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Solution to Stop Zerging

  • dantator
    dantator
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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.

    Oh, don't even get me started on steel tornado and impulse lmao... But yeah, like I said we have played this game long enough and played it in every aspect to know what works and what doesn't. Idk, I feel like ZOS listened too much to players that didn't know the game well enough and players that were (and I'm sorry to say this) noobs, which caused nerf this nerf that.
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  • dantator
    dantator
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    Pretty much the point I'm trying to make is that with the aoe cap people are forced to run in huge groups to take on other huge groups or zergs but if there were no aoe caps it would be easier for smaller groups to excel which will encourage people to run small groups.

    In fact, when I used to lead Divines we were told to "run a zerg to be competitive" even though we were doing well because we had a solid team.
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  • dlepi24
    dlepi24
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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.

    It will? I've just seen more zerging if anything. People would rather not get as many stones per kill if that means their stones are safe in a large group. 24 PvE players should lose to 8 great PvP players. If their builds are meant to break up zergs and can outplay 24 players, it should happen. I don't know why there's an AoE cap. Maybe in open world cyrodiil, but something needs to be done to punish zergs in IC. If that means removing the AoE cap, then remove it. Why is ZOS promoting zergs in IC? That's for Cyrodiil.
  • Leeric
    Leeric
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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.

    How does IC cure Zerging in IC?
    .....ridiculous
  • Turelus
    Turelus
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    I'm going to say this once again.

    Nerfing rewards etc. will not stop zerging.

    Groups zerg because there is safety in numbers and bringing more numbers will eventually turn any battle to your favour. This has been the same in every MMO which has had open world style PvP.

    I have no problems with changes which mean a quality group of players can beat a larger group, however to keep the game fair larger numbers should eventually be able to overcome this. It's on the smaller groups to realise when they're skill is finally outmatched by numbers and disengage.

    I run a PvP guild with around 90 members, on a planned guild raid night which we hold once a week I normally have 40-50 members online wanting to play together, should I now be turning members away or saying people can't play with some of their friends because we have to break up the raid?

    Look at this video which ZOS advertised the game as, this is the PvP myself and many others were excited to come here for.
    https://www.youtube.com/watch?v=KxJTsq2XeKY

    Cyrodiil should be treated like a sandbox, PvP should be of all types at all times and part of the nights play should be hunting/avoiding groups you do/don't want to tangle with.
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  • Riga_Mortis
    Riga_Mortis
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    We are discouraged from playing through the quests in a group and now we are discouraging playing PvP in groups?

    This is not how I thought an Elder Scrolls MMO would turn out lol.
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  • Lunerdog
    Lunerdog
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    Easy way to stop zerging.


    One on one - 80% of stones.

    Group of four - 50% of stones.

    Group of six - 25% of stones.

    Group of eight - 10% of stones.

    Group of ten and up - 0 stones.

    Group of twenty and up - the person you kill gets ALLof your stones because your a dirty zerging scumbag.
  • Turelus
    Turelus
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    Dazza1968 wrote: »
    We are discouraged from playing through the quests in a group and now we are discouraging playing PvP in groups?

    This is not how I thought an Elder Scrolls MMO would turn out lol.

    Well people do seem to want Skyrim Online, single player experience. :tongue:
    @Turelus - EU PC Megaserver
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  • Minnesinger
    Minnesinger
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    There isn´t a simple solution to this otherwise there wouldn´t be detonation running zerg groups. They add a mechanic to bust zergs resulting in adoptation of that mechanic in zergs. I definitely think that a good group of well thought builds of 8-12 should have a chance against a rubble of 20+ zergers. I watch with pity when I see good players running with zergs killing a chance of good fights.

    Down with zergs!
    Edited by Minnesinger on September 25, 2015 10:35AM
    A is for Atronach.
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    C is for Comberry.
  • Minnesinger
    Minnesinger
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    Lunerdog wrote: »
    Easy way to stop zerging.


    One on one - 80% of stones.

    Group of four - 50% of stones.

    Group of six - 25% of stones.

    Group of eight - 10% of stones.

    Group of ten and up - 0 stones.

    Group of twenty and up - the person you kill gets ALLof your stones because your a dirty zerging scumbag.

    That would work only in IC. Personally, I don´t really care of TV stones. Trophies are the real goal of my adventures in IC.
    A is for Atronach.
    B is for Bungler's Bane.
    C is for Comberry.
  • dantator
    dantator
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    Turelus wrote: »
    I'm going to say this once again.

    Nerfing rewards etc. will not stop zerging.

    Groups zerg because there is safety in numbers and bringing more numbers will eventually turn any battle to your favour. This has been the same in every MMO which has had open world style PvP.

