Caww wrote: » if the AoC network/back-end stuff which allows hundreds of players on-screen at a time works smoothly then zerging could become a popular play-style, for most MMO games it's a bust due to technical restrictions and poor performance
Syblitrh wrote: » Caww wrote: » if the AoC network/back-end stuff which allows hundreds of players on-screen at a time works smoothly then zerging could become a popular play-style, for most MMO games it's a bust due to technical restrictions and poor performance With the heavy particle effects, textures, character phys collisions which is a big minus, drawcalls, and lots of animations in the same place, is probably a dream to achieve 500 fighting in the same place. Unless they turn us all in billboards "cardboard like characters" . Also to consider that is a modern game and each character (naked) is probably over 20k triangles+ without hair (compared to old mmo's 6-10k max, hair included) , without weapons, without accessories. But who knows, maybe they did some research these years and found a new way to reinvent how rendering and network latency works for large amount of players in the same place.
Pendragxn wrote: » I think it’s essential to have some kind of anti-Zerg strategies, redundancies, and player protection systems. The game should naturally push players toward forming guilds or alliances, but I always wonder—what happens when you’re stuck in an uneven fight? A 3 vs 6 or 2 vs 4 situation? Even when both sides are equal in gear and abilities, the larger group always seems to have the upper hand, mostly because they can rotate more cooldowns and abilities. That’s frustrating. Focus fire reduction or disarray debuffs, like what Albion Online does, would really help. I hate it when a big group just gang up on one player and burn them down instantly. There should be diminishing damage if multiple players focus on one target, to make sure it’s more about skill and less about numbers. In fact, larger groups should be penalised for their size with a debuff that makes it harder for them to just steamroll smaller, well-coordinated teams. On top of that, dynamic scaling should be a thing. If you’re outnumbered, you should get some kind of stat boost or temporary buffs to keep the fight balanced. I’d even like to see the environment play a role, like certain areas of the map offering advantages to smaller teams to even the odds. Lastly, guilds and alliances should have ways to counter large group domination, like emergency summoning mechanics or group buffs that help during a skirmish when you’re at a disadvantage. It just makes the gameplay so much more strategic and fun, instead of being a numbers game all the time. I also think we need to factor in the fact that not everyone is going to have a healer or off-heal class available at all times. Honestly, treat your healers right—they’re crucial, and not every fight is going to have that luxury.