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Solution to Stop Zerging

dantator
dantator
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ZOS revert AOEs back to how they were and we will deter 20+ man group with our 8-12 man groups which in result will reduce the zerg and lag :D
It's really tough for a 8-12 man group to go up against 24+ man group in comparison to how it was before 1.6.

Here is a short video of some credibility:

https://youtube.com/watch?v=wQKYL-pq1cY

I'm dead serious. This isn't a troll post.
+Divine Force+

+Divines+
  • Sausage
    Sausage
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    24 should kill 8 guys easily. No wonder this game is so dead. Btw, IC will cure lag and zerging.
    Edited by Sausage on September 25, 2015 6:09AM
  • BuggeX
    BuggeX
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    there is a simplyer solution, make it like with TVs and loot in ic, just the 12 ppls with the most dps or hps will get APs
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • dantator
    dantator
    ✭✭✭
    Sausage wrote: »
    24 should kill 8 guys easily. No wonder this game is so dead. Btw, IC will cure lag and zerging.

    Nah, I disagree. Usually groups that run 24 man groups are the bad ones. Back in 1.5 and lower we would run 8-12 man groups and we would farm zergs. I used to be a DiE member.
    +Divine Force+

    +Divines+
  • dantator
    dantator
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    Sausage wrote: »
    24 should kill 8 guys easily. No wonder this game is so dead. Btw, IC will cure lag and zerging.

    New players have a mindset of "the more numbers we have, the saver I am." Plus, the more people are in a group the less damage you will take.
    +Divine Force+

    +Divines+
  • dantator
    dantator
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    BuggeX wrote: »
    there is a simplyer solution, make it like with TVs and loot in ic, just the 12 ppls with the most dps or hps will get APs

    That too but I'm just saying that the aoe cap was the wrong way to go and they need to revert it back to how it was in 1.5 and under. From my experience, in 1.6 the chances of a 8-12 to win against a 20+ group was really low but in 1.5 and under it was pretty easy.
    +Divine Force+

    +Divines+
  • dantator
    dantator
    ✭✭✭
    I did exaggerate the title but it will for sure help to reduce zerging and I thought I would share what I learned from playing this game since pre-launch and playing in some of the best guilds in the game like DiE.

    +Divine Force+

    +Divines+
  • Hyperplexed
    Hyperplexed
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    BuggeX wrote: »
    there is a simplyer solution, make it like with TVs and loot in ic, just the 12 ppls with the most dps or hps will get APs

    Yes, because tanks... (that "feature" has to go btw...)
  • hrothbern
    hrothbern
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    BuggeX wrote: »
    there is a simplyer solution, make it like with TVs and loot in ic, just the 12 ppls with the most dps or hps will get APs

    Yep,
    I believe also that restriction of the number of players that get the spoils is the way to go: XP, AP, CP, loot.

    Though I would add Incoming Damage to Damage dealt and Healing dealt. Otherwise ranged glass canons get relatively too much and frontline players with more mitigation and less damage can forget it.

    The real issue however, even with only DPS and HPS:
    The complication is that you divide spoils per singular character killed, and that killed character is not healed !
    Adding up the Damage the killed character receives per player and then sort, is easy to code.
    But how do you attribute the relevant healing to the involved allies when a fiendly character is killed???

    I thought out several algoritms to do this, whereby incoming damage is easier than HPS(!), but they are all complicated in coding and will only add to the lag !!!


    Edited by hrothbern on September 25, 2015 7:15AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • dantator
    dantator
    ✭✭✭
    BuggeX wrote: »
    there is a simplyer solution, make it like with TVs and loot in ic, just the 12 ppls with the most dps or hps will get APs

    Yes, because tanks... (that "feature" has to go btw...)

    Haha yeah that would suck for tanks
    +Divine Force+

    +Divines+
  • BuggeX
    BuggeX
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    BuggeX wrote: »
    there is a simplyer solution, make it like with TVs and loot in ic, just the 12 ppls with the most dps or hps will get APs

    Yes, because tanks... (that "feature" has to go btw...)

    then dont zerg arround, easy as pie
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • dantator
    dantator
    ✭✭✭
    hrothbern wrote: »
    BuggeX wrote: »
    there is a simplyer solution, make it like with TVs and loot in ic, just the 12 ppls with the most dps or hps will get APs

    Yep,
    I believe also that restriction of the number of players that get the spoils is the way to go: XP, AP, CP, loot.

