in the same way that your 8-man was proper size for your chosen content).
If an 8-man isn't a Zerg for 8-man content why is 20 people a Zerg for 20-man content?
At this point it simply seems to be elitism on your part. "Pros play 8-man, zergs take keeps."
Um uh uhh, nahhhhhhh.NightbladeMechanics wrote: »The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
The problem is not that you don't have a competitive campaign. That would imply that campaign rulesets aren't designed to be competitive.
The problem is that the rewards for winning a campaign are not sufficiently motivating to make the guilds mobilize and fight like rabid dogs over them anymore.
People don't fail to compete now because they can't compete. You've competed before. People fail to compete now because they choose not to.
If ZOS made it so that the top 5% of the leaderboard of the winning faction cashed out gold equal to the AP they earned during that campaign cycle and got a sick fire dragon mount wearing their faction's flag which they could ride only for the next campaign cycle, you can bet TF would be competitive.
NightbladeMechanics wrote: »
If ZOS made it so that the top 5% of the leaderboard of the winning faction cashed out gold equal to the AP they earned during that campaign cycle and got a sick fire dragon mount wearing their faction's flag which they could ride only for the next campaign cycle, you can bet TF would be competitive.
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
the problem is some people see single groups as 24 people......others don't...we see it as a stacked Raid.
Even 12 people i've been iffy about...But figured since it was the number for Trial Groups that I would be somewhat ok with it.
Anything past that though and you're just zerging for the sake of zerging.
I should also clarify, There is zero wrong with zerging in this game..if you want to run in a 24 guild group zerg I don't see a problem with that...
i dislike the mechanics of it (ZergBalling) but the actual Zerg itself is fine by me
Two problems with that:
1. PvE as a standard for acceptable PvP raid size? Nay sir, I find that an unworthy benchmark.
2. 12 is objectively not enough to push the map vs stuff competition. While that bleeds into my first post about map play in general, there's just limits to what you can accomplish with 12 people. I can fight any group in the game and hold my own with a good 12, but I can't push heavily defended objectives. In our heyday we could straight up 24vsFaction, and win or lose pull up to any keep on the map with the ability to take it or put extreme pressure on it.
So what is a raid for? Is it for fighting other raids the same size? Zergbusting? Taking empty keeps, taking defended keeps? If the "nonzerg" group size is only meant for GvG fights of the same size or bombing larger groups out of context with the map, then your definition has flaws.
You're arguing for different things basically.
When we ran 8 people in DAOC for example..we didn't attack heavily defended objectives like a Keep, Because that would be *drum roll* Dumb....
We hit targets moving between Objectives, but openly attacking a heavy objective just wasn't very bright. Now who did attack that objective? Zergs...usually people not running in guild groups...they would attack the objectives and then 8 mans would roam around outside the area intercepting any other Zergs approaching (depending on your 8man setup) and other 8mans who might hit your zerg.
Now if your guild goal is basically keep taking then again..I have zero problem with that....You've decided that's what you want to do, But you are infact running in a zerg basically to do that..and there is zero wrong with it.
Now I personally wouldn't do it; Because I feel running in a 24 man guild group fighting pug zergs is silly...But I don't think it shouldn't be allowed or they should kill that sort of game play.
I don't like zergballing mechanics though, and I think that *** needs to go..But zergs themselves, even 24 man guild ones..are perfectly fine.
As I said, if a group of proper size to engage map objectives in an AvAvA is a Zerg to you, than your definition of Zerg is faulty or means something totally different than it means to everyone else.
If your definition is based off pure size alone, it seems overly arbitrary.
If your definition is based off size relative to content then it doesn't make sense that the proper size group for map objectives is classified a Zerg (in the same way that your 8-man was proper size for your chosen content).
If an 8-man isn't a Zerg for 8-man content why is 20 people a Zerg for 20-man content?
At this point it simply seems to be elitism on your part. "Pros play 8-man, zergs take keeps."
You're considered a Zerg guild because what you're fighting most of the time isn't another Zerg guild but a bunch of pug players. You're using the sheer size of your group to have an advantage over those said players. You may have even equal numbers but you're playing in an actual group put together to work together. So for everyone of you you're worth more the actual pug player there.
Is there anything wrong with that? Nope.. should you be insulted if you're called a Zerg guild? Nope.. we had them in DAOC and they usually played for objectives.
Now if we had an active 8 man scene in this game and you rolled around with 24man hitting those groups I'd have a problem with that.. but we don't.. it never formed for what ever reason in this game and the 12 man scene morphed into 24 it seems...
