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Countering zerging in T2/3

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adei
Posts: 272

Re: Countering zerging.

Post#91 » Tue Jul 05, 2016 7:55 am

Gerv wrote:Playing devils advocate, why do people continue to bring up the same threads each and every time when there is a search function to see if this thread has not been brought up 5 days ago?
Why do you not just lock the threads or post a link to another saying read this, then post?
In the hope that it will yield new opinions on the matter, a lot of people don't even know there is a search function, and as with most of them its not exactly the greatest.
Dabbart wrote:Also one would imagine that getting a fancy title means one should cut back on the banter a bit. Lead by example and all that crap.
I think I should explain this. I'm a player just as much as the next guy, I have my own opinions and if I see someone I disagree with then I'm going to call them out on their bullshit, fancy green name or not. Also if I had applied to this team then yes I would have probably have had to promise to change who I was, but I didn't apply, I was asked to do this and if I had to change who I was then I wouldn't have joined, others might beat around the bush with people, I prefer to be more direct.
Spoiler:
Gachimuchi wrote: Not to be a 'backseat moderator' or anything, but it seems to me that GMs would be beholden to uphold their own rules. Meaning, not further derail threads with personal attacks. Bringing his account standing into this is uncalled for. The not-so-subtle waving of the scepter of authority doesn't make for a good impression either.

Ade of 'Fu-Man-Chu', the guild who so does love to troll is bristling with indignation and threatening to ban someone over saying he is baiting. I hope the irony isn't lost on anyone else.
Read above. Of course I would not ban him for that, that would be a joke, which is why bringing it up was called for, a player that has had multiple warnings and second chances should know better, it also gives me the opportunity to address not only him, but the rest of the people that continue to post their opinion daily in almost any thread that they can, it's like they think we can't see it. I'm just clearly stating that everyone understands these views and we don't need to it shovelled down our throats in every single thread. I could spend hours issuing pms or warnings to the same people, but why bother when I can address it publicly.

To the actual topic. This is again another reason why when threads of leader boards are brought up, I always think its a terrible idea. We see it currently how people don't want to die, and that is made worse with addons like enemy and deathblow, if we had leader boards you might think people would be more willing to fight each other, but likelihood is that they won't due to the same fear.

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grumcajs
Posts: 378

Re: Countering zerging.

Post#92 » Tue Jul 05, 2016 8:56 am

just bunch of whiners who like to play smallscale and cant do a **** cuz other side is actually able to form a warband(s) and head to keep thus leaving them with nothing to do except for kill some straglers who head to join the keep siege.

Warhammer was never ever about smallscale. It was based about multiple warbands clash. More and more smallscale oriented it became once the population gone to hell. There used to be "pro" guilds years back that werent oriented in smallscale but in leading warbands.

Sure it was when the zones were full of players and multiple warbands on both sides.

The only problem atm is xrealming where players do not want to fight but rather log to the side that have a warbands up. Its not a game problem. Its not a zerg problem. Its player mentality problem.

Place of a smallscale play in this game is just very minor, major aim should be on massive scale. Rather then trying to punish players for playing in warbands , devs should aim to somehow manage population close to equal.

Call me zerg lover or whatever, yea I usually join the first open pug wb the moment I enter the lake and it suits me just fine cuz its WAR after all. (sure after few empty keeps I rather head to pve or to other tier but still I prefer pug large scale) If I want to play a smallscale I would guard the mailbox and wait for scenario pop.

I would like to see players actually stop whine and argue everywhere about zerging and rather try to organize some warband on their own and head to the lake. If you do not want to be a part of a large scale, then u should stop the **** up that wannabe smart talk and play a game that is actually smallscale based. Again - warhammer was never about smallscale and never should be.

User avatar
Tesq
Posts: 5713

Re: Countering zerging.

Post#93 » Tue Jul 05, 2016 9:13 am

grumcajs wrote:
Warhammer was never ever about smallscale. It was based about multiple warbands clash. More and more smallscale oriented it became once the population gone to hell. There used to be "pro" guilds years back that werent oriented in smallscale but in leading warbands.
the problem is originaly guild matter, be able to pay apoc guild taxes for keep required a big guild and be able to fortify a keep required also a high level guild, all these incentive to enter join guild and be part of something bigger got lost when the system got into 1.4.

