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Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Mass PvP, Node Wars, (don't kill your game, don't make the game boring)
                    Mass PvP, Node Wars,
(don't kill your game, don't make the game boring)
Node Wars,
1) The time it takes for players to gather and run from the camp to the enemy is approximately 2 minutes.
1.1) The time it takes to mass immobilize and kill everyone who is less than the enemy's total is 10 seconds.
So, one run on the enemy equals 2 minutes + 10 seconds = 2 minutes 10 seconds.
If you calculate this as a percentage, it's 60 + 60 / 10 = 12%
i.e., players are PvPing 12% of the time
and running 88% of the time.
1.2) Eventually, after several such mass immobilizations, the remaining participants stopped running on the enemies; they lost interest because the mass immobilization doesn't give anyone a chance to run back a bit and wait for their killed allies to revive before continuing PvP. 1.3) Many of them left the battlefield.
2) Other players don't have time to use the immobilization skill, -
because one such character with a mass immobilization skill is enough for the entire army. It seems like the skill is there, but you don't use it because one of your allies used it before you.
2.1) If the immobilization skill was not a mass immobilization but was specific to one character, then everyone with this skill could use it and feel like they were influencing the game.
3) Armor breakdown for the entire army increases, -
3.1) and this costs money,
3.2) Players don't want to die simply because of a mass immobilization, without the ability to retreat a bit and kite the enemy..
                (don't kill your game, don't make the game boring)
Node Wars,
1) The time it takes for players to gather and run from the camp to the enemy is approximately 2 minutes.
1.1) The time it takes to mass immobilize and kill everyone who is less than the enemy's total is 10 seconds.
So, one run on the enemy equals 2 minutes + 10 seconds = 2 minutes 10 seconds.
If you calculate this as a percentage, it's 60 + 60 / 10 = 12%
i.e., players are PvPing 12% of the time
and running 88% of the time.
1.2) Eventually, after several such mass immobilizations, the remaining participants stopped running on the enemies; they lost interest because the mass immobilization doesn't give anyone a chance to run back a bit and wait for their killed allies to revive before continuing PvP. 1.3) Many of them left the battlefield.
2) Other players don't have time to use the immobilization skill, -
because one such character with a mass immobilization skill is enough for the entire army. It seems like the skill is there, but you don't use it because one of your allies used it before you.
2.1) If the immobilization skill was not a mass immobilization but was specific to one character, then everyone with this skill could use it and feel like they were influencing the game.
3) Armor breakdown for the entire army increases, -
3.1) and this costs money,
3.2) Players don't want to die simply because of a mass immobilization, without the ability to retreat a bit and kite the enemy..
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Comments
Though obviously if the aoe radius is so damn massive that even a spread out group of people get CCed - that should be fixed.
Which implies chokepoints. Which implies moreso 'working as intended' in the other sense.
(I doubt my group has an opinion one way or the other beyond the usual 'lol shotcaller PvP MMO design continues to be garbage', which is obv unhelpful, so plz, no one take this to mean anything other than 'I can see how this naturally happens')
Obviously the terrain will have some natural chokepoints (as it should, if not MUST), but this, as you and I say, is just "working as intended". So if the zerg side gets choked and aoed down - that's fucking great. Fuck zerg.