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View Full Version : Say no to Zerging


Vendi
12-11-2007, 12:14 PM
Of all the lame tactics people use in this game, I would have to say zerging is my biggest pet peeve.  I came up with an idea of how to eliminate zerging. I know many ideas have been mentioned in the past, but I'm thinking of something a little more fun. If an individual or group attacks you and dies and they reengage within 30 sec you should get a "Get Down, and Stay Down" button, which would make it impossible for them to revive for 5-10 min. They will have to stay on the ground for said amount of time eating turfburgers and a sign over their corpse saying "I'm a Zerging Fool". Or we could get a "Punt" button that would launch them to other side of zone. I know a lot of people would like the Punt ability so they could Punt us Gnomes around.OK, enough for the attempt at humor. I know this subject has come up at least a hundred times already, but like anything else around here, it seems the more whining we do the more chance there is something will be done about it. Some of the ideas I have seen on this subject make perfect sense and I can't see how they can't implement some of them:1. If engaged in a group or raid PvP fight you cannot revive until the encounter is over (now I do think healers should be able to rez though)2. As mentioned earlier, when you kill someone they are on your recent list and can no longer gain fame. In most cases this keeps you from bothering that individual again for 20 min. The winners name should go on the recent list of loser. I know this is not best solution cause there are a lot of idiots out there that hate losing and will keep coming back until your out of power and then kill you (but they should never get fame off you in this situation).3. Not sure if this idea has come up before (I'm sure it has). I suggest that when you go to revive after a PvP fight the top two closest revive points should be unavailable.So, are you all sick of the zerging. Then let's all say no, but have some constructive ways to help the developers figure out a way to stop it.

sprogn
12-11-2007, 12:35 PM
<p>If you die in PVP combat, you are not permitted to revive at the top 50% of revive spots (rounded DOWN).</p><p>Zone has 5 revive spots, you can revive at the bottom 3.</p><p>Zone has 2, you can revive at bottom 1.</p><p>Zone has 1, you revive there.</p>

ckl
12-11-2007, 12:39 PM
How about you always have to revive outside of the current zone you're in?

Roald
12-11-2007, 12:57 PM
<cite>[email protected] wrote:</cite><blockquote>3. Not sure if this idea has come up before (I'm sure it has). I suggest that when you go to revive after a PvP fight the top two closest revive points should be unavailable.</blockquote>This is a great idea.

seejester
12-11-2007, 01:00 PM
<span style="font-size: small;color: #00ff00;">Zerging comes at a price - many times their buffs are down, and they have revival sickness.I know it's annoying sometimes but in others it can be a lot of fun. Anyone who's been in a huge raid-on-raid battle knows the fun of zerging from both ends.A few weeks back, Onyx brought a x4 to Freeport. We were unorganized in our response, but many freeps ran in solo or small groups, died, then jumped back in again. It was a battle in the classic sense, freeps and exiles everywhere, and imo was one of the best fights I've had in a while.It was FUN. Best way to avoid a zerg, really, is to fight away from their spawn sites. No nerf needed IMO, just know that's a price you could pay for ganking them where they spawn...</span>

ckl
12-11-2007, 01:00 PM
<cite>[email protected] wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote>3. Not sure if this idea has come up before (I'm sure it has). I suggest that when you go to revive after a PvP fight the top two closest revive points should be unavailable.</blockquote>This is a great idea.</blockquote>Well it assumes that there are always at least three revive points. Not always the case

Tae
12-11-2007, 02:00 PM
<cite>[email protected] wrote:</cite><blockquote><span style="font-size: small;color: #00ff00;">Best way to avoid a zerg, really, is to fight away from their spawn sites. No nerf needed IMO, just know that's a price you could pay for ganking them where they spawn...</span></blockquote>The only PvP is at spawn sites. If you don't PVP there you don't PvP at all 90% of the time. But you can never actually win a fight because everyone you kill constantly comes back until you're all out of power. It's not fun, and it's getting more and more frustrating each day.