    I have no problems with changes which mean a quality group of players can beat a larger group, however to keep the game fair larger numbers should eventually be able to overcome this. It's on the smaller groups to realise when they're skill is finally outmatched by numbers and disengage.

    I run a PvP guild with around 90 members, on a planned guild raid night which we hold once a week I normally have 40-50 members online wanting to play together, should I now be turning members away or saying people can't play with some of their friends because we have to break up the raid?

    Look at this video which ZOS advertised the game as, this is the PvP myself and many others were excited to come here for.
    https://www.youtube.com/watch?v=KxJTsq2XeKY

    Cyrodiil should be treated like a sandbox, PvP should be of all types at all times and part of the nights play should be hunting/avoiding groups you do/don't want to tangle with.

    I would always put a cap on how many people would be in our group within the moment. We too had probably almost up to 200 members in the guild. Only once we had a 24 man group and it was by accident and after it I said to everyone that we are never going to run 24 man zerg ever again. We normally had 12 man groups and at times it would be 16 man but not as often. Also, we would kick people from the guild that were not skilled players and people that were not as active with the guild as they were required to be.

    All I'm saying is that this is can help reduce (the title was a pretentious title) zerging but there are other ways ZOS can go about to fix the issue.
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  • dantator
    dantator
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    Dazza1968 wrote: »
    We are discouraged from playing through the quests in a group and now we are discouraging playing PvP in groups?

    This is not how I thought an Elder Scrolls MMO would turn out lol.

    With all honesty, I love zergs because we you wipe them with a 8-12 man groups it's a blast. Zerg is an aspect to MMO and I can only imagine a game with 1000v1000 (It's only a dream right now) but in reality ESO servers can't handle huge zerging. Maybe the servers can but they need to figure out what is wrong with them but in the mean time ZOS tried to reduce zerging because it will help reduce the lag.

    Shoot, one of the main reasons I wanted to play ESO when I saw it in beta was to have massive scale battles.
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    +Divines+
  • Akrasjel
    Akrasjel
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    Don't cry zerg in a game with open world PvP... thats natural
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  • Asherons_Call
    Asherons_Call
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    Just post a game master at the exit of the sewers that are being camped and tell the gankers to disburse or get account locked for a week or so. After a few weeks they'd eventually get the hint.
  • Hiero_Glyph
    Hiero_Glyph
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    The OP is correct although their rationale is wrong. The reason why AoE caps need to be removed isn't to give an advantage to the 8-12 player (smaller?) groups; it's to punish players that utilize bad strategies and cluster around singular targets. By all rights the 12-24 player group should have no problem killing the smaller groups or single player but when they rely on numbers instead of skill/strategy then they should be punished for allowing the smaller group/single player to exploit their mistake(s).

    If that large group remains spread apart and uses strategy in how they attack then the small group/single player is no better off even without AoE caps; the larger group will still have the advantage. If, however, the larger groups remains clustered and groups together around targets and in hallways then a small group/single player should be able to use an ability to exploit this mistake. I mean take Proximity Detonation, it's radius is small enough to be avoided but large enough to punish players that stand next to one another. It also only gains +5% per target so even if 10 targets are clustered it's not like the +50% is going to make it OHKO everyone; it just makes large groups actually have to apply tactics instead of brute force.
    Edited by Hiero_Glyph on September 25, 2015 7:02PM
  • Kupoking
    Kupoking
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    You do realize that a grp of 24 with aoe bomb will totally destroy a grp of 8 due to the fact that their aoe are also un capped so is their heals and aoe buffs.

    Might work vs a grp of 24 stacked together if you get a negate timed right and surprise factor but its about it. Smart leader would spread his 24 making your ult dump hit 3-4 and the other 20 would still murder the grp of 8.

    Oh and DiE would roam around zergs taking advantage of their presence to bomb and run over enemy groups. Only grps that would run 8 members vs more would be bombing in chokes or behind enemies by surprise. However it didnt work all the time.

    I remember the damage of 12+ impulse all at once. It was not fun.
  • Egonieser
    Egonieser
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    Ok, so let me get this straight. You want people to go from wrecking blow spamspamityspam to AoE spamspammityspam and that will solve the problems? It just turns from one problem to another, but it still remains a problem. 12 people spamming unlimited target steel tornado and flame ring does not equal skill, it just means you are an AoE spammer, and puts you in the same category as a wrecking blow spammer or snipe spammer etc.
    Or there is a different solution. Keep the unlimited AoE targets but reduce damage for each target it hits by 3%, that way it's balanced between damage and massive AoE.
    Edited by Egonieser on September 25, 2015 7:14PM
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  • RAGUNAnoOne
    RAGUNAnoOne
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    Lunerdog wrote: »
    Easy way to stop zerging.


    One on one - 80% of stones.

    Group of four - 50% of stones.

    Group of six - 25% of stones.

    Group of eight - 10% of stones.

