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IC anti zerg mechanic needed.

Domander
Domander
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I think that for every player that contributes to your death, your % lost stones should scale down. This means that the more players you were fighting, the less stones you will lose.

Just a thought.
  • DisgracefulMind
    DisgracefulMind
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    I definitely, DEFINITELY agree with this.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Stikato
    Stikato
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    Or, the content could be gated like it was designed to be.
    Mordimus - Stam Sorc
  • Rylana
    Rylana
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    YOU STOP CLOAK AWAY NOW
    @rylanadionysis == Closed Beta Tester October 2013 == Retired October 2016 == Uninstalled @ One Tamriel Release == Inactive Indefinitely
    Ebonheart Pact: Lyzara Dionysis - Sorc - AR 37 (Former Empress of Blackwater Blade and Haderus) == Shondra Dionysis - Temp - AR 23 == Arrianaya Dionysis - DK - AR 17
    Aldmeri Dominion: Rylana Dionysis - DK - AR 25 == Kailiana - NB - AR 21 == Minerva Dionysis - Temp - AR 21 == Victoria Dionysis - Sorc - AR 13
    Daggerfall Covenant: Dannika Dionysis - DK - AR 21 == The Catman Rises - Temp - AR 15 (Former Emperor of Blackwater Blade)
    Forum LOL Champion (retired) == Black Belt in Ballista-Fu == The Last Vice Member == Praise Cheesus == Electro-Goblin
  • iseko
    iseko
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    Hmm seems legit. But it shouls go down to 40% or so tops. Roaming solo should be high riak high reward. I spend last two nights picking of straglers from zergs. They tend to have juicy piles of stones ripe for the taking. But if the zerg turns around im screwed. Soooo high risk high reward :)
  • Farorin
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    I agree that something anti-zerg needs to be implemented.

    IC is awesome, and the only things that make it less awesome is the zerging.

    Not sure about the mechanic you suggested, as I am against reducing how much TV stones are lost and I preffered it at 100% loss rate, but if that was the only viable anti-zerging mechanic, and if it worked, then I would be in support of it despite that.

    That being said, they could also have other counters for zerging, such as skill based counters, like an AOE that does more damage based on the number of PLAYERS that are hit (not NPCs). This would help in the alliance war as well as in IC.
  • Night-claw
    Night-claw
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    I agree, Currently these bomb groups "zergs" are ruining some of the fun for everyone i wish there was a group limit for imperial city say for example a group of 4 players or a tel var stone reduction if your in big group you get less tel var stone like a reduction per player in group
  • saiyan_84
    saiyan_84
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    I just posted something exactly like this last night. Its a great idea and a very fair one in my opinion. Every change that Zos made benefits safety in numbers game play. When you are solo and busting your ass trying to find situations where you can actually get a kill, its difficult to take when a group rolls over you and basically lose everything.

    The Kelly Gang

    Saiyan AD DK
    Nayias AD Warden
  • tist
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    Great Idea. Should scale from 80% down to 40%. You can tell IC was designed for this type of combat unlike cyrodiil.
  • Psilent
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    There is a way to wipe them. Pull those sweeper mobs into their zergs. Make sure you tag them, the players, and then watch as your Tel'var counter goes up.
  • AhPook_Is_Here
    AhPook_Is_Here
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    I think if they just removed healing from the game it would fix most of the problems. 1st healing stacks in large groups giving them a huge defensive advantage over small groups, and 2nd DPS also stacks in the same Venn diagram. Since nobody wants to entertain collision which is the only way to create a tactical disadvantage to standing inside each other, removing healing will make it so small groups can surround large groups and while overlapping the large groups circles of inclusion, have minimal exposure in the large groups circle.

    You don't have to remove healing in PVE, just in PVP or nerf it down 75%+ more from where it is at now.
    “Whatever.”
    -Unknown American
  • ToRelax
    ToRelax
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    I think if they just removed healing from the game it would fix most of the problems. 1st healing stacks in large groups giving them a huge defensive advantage over small groups, and 2nd DPS also stacks in the same Venn diagram. Since nobody wants to entertain collision which is the only way to create a tactical disadvantage to standing inside each other, removing healing will make it so small groups can surround large groups and while overlapping the large groups circles of inclusion, have minimal exposure in the large groups circle.

    You don't have to remove healing in PVE, just in PVP or nerf it down 75%+ more from where it is at now.

    How about they just restore resource management? :cry:
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • AhPook_Is_Here
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    ToRelax wrote: »
    I think if they just removed healing from the game it would fix most of the problems. 1st healing stacks in large groups giving them a huge defensive advantage over small groups, and 2nd DPS also stacks in the same Venn diagram. Since nobody wants to entertain collision which is the only way to create a tactical disadvantage to standing inside each other, removing healing will make it so small groups can surround large groups and while overlapping the large groups circles of inclusion, have minimal exposure in the large groups circle.

