Hypertionb14_ESO wrote: »or just implement a global 5s cooldown on all ability use... that will stop the lag..
not even joking there....
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Johngo0036 wrote: »Hypertionb14_ESO wrote: »or just implement a global 5s cooldown on all ability use... that will stop the lag..
not even joking there....
LOL... so we will all stare at each other for 5 seconds and then all pop a spell/skill,
and then stare for another 5 seconds,
Fights would never end,
Just reduce the max group size to 16. Believe it or not it will have a huge effect.
Just reduce the max group size to 16. Believe it or not it will have a huge effect.
Ap is based on number of people who hit the target, not group size.
If 50 people hit then 50 people get some ap.
Group size doesn't matter In a zerg. Don't need to be grouped to get share of ap.
Need a way to spread people out. Only thing i see working is to have other objectives that are worth doing. That means a reason to go take a farm.
Example, if players could manufacture keep npcs by holding a farm then there would be a damned good reason to take it.
Just reduce the max group size to 16. Believe it or not it will have a huge effect.
Ap is based on number of people who hit the target, not group size.
If 50 people hit then 50 people get some ap.
Group size doesn't matter In a zerg. Don't need to be grouped to get share of ap.
Need a way to spread people out. Only thing i see working is to have other objectives that are worth doing. That means a reason to go take a farm.
Example, if players could manufacture keep npcs by holding a farm then there would be a damned good reason to take it.
My comment had nothing to do with AP. Reducing group size will reduce zerging. Not in a major way but it will have a positive impact.
Johngo0036 wrote: »Hypertionb14_ESO wrote: »or just implement a global 5s cooldown on all ability use... that will stop the lag..
not even joking there....
LOL... so we will all stare at each other for 5 seconds and then all pop a spell/skill,
and then stare for another 5 seconds,
Fights would never end,
filmoretub17_ESO wrote: »If you can kill 20 players with 10 players then why would you want to run with 10 players?
"zerging" is such a misnomer. Why is teamwork by 20 or so players considered zerging? I never understand that.
Hypertionb14_ESO wrote: »ok im going to be serious...
Reducing AP gains when more than one person are attacking the same target..
Keep offense and Defense would go unchanged. Specifically the massive zerging to take a keep or defend it. you would still want to pile in as many as you can for those objectives.
this would have no effect on any tactics in those situations due to the goal being the Offensive or Defensive tick, or the keep itself and not so much of killing the enemy players involved. you would still get a zerg who comes in with proxy det when you try and take a keep etc.. on those reasons AP is not the goal, Current Zerging would contiune and this makes up a majority of the zerging.
the most noticeable changes would be that AP farmers use. as blobing and running around a resource to lure in people for AP would be alot less effective in earning it...
that is a good step, but how would it be calculated? if its based on group size, then you just keep grouping to a minimum. if its based on number of players hitting a target then blobbing is still effective as most will die in 4-5 steel tornados. base it on number of players near the target overall? could cause more lag due to the calculations, and utterly destroy AP gain for individual players who are legitimately running alone.
so while it would have a good effect on certain causes of blobbing, i dont think its enought on its own... maybe with making seige unpurgable and with the actual modifier done right...
Hypertionb14_ESO wrote: »so while it would have a good effect on certain causes of blobbing, i dont think its enought on its own... maybe with making seige unpurgable and with the actual modifier done right...
"zerging" is such a misnomer. Why is teamwork by 20 or so players considered zerging? I never understand that.
Sorry. Maybe the term "Blobbing" would be more appropriate.
You know, like when everyone stacks on Crown in a tight ball, then Crown tells them when to cast Proximity Detonation, charge in and spam Steel Tornado?
And that works. So more and more guilds start doing it... and pretty soon you end up with 1+ Full groups from each faction butting heads.. then lag... then damage desynching.
Yep.. don't see the problem there.
As opposed to incentives for smaller groups where you actually spread players out a bit (like a real war), which causes less lag, more dynamic maps, and battles that actually take SKILL instead of casting Proxy Det at the right time.
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"zerging" is such a misnomer. Why is teamwork by 20 or so players considered zerging? I never understand that.
Sorry. Maybe the term "Blobbing" would be more appropriate.
You know, like when everyone stacks on Crown in a tight ball, then Crown tells them when to cast Proximity Detonation, charge in and spam Steel Tornado?
And that works. So more and more guilds start doing it... and pretty soon you end up with 1+ Full groups from each faction butting heads.. then lag... then damage desynching.
Yep.. don't see the problem there.
As opposed to incentives for smaller groups where you actually spread players out a bit (like a real war), which causes less lag, more dynamic maps, and battles that actually take SKILL instead of casting Proxy Det at the right time.
So what are we supposed to do? Tone down our DPS?...should healers use a weaker heal when running in groups? Should tanks hold block only 1/2 the time?
I bet these guys were asked nicely to not use such big shields and such strong tactics/weapons.