    Group of ten and up - 0 stones.

    Group of twenty and up - the person you kill gets ALLof your stones because your a dirty zerging scumbag.

    That would work only in IC. Personally, I don´t really care of TV stones. Trophies are the real goal of my adventures in IC.

    the problem is the game does not base this on how many people in a group are in combat but how many people in general are in combat with targets so with this system one stray person can have the potential to ruin it for everyone...
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  • Hiero_Glyph
    Hiero_Glyph
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    Egonieser wrote: »
    Ok, so let me get this straight. You want people to go from wrecking blow spamspamityspam to AoE spamspammityspam and that will solve the problems? It just turns from one problem to another, but it still remains a problem. 12 people spamming unlimited target steel tornado and flame ring does not equal skill, it just means you are an AoE spammer, and puts you in the same category as a wrecking blow spammer or snipe spammer etc.
    Or there is a different solution. Keep the unlimited AoE targets but reduce damage for each target it hits by 3%, that way it's balanced between damage and massive AoE.

    You have it backwards as your method protects large groups. Think about it, if there are 20+ players all closely grouped and you use an AoE the result is 1.00 - (20*0.03) = 0.40. So the large group would take 60% less damage while the small group would still take close to full from the entire large group. The opposite method of adding damage per target hit is what would hurt a large group.

    Posters keep talking about Impulse spam and Steel Tornado but how is a smaller group of ~8 protected from this currently when facing a group of 16+? Nearly everyone in the smaller group still gets hit by AoEs while the majority of the larger group remain protected.
    Edited by Hiero_Glyph on September 25, 2015 8:47PM
  • themdogesbite
    themdogesbite
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    I dont see how further benefiting large raids that abuse turteling would help solving the issue?.. What messed large groups up pre 1.6 was not AoE caps but dynamic ultimate regen. More enemies hit = more ultimate. Combine this with the strong negate magic and stacking healdebuffs togheter with purge bug and large raids actually had to put effort in how they made their engagements beyond spamming steel tornado.

    If you wanted to purge the stacked healdebuffs you had to do so inside negates in order to be safe agasint the bugged wall of elements spam. It might have been horribly broken but PvP havent been as tactical as then ever since. I know about EU guilds that just forced everyone to put 100 CP in quick recovery and slot barrier as their ultimate in 1.6, rofl.

    Dynamic ultimate regen needs to comeback togheter with a full removal of AoE caps (besides for healing, should remain at 6.) I strongly believe this is the way to combat turteling groups.
    Edited by themdogesbite on September 25, 2015 8:48PM
    :]
  • blabafat
    blabafat
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    Agreed Dan, remove the AOE caps

    Player who bunch up in a super small area are rewarded because the majority of them will take less damage from aoes.
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  • Aliniel
    Aliniel
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    The simple way to cure zerging? Just put the player collision into the game. Ta-da! No zerging at all :)
  • RDMyers65b14_ESO
    RDMyers65b14_ESO
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    Just post a game master at the exit of the sewers that are being camped and tell the gankers to disburse or get account locked for a week or so. After a few weeks they'd eventually get the hint.

    Or, perhaps put some of the unkillable guards at each sewer entrance. If you attack in the range of the guards, you die. Range has to be larger than sniper range.
  • Vangy
    Vangy
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    UHmmmm... I know this is purely anecdotal but 80% of the zergs I see and join are pve players rushing from base to centre (molag + stone farm) then back to base again. There is no real pvp intent. Give it 1 month or so and when everyone has their v16 crafter gear ic will be so empty you will be lucky to run into anyone. Also before anyone says oh zergs = no stones let me remind u that 100 people smacking a portal will still net a chest with around 80-160 tv stones so the centre will net you around 800-1000 stones very very easily and in a short amount of time. the remaining 20% of zergs are the pvp greifers that camp outside trophy vaults and steam roll surface but hey.... 5 people killing 20 is kinda not supposed to happen. 12 killing 20 is easily doable unless u run into a group of similarly skilled players in which caSe you are supposed to lose.
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  • Vangy
    Vangy
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    Egonieser wrote: »
    Ok, so let me get this straight. You want people to go from wrecking blow spamspamityspam to AoE spamspammityspam and that will solve the problems? It just turns from one problem to another, but it still remains a problem. 12 people spamming unlimited target steel tornado and flame ring does not equal skill, it just means you are an AoE spammer, and puts you in the same category as a wrecking blow spammer or snipe spammer etc.
    Or there is a different solution. Keep the unlimited AoE targets but reduce damage for each target it hits by 3%, that way it's balanced between damage and massive AoE.

