CommissarG wrote:Azarael wrote:
It's almost as if this is the intent. I don't know why some people are still under the impression that there is any skill or interest in the current implementation of large scale combat in this game. Your own fears make this clear - without bombing, you say, large scale combat will resolve down to mass ST. You make no mention of battlefield strategy and tactics, and it seems that the epitome of strategy in this game is a basic flank attack or hitting M2 in sync. I'm sorry but it doesn't make you amazing battlefield commanders. It's basic ****, and if the pinnacle of this game is getting 23 people to listen to you and fire off M2 in sync then you should be embarrassed.
This is likely to be an unpopular opinion, as usual. That's OK. I can honestly say that I've never been impressed by anything I've seen in ORvR, and I don't think that's because I'm the one with the problem.
I'm going to take a stab at this. Firstly, what is this "zerg" people keep talking about? Is it 1 warband of pugs? 2 warbands? Anything larger than a 6 man? What about 4 totally coordinated guild warbands?
I see a few fundamental issues with trying to make zerging obsolete.
Firstly, people who enjoy 6-man controlled combat already have outlets for that style of game-play, scenarios, the recent BO changes so they can dodge zergs on open rvr, pick off stragglers trying to re-inforce the main group. They already have a use, a place and can work in orvr.
Is it as technically skilled as dedicated 6 man teams? Absolutely not. But zergs offer one absolutely crucial place for people who are more casual at the game. The guy that plays two hours a week or a day, and just wants to log on his shadow warrior, participate in an epic fight and shoot goblins. The VAST majority of people playing this game do not have guilds, friends, groups or spare time to form such dedicated and coordinated forces, and the zerg allows them to have their fun regardless.
But you should just "git gud" isn't a good enough argument, because instead of "getting gud" people will "git gone".
People who want to play in dedicate 6 mans or organised guild warbands already likely are, and their numbers are much smaller than the joe bloggs from what I have seen.
The zerg allows me if I just have an hour to play to jump on, straight into the safety of a group and have a scrap without needed to find 6 people all on the right classes, hoping my guild/friends are all online. I do understand it's less "tactical", but for many of us, it is plain fun and mostly important for a low population private server
keeps the game accessible.
The game HAS to be accessible to people outside the elite hardcore, because if the game reaches the point where pugging is so heavily punished that they just get steamrolled by game mechanics they will just leave. Then who do the organised ones have to play against? The same 40 hardcore guys who stuck around will become stale opponents.
There is also the perception that Warhammer Online was always meant to be about the clash of armies, my fondest memories from live were of fortress defences or assaults with hundreds of players, yes it was a zerg, yes it was chaotic, but it looked glorious and was enjoyable.
Now, I lead pug warbands almost every day. It can be hard enough to get them to do simple things like xguard each other. If I now have to teach them to spread like schools of fish in the two minutes before we start fighting I might as well just not bother.
So if I stop leading pug warbands because I can't get them to do what is needed to beat guild groups (whereas at least now there is a fighting chance who will? There isn't exactly an abundance of people who lead groups on order. About 5-6 regulars. So the pugs will stop playing?
I'm just voicing some concerns I envisage from taking the game down this route. If you remove zerging, what is your plan to keep the less hard-core player in the game?
TL:DR: While zerging might be seen as less skillful I firmly believe it keeps the games population large enough to keep RoR alive.