Gaeus
12-11-2007, 02:02 PM
<cite>sprognak wrote:</cite><blockquote><p>If you die in PVP combat, you are not permitted to revive at the top 50% of revive spots (rounded DOWN).</p><p>Zone has 5 revive spots, you can revive at the bottom 3.</p><p>Zone has 2, you can revive at bottom 1.</p><p>Zone has 1, you revive there.</p></blockquote>    This is the answer, if there are less than 3,4,5 revive spots in a zone.  This person answered that. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

Harbringer Doom
12-11-2007, 02:16 PM
<cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote>3. Not sure if this idea has come up before (I'm sure it has). I suggest that when you go to revive after a PvP fight the top two closest revive points should be unavailable.</blockquote>This is a great idea.</blockquote>Well it assumes that there are always at least three revive points. Not always the case</blockquote>You're arguing just for the sake of arguing now, huh?<img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" width="15" height="15" />

seejester
12-11-2007, 02:20 PM
<cite>[email protected] wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><span style="font-size: small;color: #00ff00;">Best way to avoid a zerg, really, is to fight away from their spawn sites. No nerf needed IMO, just know that's a price you could pay for ganking them where they spawn...</span></blockquote>The only PvP is at spawn sites. If you don't PVP there you don't PvP at all 90% of the time. But you can never actually win a fight because everyone you kill constantly comes back until you're all out of power. It's not fun, and it's getting more and more frustrating each day.</blockquote><span style="font-size: small;color: #00ff00;">What tier, Taear, if I may ask?</span>

ckl
12-11-2007, 02:22 PM
<cite>[email protected] wrote:</cite><blockquote><cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote>3. Not sure if this idea has come up before (I'm sure it has). I suggest that when you go to revive after a PvP fight the top two closest revive points should be unavailable.</blockquote>This is a great idea.</blockquote>Well it assumes that there are always at least three revive points. Not always the case</blockquote>You're arguing just for the sake of arguing now, huh?<img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote>Well, no. It won't help the zerging inside dungeons or other spots where there are less than three revive points. The idea could use some tweaking, for sure. Maybe if there are less than three revive points, upon death you can only revive in the adjacent zone.

seahawk
12-11-2007, 02:36 PM
<p>The idea about limiting revive spots intrigues me.  I think I like that.</p><p>One idea I have always thought about is this, If you are in a group pvp battle, say 6v6 and if anyone of your mates die due to pvp then they can't revive as long as you have people in your group still fighting.  In other words, if 2 of your group members die, they stay dead until either the remaining 4 kill the other 6, or the 6 kill your remaining 4.</p><p>Of course, group rezzing while still in combat is allowable, as that is not zerging.</p><p>I can't tell you how many times we have killed a group of enemies 3 or 4 times in the same fight.  It really ticks you off.  This would eliminate at least that aspect of the zerg.</p><p>Another change could be, if you die from pvp, you come back with 10 percent health as opposed to full health.  Therefore forcing you to stay in immunity till your health meter gets full.</p>

Vendi
12-11-2007, 05:02 PM
<cite>[email protected] wrote:</cite><blockquote><span style="font-size: small;color: #00ff00;">Zerging comes at a price - many times their buffs are down, and they have revival sickness.I know it's annoying sometimes but in others it can be a lot of fun. Anyone who's been in a huge raid-on-raid battle knows the fun of zerging from both ends.A few weeks back, Onyx brought a x4 to Freeport. We were unorganized in our response, but many freeps ran in solo or small groups, died, then jumped back in again. It was a battle in the classic sense, freeps and exiles everywhere, and imo was one of the best fights I've had in a while.It was FUN. Best way to avoid a zerg, really, is to fight away from their spawn sites. No nerf needed IMO, just know that's a price you could pay for ganking them where they spawn...</span></blockquote>OK, let me give you the reason why I brought this subject back up. Last evening, while trying to get to a dungeon our group was separated due to aggro death. When the three of usthat were left outside the zone were trying to get back we met up with a group of three and the fight was on. We killed them, and their revive spot was right next to where we were, and they continued to zerg more than 5 times, until all their friends showed up and got us with low power, because we were never out of combat since the three kept zerging. It was not by choice that we fought by the revive spot. They happened to have faction in the area and we did not, so we could not proceed to the dungeon without going invis or killing on the way. I've also learned that if you are engaged in PvP and a mob kills you, you will still lose fame.  I was not gonna let them get the cheap kill by running through the aggro. I know this is a PvP server, and I love to PvP, but this is not PvP, it is just a bunch of fools that can't handle getting beat and they were gonna keep us in combat as long as possible till they got another 6 to help them beat us. So, you tell me why is it such a bad idea to fix this. It is in no way a nerf, it would affect all classes. It's no different than taking away zoning while in combat. Also, not all people gank, so saying that it's the price we pay for ganking near a spawn point is a bit narrow minded.

