Black Zone - Zerg Zerg Zerg

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    • Zerus schrieb:

      The only reliable way to get rid of zerging is to limit the amount of players in a zone (done in 5v5s). Otherwise, every tool you give to small groups of players will also be available to bigger groups of players and thus result in essentially no difference.

      However, with the current anti zerg mechanics it's already quite possible to win in lower numbers. The only problem with that is that it essentially forces you to utilize certain classes: Just make a team of a few hard tanks and then build AoE classes galore to combat zergs. But - as I said - zergs could do just the same to combat this.
      This is a terrible idea. "Hi sorry, we know you wanted to go do some gathering, but there's currently 10 idiots running around in this zone. Come back later".

      Just...no.
      People who vape have a 34% increased chance of wearing Tapout shirts than the general populace.
    • Adding friendly fire only works in projectile based systems. All it will do in Albion is encourage people to run more single target focused specs instead of AOE since AOE will effectively be worthless at that stage. You change one thing and another simply takes it's place. What needs to happen is you have to fundamentally change the way people think and approach game play. The only way to do that is to dissuade people through game system mechanics.

      There are numerous ways to handle this. For example fame rewards. Take your average every day mob. If you're in a group of up to 3, each player gets maximum fame. If you are in a group of 4, each player gets 75% of the fame. If you are in a group of 5, each player gets 50% of the fame. After this amount fame starts to see a steep reduction. In a group of 6 people that same mob is only worth 10% of the fame. In a group of 8+ that regular, non-elite mob, is only worth 5% of it's fame. This scales upward for elites and champions. Similar systems can be handled with loot as well and translate well into PvP. If too many people have tag credit for a player kill (assist or actual kill) then the player can become "downed" instead of "dead" and thus drop nothing (only normal losses for dying in that zone).

      (NOTE: These ideas are just ideas and not suggestions but rather examples of systems that would, in fact, deter people from running fat because you go after their rewards for running fat)

      Alternative zones, or systems, could later be added for people who want large scale content such as making areas like Castles immune to those kinds of rules because they are zones intended for larger groups. However until then there's little to no disadvantage currently for running 20, 30, or 50+ deep into black zone territory. Until mechanics are in place that cause people to rethink the way they play there's really no reason for them to do otherwise.

      "I'm only posting on the forums because I'm LP capped in game." -- Kodiak, 2015
      mostly-harmless-guild.com/
    • Cursewords schrieb:

      ITT: Small group of guys far from their home zones venturing out into zones owned by big powerful guilds and getting s**tstomped. -> Run quick to official forums to complain about groups bigger than them instead of just recruiting like everyone else.

      If you want more 5v5 go to Hellgates or do GvG. Otherwise stop complaining.
      Ya lets go farm up t7 and 8 resources in hellgates and GvGs oh wait you can't. So your basically saying hey guess what join a powerful 300 person guild or don't bother crafting or gathering.


      Jonathan_Silverblood schrieb:

      Lewk schrieb:

      Make the red dots start appearing at 6 players instead of 10. This further solidifies the idea that the actual content is designed for a group of 5.
      I like the thinking, but I think this might be flawed. If you make it so that everyone can see them, then hostile zergs will see eachother and re-route, efficiently covering larger areas. If you make so that only friendly can see hostiles then you encourage the naked scout concept. If you make it so that only grouped players clustered together is visible people will split into teams of five and walk slightly apart.
      Maybe the issue could be easier fixed by adding a hide functionality, where people channel the hide ability to get rid of their nametags and healthbars for the duration of the channel?
      Hide function will not work cause in a dungeon where you enter with 5 people, you have the choice of running through 100 mobs to die, or you can charge into the 20 reds at the entrance hrmm. Maybe I should have brought 25 people to a dungeon 3 people could complete..........
    • Meegosh schrieb:

      Cursewords schrieb:

      ITT: Small group of guys far from their home zones venturing out into zones owned by big powerful guilds and getting s**tstomped. -> Run quick to official forums to complain about groups bigger than them instead of just recruiting like everyone else.

      If you want more 5v5 go to Hellgates or do GvG. Otherwise stop complaining.
      Ya lets go farm up t7 and 8 resources in hellgates and GvGs oh wait you can't. So your basically saying hey guess what join a powerful 300 person guild or don't bother crafting or gathering.