    Though I would add Incoming Damage to Damage dealt and Healing dealt. Otherwise ranged glass canons get relatively too much and frontline players with more mitigation and less damage can forget it.

    The real issue however, even with only DPS and HPS:
    The complication is that you divide spoils per singular character killed, and that killed character is not healed !
    Adding up the Damage the killed character receives is easy to code.
    But how do you attribute the relevant healing to the involved allies when a fiendly character is killed???

    I thought out several algoritms to do this, whereby incoming damage is easier (!), but they are all complicated in coding and will only add to the lag !!!


    Ya, I agree. That is why I proposed to bring back 1.5 aoe. IMO it is the friendliest and one of the better ways of dealing with zerging.
    +Divine Force+

    +Divines+
  • dantator
    dantator
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    BuggeX wrote: »
    BuggeX wrote: »
    there is a simplyer solution, make it like with TVs and loot in ic, just the 12 ppls with the most dps or hps will get APs

    Yes, because tanks... (that "feature" has to go btw...)

    then dont zerg arround, easy as pie

    Try telling that to people that don't even know how to cc brake.
    +Divine Force+

    +Divines+
  • dantator
    dantator
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    Trust me, from my experience, I noticed that skilled players preferred to be in 8-12 man groups in 1.5 and under because it was super fun and relatively easy if there was good group synergy and individual skill.
    +Divine Force+

    +Divines+
  • dantator
    dantator
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    What made it possible for a 8-12 man group to take on 20+ man groups is proxi. Pretty much proxi saved smaller groups.
    +Divine Force+

    +Divines+
  • BuggeX
    BuggeX
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    removing cap Limit will cause more Problems, do you think a 12 man Group, even if they have 3600 CPs,
    could whipe out abraxus or karisha Trains for example?

    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • dantator
    dantator
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    BuggeX wrote: »
    removing cap Limit will cause more Problems, do you think a 12 man Group, even if they have 3600 CPs,
    could whipe out abraxus or karisha Trains for example?

    Yes, if they remove the caps I will start up Divines again, unit some of the best 1vX, group players, and duelers in the game and will we wipe every and any group and I will record it and upload it.
    +Divine Force+

    +Divines+
  • Winterpsy
    Winterpsy
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    I'd settle with a mechanic that makes your screen flashing read, if there are zergs nearby, so we can avoid them more easily.

    Something like "survival instinct" :smiley:
    Big fat Nord Dragon knight with a huge hammer. - Tank
    Stealthy argonian witch templar - Healer (lowbie)
  • dantator
    dantator
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    Winterpsy wrote: »
    I'd settle with a mechanic that makes your screen flashing read, if there are zergs nearby, so we can avoid them more easily.

    Something like "survival instinct" :smiley:

    Hahaha that would be cool.
    +Divine Force+

    +Divines+
  • dantator
    dantator
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    Listen, I'm fine with how the game is right. I've learned how to adapt with every update but I just giving advice to ZOS. Players that have been playing since the beginning and players that excel at the game know what works and what doesn't.

    The reason I am sharing my knowledge is because I want this game to be great and grow to be bigger than WoW. Without a doubt this game has the potential.
    +Divine Force+

    +Divines+
  • dantator
    dantator
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    I really do hope ZOS and others are listening to what I'm saying and are at least considering it. And if not than it is sad because we have played this game long enough to know and have our opinion respected. Ask any good group leader and he/she will agree with me on this topic.
    +Divine Force+

    +Divines+
  • dantator
    dantator
    ✭✭✭
    +Divine Force+

    +Divines+
  • hrothbern
    hrothbern
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    .

    dantator wrote: »
    Listen, I'm fine with how the game is right. I've learned how to adapt with every update but I just giving advice to ZOS. Players that have been playing since the beginning and players that excel at the game know what works and what doesn't.

