Draegan_sl
2 Minutes Hate
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The nature of games like eso and gw2 led to zerg and PvDoor. You can design maps that the optimal nature of things is amoeba warfare.
Zerg and PVDoor in ESO was largely a waste of time. Most of the lucrative pvp (in terms of rewards) was found in the small 10-20 man skirmishes that mainly took place at bridges.The nature of games like eso and gw2 led to zerg and PvDoor. You can design maps that the optimal nature of things is amoeba warfare.
Even as the person at the top directing strategy I agree. If this game is to be successful the majority of pvp needs to happen in the 3 - 15 player range. However, the most important battles will always be the ones that put hundreds of people on screen, and when the most epic battle of a given campaign is sending half the raid to sb.exe, lags out the server, makes the engine stop rendering your enemies or gives you shit FPS it's a bit anti-climactic.I really the art style myself as well. I hop the game is not gearing for 100v100v100 as the primary way for PVP as those zergs are incredibly boring and the only fun is the people at the top directing strategy. I hope we have a game that emphasizes smaller scale fights.
Hopefully they can handle it though.
Oh and just to reiterate what I said before, I played in Cyrodiil pretty hardcore in ESO for the first two months, so my experiences were contained within that time period and I don't know how it evolved afterward.Zerg and PVDoor in ESO was largely a waste of time. Most of the lucrative pvp (in terms of rewards) was found in the small 10-20 man skirmishes that mainly took place at bridges.
Cyrodiils map design was fantastic for the smaller groups.
There are more people playing mmos than any game can handle in a condensed area. At some point it becomes the players responsibilities to bring a reasonable amount of players to any engagement. If guilds kept the numbers down we wouldnt have a lot of the problems that existed with past games.Even as the person at the top directing strategy I agree. If this game is to be successful the majority of pvp needs to happen in the 3 - 15 player range. However, the most important battles will always be the ones that put hundreds of people on screen, and when the most epic battle of a given campaign is sending half the raid to sb.exe, lags out the server, makes the engine stop rendering your enemies or gives you shit FPS it's a bit anti-climactic.
It's the responsibility of the developer to discourage it, not the players. Players aren't suddenly going to decrease their chances of winning by bringing less people cause it's the right thing to do. There are tons of mechanics that you can put in place to make guilds split up into smaller forces and not zerg ball. The question is will they do it.There are more people playing mmos than any game can handle in a condensed area. At some point it becomes the players responsibilities to bring a reasonable amount of players to any engagement. If guilds kept the numbers down we wouldnt have a lot of the problems that existed with past games.
The other aspect that exacerbates this issue is that people are notoriously bad at counting enemy players. Sometimes we'll get a stream of enemy communication where they rate our numbers at 2x what they are. I come down on this pretty hard when I'm leading and a scout says, "50 reds at this location" and I show up and there's 20 people there.There is no way to make that happen. There is no gentlemen's agreement that's feasible between all parties. One group zerging an agreed number of fighters forces everyone to escalate. It has to be done through game mechanics.
Id argue its a shared responsibility. If a guild is recruiting 300 people and expecting their large battles to run well, its an unreasonable expectation to start with.It's the responsibility of the developer to discourage it, not the players. Players aren't suddenly going to decrease their chances of winning by bringing less people cause it's the right thing to do. There are tons of mechanics that you can put in place to make guilds split up into smaller forces and not zerg ball. The question is will they do it.
From my experience there's a bit of skill-variance with your scouts Tuco. LOL. Skirmish 1 & 2 ran into some issues with them in the past as well.The other aspect that exacerbates this issue is that people are notoriously bad at counting enemy players. I come down on this pretty hard when I'm leading and a scout says, "50 reds at this location" and I show up and there's 20 people there.
Those are two different points. I agree that expecting an engine to handle a metric fuck ton of people is unreasonable. No caps on Ae's except healing ones, collision detection, multiple objectives in different places, strategic choke points to kill zergs, these are all things they can put into place to make sure people don't just stack up and win by brute force. Players will use any advantage they can get to win. If it's numbers they sure as hell will do it.Id argue its a shared responsibility. If a guild is recruiting 300 people and expecting their large battles to run well, its an unreasonable expectation to start with.