Grimfort
12-12-2007, 09:13 AM
<p>Hello, my name is grimfort and I am a ganker.The other day I was in a pvp battle next to a respawn point, whence I died.I lost a hearty amount of gold but I saw no one take my chest, so I ran back in and grabbed up my goodies, only to get caught up in the still ongoing pvp battle. After FP won the day and killed the enemy I was invited to a group, someone who had not killed the recently revived group of Qs, who my team mate then attacked putting me into battle a 3rd time with the same Qs. I was stomped 4 times by this group in a 30 minute period I assume for vengeance but honest guv I wasnt trying to gank!</p><p>The morale of the story?  There is ganking and there is blatant ganking, who knows which side of the line my story lays upon.</p>

Dh
12-12-2007, 10:42 AM
<p>Just make it so you cannot revive while your group mates are in PVP combat except by a priest. Problem solved. A Simple solution that needs to be added ASAP.  It doesn't matter if people revive with sickness and low power it ruins the fun of having a close fight and winning or losing by seeing who can revive the fastest. Its rediculous and ruins the game just as much as deity miracles and blessings.</p>

Dreamo
12-12-2007, 10:51 AM
<p>I think it is a problem only while you are leveling via quests. As soon as you are 80 and have 140 AAs there is no point for you to stay in one place. You killed somebody, move on. Let them search for you if they want. By the time they find you they will be off recent again. And because the RoK zones are larger than KoS or EoF zerging won't really be a problem in my opinion. It is very rare that you can revive very close to where you were killed in RoK (unless youa re fighting at the revive spot).</p><p>But as long as everyone is bound to certain location for some time (because there are gazillion quests in the area you need to complete) the zerg will happen a lot.</p>

Outkasted2006
12-12-2007, 02:50 PM
<cite>[email protected] wrote:</cite><blockquote>Of all the lame tactics people use in this game, I would have to say zerging is my biggest pet peeve.  I came up with an idea of how to eliminate zerging. I know many ideas have been mentioned in the past, but I'm thinking of something a little more fun. If an individual or group attacks you and dies and they reengage within 30 sec you should get a "Get Down, and Stay Down" button, which would make it impossible for them to revive for 5-10 min. They will have to stay on the ground for said amount of time eating turfburgers and a sign over their corpse saying "I'm a Zerging Fool". Or we could get a "Punt" button that would launch them to other side of zone. I know a lot of people would like the Punt ability so they could Punt us Gnomes around.OK, enough for the attempt at humor. I know this subject has come up at least a hundred times already, but like anything else around here, it seems the more whining we do the more chance there is something will be done about it. Some of the ideas I have seen on this subject make perfect sense and I can't see how they can't implement some of them:1. If engaged in a group or raid PvP fight you cannot revive until the encounter is over (now I do think healers should be able to rez though)2. As mentioned earlier, when you kill someone they are on your recent list and can no longer gain fame. In most cases this keeps you from bothering that individual again for 20 min. The winners name should go on the recent list of loser. I know this is not best solution cause there are a lot of idiots out there that hate losing and will keep coming back until your out of power and then kill you (but they should never get fame off you in this situation).3. Not sure if this idea has come up before (I'm sure it has). I suggest that when you go to revive after a PvP fight the top two closest revive points should be unavailable.So, are you all sick of the zerging. Then let's all say no, but have some constructive ways to help the developers figure out a way to stop it.</blockquote><p>This is one of my biggest pet peeves as well. And course as working on the last part of BBC around 8cst, this SK and Scout both yellow to me (43), and I was grouped a 44, and a 40. And yes they jumped us, died..tried again..died...tried again got the monk..then died...tried again..got me....(ranger), jumped us again..almost got the swashbuckler...but died... then finally gave up. </p><p> Can you guess what happened? I had gotten 4 fame kills straight, already had my "current" title when i got those kills. then I get killed by zerging punks and lose my title? Seriously.. WHAT THE F***</p>