    The reason I am sharing my knowledge is because I want this game to be great and grow to be bigger than WoW. Without a doubt this game has the potential.

    absolutely :)
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • McSwaggins
    McSwaggins
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    Am I the only person who considers a 8-12 man group a zerg still
  • BuggeX
    BuggeX
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    McSwaggins wrote: »
    Am I the only person who considers a 8-12 man group a zerg still

    yes
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • DaveTheMinion
    DaveTheMinion
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    dantator wrote: »
    ZOS revert AOEs back to how they were and we will deter 20+ man group with our 8-12 man groups which in result will reduce the zerg and lag :D
    It's really tough for a 8-12 man group to go up against 24+ man group in comparison to how it was before 1.6.

    Here is a short video of some credibility:

    https://youtube.com/watch?v=wQKYL-pq1cY

    I'm dead serious. This isn't a troll post.

    Hang on, how can you say this "It's really tough for a 8-12 man group to go up against 24+ man group in comparison to how it was before 1.6."
    Then say this "Nah, I disagree. Usually groups that run 24 man groups are the bad ones. Back in 1.5 and lower we would run 8-12 man groups and we would farm zergs. I used to be a DiE member".

    ?????????????

    EU PS4 Megaserver
    VR16 Sorc - Daggerfall - Magic Build
    VR16 Nightblade - Daggerfall - Stamina Build

    PS4 Guild: Illuminati Gaming for the over 30's is not a myth.
  • imredneckson
    imredneckson
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    Zergs are a wicked problem meaning there is no good and/or easy way to fix them. I've thought about different ways to reduce AP gain in group over a certain number, nerf AOE range and/or damage ( still laughing at the nerf impulse but buff steel tornado idea ), but I just don't know anymore.

    I like how you're trying to help ZOS help us and I hope they listen to you and other player who keep trying to improve this game.
    Legions of Mordor Guild Officer
    Member of the GvG Community

    Dunmer NB - Merser Frey (DC)
    Dunmer DK - Akaviri Battlereeve (DC)- http://orig05.deviantart.net/7ecd/f/2016/013/b/f/you_***_kill_by_eso_picture-d9nrz0q.png
    Imperial Templar - Knight of the Blood Oath (DC)-
    http://orig00.deviantart.net/5ba3/f/2016/115/a/0/jesus_beam_ftw____by_eso_picture-da09ecj.png
    High Elf Templar - Aurí-El (AD)
    High Elf Templar - Teutonic Honor Guard (EP)
  • Personofsecrets
    Personofsecrets
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    ✭✭✭
    Arena
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • dantator
    dantator
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    McSwaggins wrote: »
    Am I the only person who considers a 8-12 man group a zerg still

    A 8-12 man group won't lag the server. I've seen guilds run two 24 man groups or maybe it was even 3. All I'm saying is that it will help reduce huge groups and it will encourage people to run small groups because of the possibility of taking on huge groups.
    +Divine Force+

    +Divines+
  • dantator
    dantator
    ✭✭✭
    dantator wrote: »
    ZOS revert AOEs back to how they were and we will deter 20+ man group with our 8-12 man groups which in result will reduce the zerg and lag :D
    It's really tough for a 8-12 man group to go up against 24+ man group in comparison to how it was before 1.6.

    Here is a short video of some credibility:

    https://youtube.com/watch?v=wQKYL-pq1cY

    I'm dead serious. This isn't a troll post.

    Hang on, how can you say this "It's really tough for a 8-12 man group to go up against 24+ man group in comparison to how it was before 1.6."
    Then say this "Nah, I disagree. Usually groups that run 24 man groups are the bad ones. Back in 1.5 and lower we would run 8-12 man groups and we would farm zergs. I used to be a DiE member".

    ?????????????

    I see no contradiction in what I said. Please explain to me what you meant.
    +Divine Force+

    +Divines+
  • dantator
    dantator
    ✭✭✭
    Arena

    Oh and Arena too haha
    +Divine Force+

    +Divines+
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