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Idea to stop the zerging

Seenoevil
Seenoevil
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While massive warfare in cyrodil is the intention of Zos, it's been apparent for years the servers can't deal with so many people in 1 area duking out.

I propose a debuff. for when 10 people from an alliance are within 28 metres of each other gain a stack of "Molags curse" every 20 seconds this debuffs everything by %1, healing, damage done the works, capped at 50% gives the option to zerg if you need to but comes at a price.

If you zerg you have to be coordinated with attacks, bring dedicated heals, and can eventually be brought down if you don't work as a group as intended.

Stacks stay on you for 5 minutes from the time of leaving the 28mtr radious and can automatically resume where they was if you reenter the zerg,

Less zerg more small group skirmishes would do servers a world of wonders
Edited by Seenoevil on January 25, 2019 5:47PM
  • VaranisArano
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    Yes, definitely AvAvA Cyrodiil should no longer be for groups of 2 to 24 players because the servers can't handle it.

    Fights will now be capped at 10v10v10.

    Last emp keep?
    Need to recapture your Elder Scroll?

    10v10v10.

    Brilliance.

    (Why do people think a debuff - that will take additional server load to implement anyway - will prevent people from grouping up to take objectives when the crippling lag and disconnections haven't stopped players?)
  • Seenoevil
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    You can still zerg though? Just comes at a price, 1 stack every 20 seconds, every minute you stay over 10 man cap you take a 1% debuff, if you don't want to run at 50% debuff then sit out of a zerg for 5 minutes, make a brew or something? Makes scroll runs a little more interesting, the closer you get to home, the harder it gets, relying on support more, attacking keeps from multiple angles instead of the " oh look 40 reds at the front door"

    Kinda like saying, yeah you can zerg but if you stay in it for too long then we are going to debuff you, so make sure if your zerging do it right, if a group has healers and kitted out with synergys and group play, these debuffs won't be a problem.. the intention of cyrodil in the first place, taking coordinated groups into cyrodil and having a blast, not 30 dd's dropping meteors, dawnbreakers are permafrosts on that 1 nightblade

    It just promotes small scale a little more, and knocks down the 30 man zergs down a notch, servers wouldn't struggle as much if cyrodil population was spread out a bit more,
  • Surak73
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    Ball groups of 5-6 people coming along like heroes because they are chasing solo players or unorganized groups are a lot more noxious. Let's give a Molag's curse to the groups of more than 2 people staying at less of 28 metres of each other, and the game will be much more healty...
  • Casdha
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    I'll bring up an odd ball request of mine I had several years back.

    If you wan't to get rid of Zergs and focus on real skill where folks have to pay attention and not just spam.

    Introduce Friendly fire to the game.

    Ya can't zerg if you keep shooting your companions in the back of the head.

    It would also curb the surrounding of someone 10 to 1 as ya might hit your buddy across from you.
    Proud member of the Psijic Order - The first wave - The 0.016%

  • VaranisArano
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    Seenoevil wrote: »
    You can still zerg though? Just comes at a price, 1 stack every 20 seconds, every minute you stay over 10 man cap you take a 1% debuff, if you don't want to run at 50% debuff then sit out of a zerg for 5 minutes, make a brew or something? Makes scroll runs a little more interesting, the closer you get to home, the harder it gets, relying on support more, attacking keeps from multiple angles instead of the " oh look 40 reds at the front door"

    Kinda like saying, yeah you can zerg but if you stay in it for too long then we are going to debuff you, so make sure if your zerging do it right, if a group has healers and kitted out with synergys and group play, these debuffs won't be a problem.. the intention of cyrodil in the first place, taking coordinated groups into cyrodil and having a blast, not 30 dd's dropping meteors, dawnbreakers are permafrosts on that 1 nightblade

    It just promotes small scale a little more, and knocks down the 30 man zergs down a notch, servers wouldn't struggle as much if cyrodil population was spread out a bit more,

    Well, to be entirely fair, I posted my response back before you fleshed out your proposal. Or perhaps it didnt post properly at first.

    However, I don't see how adding a constantly updating debuff is going to lessen the load on the server, nor how it fits with the goal of AvAvA Cyrodiil. Cyrodiil is designed for groups of 2 to 24 players, originally 8 to 24. Moreover, the design of important objectives is intended to draw players to fight for those important objectives and it obviously works.

    This is just a "Sure, you can defend your emperor/scrolls, but if more than 10 people show up, you'll all get a debuff on top of lag and disconnections because ZOS still hasn't fixed the root problems causing performance issues in Cyrodiil."

    My problem with it is simple.
    1. Its a mechanically complicated solution, requiring the servers to do more work for uncertain results.
    2. Its counter to the design of Cyrodiil, meant for large scale AvAvA.
    3. Its counter to design of Cyrodiil, where important objectives draw large numbers of players - so large numbers of players will still go to the same place for objectives.
    4. It doesnt actually address the root cause of persistent performance issues, so those will crop up anytime lots of people gather around important objectives in spite of your debuff.
  • Surak73
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    Casdha wrote: »
    I'll bring up an odd ball request of mine I had several years back.

    If you wan't to get rid of Zergs and focus on real skill where folks have to pay attention and not just spam.

    Introduce Friendly fire to the game.

