What if I started supplying my alliance zergs with resource poisons for free. Ask them to use it. Give them all cancer build advice in game. Ask them to run Destro and Resto ult etc.
This could lead to other alliance zergs using it too. In a few days or over time they might rage quit on each other and become toxic enough that they leave PvP altogether.
In the meantime, if players playing for love of PvP, keep up the etiquettes, we might later have an almost zerg free cyro.
Thoughts?
EDIT: Let me know if any other ideas to curb zerg groups exist.
I enjoy crazy big battles for keeps, but I guess that is not called "zerging" per say. Yeah we see large groups get together just to aim and mow down much smaller ones, which I don't understand how that makes them feel accomplished or better about themselves.
I enjoy crazy big battles for keeps, but I guess that is not called "zerging" per say. Yeah we see large groups get together just to aim and mow down much smaller ones, which I don't understand how that makes them feel accomplished or better about themselves.
By zergs I mean 24-player raids, formed via lfg in zone chat, follows the crown, is there for AP etc. Keeps can't be taken by small groups effectively unless its empty and the group size is 3+
I get good battles of 10 vs. 10 at keeps around 4 AM GMT in PC EU. those battles are purely skill based. No groups exist during that time. We port in, do our jobs without speaking anything, if we are better talented, we get to thin down and push the group as defenders. If we are sieging, its whole lot amazing when we win.
kyle.wilson wrote: »The only way to fix zerging at this point, is to shut down the servers permanently.
The games mechanics were intended for large scale fighting, granted the server is incapable of smoothly running.
Small scale can be found in the Imperial City and Battlegrounds.
As to the Ops original advice, it won't work. You are suggesting what was already done on PC/NA, and it didn't affect zerging or get people to quit.
kyle.wilson wrote: »"Do your jobs without speaking" that sounds like an incredibly boring way of playing.
Btw, the game better PvP guilds could easily wipe a 24 man pug with 6-8.
I enjoy crazy big battles for keeps, but I guess that is not called "zerging" per say. Yeah we see large groups get together just to aim and mow down much smaller ones, which I don't understand how that makes them feel accomplished or better about themselves.
By zergs I mean 24-player raids, formed via lfg in zone chat, follows the crown, is there for AP etc. Keeps can't be taken by small groups effectively unless its empty and the group size is 3+
I get good battles of 10 vs. 10 at keeps around 4 AM GMT in PC EU. those battles are purely skill based. No groups exist during that time. We port in, do our jobs without speaking anything, if we are better talented, we get to thin down and push the group as defenders. If we are sieging, its whole lot amazing when we win.
What if I started supplying my alliance zergs with resource poisons for free. Ask them to use it. Give them all cancer build advice in game. Ask them to run Destro and Resto ult etc.
This could lead to other alliance zergs using it too. In a few days or over time they might rage quit on each other and become toxic enough that they leave PvP altogether.
In the meantime, if players playing for love of PvP, keep up the etiquettes, we might later have an almost zerg free cyro.
Thoughts?
EDIT: Let me know if any other ideas to curb zerg groups exist.
generalmyrick wrote: »a really popular person/youtuber/leader could destroy zerging as a strategic option = by advertising this.
about 4 minutes to evaluation break into 2-3 man teams and take every resource and then defend it until it until eval, if a zerg shows up, just back off and don't flip the resource.
1. your faction would quickly win the campaign...
2. the other side would be frustrated as f*** because they are not getting AP for kills/flipping and they would be bored for no fighting--this would probably lead them to bridge fighting etc.
3. other factions would quickly figure out they need to also break into small teams to win OR they would just lose.
I enjoy crazy big battles for keeps, but I guess that is not called "zerging" per say. Yeah we see large groups get together just to aim and mow down much smaller ones, which I don't understand how that makes them feel accomplished or better about themselves.
By zergs I mean 24-player raids, formed via lfg in zone chat, follows the crown, is there for AP etc. Keeps can't be taken by small groups effectively unless its empty and the group size is 3+
I get good battles of 10 vs. 10 at keeps around 4 AM GMT in PC EU. those battles are purely skill based. No groups exist during that time. We port in, do our jobs without speaking anything, if we are better talented, we get to thin down and push the group as defenders. If we are sieging, its whole lot amazing when we win.
generalmyrick wrote: »a really popular person/youtuber/leader could destroy zerging as a strategic option = by advertising this.
about 4 minutes to evaluation break into 2-3 man teams and take every resource and then defend it until it until eval, if a zerg shows up, just back off and don't flip the resource.
1. your faction would quickly win the campaign...
2. the other side would be frustrated as f*** because they are not getting AP for kills/flipping and they would be bored for no fighting--this would probably lead them to bridge fighting etc.
3. other factions would quickly figure out they need to also break into small teams to win OR they would just lose.
I once pulled this off with a pug. But after a few runs, player left to go siege at bleakers along with 40 others,quoting that guards are diificult, we are PvDooring and they dont get enough AP. I am all for this strategy, however couldnt find players do help. If I take this topic in zone chat, a lot of players bring out the hate that I am not there to help them at siege etc.
I would love underlying idea in your points to happen - Getting the faction to break up into small teams to win the campaign.