    BAHAHAHAHAAHA. nailed it man. Sometimes people QQ without knowing what thyre really asking for.
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  • dantator
    dantator
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    Akrasjel wrote: »
    Don't cry zerg in a game with open world PvP... thats natural

    It is natural but clearly ESO servers can't handle them atm
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    +Divines+
  • dantator
    dantator
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    The OP is correct although their rationale is wrong. The reason why AoE caps need to be removed isn't to give an advantage to the 8-12 player (smaller?) groups; it's to punish players that utilize bad strategies and cluster around singular targets. By all rights the 12-24 player group should have no problem killing the smaller groups or single player but when they rely on numbers instead of skill/strategy then they should be punished for allowing the smaller group/single player to exploit their mistake(s).

    If that large group remains spread apart and uses strategy in how they attack then the small group/single player is no better off even without AoE caps; the larger group will still have the advantage. If, however, the larger groups remains clustered and groups together around targets and in hallways then a small group/single player should be able to use an ability to exploit this mistake. I mean take Proximity Detonation, it's radius is small enough to be avoided but large enough to punish players that stand next to one another. It also only gains +5% per target so even if 10 targets are clustered it's not like the +50% is going to make it OHKO everyone; it just makes large groups actually have to apply tactics instead of brute force.

    From my experience, skilled groups preferred to stay small because they didn't need the numbers during 1.5 and lower. Because of the high possibility of taking on a 20+ man group with a 8 man group it was even of an incentive to stay small. When 1.6 came out the possibility of 8-12 man groups to take on 20+ man groups was pretty low even if you had a skilled group. Basically, what I'm saying is that the aoe cap punished small groups and only caused groups to grow in numbers to stay competitive.
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  • dantator
    dantator
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    You do realize that a grp of 24 with aoe bomb will totally destroy a grp of 8 due to the fact that their aoe are also un capped so is their heals and aoe buffs.

    Might work vs a grp of 24 stacked together if you get a negate timed right and surprise factor but its about it. Smart leader would spread his 24 making your ult dump hit 3-4 and the other 20 would still murder the grp of 8.

    Oh and DiE would roam around zergs taking advantage of their presence to bomb and run over enemy groups. Only grps that would run 8 members vs more would be bombing in chokes or behind enemies by surprise. However it didnt work all the time.

    I remember the damage of 12+ impulse all at once. It was not fun.

    When Moon Die cut the "fat" from the group we started running 8-16 man groups at most. See, you're missing the point. From playing 1.6, I can confidently say that majority of the 24+ man groups in 1.6 were pretty bad and the only reason they would wipe us was because of our dps tickling their 20+ man groups due to the aoe cap.
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  • dantator
    dantator
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    Egonieser wrote: »
    Ok, so let me get this straight. You want people to go from wrecking blow spamspamityspam to AoE spamspammityspam and that will solve the problems? It just turns from one problem to another, but it still remains a problem. 12 people spamming unlimited target steel tornado and flame ring does not equal skill, it just means you are an AoE spammer, and puts you in the same category as a wrecking blow spammer or snipe spammer etc.
    Or there is a different solution. Keep the unlimited AoE targets but reduce damage for each target it hits by 3%, that way it's balanced between damage and massive AoE.

    Umm sir, zerging will always be there. I'm just trying to help reduce it to reduce the lag. Plus, I disagree with you on it not taking any skill to be in a group. There is a reason why some guilds dominate cyrodiil. Its either they are skilled or in this current state they have numbers.

    I love solo play too. In fact, I enjoy 1vX more than group play but because of the current state of 1vXing it's not as fun as it used to be.
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  • dantator
    dantator
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    I dont see how further benefiting large raids that abuse turteling would help solving the issue?.. What messed large groups up pre 1.6 was not AoE caps but dynamic ultimate regen. More enemies hit = more ultimate. Combine this with the strong negate magic and stacking healdebuffs togheter with purge bug and large raids actually had to put effort in how they made their engagements beyond spamming steel tornado.

    If you wanted to purge the stacked healdebuffs you had to do so inside negates in order to be safe agasint the bugged wall of elements spam. It might have been horribly broken but PvP havent been as tactical as then ever since. I know about EU guilds that just forced everyone to put 100 CP in quick recovery and slot barrier as their ultimate in 1.6, rofl.

    Dynamic ultimate regen needs to comeback togheter with a full removal of AoE caps (besides for healing, should remain at 6.) I strongly believe this is the way to combat turteling groups.

    Ya, I totally agree with what you said. The reason why I didn't mention ultimate regen and healdebuff was because I high doubt ZOS would revert ultimate regen and healdebuff back to how it was. Why do I think that? Well, partly because of the campaign system. The campaign system has passives that involve debuffs and ulti regen. So, pretty much it would take a lot of work for them to revert the ulti and debuff back to how it was. But aoe revert would be easier imo. But there is a pretty high chance I might be wrong with these statements and I do hope someone can disapprove my assumptions.
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