    You don't have to remove healing in PVE, just in PVP or nerf it down 75%+ more from where it is at now.

    How about they just restore resource management? :cry:

    I wouldn't mind that either! Personally, I'd take both.
    “Whatever.”
    -Unknown American
  • DisgracefulMind
    DisgracefulMind
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    Psilent wrote: »
    There is a way to wipe them. Pull those sweeper mobs into their zergs. Make sure you tag them, the players, and then watch as your Tel'var counter goes up.

    During the special event in the middle of the Sewers, my friends were run over by a huge AD zerg right when the bonus boss spawned. I stayed alive, we rezzed everyone, at the very end, when he does his huge explosion, we tagged all the AD, watched them all get one-shot, then cleared the rest who didn't. So many Tel-Var stones, and the sweet, sweet revenge ;)
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • VoiDGhOs7
    VoiDGhOs7
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    Pve zergs are easier to counter but once you encounter a pvp zerg than youre most likely dead,been in EU TB a couple of minutes ago and got killed by 5 steel tornado on death recap so like many other players said "Numbers Win",zos loves zergs thats all.
  • Yonkit
    Yonkit
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    Boredom will kill the zergs more efficiently than anything ZoS can do mechanic-wise. Give it a little time and people will thin out, blob-less, and return to the overworld. I'm a consummate practitioner of large group play, but in the IC there's no place for it, so I'm just all alone most of the time. I'll rejoin the fold when big group action swings back up top out of sheer boredom.
    Has an Alter Ego in the form of a very large quadrupedal black & white Bear.
  • Kupoking
    Kupoking
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    Define zerg in terms of numbers.

    I though that prox det was anti zerg now.
  • MrGrimey
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    This seems to be the most popular suggestion, and it really makes sense, easy Zerg kills shouldn't have the same reward as 1v1 and 1vX battles... Also, damage needs a slight increase to prevent the need for large groups to kill 1 person and to also stop 1v1 stalemates
  • Kupoking
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    What I do usually is drag the raid into a roaming boss. They aggro it. Then all kind of shenanigans starts to happen.
  • Kilandros
    Kilandros
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    REMOVE

    AOE CAPS

    COMPLETELY
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Psilent
    Psilent
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    Psilent wrote: »
    There is a way to wipe them. Pull those sweeper mobs into their zergs. Make sure you tag them, the players, and then watch as your Tel'var counter goes up.

    During the special event in the middle of the Sewers, my friends were run over by a huge AD zerg right when the bonus boss spawned. I stayed alive, we rezzed everyone, at the very end, when he does his huge explosion, we tagged all the AD, watched them all get one-shot, then cleared the rest who didn't. So many Tel-Var stones, and the sweet, sweet revenge ;)

    We had a similar incident happen two nights ago there. AD came in with a big zerg to do the central sewer event, we would run out and hit a few and got a few chasers that we killed. Once we realized the zerg didn't care about us we waited until they started one of the portals, then we hit them hard. Wiped them out. Loads of fun!

    But yes, that last boss death animation, is the best haha.

  • Kupoking
    Kupoking
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    Those AD... not making me proud
  • eliisra
    eliisra
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    Think problem with IC is that even a 10-12 man group is going to be a zerg, due to the size and design of the maps. Than you have all these guilds, used to running traditional PvP raids for their members and it's causing complete chaos in sewers and districts.

    But in their defence, what are they suppose to do? Kill of all guild activities, retire and tell everyone to bugger of into 3-man teams or go solo?

    I dont know how to fix it. Because it's clearly not a case of needing some mechanics to break up 50+ man blobs at this point. It's rather just a normal raid here and there, not fitting in. Obviously trying to find other raids and big numbers to fight, because that's what larger group wants to do. But all they end up doing is running over solo'ers and small teams for like 1 stone each. It's annoying and boring for everyone.

    I think it will sort itself out tho. Mainly because of how boring and unrewarding it becomes when you invite to many players in your IC group.
  • DisgracefulMind
    DisgracefulMind
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    eliisra wrote: »
    Think problem with IC is that even a 10-12 man group is going to be a zerg, due to the size and design of the maps. Than you have all these guilds, used to running traditional PvP raids for their members and it's causing complete chaos in sewers and districts.

    But in their defence, what are they suppose to do? Kill of all guild activities, retire and tell everyone to bugger of into 3-man teams or go solo?

    I dont know how to fix it. Because it's clearly not a case of needing some mechanics to break up 50+ man blobs at this point. It's rather just a normal raid here and there, not fitting in. Obviously trying to find other raids and big numbers to fight, because that's what larger group wants to do. But all they end up doing is running over solo'ers and small teams for like 1 stone each. It's annoying and boring for everyone.

    I think it will sort itself out tho. Mainly because of how boring and unrewarding it becomes when you invite to many players in your IC group.