    Ya can't zerg if you keep shooting your companions in the back of the head.

    It would also curb the surrounding of someone 10 to 1 as ya might hit your buddy across from you.


    That would be a nice idea, but alas I suppose it would reawaken the trolling nature of many, many people... :smiley:
  • Seenoevil
    Seenoevil
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    Casdha wrote: »
    I'll bring up an odd ball request of mine I had several years back.

    If you wan't to get rid of Zergs and focus on real skill where folks have to pay attention and not just spam.

    Introduce Friendly fire to the game.

    Ya can't zerg if you keep shooting your companions in the back of the head.

    It would also curb the surrounding of someone 10 to 1 as ya might hit your buddy across from you.

    I like your idea better,
  • Akgurd
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    Adding more stats for sever to track doesn’t sound right.

    I would rather see AOE healing skill toned down in Cyrodiil so that stacking will be less effective in means of group survival. This will lessen the group survivability in general and push people towards self maintained play style even while grouped.

    In result, people will die more often, less point blank AOE used, lessens server load to calculate all the damages, buffs, debuffs, and so on. This will force groups to be more tactical and strategical for its coordination and effectiveness. May cause fight to prolong but in a healthier manner for the server.

    On top of that, forward camps, death timers, resurrections, single target heals should all be reviewed so to adjust QOL issues caused by the change. (Assuming people would hate constant horse simulator situations)

    Just some thoughts.
    Aknight
  • Casdha
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    Surak73 wrote: »
    Casdha wrote: »
    I'll bring up an odd ball request of mine I had several years back.

    If you wan't to get rid of Zergs and focus on real skill where folks have to pay attention and not just spam.

    Introduce Friendly fire to the game.

    Ya can't zerg if you keep shooting your companions in the back of the head.

    It would also curb the surrounding of someone 10 to 1 as ya might hit your buddy across from you.


    That would be a nice idea, but alas I suppose it would reawaken the trolling nature of many, many people... :smiley:

    All I can say that in history, in real war sometimes folks had to take care of spies, infiltrators, or that one guy that was gonna get everyone killed. One thing is for certain, the ones that win are the ones that work together. Lone wolfs would never attain anything, including having a chance at Emperor. Alliances who had internal conflicts of who should be Emperor would only ensure that the Alliance who had the least amount of internal conflict would win the Job.

    Edit: It would also make folks choose when and where to use AOEs and Roots vs single target attacks.
    Edited by Casdha on January 25, 2019 6:48PM
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Haashhtaag
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    Making healing only effect people within your group.
  • Kadoin
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    I rather have oblivion damage sieges. No more ultra-tanky ball groups, and everyone can suffer from siege :D
  • SodanTok
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    Worst solution I saw in years. And thats something :D Punishing people for being together in AvAvA mode.
  • VaranisArano
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    Kadoin wrote: »
    I rather have oblivion damage sieges. No more ultra-tanky ball groups, and everyone can suffer from siege :D

    We used to have very damaging siege, which was the one thing that really pressured the organized raids. Problem was, everyone less organized with less healers got slaughtered, and so ZOS reverted it.
  • Kuramas9tails
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    You do realize that there will still be a bunch of people grouping (but not in group) together. One player sees a keep flagged, they all go running for the AP. The debuff will warrant nothing good because there will always be a "zerg" wether coordinated or not. Small or big.

    This wouldn't solve a single thing.
      Your friendly neighborhood crazy cat lady of ESO
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    • Haashhtaag
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      Kadoin wrote: »
      I rather have oblivion damage sieges. No more ultra-tanky ball groups, and everyone can suffer from siege :D

      We used to have very damaging siege, which was the one thing that really pressured the organized raids. Problem was, everyone less organized with less healers got slaughtered, and so ZOS reverted it.

      The problem with buffing siege is it prolongs fights because people would rather sit at a keep firing siege back and forth st each other for hours instead of going in and taking it. I see the buffs and ground effects adding to siege prolonging keel takes thus creating a thousands of more calculations for the servers and causing lag.
    • Recremen
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      Yes, definitely AvAvA Cyrodiil should no longer be for groups of 2 to 24 players because the servers can't handle it.

      Fights will now be capped at 10v10v10.

      Last emp keep?
      Need to recapture your Elder Scroll?

      10v10v10.

      Brilliance.

      (Why do people think a debuff - that will take additional server load to implement anyway - will prevent people from grouping up to take objectives when the crippling lag and disconnections haven't stopped players?)

      The last point is the greatest weakness of all these strategies. Even if I agreed with the premise, which I most vehemently don't, people don't seem to understand the immense number of calculations required to do distance checking between points. If you thought AoE calculations were bad, just wait until you start trying to create a constant-effect counting proximity check for every change in position. XD
      Men'Do PC NA AD Khajiit
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    • SydneyGrey
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      I actually love huge battles. It's super fun. I'd rather they just continue to improve the servers so they can handle it.
    • SydneyGrey
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      Haashhtaag wrote: »
      Making healing only effect people within your group.
      Errr ... that's a terrible idea. Not everyone is in a group of 20. Oh HECK no. It would be awful for people who are in smaller groups.


      Edited by SydneyGrey on January 25, 2019 9:37PM
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