So, is this how Devs see Watermark farming?

AGS have mentioned repeatedly that they want “skillful gameplay”. Zergs are anything but that. There’s also limited to no social interaction. It’s literally just running from point to point and listening to what the leader says. It’s a complete abomination, not content.

You clearly have never had your farm spot hit by a 50-man Russian zerg train before.

Um… the game concept is that all of the factions band together while fighting the corruption whilst still fighting each other over territory. This is why all factions can que for an invasion. And look where these trains occur… in a non controlled heavily corrupted area. Seems like this was intended.

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Yeah. A simple solution will be to simply disable “Chest Loot” untill area is cleared from NPC´s.

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Yeah, in a landmark labeled for 5-man group content.

Also, Reekwater and Ebonscale aren’t neutral.

This is a problem with open world content. Open world content is one of those things that sounds great, but rarely works. This applies to both PvE and PvP. You mention wanting incentives to flag PvP, but the end result would be the same, zerg to win.

Instanced content is easier to control. You can limit dungeons to 5man and tune the bosses and mobs for 5 players. Battlegrounds limit teams to even numbers to prevent one side from outnumbering the other.

it’s disgusting and the people who see no problem with it are idiots.

Does someone force you to join zerg? You can form your 5-man group and start 10 minutes later and do it how you like it. Noone forces anyone to join zerg. You don’t even get loot from bosses if you join 30-men zerg (most of the time). Do it in 5/10 men group and you get loot not only from chests but from bosses too.

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Get rid of chests entirely and transfer the loot to mobs.

how do you even avoid zergs when a whole server wants to push their watermark in a tiny little area of the map?

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Its not like there is a new 30-men zerg every 15 minutes in high level locations.

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Gamers are so disappointing these days.

Just make the last 3 zones pvp only, free for all between the 3 factions, to hell the carebears. Add a daily pvp quest requirement to open those elite chests so anyone must go flagged to open them

Ye good luck being a minority faction then.

Anti-zerg mechanics? No thank you. I find the most fun from this game comes out of open world PvP when two groups run into each other.

This, any time we see a train of mykgard or reakwater we queue outpost rush.

organizing groups of people ain’t easy.

as far as your spot being ruined for one spawn cycle, that only takes 10 players, these areas were designed to have groups of 60s killing things. The zerg concentrates them, but it would not be effectively different if there was 6 five man groups were farming. At least the zergs targets are usually chests, and thus they move through an area and don’t return until the next day.

Zergs lower the drop rate, the drop rate is for both chests and Monster drops, the drop rate for chests and Monsters is NOT separate from each other.

Combat in this game doesn’t offer nor reward skillful gameplay.

If you ever wondered why they started making instanced content look no further than the Zerg trains

You actually get more loot with less players

my observation:
-combat doesn’t reward skillfull gameplay
-combat does not punish bad gameplay (melee dps that put themselves in the cleave of a boss expect to be healed, and now that lifestaff has been nerfed, its next to impossible to do so)
How to fixendgame grind:
“open world dungons” like myrkgard malevolance, reekwater elite zone should become dungeons, limited to 5, with easy to craft orbs. (and i mean easy to craft)
by making it “open world” ags made the end game grind a joke (namely zerg)