    Make the maximum group size in IC 8 people.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Minno
    Minno
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    Yonkit wrote: »
    Boredom will kill the zergs more efficiently than anything ZoS can do mechanic-wise. Give it a little time and people will thin out, blob-less, and return to the overworld. I'm a consummate practitioner of large group play, but in the IC there's no place for it, so I'm just all alone most of the time. I'll rejoin the fold when big group action swings back up top out of sheer boredom.

    Or when everyone gets their gear. The race to get to vr16 is driving the zerging.

    Advice would be to join that zerg, get the gear quickly and return back to solo play.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Rylana
    Rylana
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    Minno wrote: »
    Yonkit wrote: »
    Boredom will kill the zergs more efficiently than anything ZoS can do mechanic-wise. Give it a little time and people will thin out, blob-less, and return to the overworld. I'm a consummate practitioner of large group play, but in the IC there's no place for it, so I'm just all alone most of the time. I'll rejoin the fold when big group action swings back up top out of sheer boredom.

    Or when everyone gets their gear. The race to get to vr16 is driving the zerging.

    Advice would be to join that zerg, get the gear quickly and return back to solo play.

    Considering everyone thats intending to do at least a 5 piece crafted set is gonna need about 700-900 mats per suit/toon.... yeah the zergs aint going anywhere anytime soon.
    @rylanadionysis == Closed Beta Tester October 2013 == Retired October 2016 == Uninstalled @ One Tamriel Release == Inactive Indefinitely
    Ebonheart Pact: Lyzara Dionysis - Sorc - AR 37 (Former Empress of Blackwater Blade and Haderus) == Shondra Dionysis - Temp - AR 23 == Arrianaya Dionysis - DK - AR 17
    Aldmeri Dominion: Rylana Dionysis - DK - AR 25 == Kailiana - NB - AR 21 == Minerva Dionysis - Temp - AR 21 == Victoria Dionysis - Sorc - AR 13
    Daggerfall Covenant: Dannika Dionysis - DK - AR 21 == The Catman Rises - Temp - AR 15 (Former Emperor of Blackwater Blade)
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  • Minno
    Minno
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    Rylana wrote: »
    Minno wrote: »
    Yonkit wrote: »
    Boredom will kill the zergs more efficiently than anything ZoS can do mechanic-wise. Give it a little time and people will thin out, blob-less, and return to the overworld. I'm a consummate practitioner of large group play, but in the IC there's no place for it, so I'm just all alone most of the time. I'll rejoin the fold when big group action swings back up top out of sheer boredom.

    Or when everyone gets their gear. The race to get to vr16 is driving the zerging.

    Advice would be to join that zerg, get the gear quickly and return back to solo play.

    Considering everyone thats intending to do at least a 5 piece crafted set is gonna need about 700-900 mats per suit/toon.... yeah the zergs aint going anywhere anytime soon.

    True. But at some point the freshness of the update is driving everyone to be here grouping up. Once it dies a little you should see it give up a little.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Tyr
    Tyr
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    Stikato wrote: »
    Or, the content could be gated like it was designed to be.

    If it was gated, there would still be zergs, but only with 2 factions instead of 3 since it's unlikely that one alliance would be able to hold off both enemies from reclaiming their own keep for any reasonable length of time.

    There's also the fact that for most people once they go into IC for the night, they will stay there whether their faction retains access or not.
  • Minno
    Minno
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    Tyr wrote: »
    Stikato wrote: »
    Or, the content could be gated like it was designed to be.

    If it was gated, there would still be zergs, but only with 2 factions instead of 3 since it's unlikely that one alliance would be able to hold off both enemies from reclaiming their own keep for any reasonable length of time.

    There's also the fact that for most people once they go into IC for the night, they will stay there whether their faction retains access or not.

    Correction: gated for DC on all but 2 campaigns.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • vaagventje17eb17_ESO
    Domander wrote: »
    I think that for every player that contributes to your death, your % lost stones should scale down. This means that the more players you were fighting, the less stones you will lose.

    Just a thought.

    how about the other way around, you will lose stones for every death of a person in your group. if you with a raid, and 1 guy dies, everybody loses a certain amount of stone because its a team effort, so also it should be a team loss.
    i don't suggest in anyway everybody in the group should lose 80% stones for every death. that would be ridiculous. but i suspect a number that will work can be thought up.
  • Neoakropolis
    Neoakropolis
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    There is no reason to currently run in Cyro other then capping keeps for emp but its so last season. Watched a 20 man DC group cap emp on a FULL AD pop server with Alessia being the last keep. No defense. During the good ole days, they would not have gone with out a fight but now its not cool to defend keeps. So I go into IC and see like 5 people in the whole zone.. Where is everyone!? So all the blobs from Cyro just run in IC now because it's the new hot spot. Taking back their keeps means nothing since the gates are all open anyways.
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