Re: Countering zerging.
Posted: Mon Jul 04, 2016 11:49 pm
Honestly, I think that when most people use the term "zerging" it's an excuse to suggest that the other side won through numbers rather than skill. Sometimes the numbers are hopelessly imbalanced, and there is nothing you can do to avoid the possibility of that situation other than control the number of players on each side (scenarios).
I think people can and do underestimate the degree of skill that it takes to PUG.
In an organized group -- be it a scenario premade, organized 6 man or warband+, you are trying to leverage an advantage by controlling as many things ahead of time as you can. You ensure you have an ideal composition, the best gear possible, active lines of communication (frequently over voice), etc. This takes some degree of skill, but it's organizational skill rather than pure gameplay skill.
When you pug, you can't rely on easy communication or expect your group members to have tuned, geared characters. You can't count on an optimal composition. Instead, you have to adapt to what you do have. You have to play your character the best you can while reading the flow of battle and making decisions on the fly that you can't necessarily check with others. This take skill, and a PUG of people that can do this well are going to do a lot better than a PUG that doesn't.
I haven't been playing this particular server for long, but I've seen vast variations already in PUG warband skill even in just the first few tiers. I've seen outnumbered players successfully fight a tactical retreat while blunting the enemy's push, turning it and routing the enemy back to their warcamp. I've also seen warbands crumble and rout at the slightest sign of danger. You can't claim that individual player skill didn't factor into that. Similarly, trying to organize and lead a pug is difficult. Some people do it a lot better than others. Leading a premade is hard too, but in very different ways.
Consider an analogy: music. There are some musicians that are absolutely brilliantly talented but can't really play well with a group. Still other musicians play well in an established group but can't jam to save their life. Still others can pick up with a handful of other musicians and sound fantastic even though they aren't as technically proficient. All of these are different kinds of skill, and all are valid.
Ultimately, I think this comes down in large part to elitism. People who view themselves as skilled don't like losing to people they view as unskilled, and many people only recognize the kind of skill that they themselves have. There is a large tendency in players to disrespect the playstyle of others who play the game in a different way. Ultimately, forcing a game to cater to one playstyle over all others is unhealthy to the game. If you set up a game such that premades have a strict advantage that can't be countered even through numbers, then more casual players will stop playing. Additionally, new players will be turned off PvP because there is no space to learn in.
Similarly, if you cultivate an atmosphere where bandwagoning and playing lazy has no consequences, then players who enjoy a more engaged and dynamic experience will stop playing.
The challenge for the devs is to find the right balance, and that will always be a work in progress. Live servers faced this challenge in that some players would always try to join the winning side, so servers tended to be quite imbalanced. Here we have the same problem in the form of crossrealming. It's an extremely difficult problem to fix in a two faction game.
EDIT: Epo, I totally agree with you. You can't be afraid to die. Armies lose when they rout, and that comes from fear. The most fun PVP for me comes when there is a back and forth, advancing and retreating. Sometimes you get that in this game, sometimes you get PvD.
I think people can and do underestimate the degree of skill that it takes to PUG.
In an organized group -- be it a scenario premade, organized 6 man or warband+, you are trying to leverage an advantage by controlling as many things ahead of time as you can. You ensure you have an ideal composition, the best gear possible, active lines of communication (frequently over voice), etc. This takes some degree of skill, but it's organizational skill rather than pure gameplay skill.
When you pug, you can't rely on easy communication or expect your group members to have tuned, geared characters. You can't count on an optimal composition. Instead, you have to adapt to what you do have. You have to play your character the best you can while reading the flow of battle and making decisions on the fly that you can't necessarily check with others. This take skill, and a PUG of people that can do this well are going to do a lot better than a PUG that doesn't.
I haven't been playing this particular server for long, but I've seen vast variations already in PUG warband skill even in just the first few tiers. I've seen outnumbered players successfully fight a tactical retreat while blunting the enemy's push, turning it and routing the enemy back to their warcamp. I've also seen warbands crumble and rout at the slightest sign of danger. You can't claim that individual player skill didn't factor into that. Similarly, trying to organize and lead a pug is difficult. Some people do it a lot better than others. Leading a premade is hard too, but in very different ways.
Consider an analogy: music. There are some musicians that are absolutely brilliantly talented but can't really play well with a group. Still other musicians play well in an established group but can't jam to save their life. Still others can pick up with a handful of other musicians and sound fantastic even though they aren't as technically proficient. All of these are different kinds of skill, and all are valid.
Ultimately, I think this comes down in large part to elitism. People who view themselves as skilled don't like losing to people they view as unskilled, and many people only recognize the kind of skill that they themselves have. There is a large tendency in players to disrespect the playstyle of others who play the game in a different way. Ultimately, forcing a game to cater to one playstyle over all others is unhealthy to the game. If you set up a game such that premades have a strict advantage that can't be countered even through numbers, then more casual players will stop playing. Additionally, new players will be turned off PvP because there is no space to learn in.
Similarly, if you cultivate an atmosphere where bandwagoning and playing lazy has no consequences, then players who enjoy a more engaged and dynamic experience will stop playing.
The challenge for the devs is to find the right balance, and that will always be a work in progress. Live servers faced this challenge in that some players would always try to join the winning side, so servers tended to be quite imbalanced. Here we have the same problem in the form of crossrealming. It's an extremely difficult problem to fix in a two faction game.
EDIT: Epo, I totally agree with you. You can't be afraid to die. Armies lose when they rout, and that comes from fear. The most fun PVP for me comes when there is a back and forth, advancing and retreating. Sometimes you get that in this game, sometimes you get PvD.
