Dolyem wrote: » The key to deter zerging is to have multiple key objectives far enough from each other that you cant just group up and run from one to the next, nor just zerg defend a single objective. If you have several key objectives that are required for both the attackers and defenders, you force each side to split up to succeed. Its much easier said than done, but its a pretty solid principle to split the zergs. Basically design sieges as dividing your forces strategically and conquering, or be conquered if you just charge as one brutal force from objective to objective. To maintain the massive battle feel, you could very well have a single main area meant to focus on higher numbers and just all out slaughter, but you still want several objectives surrounding it to affect that battle in significant ways. Anything like stealth/subterfuge/sabotage objectives, magical channeling/point of interest control objectives, supply objectives, PvE/boss objectives, etc. All of these can be offensive/defensive battles which can prevent or activate things depending on the side, or even mutual objectives that each side is fighting for the same boon. But yea, just need to make it a sort of requirement to split up enough to succeed.
Tyranthraxus wrote: » A cap seems like a good idea - though I get your point: If you enter as a Defender and you learn that only 100 people have joined the defense while the full 500 have joined the offense, it's probably going to be a 1-sided slaughter. Hopefully they find some kind of balance for this, such as allowing a side that is vastly out-numbered to set NPC spawns, for their side - or maybe altering the castle for the battle to feature key "bottlenecks" that force attackers to have fewer choices, for breaching the defenses. They have a few options. On the other hand? If there's THAT much will/manpower to overcome a castle or Node-city, maybe it's just right that the defense is destined to fall?
Korela wrote: » If "cap" exists, then zerg would just fill it entirely and win without fight. L.
FuryBladeborne wrote: » Korela wrote: » If "cap" exists, then zerg would just fill it entirely and win without fight. L. With a cap, then the other side can also fill to the cap and have an equal numbers battle. No cap is what makes it likely for a zerg to overwhelm by numbers alone.
Voeltz wrote: » Having a cap is the only resolution I see, otherwise zerg guilds can roll through entire regions destroying everything and overwhelm people with sheer numbers if they want to.
Voeltz wrote: » I think the cap should be based on the stage of the node though because there will likely be a lot less Defenders for small villages/towns.
Dygz wrote: » Something the devs may be already wanting to check on during Alpha 2. Alpha 1 Sieges were capped.