And your suggestions for breaking up zerg are...?
personally, i never had a problem with zergs. i really love to fighting bigger numbers. we still do this every warband day. also i understand the zerg as a reasonable way to do something in special situations.
at least at a siege it becomes automaticly a zerg, cause everyone wants to paricipate in it.
same for funnels... they still work and as a attacker i find it always great to break the defense with good gameplay. sure, you cant break every funnel but who said you should win every keep attack? i know, i know, most people hate funnels. boring to hold, hard to attack. but they are still a propriate way to hold a keep. escpecially if you are the underdog...
i have only a problem with the cannons cause they dont require anything. you havent even to know which class you actually play. just press one button and destroy whole organized wbs with it. especially for organized wbs who are looking for unequal and good fights it becomes very annoying. loosing is no problem, but this way it has nothing to do with playing this game...
we saw this today in our wb at cw. guess who had most of the kills...
trust me, no one was happy to be forced to play this cannon game, too.
another point is that you cannot control who is with you. this is annoying enough with collision (which should be ingame) but even more if the cannons hits you harder just because someone follows you.
for me personal another aspect is important... due to cannons and the insane range of engies you made sorcs/bws nearly useless in sieges. hitting something on the wall... try to get there. oil, rams and cannons are not really attackable anymore. aoeing the door was first removed and is not required anymore. during a heavy keep fight this means... stand and defend the cannons. same for undefendet keeps. nothing to do, nothing attackable. this **** cannons doing my job
the best and only way to split the zerg is to have more then one zone! so you can split the enemy and also act as a big zerg. whatever the situation needs. tactical freedom, which is not in the current system. with city sieges back in the game this becomes a important tactical aspect, because the defending realm have to decide if they focus on one zone or try to hold another as well. more freedoms means in this case also that there a alot of usefull scenarios for small groups aswelll, which will shrink the amount of wbs down again.
another thing are this short bo timers. they lost their tacticial aspect. no need to hold them. if you loose one, come back in a few minutes. they are not required to attack, so just play the rescource game until you can buy enough siege weapons. to reach this goal, the best and only way (during primetime) is to run as a big blob in a circle.
not very funny to be honest, because this can take hours. a map like kv becomes a real pain with this rescource system, because both sides run as a blob and rank their keeps.
multible zones and longer bo timers where in the game for a reason. also the point that they are required to attack. another good point was to force the attacker to hold them also for a zone flip, so you could even with a smaller or good group defend a zone until reinforcement arrives.
so, i am aware of the massive destro dominance in the past, but this times are gone. no need for cannons anymore, in my opinion.
just let people spread out in different zones and give bos a more important role again and the "problem" is gone.
fixing xrealm would also help a bit, even if i dont see this as the main prob atm. the numbers are quite equal for most of the time i play.
this are just my two cents and just a few of the things i see as a problem. dont get me wrong. i like the fact that is harder to get keeps, really! i also think its good to force the realm to organize, but there is still a lot of work to do, to make this new rvr better playable with bigger numbers. you can see it by yourself... most of the zone flips happen now outside of eu primetime. not a big deal atm, but again... as soon as cities are in the game, people will get angry if the never able to see it
so at the end, you have a lot of action going on, but its very static and boring gameplay. no tactical moves... just circle until you get bored and start an attack (whatever rank a keep has) or one side logs out....
would be way more funny to organize around different zones instead as running circles with a blob. some more progress (zone flips) would be nice. but not too much to lock the city all the time. maybe make the end zone keeps harder to prevent this.