Either way you seem to be upset you're referred to a Zerg when running 24; we both know that what you're fighting doesn't require 24 most of the time and you vastly out number random pugs you run across when running it. When you're moving in a solid stack of 24 and running into pug groups of like 4 and 6 at a time in a keep even with 60 plus there you're basically just relying on numbers at that point....
Anything past 16 is zerging imo
The progressively looser and looser definition of Zerg in this game is a strange thing. The PvP aspect of the game went from a classic guild-focused AvAvA experience to an environment where most remaining guilds are seen as part of a problem then as part of a functioning PvP ecosystem. Zerg went from a term you used for stacked raids to the single groups that would fight those stacked raids.
The thing I blame is the lack of competitive campaigns. Without a campaign to fight for guilds go from a necessary and welcome force on the map to what are essentially farm groups. While I could be wrong, I still place the time this really picked up to be after the breaking of Thorneblade
the problem is some people see single groups as 24 people......others don't...we see it as a stacked Raid.
Even 12 people i've been iffy about...But figured since it was the number for Trial Groups that I would be somewhat ok with it.
Anything past that though and you're just zerging for the sake of zerging.
I should also clarify, There is zero wrong with zerging in this game..if you want to run in a 24 guild group zerg I don't see a problem with that...
i dislike the mechanics of it (ZergBalling) but the actual Zerg itself is fine by me
Two problems with that:
1. PvE as a standard for acceptable PvP raid size? Nay sir, I find that an unworthy benchmark.
2. 12 is objectively not enough to push the map vs stuff competition. While that bleeds into my first post about map play in general, there's just limits to what you can accomplish with 12 people. I can fight any group in the game and hold my own with a good 12, but I can't push heavily defended objectives. In our heyday we could straight up 24vsFaction, and win or lose pull up to any keep on the map with the ability to take it or put extreme pressure on it.
So what is a raid for? Is it for fighting other raids the same size? Zergbusting? Taking empty keeps, taking defended keeps? If the "nonzerg" group size is only meant for GvG fights of the same size or bombing larger groups out of context with the map, then your definition has flaws.
You're arguing for different things basically.
When we ran 8 people in DAOC for example..we didn't attack heavily defended objectives like a Keep, Because that would be *drum roll* Dumb....
We hit targets moving between Objectives, but openly attacking a heavy objective just wasn't very bright. Now who did attack that objective? Zergs...usually people not running in guild groups...they would attack the objectives and then 8 mans would roam around outside the area intercepting any other Zergs approaching (depending on your 8man setup) and other 8mans who might hit your zerg.
Now if your guild goal is basically keep taking then again..I have zero problem with that....You've decided that's what you want to do, But you are infact running in a zerg basically to do that..and there is zero wrong with it.
Now I personally wouldn't do it; Because I feel running in a 24 man guild group fighting pug zergs is silly...But I don't think it shouldn't be allowed or they should kill that sort of game play.
I don't like zergballing mechanics though, and I think that *** needs to go..But zergs themselves, even 24 man guild ones..are perfectly fine.
As I said, if a group of proper size to engage map objectives in an AvAvA is a Zerg to you, than your definition of Zerg is faulty or means something totally different than it means to everyone else.
If your definition is based off pure size alone, it seems overly arbitrary.
If your definition is based off size relative to content then it doesn't make sense that the proper size group for map objectives is classified a Zerg (in the same way that your 8-man was proper size for your chosen content).
If an 8-man isn't a Zerg for 8-man content why is 20 people a Zerg for 20-man content?
At this point it simply seems to be elitism on your part. "Pros play 8-man, zergs take keeps."
You're considered a Zerg guild because what you're fighting most of the time isn't another Zerg guild but a bunch of pug players. You're using the sheer size of your group to have an advantage over those said players. You may have even equal numbers but you're playing in an actual group put together to work together. So for everyone of you you're worth more the actual pug player there.
Is there anything wrong with that? Nope.. should you be insulted if you're called a Zerg guild? Nope.. we had them in DAOC and they usually played for objectives.
Now if we had an active 8 man scene in this game and you rolled around with 24man hitting those groups I'd have a problem with that.. but we don't.. it never formed for what ever reason in this game and the 12 man scene morphed into 24 it seems...
Either way you seem to be upset you're referred to a Zerg when running 24; we both know that what you're fighting doesn't require 24 most of the time and you vastly out number random pugs you run across when running it. When you're moving in a solid stack of 24 and running into pug groups of like 4 and 6 at a time in a keep even with 60 plus there you're basically just relying on numbers at that point....