      Jonathan_Silverblood schrieb:

      Lewk schrieb:

      Make the red dots start appearing at 6 players instead of 10. This further solidifies the idea that the actual content is designed for a group of 5.
      I like the thinking, but I think this might be flawed. If you make it so that everyone can see them, then hostile zergs will see eachother and re-route, efficiently covering larger areas. If you make so that only friendly can see hostiles then you encourage the naked scout concept. If you make it so that only grouped players clustered together is visible people will split into teams of five and walk slightly apart.Maybe the issue could be easier fixed by adding a hide functionality, where people channel the hide ability to get rid of their nametags and healthbars for the duration of the channel?
      Hide function will not work cause in a dungeon where you enter with 5 people, you have the choice of running through 100 mobs to die, or you can charge into the 20 reds at the entrance hrmm. Maybe I should have brought 25 people to a dungeon 3 people could complete..........
      Well, I guess if you put yourself in a position where hiding is impossible, then you are putting yourself at risk, be it in a dungeon or in the open field. Does that invalidate the point for all the other cases though?
      I'd argue that it does not invalidate the other cases and that hiding would still be valuable. Furthermore, I've never seen a 20-man group enter a dungeon designed for 1 or 5 man groups, and I'm sure that if you just run past a few mobs and then hide, they would think that "ok, no one's here, the mobs are stil spawned and have silver, they must've failed and gone out. back out people", as it takes alot more time to clear the dungeon than to go look for other players to zerg over.
    • This clearly is the biggest problem with the game. If the devs do not succeed in solving this problem, the word on the street will be very short and simple at release ("Mindless Zergfest") and it will die prematurely just from word of mouth. It's too bad because my wife and I are enjoying the economic side of Albion Online but we don't see a future for ourselves in this game if the only way we can play is as part of a 300 person guild that is always available to escort us everywhere. Non starter.
      "Men do not stop playing because they grow old. They grow old because they stop playing". - Oliver Wendell Holmes
    • Meegosh schrieb:

      Cursewords schrieb:

      ITT: Small group of guys far from their home zones venturing out into zones owned by big powerful guilds and getting s**tstomped. -> Run quick to official forums to complain about groups bigger than them instead of just recruiting like everyone else.

      If you want more 5v5 go to Hellgates or do GvG. Otherwise stop complaining.
      Ya lets go farm up t7 and 8 resources in hellgates and GvGs oh wait you can't. So your basically saying hey guess what join a powerful 300 person guild or don't bother crafting or gathering.

      Jonathan_Silverblood schrieb:

      Lewk schrieb:

      Make the red dots start appearing at 6 players instead of 10. This further solidifies the idea that the actual content is designed for a group of 5.
      I like the thinking, but I think this might be flawed. If you make it so that everyone can see them, then hostile zergs will see eachother and re-route, efficiently covering larger areas. If you make so that only friendly can see hostiles then you encourage the naked scout concept. If you make it so that only grouped players clustered together is visible people will split into teams of five and walk slightly apart.Maybe the issue could be easier fixed by adding a hide functionality, where people channel the hide ability to get rid of their nametags and healthbars for the duration of the channel?
      Hide function will not work cause in a dungeon where you enter with 5 people, you have the choice of running through 100 mobs to die, or you can charge into the 20 reds at the entrance hrmm. Maybe I should have brought 25 people to a dungeon 3 people could complete..........
      Was it you guys who just got smashed today by us in a Hellgate? LOL

      Crying because it's hard to get T7 and T8 resources unlike the rest which are so EZ? Recruit more people ffs. Instead of expecting the devs to make it possible for little noob groups of people to stand up to huge guilds that put hundreds of hours into structure, logistics, recruiting and training.

      Play another game if you're not happy.
    • Word on the street at release is going to be:

      "Triple A title that rewards a huge investment of time and money for those who don't cry about the mechanics at the first sign of dying by a larger, better trained and equipped group"

      Go and recruit more people for your guild. You sound like you're leading a noob army and are only here to cry for nerfs instead of recruiting and training to get on our level.

      /thread
    • Coz some ppl just dont want to be part of big groups and prefer a small familiar guild.

      We consist of a hanfull of old Reallife friends that enjoy playing games together. Recruiting and training other ppl
      never will be part of our gameplay.

      And here i will utter the dangerous words triple A wont be happening.

      Maybe the Niche for zerg games exist i dont know, if the developers wanna try it out i guess we all will.

      But at the moment i still have hopes that a group of 10 ppl (so yeah you prolly wont see more then 7 online at a time
      of those 1 is crafting his ass off so you have a group of 6 ppl left) can have fun in the game. (all stages including endgame)

      And no noone writing in this thread expects that small groups should be able to challenge a bigger groups territory we are talking
      about taking part in endgame content not steamrolling big alliances with 5 ppl.

