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Re: Countering zerging.
Posted: Mon Jul 04, 2016 5:42 am
by drmordread
drmordread wrote:Malgaroth wrote:drmordread wrote:stuff
So your solution to countering the RvR zerg is to completely avoid fighting, and thus completely avoid gameplay, and ghost/ninja other keeps.
Good stuff.
If that is all you got out of it, may I suggest that you debolster and go back to t1 because that is all you are meant to do.
let me spell it out for you;
Spread them out into more manageable numbers, and you can win. We did it tonight while defending KV. Reik got locked, then Praag, while at the same time those few remaining in KV made fat renowns keeping most of the destro busy.
See, it is a simple concept. Do anything to win. Winning means not allowing the enemy to your city. As I said, if you can't see this simple equation, debolster and go back to t1 because you cause your realm to lose in t4.
Re: Countering zerging.
Posted: Mon Jul 04, 2016 5:42 am
by drmordread
drmordread wrote:Malgaroth wrote:drmordread wrote:stuff
So your solution to countering the RvR zerg is to completely avoid fighting, and thus completely avoid gameplay, and ghost/ninja other keeps.
Good stuff.
If that is all you got out of it, may I suggest that you debolster and go back to t1 because that is all you are meant to do.
let me spell it out for you;
Spread them out into more manageable numbers, and you can win. We did it tonight while defending KV. Reik got locked, then Praag, while at the same time those few remaining in KV made fat renowns keeping most of the destro busy.
See, it is a simple concept. Do anything to win. Winning means not allowing the enemy to your city. As I said, if you can't see this simple equation, debolster and go back to t1 because you cause your realm to lose in t4.[/quote]
Re: Countering zerging.
Posted: Mon Jul 04, 2016 5:43 am
by drmordread
Malgaroth wrote:drmordread wrote:stuff
So your solution to countering the RvR zerg is to completely avoid fighting, and thus completely avoid gameplay, and ghost/ninja other keeps.
Good stuff.
[/quote]
If that is all you got out of it, may I suggest that you debolster and go back to t1 because that is all you are meant to do.
let me spell it out for you;
Spread them out into more manageable numbers, and you can win. We did it tonight while defending KV. Reik got locked, then Praag, while at the same time those few remaining in KV made fat renowns keeping most of the destro busy.
See, it is a simple concept. Do anything to win. Winning means not allowing the enemy to your city. As I said, if you can't see this simple equation, debolster and go back to t1 because you cause your realm to lose in t4.[/quote][/quote]
Re: Countering zerging.
Posted: Mon Jul 04, 2016 5:43 am
by drmordread
drmordread wrote:Malgaroth wrote:drmordread wrote:stuff
So your solution to countering the RvR zerg is to completely avoid fighting, and thus completely avoid gameplay, and ghost/ninja other keeps.
Good stuff.
If that is all you got out of it, may I suggest that you debolster and go back to t1 because that is all you are meant to do.
let me spell it out for you;
Spread them out into more manageable numbers, and you can win. We did it tonight while defending KV. Reik got locked, then Praag, while at the same time those few remaining in KV made fat renowns keeping most of the destro busy.
See, it is a simple concept. Do anything to win. Winning means not allowing the enemy to your city. As I said, if you can't see this simple equation, debolster and go back to t1 because you cause your realm to lose in t4.
Re: Countering zerging.
Posted: Mon Jul 04, 2016 5:44 am
by drmordread
Malgaroth wrote:drmordread wrote:stuff
So your solution to countering the RvR zerg is to completely avoid fighting, and thus completely avoid gameplay, and ghost/ninja other keeps.
Good stuff.
[/quote]
If that is all you got out of it, may I suggest that you debolster and go back to t1 because that is all you are meant to do.
let me spell it out for you;
Spread them out into more manageable numbers, and you can win. We did it tonight while defending KV. Reik got locked, then Praag, while at the same time those few remaining in KV made fat renowns keeping most of the destro busy.
See, it is a simple concept. Do anything to win. Winning means not allowing the enemy to your city. As I said, if you can't see this simple equation, debolster and go back to t1 because you cause your realm to lose in t4.[/quote]
Re: Countering zerging.
Posted: Mon Jul 04, 2016 5:46 am
by drmordread
sorry for all the copies...no idea what the F happened
Re: Countering zerging.
Posted: Mon Jul 04, 2016 5:52 am
by Annaise16
The problem with buffs to damage and healing being given to the weaker side, or debuffs to the damage/healing of the stronger side, is that it can be easily exploited by gankers (either small groups or individuals) who are working away from the main fight. There are a fair number of individuals and groups who really aren't trying to make any contribution to the campaign. They are playing just to farm renown and medallions and they would definitely take advantage of this kind of change to get easier kills without making any attempt to fight the zerg that the system is meant to counter.
So the realm buff/debuff system can really only be applied fairly to small maps where everyone in the region has no choice but to take part in the main fight. Stage 3 of city instances were a good example of where this type of system would have worked. It could also be applied in some other scenario-map size regions when large populations are online.
If I was designing an rvr game from scratch, I would set up a the campaign to take place over a series of maps that alternated in size and overall objective. I would have large maps like the rvr lakes that have keep-like objectives interspersed with small, scenario-style maps with flag-type objectives.
The small maps would use a buff/debuff system to provide fairly balanced (in terms of kills), highly-intense, short-duration (30-minute) fights between the two sides.
The large maps would provide opportunities for more strategic fights between the two sides.
Another part of the mechanic is that population would be used to determine which maps became available, with smaller and medium-sized maps available during periods when the population is low, and with the larger maps becoming available when the population increased.
The goal of the system would be to provide variety in the style and intensity of rvr within an overall progressive campaign.
Re: Countering zerging.
Posted: Mon Jul 04, 2016 9:00 am
by roadkillrobin
Before asking for zerg nerfs etz why don't we learn people how to play against superoir numbers.
You don't need to add anything into the game to counter the zerg, it's allready in there.
Peeople just need to figure it out. I've playd in guilds in WAR that were about to take out 4 times their numneers, and i'v played in guilds on RoR that were able to take out 3 times their numbers.
It's a l2p issue.
Re: Countering zerging.
Posted: Mon Jul 04, 2016 9:39 am
by Alubert
Best rvr system was at the end of WAR.
Give back "quick escape" and Odjira and small group can fight against zerg.
Re: Countering zerging.
Posted: Mon Jul 04, 2016 10:06 am
by peterthepan3
roadkillrobin wrote:Before asking for zerg nerfs etz why don't we learn people how to play against superoir numbers.
You don't need to add anything into the game to counter the zerg, it's allready in there.
Peeople just need to figure it out. I've playd in guilds in WAR that were about to take out 4 times their numneers, and i'v played in guilds on RoR that were able to take out 3 times their numbers.
It's a l2p issue.
It's about the zerg playstyle itself. It needs to be dealt with. How anyone can feel justified to defend zerging baffles me. It's very easy to go on and say 'i was able to counter 1000 wbs on live blabla' btw, but provided those players in that WB are semi-skilled then good luck beating them without speed procs/etc.
Zerg is skill-less crap, end of.