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So fun, so frustrating

Saddiq
Saddiq
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Man, IC is a blast. Interesting story so far (which ESO is up and down on), like that it continues the main plot. Very engaging mechanics, and the interplay with PVP and PVE, when it works well, works really well. Already some of my best nights of ESO have come from PVP/PVE engagements. I've even had some chivalrous enemy players attack me, and then sheath their weapon to let me finish a quest-related task--after which, of course, all bets are off.

Man, IC is frustrating. Well crafted, well intended playground gets *** on by oceans of blue, yellow, and red sweeping over the streets in what can only be described as God mode. I'm not even frustrated when I die--and I usually get mad and defensive when I die in video games. All I can do is laugh at the 30+ sea of red that rolled over me. It's comical how anyone could have fun playing in a zerg in post-war-torn streets. What part of rolling over sets of 1-4 players in a group of 30 is fun?

At present, for me, IC is unquestionably the very best of ESO, utterly swept under the rug by ZOS' allowing groups of players to enter God mode against the intended groups of 4, of which the most I've seen has been on 'Let's Play' videos with the dev team. Clearly, they want and designed this for groups of 4--that's how they play.

I don't care how you do it--but pretty much everyone agrees--somehow, in some way, you have got to make being in and forming a zerg in IC so punitive that no one will want to do it. Right now, it's not working, and it's painful because right past the death screen with 30 enemy players swarming behind it, is a game-within-a-game that is so close to being my favourite of all time.
  • PBpsy
    PBpsy
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    Saddiq wrote: »
    of 1-4 players in a group of 30 is fun?

    At present, for me, IC is unquestionably the very best of ESO, utterly swept under the rug by ZOS' allowing groups of players to enter God mode against the intended groups of 4, of which the most I've seen has been on 'Let's Play' videos with the dev team. Clearly, they want and designed this for groups of 4--that's how they play.
    No. They played in groups of 4 because they are not l33t enough to get invited to the zergs.Clearly.

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  • Saddiq
    Saddiq
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    I suppose they should work on their BICEPS.
  • Winterpsy
    Winterpsy
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    I always wondered, why the IC was not designed in a way to split it to multiple instances into which 2-3 groups of 4-8 ppl are allowed only. That would solve this zerg issue.

    Also I wonder if punitive, detrimental debuffs would be effective to discourage players to form a zerg ball. Zerging is a natural reaction. Strength in numbers. Players just gravitate towards each other.
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  • Saddiq
    Saddiq
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    Winterpsy wrote: »
    I always wondered, why the IC was not designed in a way to split it to multiple instances into which 2-3 groups of 4-8 ppl are allowed only. That would solve this zerg issue.

    Also I wonder if punitive, detrimental debuffs would be effective to discourage players to form a zerg ball. Zerging is a natural reaction. Strength in numbers. Players just gravitate towards each other.

    That's actually a really good idea. Pop cap at 12-16 tops per faction. I suppose tying it to specific campaigns makes it a little messy, but they can still copy-paste the group dgn instancing model right onto it and it'll work.
  • aco5712
    aco5712
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    What they need to do is make a max of a group of 8 in IC. And also when you die, you revive in a random district. I have seen it happen to many times where there is like one solo person, and then a random joins him and then another random and soon its a group of like 16 solo players who just zerg together but arent in a group. This will help em to spread out.

    AND not to mention solo the zerg issue making players have to revive group members coz right now its like FORWARD CAMPS where you just respawn with full resources. And i know dropping TV is supposed to be the drawback but when you just mindlessly run at people with 4 stones it doesnt mean much.
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  • Saddiq
    Saddiq
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    Yep--death should send you outside the district. With all the fights happening at faction spawn sites, without even dropping to the ground, death is meaningless for so many players.

    Of course, with the current state of loading screens lasting 2-3 mins, all you need to do is pop them into the sewers, but once ZOS debugs these awful loading screen times, we'll need more game-designed delays.
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