      But turning the endgame into a grind 3 days save, then get 1% XP in Black die and start again won`t be motivating for anyone.
    • Cursewords schrieb:

      Go and recruit more people for your guild. You sound like you're leading a noob army and are only here to cry for nerfs instead of recruiting and training to get on our level.

      Instead of running around with a skilless zerg of noobs, how about you go out and pvp solo or with a small group and "get on our level," as you like to put it?

      You see, some of us are actually adults. And us adults, usually don't enjoy being in voice comms or even guild chat, with immature kids who think dropping the N-word every 5 seconds or calling something "AIDS" makes them hip and cool. Because of this, you'll find that many of these adults prefer to be in small guilds or play with just a couple of real life friends or even solo. And guess what, there's way more of them than there are of you.

      Sure, AO could make the same mistake countless other games have made, and cater to the immature kids who love to run around in zergs bragging about how they "rekt" a solo or small group of players they came upon, but it would just end up like all those other games: Nothing but a minor footnote in MMO history.

      "/thread"

      Dieser Beitrag wurde bereits 6 mal editiert, zuletzt von Lensar ()

    • this game is all about guild warfare and as much as nobody likes to get stomped 20v5 zergs are part of the game and u have to deal with it. Especially in black zones. These areas are not supposed to be easy, this isnt wow. You either take the risk to go there and farm resources or u dont, since im pretty sure u wont die everytime u go there. just take crappy gear with escaping mechanisms, a fast horse, ur tools and gather. You'll die once in a while but ull be able to come home once in a while too.

      If u do not want to die just ask or buy protection from other players.
      If u do not want to interact with other players just buy the resources from AH and craft ur stuff anyway.
      Thats why high tier resources will aways be expensive. If any baddie could go to a black zone and farm a ox full of high resources then they would be worthless

      Nobody likes zergs but this is a full loot pvp game and there will always be zergs no matter how unrewarding it might be for them. Deal with it or play another game. Dont expect everything handed to u
    • Amon schrieb:



      Nobody likes zergs but this is a full loot pvp game and there will always be zergs no matter how unrewarding it might be for them. Deal with it or play another game. Dont expect everything handed to u
      Not expecting that the least, im expecting a path to progression that is viable. And i didnt talk about gathering ressources either i am talking about grinding Fame which is a far bigger issue.

      *sigh* and i played WoW Vanilla to PvP Rank 13 believe me 3 Weeks off work to be able to play 10+ hours PvP a day wasn't giving things out for free but well ofc its way less hardcore then get the 25+ funny zerglings to start being Pro ...

      I have been thinking about playing another game for a while but there aren't intresting alternatives on the market atm.

      When i started this game it was my dream to have a grindy MMO with good open world PvP to keep the grind intresting and scary.
      (grinding gets boring to easy if you dont have other people interfere if you ask me)

      Guess what full loot doesn't mean shiat to me its the PvP itself i was looking forward to.

      So yeah maybe it is true and AO just isn't for me. (and maybe full loot implicates zerging)

      But as long as there is a chance to get this game to a point where PvP is interesting and scary while staying fair to a degree i won't give up just yet.
    • Wuschy schrieb:

      Amon schrieb:

      Nobody likes zergs but this is a full loot pvp game and there will always be zergs no matter how unrewarding it might be for them. Deal with it or play another game. Dont expect everything handed to u
      Not expecting that the least, im expecting a path to progression that is viable. And i didnt talk about gathering ressources either i am talking about grinding Fame which is a far bigger issue.
      *sigh* and i played WoW Vanilla to PvP Rank 13 believe me 3 Weeks off work to be able to play 10+ hours PvP a day wasn't giving things out for free but well ofc its way less hardcore then get the 25+ funny zerglings to start being Pro ...

      I have been thinking about playing another game for a while but there aren't intresting alternatives on the market atm.

      When i started this game it was my dream to have a grindy MMO with good open world PvP to keep the grind intresting and scary.
      (grinding gets boring to easy if you dont have other people interfere if you ask me)

      Guess what full loot doesn't mean shiat to me its the PvP itself i was looking forward to.

      So yeah maybe it is true and AO just isn't for me. (and maybe full loot implicates zerging)

      But as long as there is a chance to get this game to a point where PvP is interesting and scary while staying fair to a degree i won't give up just yet.
      I was adressing somones else reply on the resource part.

