Aszkalon wrote: » But how will that be enforced Engine-wise, if i may ask ?
Aszkalon wrote: » Will there be a "Phasing", like in WoW ? Will there be an invisible Wall that prevents everyone else than the Attackers from coming close to the Node ? Will the Attackers be the only Ones who can attack the Node Infrastructure, the Node-NPC's - and Node-Citizens/Players ? And what should prevent any other Player nearby then from just running to the Node and start trying to steal, plunder and murder (lol) while the Node-Citizens and Node-NPC's are busy trying to fend off the Attackers ? Hence the Question with the invisible Wall and so on.
oOHadesOo wrote: » I play solo PvP most of the time, but I totally agree that zergs should exist. Almost losing a battle just to get zerg reinforcements feels great for everybody involved, especially since there is no fast travel so timing is actually important. To me, this is part of organization and makes guild wars more interesting.
NiKr wrote: » I'm talking about castle sieges, not node sieges. There has been no word about node sieges being instanced.
Mag7spy wrote: » @Depraved
Mag7spy wrote: » Zerging was so bad in T&L they are doing a change to make it GvG with limited numbers lmfao. Mind you this is the L2 successor, gamers have changed since those days. Ways to organize is too easy for players and just furthers the zerg issue of content.
Depraved wrote: » Mag7spy wrote: » @Depraved i still hate you hahahahaha
Depraved wrote: » Mag7spy wrote: » Zerging was so bad in T&L they are doing a change to make it GvG with limited numbers lmfao. Mind you this is the L2 successor, gamers have changed since those days. Ways to organize is too easy for players and just furthers the zerg issue of content. I have to say things were chaotic in this last test, but they felt better in the previous test and also in Korea. if you are talking about the faction system coming up, I don't like it. you gonna end up with your friends in the other side of the conflict and you have to fight each other. also, cant do betrayals anymore there were zergs in ragnarok and l2, but the PVP was different. people played in a party more. i suppose tnl players are players from bdo, gw2, eso and other solo mmorpg, so they arent used to true party gameplay. nikr has posted videos of 1 party killing a guild in l2, that is possible in tl to an extent (you can beat the zergs), but it requires a different way of playing. edit: a counter argument to zergs vs skills. for example in tnl, there are weapons who can beat you by doing this: 12345, that's it. so the skill factor is gone. you just faceroll your keyboard and get a kill, so if we gonna get rid of zergs in favor of skills, then every weapon should be very very complicated and hard to use, in favor of skill ;3
Mag7spy wrote: » Depraved wrote: » Mag7spy wrote: » Zerging was so bad in T&L they are doing a change to make it GvG with limited numbers lmfao. Mind you this is the L2 successor, gamers have changed since those days. Ways to organize is too easy for players and just furthers the zerg issue of content. I have to say things were chaotic in this last test, but they felt better in the previous test and also in Korea. if you are talking about the faction system coming up, I don't like it. you gonna end up with your friends in the other side of the conflict and you have to fight each other. also, cant do betrayals anymore there were zergs in ragnarok and l2, but the PVP was different. people played in a party more. i suppose tnl players are players from bdo, gw2, eso and other solo mmorpg, so they arent used to true party gameplay. nikr has posted videos of 1 party killing a guild in l2, that is possible in tl to an extent (you can beat the zergs), but it requires a different way of playing. edit: a counter argument to zergs vs skills. for example in tnl, there are weapons who can beat you by doing this: 12345, that's it. so the skill factor is gone. you just faceroll your keyboard and get a kill, so if we gonna get rid of zergs in favor of skills, then every weapon should be very very complicated and hard to use, in favor of skill ;3 ITs tab with limited mobility so its not highly skilled it is more about build factor. I'm talking about for the boonstones or whatever where you need to dec and its one guild vrs one guild. So the better build will end up winning than zerging it down so one side doesn't have a chance. You should have first had experience with zergs for sure and know there was no way we were winning . To most people that is going to turn them off from doing that kind of content cause they can'[t win unless they get more numbers or join a bigger guild. Now with this change for the other type of content they can't automatically win just cause they have more numbers.
Mag7spy wrote: » Depraved wrote: » Mag7spy wrote: » @Depraved i still hate you hahahahaha Its not my fault I'm good at games lmao, i keep telling people.
Dygz wrote: » Zerging is a feature in T&L. That's pretty much the entire point of that game.
Dygz wrote: » Zerging is winning fights by bringing excessive numbers. Again, that is pretty much the entire point of T&L. The devs just weren't prepared for the monster they created.
Dygz wrote: » I think the goal is for the number of participants to be unlimited. Has to be tested to see if the devs can achieve that goal.
Aszkalon wrote: » Dygz wrote: » I think the goal is for the number of participants to be unlimited. Has to be tested to see if the devs can achieve that goal. I am so bold and dare say, i think the upper Limit would be probably +750 to +750 People, up to +1000 People against +1000 People. But who knows what for Miracles Unreal Engine Five can cast, actually. And also, one Day there may as well come Unreal Engine Six and be an even bigger Monster of Awesomeness.