seejester
12-12-2007, 05:44 PM
<cite>[email protected] wrote:</cite><blockquote><cite></cite>OK, let me give you the reason why I brought this subject back up. Last evening, while trying to get to a dungeon our group was separated due to aggro death. When the three of us that were left outside the zone were trying to get back we met up with a group of three and the fight was on. We killed them, and their revive spot was right next to where we were, and they continued to zerg more than 5 times, until all their friends showed up and got us with low power, because we were never out of combat since the three kept zerging. It was not by choice that we fought by the revive spot. They happened to have faction in the area and we did not, so we could not proceed to the dungeon without going invis or killing on the way. I've also learned that if you are engaged in PvP and a mob kills you, you will still lose fame.  I was not gonna let them get the cheap kill by running through the aggro. I know this is a PvP server, and I love to PvP, but this is not PvP, it is just a bunch of fools that can't handle getting beat and they were gonna keep us in combat as long as possible till they got another 6 to help them beat us. So, you tell me why is it such a bad idea to fix this. It is in no way a nerf, it would affect all classes. It's no different than taking away zoning while in combat. Also, not all people gank, so saying that it's the price we pay for ganking near a spawn point is a bit narrow minded.</blockquote><span style="font-size: small;color: #00ff00;">I see your point, thank you for elaborating. There is a danger with the current system when you kill someone -- they have nothing to lose when they come back to get you. Killing someone is easy, keeping them from killing you back can be a bit trickier. Although this is, indeed, annoying, they have that right to try to get you back. Some fights you win, others you lose, and in this case I suppose it's win and lose hehe.As I said before, there is a downside to zerging, rez sickness, for one. Once you get all the kills, I'd recommend a group root, then fleeing the area if you do not wish to continue fighting. Once you're out of combat, you'll have full run speed. If you aggro a mob in that time, you can also /yell to ensure the mob doesn't keep you in combat once the PvP breaks.I know you're angry over this situation, but I must still disagree on your solution. There are ways with the current game mechanics to escape such situations. And, if they have built faction in an area where you have not, they deserve to have that advantage over you. EQ2 PvP is not a salute and honorable duel, the defeated leaving the field with honor. It's a war, ugly, dirty, where your enemy will try to have every advantage possible to ensure victory over you. I don't like getting ganked myself, but I keep in mind that's the nature of EQ2 PvP. And as for my 'ganking' comment, I apologize, that's not what I meant. I was merely using slang to refer to killing your enemy. Nothing was implied there. Although, for the record, 'ganking' is perfectly legal in the ruleset of this game. You don't have to like it, but it is a bit narrow-minded to snub your nose or sneer at it.</span>

IceyGregorio
12-12-2007, 05:52 PM
If you don't want to get zerged, then don't fight where the enemy can easily zerg you, end of story. Your own fault if you get zerged.

Dh
12-12-2007, 06:09 PM
<cite>IceyGregorio wrote:</cite><blockquote>If you don't want to get zerged, then don't fight where the enemy can easily zerg you, end of story. Your own fault if you get zerged.</blockquote>Says the guy that zergs every chance he gets...

Tae
12-12-2007, 06:15 PM
<cite>[email protected] wrote:</cite><cite></cite> <blockquote><span style="font-size: small;color: #00ff00;">What tier, Taear, if I may ask?</span></blockquote>Guess.

Bloodfa
12-12-2007, 06:25 PM
<p>So when your group tackles an enemy group, and another group joins the enemies, and you're now at 2-to-1 odds in the enemies favor, you let your friends die or come back in as a weakened reinforcement?  Call it what you like, but if I can get a friend or two out of a jam, Rez sickness or not, I'm coming in hot and gunning for bear, faction hits and fame be damned.  Don't get me wrong, I expect groups of similar factions to join in and help their side, but there's zerging and then there's zerging.  The morons I fought on an alt with some guildies that kept coming back like 5 times trying to beat us (4 on 2, our numerical advantage in an 8 level zone against their yellow con), then added in another yellow for the eventual win, that I consider zerging.  To be fair, we were trying to head in that direction anyway ... but they didn't have to keep engaging us, that was their choice.  Not all situations are equal, but some are all about perspective.  </p><p>Changes one way or the other, well, they would affect both sides, so it really would be a fair change in theory.  Greying out the closest rev spot while PvP is active would certainly give the advantage to the group with the most numbers.  I wouldn't hold out hope for any more major changes with the current change going through, though.</p>

seejester
12-12-2007, 06:39 PM
<cite>[email protected] wrote:</cite><blockquote><cite>[email protected] wrote:</cite><cite></cite> <blockquote><span style="font-size: small;color: #00ff00;">What tier, Taear, if I may ask?</span></blockquote>Guess.</blockquote><span style="font-size: small;color: #00ff00;">Ahh, I see, T8 eh? I've heard Venekor PvP is a bit spotty. Sorry to hear that. In Nagafen T8, PvP is everywhere.</span>

