rfennell_ESO wrote: »The play style absolutely deserves derogatory words.
But, thing is.. if grinding AP is your goal, the way to do is be in a aeing blob that overwhelms people based on numbers.
There is little to no skill involved in the play style past "follow crown" and having voice communications.
They do it because it's easy and it gives them good AP. Take away the good AP and they won't do it as much.
briandivisionb16_ESO wrote: »Zergs will hide in stealth e.g. in a random barn where nobody would check, no objectives in there. They will hide until enough enemy players are in one area and then run over them, usually doing this you can farm really decent AP. If you repeat it a few times you can net yourself a position on the top 100 players.
rfennell_ESO wrote: »The play style absolutely deserves derogatory words.
But, thing is.. if grinding AP is your goal, the way to do is be in a aeing blob that overwhelms people based on numbers.
There is little to no skill involved in the play style past "follow crown" and having voice communications.
They do it because it's easy and it gives them good AP. Take away the good AP and they won't do it as much.
briandivisionb16_ESO wrote: »
I resent that.
This language 'pugs' 'bombzergs' isn't meant to stereotype. It is simply the language everyone is using.
I'm sorry. Thank you apostate for bringing this to light, though. I completely agree there should be no such thing as any of these, OK -derogatory- words, but basically the mechanics ZOS hands us at the moment sadly definies playstyles.
bob.ellisonb16_ESO wrote: »They can make 4-5 very fast simple changes that will effect zergs and make the game 1000% more fun.
1. Remove barrier
2. Remove purge
3. Remove negate
4. Make siege do more dmg esp oils
5. Add immunity timers to snares and cc
Changes that might take longer
6. Design keeps that help the defenders instead of the attackers (the keep design in ZOS is god awful). Who designs a keep that allows the attackers to have an advantage?
7. Create counter AEO skills that effect groups larger than 12. If more than 12 people are within 2-3 meteres of each other ability dps multiplies.
8. Create a smite hammer - if you zerg with more than 25 people a giant hammer smites you into the ground.
The benefits are a no brainer, less lag and more fun fights.
Right now almost everyone I know logs at night not because its late, but because they get steamrolled by 2-3x thier numbers.
And what does take skill in this game? What is this skill you keep speaking of?
I think removing certain AOE caps would allow smaller groups to tactically bust zergs. Pretty sure that would be an easy fix as well.
The skill that was added to "break" / "counter" zergs is actually mostly used by the zergs to kill non-zerg-balled players.
briandivisionb16_ESO wrote: »Problem
These casual guilds are destroying competitive players.
These casual zergtrains are destroying players that like to strategize.
I am sorry. No. Forgive me.
The way the game works is destroying competitive players.
The way the game works is destroying players that like to strategize.
firstdecan wrote: »On a serious note, this game does not have the PvP you want. You want a dueling or small skirmish type of PvP, and ZoS hasn't introduced it to the game. They want big, constant, ongoing chaotic PvP, which is what Cyrodiil is designed for. The zergs will form as long as the game mechanics allow large numbers of people to play together. Zerging is a strategy, it's a simple and effective one that works. Surviving in one / through one takes its own tactics.
If you 'competitive players' can't compete with a simple and effective strategy, maybe it's time for a rethink.
Zerging is only a problem for the tiny portion of the community that feels some kind of entitlement based on their own perception of elitism. Everyone else just calls it 'playing the game.'
rfennell_ESO wrote: »
Plenty of dueling, skirmishing and small scale pvp in the Imperial City. More than the game has ever had really.
rfennell_ESO wrote: »
Well, I don't really know what you can really consider skill... but I know what isn't and zerging isn't.
Now leading the zerg, sure that's pretty hard to balance out the group... make sure you have the barriers, the heals, the timing of proxy, and good decision making. That's a skill for sure, but the rest of the zerglings are doing simpler things than a 1v1 would do and generally have simpler bar setups.
If you are sitting their raging trying to sublimate the spamming of steel tornado into "I r teh skilledz", little discussion is necessary.
If you were to reduce AP gains like XP gains, but go even further... like 50% reduction of AP total at a number and another 50% at another (and so on). Zerging would no longer be something you saw as often.
Water takes the easiest path and so do people.
firstdecan wrote: »
I just wanted to put these two quotes side by side......
Now I feel the need to rehash the responses that most people get when they state what they dislike about the game.
- L2P. Maybe your strategy is not as 733T as you'd like to think.
- Maybe we should just give everyone an 'I win' button and take all the challenge out of the game.
- If you're not up to a certain challenge, improve your character or group with others.
- This is an MMO, not some other type of game. Maybe this game is not for you.
On a serious note, this game does not have the PvP you want. You want a dueling or small skirmish type of PvP, and ZoS hasn't introduced it to the game. They want big, constant, ongoing chaotic PvP, which is what Cyrodiil is designed for. The zergs will form as long as the game mechanics allow large numbers of people to play together. Zerging is a strategy, it's a simple and effective one that works. Surviving in one / through one takes its own tactics.
If you 'competitive players' can't compete with a simple and effective strategy, maybe it's time for a rethink.
Zerging is only a problem for the tiny portion of the community that feels some kind of entitlement based on their own perception of elitism. Everyone else just calls it 'playing the game.'
rfennell_ESO wrote: »
Not by much.
But 3,4, dodge roll, move,3, move to take away los, 5, bar switch, rebuff, bar switch, 3, dodge roll, 2.
Sure is.
I think removing certain AOE caps would allow smaller groups to tactically bust zergs. Pretty sure that would be an easy fix as well.
The skill that was added to "break" / "counter" zergs is actually mostly used by the zergs to kill non-zerg-balled players.
If your group is bigger than 6 members gain 75% damage reduction.
*edited for clarity* (I worked hard on this lol:)Maidenname wrote: »
Zergs, isn't that what Zenemax has been showing us in their advertisement since Day1?
If your group is bigger than 6 members gain 75% damage reduction.
CaptainObvious wrote: »SpoilerAoE-Caps: This just protects the zergs and encourages the balling up on the crown. Why? Because you get free damage mitigation. What a stupid system. Remove this. Seriously.
If your group is bigger than 6 members gain 75% damage reduction.
briandivisionb16_ESO wrote: »Thanks for all the comments guys. Some positive, some negative. Most in support.
Hopefully a lot of constructive material for the devs to digest here. Unfortunate it takes such organisation to get attention for long standing and increasingly evident issues! Actually, unfortunate doesn't cover it for me. Oh well.
To those saying this is a zerg game, think there was a guild leader there or something. Well, I think you're narrow minded and don't think you see the games potential - smallscale in this game is great! Guess thats why some of us hang around, trying to avoid 'these scrubs' (Ha!) and get some fun the way we want to play.
Will keep grabbing quotes, sorry if I missed yours.
Bloody hard work.
...........One more tag for good luck! @ZOS_JessicaFolsom @ZOS_GinaBruno @ZOS_BrianWheeler