      If farming fame is the issue I know SI plans on making progression viable in safe zones such as green and yellow so everybody has a fair chance. But the resources will always be hard to get and the higher tier ones will always be controlled by major guilds (not necessarily zerg guilds). Which is good since its good for the games economy.
      They are also starting to make zerging less rewarding which will lead to less zergs in general.
    • Amon schrieb:

      I was adressing somones else reply on the resource part.
      If farming fame is the issue I know SI plans on making progression viable in safe zones such as green and yellow so everybody has a fair chance.

      Ok so you didn't read the thing i wrote about how PvP keeps the grind intresting :(

      Amon schrieb:


      But the resources will always be hard to get and the higher tier ones will always be controlled by major guilds (not necessarily zerg guilds). Which is good since its good for the games economy.

      This comment is wrong in so many aspects that im having difficulties to start ... the cartel office would be out of work if monopolization would be good for the economy.

      So yeah i know that the endgame ressources have to be rare to be of any value at all and the fight for ressources is one of the major topics of this game.

      But noone advertised that a large number of players is all you need. And yes as the combat system at the moment works it is number > skill.

      Amon schrieb:


      They are also starting to make zerging less rewarding which will lead to less zergs in general.

      I have been playing the game for 2 Alphas + Beta so far ... the changes in Beta (Yellow Zones became Green, Hellgates lost all importance)
      Were steps in the opposite direction. And the anti zerging is a promise that sounds hollow by now.
    • who talked about monopolization? No guild will be able to sustain many territories or farm zones away from other guilds or players for too long. Resources areas will be hotspots for guilds to fight for late game. And theres plenty of ways to sneak and get into this clusters and get some resources urself.

      No, a large number of players isnt all u need and theres plenty of examples in this beta already and previous tests.

      Anyway, let me try to get this straigh. You want zergs to be gone but u dont want everyone to have a fair chance into progressing? Game will always have zergs and making safe zones viable for progression of small guilds or solo players is good. Resources on the other hand should be hard. This doesnt mean farming fame in high risk zones wont be better, cause it will be faster if u want to farm these zones for fame.

      Anyway, I'm not sure what exactly u want. You just contradict yourself
    • Illidan schrieb:

      Fix for zerging?
      @Korn

      Reduce screen resolution for every person added into a party. Parties below 5 players are not effected by this. Why would a horde of players be able to see past the first few people, visibility would be decreased IRL, people want a hardcore game, that's pretty damn hardcore imo. Maximum resolution reduction would be directly over your character, basically going in blind and giving a edge to smaller groups, assuming you are in a 20 man or something of the sort.

      Add in friendly fire to players outside of your group, however reduce damage taken by 50% from guild members or alliance members.


      This will increase the skill cap, plus discourage zerging. Problem solved.
      This is an awesome idea! Even better, the moment you have a group of more than 10 lock their inventory and drop them in the middle of a blackzone with all-round-the-world announcement and health set to 1. Just think about it - this is an awesome idea:
      1) This will punish zerging - grouping of more than 5 would be just stupid once implemented
      2) This will create another PvP motivation point
      3) Populate blackzonnes

      I mean this is THE solution
      [b][u]Ownage[/u][/b] (n): 1. Noun form of the verb [[i][u]own[/u][/i]]. 2. An instance in which someone or something is [u][i]owned[/i][/u].
    • I said that getting a way to progress to the endgame content in green and yellow zones isn't what i want.

      I want PvP to be a part of the grinding process to keep it intresting what i won't get if the apporoach to solve the issue is done within the greens/yellows.

      But just getting rolled by a crowd is not intresting it maybe funny if it happens once in a while but it cant be the endgame content to dodge zergs.
    • BloodyOwnage schrieb:

      Illidan schrieb:

      Fix for zerging?
      @Korn

      Reduce screen resolution for every person added into a party. Parties below 5 players are not effected by this. Why would a horde of players be able to see past the first few people, visibility would be decreased IRL, people want a hardcore game, that's pretty damn hardcore imo. Maximum resolution reduction would be directly over your character, basically going in blind and giving a edge to smaller groups, assuming you are in a 20 man or something of the sort.

      Add in friendly fire to players outside of your group, however reduce damage taken by 50% from guild members or alliance members.


      This will increase the skill cap, plus discourage zerging. Problem solved.
      This is an awesome idea! Even better, the moment you have a group of more than 10 lock their inventory and drop them in the middle of a blackzone with all-round-the-world announcement and health set to 1. Just think about it - this is an awesome idea:1) This will punish zerging - grouping of more than 5 would be just stupid once implemented
      2) This will create another PvP motivation point
      3) Populate blackzonnes

      I mean this is THE solution
      RIP castle fights and end game dungeons and guild wars


      Current IGN: HillaryForPrison : AlternativeFacts