Stubbadub
12-13-2007, 09:18 PM
<cite>IceyGregorio wrote:</cite><blockquote>If you don't want to get zerged, then don't fight where the enemy can easily zerg you, end of story. Your own fault if you get zerged.</blockquote>Then perhaps SOE should look at where they put the revive points, maybe not right next to the bird stations at places like West Pens. Our group were heading from riliss to meet someone in KP, i landed first and was attacked by the little, known zerg squad from Lumpenpack. We killed them and as they res right next to the bird station they can just keep coming back in, concentrating on one member til he dies then moving on to another. So what your saying is to not use birds to get around the map incase you happen to be attacked when you land?

Armironhead
12-14-2007, 11:40 AM
<cite>stubbadubb wrote:</cite><blockquote><cite>IceyGregorio wrote:</cite><blockquote>If you don't want to get zerged, then don't fight where the enemy can easily zerg you, end of story. Your own fault if you get zerged.</blockquote>Then perhaps SOE should look at where they put the revive points, maybe not right next to the bird stations at places like West Pens. Our group were heading from riliss to meet someone in KP, i landed first and was attacked by the little, known zerg squad from Lumpenpack. We killed them and as they res right next to the bird station they can just keep coming back in, concentrating on one member til he dies then moving on to another. So what your saying is to not use birds to get around the map incase you happen to be attacked when you land? </blockquote>This has been suggested many times and soe does nothing about it.  As far as i'm concerned on the pvp servers there should be pvp revive points -- different ones for each faction and they should be well spread out on the map.  So if you die in pvp you revive somewhere across the map so that in the usual pvp fight it takes some time for you to return making zerging unlikely.  Of course they can keep the same revive points for pve -- so if you die while questing or grinding you revive in the usual locations.

Fartin
12-14-2007, 12:21 PM
The cry babies are at it again, waaaaaah!

Vendi
12-14-2007, 11:22 PM
<cite>Fartin wrote:</cite><blockquote>The cry babies are at it again, waaaaaah!</blockquote>Well, your screen name tells me where you got this message from.

TniEradani
12-14-2007, 11:54 PM
<cite>[email protected] wrote:</cite><blockquote><p>Just make it so you cannot revive while your group mates are in PVP combat except by a priest. Problem solved. A Simple solution that needs to be added ASAP.  It doesn't matter if people revive with sickness and low power it ruins the fun of having a close fight and winning or losing by seeing who can revive the fastest. Its rediculous and ruins the game just as much as deity miracles and blessings.</p></blockquote><p>I wholly agree with the suggestion given by Dhye, and it was what I was planning on proposing when I began reading this thread. I personally perceive that, should respawn points be restricted, coordinating PvE or PvP regroupings could be hindered. Say you're trekking through a zone, working on a quest with groupies, and some pwnz0rz come by and splat your little gathering's entrails across the dirt. Why be forced to respawn 1,000 to 2,000 meters away when, if the chance makes its stance, you could immediately revisit the area that you died in? Sometimes, eluding an enemy PvP group even close-by can be done if you're toiling away, traveling and punching out quests.</p><p>Though, I suppose if such a suggestion as knocking back respawns to the 3rd farthest away, the PvP benefits to near blitzkrieging removal probably outweigh the PvE ones. Still, sometimes it's nice to suicide to NPCs with a group and arrive at the closest respawn location, as, during heated PvP hours, such expedience is needed as though it was integrity's ingredients. But, I suppose nobody will have much of a need for that (expedience) as PvP falls off in the majority of tiers except the top two or three. All you guys have them 55% or 4,000% runspeed buff gizmos!!...lol. Messin', but still. Nothin' like a suicide in Antonica to revive at Thundering Steppes griffon station...hahaha.</p><p>Your Homie G,<a rel="nofollow" href="http://eq2players.station.sony.com/characters/character_profile.vm?characterId=474885120" target="_blank">Seliri Dar'Yanne</a>LVL 26 Shadowknight<a rel="nofollow" href="http://eq2players.station.sony.com/guilds/guild_profile.vm?guildId=3636120" target="_blank">Acolytes of Guile</a>Freeport of <a rel="nofollow" href="http://eq2players.station.sony.com/leaderboards/classLeaderboardReport.action?report=most_pvp_kill s&classId=9" target="_blank">Nagafen#9 in PvP SK Kills</a></p>

