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View Full Version : Solution To Zerging.


Image_Vain
06-02-2007, 12:14 AM
When you die, you become lvl 1 for 360 seconds.

Geynos
06-02-2007, 04:19 AM
<p>Whatever the effect is, it should scale with level. Thats rough in lower tiers.</p>

Microbolt
06-02-2007, 12:30 PM
<cite>Image_Vain wrote:</cite><blockquote>When you die, you become lvl 1 for 360 seconds. </blockquote> 6 minutes???  That would kill PvP.  The simple fix which requires no code is <i>don't fight near revive points</i>.

Image_Vain
06-02-2007, 09:47 PM
Virii@Venekor wrote: <blockquote><cite>Image_Vain wrote:</cite><blockquote>When you die, you become lvl 1 for 360 seconds. </blockquote> 6 minutes???  That would kill PvP.  The simple fix which requires no code is <i>don't fight near revive points</i>.</blockquote>It does seem long...  2 minutes?

PsycoSWG
06-03-2007, 02:45 AM
<p>well with revive point all over the place, it's hard not to.</p><p>And unfortunately, you are just not gonna find as much pvp on guardian isle as you are gonna at whisperwind.</p>

Brightspring
06-08-2007, 12:21 PM
Virii@Venekor wrote: <blockquote><cite>Image_Vain wrote:</cite><blockquote>When you die, you become lvl 1 for 360 seconds. </blockquote> 6 minutes???  That would kill PvP.  The simple fix which requires no code is <i>don't fight near revive points</i>.</blockquote><p> Hi Virii!</p><p>I wish it were that easy.  There is no non-zergable place in TT and BS, for all practical purposes.  Even places like Fear Tainted are one quick cloud ride away from a revive point.  I've been zerged like that in BS.</p><p>Our 24-minute fight in Mistmoore Castle <u>was</u> right at the zone in, hence practically on top of a revive point, but that was kind of out of necessity.  We zoned in and the other group was right there.  We would have been fools to assume that they'd let us go on our merry way down to where we wanted to be, and they'd have been equally foolish to think that we'd do the same for them.  We had to fight them there or change our plans, which we weren't going to do.</p><p>I guess one option would be to not allow reviving at the nearest spot if you died in PvP combat or if your opponents are still in PvP combat or some variation on that theme, but that seems kind of harsh.  And it's unworkable in zones with only one revive point.</p><p>After having been zerged yet again yesterday in an evenly matched fight (Someone said we killed them 3 times before we finally died.) I'm kind of leaning toward the idea that if you re-engage while anyone in your group/raid is still fighting your name is removed from everyone's recent list and you can drop loot & lose fame again.  The big problem with this, as was pointed out to me, is that this would make token/fame farming even easier.  However, I think the solution to that should be that SOE tries a little harder to police this.  It's pretty easy to distinguish between farming and legitimate PvP battles.  If the same 2 groups are in an endless battle & one side seems never to die or even take any significant damage, that's not real PvP.  The other problem with this is that non-exiled factions don't have to be raided up in order to fight in the same battle.  So once 1 group dies, they can zerg.  I'm willing to live with this though.  Anything would be an improvement on what we now have.</p><p>The other appealing solution is to temporarily delevel people (either just down to 1 or 5 levels at a time) when they revive while their group is in PvP combat in the same zone.  If they only get deleveled a bit, it should accumulate so that the first zerg would take them from 70 to 65; the second from 65 to 60, and so on.  Only after the fight is over would they regain the levels (preferrably upon reviving for the last time).</p>

Wytie
06-08-2007, 12:56 PM
bahhh i hate Zerging more than anything.. it makes pvp so pointless and im prob not gona partake in much of it till this gets addressed ill be content to raiding and playing lowbie alts in less easy to zerg zones than finally find a good T7 fight only for them to hop one cloud and zerg back before there 2nd group member dies....  No thanks I'll waste my time ganking since thats what SOE promotes by ignoring this HUGE issue <img src="/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" alt="SMILEY" /> 

Microbolt
06-08-2007, 01:20 PM
<blockquote><p><a href="mailto:Brid@Nagafen" target="_blank" rel="nofollow">Brid@Nagafen</a> Wrote: </p><p>Hi Virii!</p></blockquote><p> Hey Brid!</p><p>Miss you over here at Venekor :(   Wish I had transfered, Not much PvP here anymore ;)</p>

Microbolt
06-08-2007, 01:30 PM
<p>Just thought of another idea.  What if they disabled reviving if your group is engaged in PvP encounter?  Priest rezes should still be allowed.</p>

Bloodfa
06-08-2007, 01:37 PM
Virii@Venekor wrote: <blockquote><p>Just thought of another idea.  What if they disabled reviving if your group is engaged in PvP encounter?  Priest rezes should still be allowed.</p></blockquote> Shhhh!  You just fixed the problem, and now you'll get everybody ticked about PvP getting un-broken.  Sheesh, some people....

Image_Vain
06-08-2007, 02:16 PM
Bloodfang@Nagafen wrote: <blockquote>Virii@Venekor wrote: <blockquote><p>Just thought of another idea.  What if they disabled reviving if your group is engaged in PvP encounter?  Priest rezes should still be allowed.</p></blockquote> Shhhh!  You just fixed the problem, and now you'll get everybody ticked about PvP getting un-broken.  Sheesh, some people....</blockquote>Perfect.

Magnis
06-08-2007, 02:24 PM
You know what??? for some reason that idea settles nicely.... dont know why  thou.....

Wytie
06-08-2007, 03:15 PM
<cite>Image_Vain wrote:</cite><blockquote>Bloodfang@Nagafen wrote: <blockquote>Virii@Venekor wrote: <blockquote><p>Just thought of another idea.  What if they disabled reviving if your group is engaged in PvP encounter?  Priest rezes should still be allowed.</p></blockquote> Shhhh!  You just fixed the problem, and now you'll get everybody ticked about PvP getting un-broken.  Sheesh, some people....</blockquote>Perfect. </blockquote>Iv been praying they would do this for months i just wish someone could give a down side to this..... Theres not one IMO  other than somekinda bug where you went able to revive even after pvp combat was done so they add a safty to that say 1-5 min with a stronger death sickness

Elvalien
06-08-2007, 04:05 PM
Virii@Venekor wrote: <blockquote><p>Just thought of another idea.  What if they disabled reviving if your group is engaged in PvP encounter?  Priest rezes should still be allowed.</p></blockquote> I like the idea, but what about the solo zerger?

Bloodfa
06-08-2007, 04:23 PM
<p>Make him unable to affect anyone on his recent list for 5 minutes unless attacked by that individual.</p>

Image_Vain
06-08-2007, 04:40 PM
Bloodfang@Nagafen wrote: <blockquote><p>Make him unable to affect anyone on his recent list for 5 minutes unless attacked by that individual.</p></blockquote> Make the death effects from being killed by a player the following: "De-LvLed down to 1 for 2 minutes" IMHO that would cure Zerging, this and not able to rez when in group PvP.

Microbolt
06-08-2007, 05:33 PM
<p>5 minutes seems a little high.  What about when you die, you can't reengage anyone that you was on thier hate list for 60 seconds.  IMO waiting a 60 second wait would not be classified as zerging.</p><p>Also, I think once the 60 seconds is up you should lose fame/infamy and drop coin even if you on someones /recent list.  To keep from farming status/fame from your buddies you cannot recieve any reward if they are on your /recent even though your enemy loses multiple times.</p>