If your problem is large groups of disorganized pugs, you’re really missing the issue. LFG people are likely not all set up to ball together and not die. Actually; I think this is the target for streamers.
The real issue is 24 player raids that are organized to where set number of players have purge and healing, rapids, and some with EOTS and AOE spamming that then roll over those random players. That’s the group you can’t fight.
Eliminating pugs is about the most disastrous thing you could do for the future health of the game; actually. What are they supposed to do when new or just friends are not on against your preferred size of 10 or so experienced players?
So, elimination of pugs will turn out to become groups of 24 experienced players vs 24 experienced players? We all need practice before we get experienced. A good way to do that is fighting on smaller scales.
If (new) players are ninterested in pvp, they will be out there fighting and learning. The pugs are there for AP and rewards. It feels like they ignore the effort to get them.
SydneyGrey wrote: »A large battle for a keep is awesome and fun, and more realistic than a small group of 5 or so people taking a keep by themselves.
I can completely understand why people don't like zergs, but they're more realistic for an open-field battle, or for conquering keeps and villages.
?????? If it's not done by players, then who would it be done by?Keep capture/defense shouldn't be done by players. It shouldn't be done by 30 players who just die, rez and repeat till one side dominates other in a numbers game. Right now, all I see is that happening in prime time.
VaranisArano wrote: »Cyrodiil is about objectives. Capturing keeps, defending home keeps, reclaiming scrolls, crowning an emperor.
Cyrodiil is about AP. Killing players, repairing walls, farming Alessia bridge, chasing the o-tick, PVDooring undefended back keeps, faction-hopping players who go where the AP is.
Cyrodiil is about battle. Large scale clashes of army vs army, small group vs large group, large group vs small group, coordination vs the masses.
Cyrodiil is about skill. Skill using your abilities to best carry out whatever role you choose, whether that's a bomber, a ganker, a group healer, a raid lead, a small group player, a 1vXer, or a Xv1er, or whatever role you chose.
Cyrodiil is about strategy. When do you push to crown an emperor and when is it a lost cause, when do you strike the enemy back keeps and when do you protect your own, when do you focus on faction score, when and where do you hold fast, back off the fight, or strike deep, its all strategy.
Cyrodiil is about numbers. The guilds that coordinate offensives, the PUGs that support those offensives and hold the back lines, the small man groups who support the faction, the farmers and the bombers who make their AP off of those numbers, and the tireless PUGwranglers and zone generals who try to get everyone moving in what they think is the right direction. Too many numbers on one faction in one location will roll over a small er amount of skilled opposition, but not enough numbers in a location and it won't matter how skilled you are.
Cyrodiil contains multitudes. I acknowledge this. Cyrodiil's success is that all these playstyles can take place on the same map in the same campaign, though perhaps not all at the same time or in the same place. Not all of this are equally valuable for the faction, perhaps, but all are valid forms of gameplay in Cyrodiil.
Just because I prefer being in an organized raid that fights for the faction with 12-24 players does not invalidate your preference for small group play nor does it mean that I love PVP less, nor even that I have less skill at playing PVP in the manner I have chosen to play (not skill in general, skill in the manner I have chosen to play). Kindly, do not invalidate my preferred method because you prefer a different manner of PVP when the game is designed to support both.
SydneyGrey wrote: »I agree it's not realistic for people to be able to resurrect and re-join the fight, though.
My master plan against zergs: Avoid them!
My second master plan: Thinking about implementing the skill "using hands" and only allow characters without clothes to join Cyrodiil and to fight only with their fists against eachother.
Even my second plan shows that a zerg will always win a situation. The more people are there, the more normal it is that they will fin the fight. That's also with your suggestion @Deep_01 to have cancer there: The side with more cancers will win
The very interesting thing is it when two zergs are running against eachother: What will they do? Who will win? Tactic is very useful then.
But yeah, this orc doesn't like zergs. He just like to smash things. Alone things.
SydneyGrey wrote: »?????? If it's not done by players, then who would it be done by?Keep capture/defense shouldn't be done by players. It shouldn't be done by 30 players who just die, rez and repeat till one side dominates other in a numbers game. Right now, all I see is that happening in prime time.
I agree it's not realistic for people to be able to resurrect and re-join the fight, though.
Question: The history of zerging.
I remember shortly after launch, there seemed to be far far more ppl in cyrodiil. was it 90 days campaigns, 9 of them?
In older screenshots, there were amounts of players marching together, that made it feel like a frickin army.
Amount, length and players in/of campaigns became less and less over time.
I heard the word "zerging" for the first time around the time when IC launched. mostly used by solo gankers who got overrun by a full raidgroup in the sewers.
As for now, the amount of players needed for a zerg seems to be less than 10.
Is that correct so far?
What is different now, that running with 50~100 ppl after launch was "cool", while running with 24 now is not cool?
Concerning general complains in pvp: Players who r able to take on a zerg alone seem to be not cool and a zerg stomping a single player seems to be not cool aswell.
Is actually hard to find vids that or old enough.
pts before launch
shortly after launch
Have no clue how to embed, sry.
For me, that was what made pvp awesome and special, hadnt seen anything like that in a mmo before.