Yonaton
12-15-2007, 12:16 AM
<p>It's been asked time and time again to move the Freeport Rez point in Antonica away from the thundering steppes griff. Anyone questing down there gets hit,has to revive allway across continent,and fly back in only to get hit again. And many don't know of the backdoor entrance behind the waterfall near BB entrance.</p><p>There's two rez poins for Freeport toons in that zone,one at TS and one at Windstalker ville,and on Vox TS griff is camped so hard,many times you can come from ts and hit the griff to fly aqway because the zone lags from all the Freeporters sitting there.</p><p>We make do,however. It's never been fixed,and frankly everyone got tired of complaining about it to deaf ears. </p>

Winter12345
12-16-2007, 02:24 AM
<p>People are just greedy, they want vegance for every little thing.... examples?= "OMG I'm going to kill that idiot since he killed my virtual character! got 14 copper! and made me lose 10 pts of faction!!" </p><p>Ahh at least people cant "revive" in real life, no second chances. <img src="http://forums.station.sony.com/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" /></p>

Sightless
12-27-2007, 09:39 AM
<p>This is annoying. I'll go in and try a second fight, but I won't zerg.</p><p>I think what they should do is stifle all damage based spells until your immunity wears off, once you have died and revived, or at least stifle your damage based spells for 30 seconds.</p>

BWLeeEllison
12-27-2007, 01:35 PM
<cite>Yonaton wrote:</cite><blockquote><p>It's been asked time and time again to move the Freeport Rez point in Antonica away from the thundering steppes griff. Anyone questing down there gets hit,has to revive allway across continent,and fly back in only to get hit again. And many don't know of the backdoor entrance behind the waterfall near BB entrance.</p><p>There's two rez poins for Freeport toons in that zone,one at TS and one at Windstalker ville,and on Vox TS griff is camped so hard,many times you can come from ts and hit the griff to fly aqway because the zone lags from all the Freeporters sitting there.</p><p>We make do,however. It's never been fixed,and frankly everyone got tired of complaining about it to deaf ears. </p></blockquote><span style="font-size: small;color: #0099ff;font-family: comic sans ms,sand;">I have just recently suggested a possible resolution for this.</span>

Sunderban
12-27-2007, 02:00 PM
<p>so let me get this correct. i'm not sure i 100% understand what zerging is but it seems its running back after dying to re-engage the same person/individuals. are there any more rules to it? if thats it then i'm 100% guilty and rightfully so i beleive. </p><p>couple days ago 3 Q's were on TD starter island doing quests and as a freep fighter i wanted nothing more but them off my island. i'm not exactlly a roleplayer but i didn't want them there...and not a mindset of harrasing them to get them removed but to engage them and try and find a weaknesses that might let me kill one of them....just for the fun of pvp. </p><p>TD is freep territory and any Q there is fair game at any cost. there were two 10's and a 16 healer. i couldn't find any help so my tactic was to go after the 10's and try and create enough confusion that i might single one out long enough to kill one of them. it actually worked once and i was having a blast honing my pvp skills. </p><p>i ended up engaging them over and over probablly 10 times or more. as a brigand i would sneak up on them invisible and try and ambush them. </p><p>i found them the next day...same group on the mainland in freep territory again but this time had help removing them. </p><p>i hope this is not what people ar complaining about? </p>

