Post#4 » Tue Apr 04, 2017 1:30 am
In my opinion the biggest issue is the sentiment of new players.
Most haven't grasped yet that it is pretty much required to get into a proper guild, or atleast find a proper group to play with.
Communication is literally key to having fun in WAR, one way or another.
However, in regards to zergs, and with that zone locks:
Change the way fights play out; change the way the community goes about playing the game, by adding - or, well, forcing - a "new" metalevel into the game, that'd be: Social interaction.
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My proposal:
1.) The nuclear option:
Completely remove the option to form warbands and with that force people into guilds to participate in efficient zerging; RvR in general, or into small scale roaming.
The latter would, too, serve as jumpstart and introduction to organized scenario groups.
This would, I imagaine, revitalize the RvR community in general; overall communication.
People would be forced to communicate within their guild and realm to setup elaborate maneuvers and succesful keep sieges;
defenses and assaults - zone locks in general -, and get into touch with each other.
You would basicly add a new metalevel and even circumvent the need for fancy UI-solutions; it would utitilze the chaos that'd ensue, if you will.
Lastly, it would turn the niche game into what it is, it would serve as structural emphasizes and dedication to the systems already in place.
2.)The moderate attempt:
Solve the zerging by the means of tampering with the dynamic of the game, and with that solve, hopefully, the problem of stagnation and potential regression by proxy.
Bind the effectiveness of skills and mechanics to the amount of players participating in a brawl - similar to what Aza tried already.
-> Morales
Disable the undefensible/cleansable/disspellable trait of morales for as long as player are part of a warband.
~ That should not completely cancel out, but limit the moral cheese that is practiced.
Enable the undefensible/cleansable/disspellable trait of morales while player are part of a normal group.
->AoE,ST,Healing - all the numbers in general
Reduce, not increase, the effectiveness of skills and mechanics depending on the amount of players in a warband, not within a certain, geographical
perimeter. Have heals and damage be reduced by a set percentage whilst zerging around. Say, by up to 25-30% for a full warband.
With that, don't necessarily force them to scatter - as that is, as Aza pointed out in another thread, impossible due to the maps and all that -,
but to deploy proper tactics; to setup dedicated groups and enforce warband-wide assists, for example.
That, I imagine, would either whittle down the Zergs by the means of attrition or, at the very least, force them to properly adapt to a situations.
All the while leave small groups untouched and with that potent enough to take on more, and more numbers.
As to the difference between increasing and decreasing effectiveness of a skills and mechanics and the binding to certain circumstances:
If you increase the effectiveness of just about anything, you force - rather hold - the hand of the invidual; the hands of the masses by proxy.
If you decrease the effectiveness of just about anything, you force the hands of the masses; the hand of the individual directly.
Aka: Advantage and selfpreservation versus disadvantage and cooperation.
If you bind it to random, ever changing sets of circumstances, you will invetiably create absurd scenarios.
If you bind it to steady sets of circumstances, as you could with the group formats, you will, at the very least, limit the probabilty of absurd scenarios.
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That'd be, I guess, a 50%/50%.
Either people finally band together; form 6mans, guilds or alliances themselves to compete with the other - not their - own realm, or everything comes crashing down...
On a serious note:
Have the fights and the community be the carrot and not the stick -
so that even fights during a downtime; after a zone lock, become desireable.
However, I might be too old and my own sentiment to nostalgic/utopian.