Currently there is 0 difference in being part of a guild or not, appart have a group to play with which seems being not enough there should be other incentive that force ppl to actually be part of something bigger and the bigger it is the better not to zerg but to actually be more connected to that reality, to that realm, to that gameplay, to the game.
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flintboth
Posts: 440

Countering zerging.

Post#94 » Tue Jul 05, 2016 9:25 am

Currently, there is no real zerg. There is some players who play tha RvR T4 like it should be, currently, they are on Destruction side.
They play in Guild Warband, they play with Alliance guild Warband and there is some players who make Open Warband and they share info on channel.
Probably on Order side there is no players who want to share Info and play with Open Warband, finaly if there is no Warband open, Info shared to follow the RvR events, some or many players leave because there is no Realm and finaly the other Realm look like zerg because in this Realm players walk together for the RvR.
monkey 079 (test failure - escaped)

grumcajs
Posts: 378

Re: Countering zerging.

Post#95 » Tue Jul 05, 2016 9:29 am

pretty much what flintboth said - one side plays the game like it should be played and work as realm while other side atm do not have any realm so its mostly RvE. And no, I do not have any destro toons in t4

@Tesq : yep, I agree. Back in the ol' days there was some realm pride, guild/aliance pride. Where the guild and alliance worked to claim a keep and defend it for as long as possible, to organize defence warbands that would cover the whole day. Hell I have even seen some guild to announce they are hiring mercenaries to help them defend a keep and get some pots and talis for it :D
Once the 1.4 was released it all gone to hell and there started to be these "pro" premades hunting purple numbers and the game concept was destroyed. Game that was based on realm cannot work if you have rvr model and playerbase that plays just for purple numbers and doesnt care about the realm. Same can be said atm. Do you see players argue about no1 wants to join their warband they are willing to lead? No, you see players whine about they cannot effectively roam the lakes cuz everyone run in a warbands to lay siege to the keeps (something they do not wish to participate, cuz it usually is boring, require no skill and other bullshit you can see on chat channels and on forums)

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Tesq
Posts: 5713

Re: Countering zerging.

Post#96 » Tue Jul 05, 2016 10:16 am

more than pride ( that too) there was reallly a little of hate to be call "those who zerg the other",, so in the end guild leader made you stick with your wb only. Let's say guild leaders where more dictator for some aspect of the game and game benefith from that.
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Battleshadow666
Posts: 71

Re: Countering zerging.

Post#97 » Tue Jul 05, 2016 10:35 am

Wow......well I have nothing further to add to this topic. This topic was supposed to be more about t2-t3. I know I didn't make that clear at first which is why I edited it to clear that up.

You guys can obviously continue here, but I wont be responding any further to my own topic.

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Azarael
Posts: 5332

Re: Countering zerging.

Post#98 » Tue Jul 05, 2016 10:39 am

Let me jump in here for a second and go back to something Echosta mentioned on the previous pages.

If the AoE target selector were to select the 9 nearest valid targets, would this be a major help?

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Tesq
Posts: 5713

Re: Countering zerging.

Post#99 » Tue Jul 05, 2016 10:58 am

i belive yes, why should work differently anyway? fell like it's normal that an aoe hit the first x ppl in the range. Otherwise it's stated just like git to da choppa( pull is not the nearest but random ppl in range area).
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roadkillrobin
Posts: 2773

Re: Countering zerging.

Post#100 » Tue Jul 05, 2016 11:09 am

Azarael wrote:Let me jump in here for a second and go back to something Echosta mentioned on the previous pages.

If the AoE target selector were to select the 9 nearest valid targets, would this be a major help?
Yes coz that would mean you could focus bomb an aera without getting a bunch of random hits were you don't want em. Means it adds skill to were you place the AoE bomb as a unit. The outcome if you place the AoE on the backline or frontline is quit different. And theres tactics were taking out either one first mathers. Example if you face alot of enemies its more important to melt frontline first to keep incomming dps down
While if you make a flanking were you both get possition and initive advantage its much more benefitial to take out healers and backline first.
Last edited by roadkillrobin on Tue Jul 05, 2016 11:27 am, edited 1 time in total.
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