Vendi
12-27-2007, 11:29 PM
<cite>Sunderban wrote:</cite><blockquote><p>so let me get this correct. i'm not sure i 100% understand what zerging is but it seems its running back after dying to re-engage the same person/individuals. are there any more rules to it? if thats it then i'm 100% guilty and rightfully so i beleive. </p><p>couple days ago 3 Q's were on TD starter island doing quests and as a freep fighter i wanted nothing more but them off my island. i'm not exactlly a roleplayer but i didn't want them there...and not a mindset of harrasing them to get them removed but to engage them and try and find a weaknesses that might let me kill one of them....just for the fun of pvp. </p><p>TD is freep territory and any Q there is fair game at any cost. there were two 10's and a 16 healer. i couldn't find any help so my tactic was to go after the 10's and try and create enough confusion that i might single one out long enough to kill one of them. it actually worked once and i was having a blast honing my pvp skills. </p><p>i ended up engaging them over and over probablly 10 times or more. as a brigand i would sneak up on them invisible and try and ambush them. </p><p>i found them the next day...same group on the mainland in freep territory again but this time had help removing them. </p><p>i hope this is not what people ar complaining about? </p></blockquote>The "zerging" I am talking about is also called "bind rushing" and I guess that is the more correct term for what I am talking about. Over time though, I think both terms have become synonymous, if you can call two undefined terms synonymous. Anyway, the "zerging" I have in mind is when people die and revive and immediately jump back into the fight, never allowing the opponent to drop out of combat. The people that died have nothing to lose, they can't lose infamy. And in the situation I was referencing, the guys we were fighting kept reviving nearby to keep us in combat until they could get the numbers they needed to kill us (the fight started as 3v3 and ended in 3v9).From what you are describing, I wouldn't call what you did zerging. I would even say if I were in one of the opposing faction's cities I would expect the same to happen to me. I would also have to admit that the many times I have engaged in PvP near zone-ins or common revive points such as TS tower in Antonica I've expected zerging to occur. I have never liked it, but have come to expect it. I guess what bothers me the most is when people can't admit that they were beat in a fair fight and will use game mechanics, and not skill, to get revenge.

Sunderban
12-28-2007, 02:48 AM
<cite>[email protected] wrote:</cite><blockquote><cite>Sunderban wrote:</cite><blockquote><p>so let me get this correct. i'm not sure i 100% understand what zerging is but it seems its running back after dying to re-engage the same person/individuals. are there any more rules to it? if thats it then i'm 100% guilty and rightfully so i beleive. </p><p>couple days ago 3 Q's were on TD starter island doing quests and as a freep fighter i wanted nothing more but them off my island. i'm not exactlly a roleplayer but i didn't want them there...and not a mindset of harrasing them to get them removed but to engage them and try and find a weaknesses that might let me kill one of them....just for the fun of pvp. </p><p>TD is freep territory and any Q there is fair game at any cost. there were two 10's and a 16 healer. i couldn't find any help so my tactic was to go after the 10's and try and create enough confusion that i might single one out long enough to kill one of them. it actually worked once and i was having a blast honing my pvp skills. </p><p>i ended up engaging them over and over probablly 10 times or more. as a brigand i would sneak up on them invisible and try and ambush them. </p><p>i found them the next day...same group on the mainland in freep territory again but this time had help removing them. </p><p>i hope this is not what people ar complaining about? </p></blockquote>The "zerging" I am talking about is also called "bind rushing" and I guess that is the more correct term for what I am talking about. Over time though, I think both terms have become synonymous, if you can call two undefined terms synonymous. Anyway, the "zerging" I have in mind is when people die and revive and immediately jump back into the fight, never allowing the opponent to drop out of combat. The people that died have nothing to lose, they can't lose infamy. And in the situation I was referencing, the guys we were fighting kept reviving nearby to keep us in combat until they could get the numbers they needed to kill us (the fight started as 3v3 and ended in 3v9).From what you are describing, I wouldn't call what you did zerging. I would even say if I were in one of the opposing faction's cities I would expect the same to happen to me. I would also have to admit that the many times I have engaged in PvP near zone-ins or common revive points such as TS tower in Antonica I've expected zerging to occur. I have never liked it, but have come to expect it. I guess what bothers me the most is when people can't admit that they were beat in a fair fight and will use game mechanics, and not skill, to get revenge.</blockquote>ahhh....thanks for clarifying that i didn't see it clearly and i agree with you now. i agree with your last sentence and that sums it up nicely i think.

Bloodfa
12-28-2007, 01:59 PM
Hmmm, so when it's 2-to-1 odds against, just concede the zone to the enemy and go play a different game?  Nah, I think I'll just come back and try to make you regret camping the revive spot. 

Harbringer Doom
12-28-2007, 02:50 PM
<cite>[email protected] wrote:</cite><blockquote>Hmmm, so when it's 2-to-1 odds against, just concede the zone to the enemy and go play a different game?  Nah, I think I'll just come back and try to make you regret camping the revive spot.  </blockquote>The only two options you see when someone kills you 2 to 1 are bind rushing or playing another game?  Seriously?And every time some noble martyr bind rushes, its because their opponent is "camping the revive spot"?  Seriously?The lame tactic of "revive spot camping" doesn't even make sense anymore, because you're permanently immune there when you revive. The lame tactic of "bind rushing" however, can still be still profitable to the cheap, get my fame/token/kill at any cost, no matter how lame, player.