So we all love zerging, I know I do. I play in lots of zerg guilds. Sometime, I'll join a pug zerg. Zerging is great! However, lately there have been certain groups that run over 24 players. Sure, there are going to be times when more than 24 players of the same faction are present in at one moment in time at a particular location, say, Chalman. Every DC i know loves their potatoes and they sure as hell love Chalman, so inevitably, they will show up at Chalman and say 40 are there at one time. but, this is kind of a problem. What's wrong with a good ol' time at Chalman with your fellow DC potatoes? Well for starters there's the lag issues. Once an area gets too populated the server starts to suffer. Honestly, that's the main issue. There are other things I perceive to be issues, like getting zerged down by 40 players, but hey maybe that's me.
The game was designed for large scale group combat, which means sometimes there are huge battles of 40 EP players fighting 40 DC players fighting 40 AD players. That's grand. I love these fights. They don't happen all the time though, and when they do, it can be a bit laggy. Sometimes, the lag is so bad you just get booted from the server. So I was thinking we could try to encourage other kinds of fights, smaller fights, that would be fun for people who aren't zerging all the time like I am. So far, the way I see it, there is an incentive to zerging and PvDooring. PvDooring is something that should be discouraged I think. Sure, its great to have some AP, continuous attack bonus, and extra points on the board for your alliance, but the sole objective of the alliance war should not be merely taking empty keeps for virtual points in a virtual world, as fun as that may be. I think, and I hope the developers agree, that the alliance war should mostly consist of PvP that results in capturing resources, taking keeps, and securing elder scrolls.
Today in the afternoon, there was a zerg guild that was almost exclusively PvDooring with many players, over 24 players they had several groups. Later today, there was another zerg running, which had several groups stacked together (50 or more players from the same faction in groups coordinating together). The first group was DC, the second was EP. The EP group was more or less unstoppable, there were no other groups to oppose it. If both DC and EP groups had run at the same time, maybe the DC would be able to stop the EP. Anyway, this EP group caused extreme lag, and this contributed to their "unstoppableness" to the point that DC players resorted to PvDooring keeps the EP group was not at. Sure they could have attacked AD or ERP or do other fun stuff, but basically this EP group forced DC to PvDoor since there was nothing that could have been done to stop them. Right now, there is no incentive to play in small groups nor is there a penalty for large groups. Both the DC and EP zergs are getting AP for capturing keeps and killing players, the same that would have been awarded a smaller group for the same feat.
Now I know you are wondering, what's my idea. It better be good because you just had to read all that text to get here. So here it is, cap alliance point gains at 24 players, or hell even 12 would be appreciated. Make zergers earn 0 ap basically. I know you guys have some fancy way of capping drops for world bosses at 12, so I think this is something you could pull off. Also, I would like to see alliance point gains scale upward based on how many people are in your group. Solo players should be rewarded for their bravery and gain more AP. Maybe that will encourage everyone to run in comm's instead of grouping, but if the alliance point gains are capped at 24 anyway, then we won't see insane group sizes as we have been witness to in Cyrodiil lately.
This idea will not be popular, especially because a lot of players (like myself) zerg. But I hope it will help change the way people zerg, and we can all say goodbye to (I think Crow was bragging about 70+ people in group?) insane zergs that ruin the fun for everyone. The main problem with my idea is that it will change the way people earn AP from keep ticks, so that only the first 24 (or whatever number) gain AP. I think this will also give incentive for more elite groups to run smaller and ball harder so to speak, and it would encourage people to split up and not coalesce at the same location just because we all want to potato to Chal.
Thanks for reading and please bump or respond so that devs will pay attention to my great idea! Huehuehue
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