Sounds a bit like a raid…
I’d prefer it if it went the other way. Unpopular opinion, I know (because everyone loves chest zergs). But all the content that gets hit by zergs is intended and balanced for groups. What would be nice is if that content was done by… groups.
You know… LFG to run helio. Group up. Go do Helio.
It can be enforced that way (EQ2 did it perfectly well with encounters and encounter locking and not having open world chests anyone can just walk right up to and loot). Never going to happen, I know.
Because people loves their zergs. Even the devs. So that’s that. They even gave up attempting to balance this when all they did was make it so loot quality was reduced if more than 6 players kill a single target. No one cared (it’s more about the chests).
What they didn’t realise, initially, was the concept of chests literally lying about everywhere, accessible by anyone irrespective of what npcs they kill or do not kill, would lead to rampant zerging from players, obliterating any challenge for any encounter outside of instancing.
As soon as they did realise it, they didn’t bother to address it. And that’s OK, it’s their game and they can do what they like with it. But it is awful, awful game design from an RPG perspective. I just opt not to run these zergs and hope, when I do the content as it was intended, not to get trained by a zerg as I try to do it. And I know why people like them so much (it’s literally thoughtless, easy progression, who wouldn’t like that?)
But the game would have been several orders of magnitude more challenging had they designed these elite areas as encounter based, where chests only drop from kills and every encounter (which can be made up of more than just one NPC) is locked to the first group to engage it, where no one can assist outside of that group except for reviving (and maybe healing, EQ2 allowed healing so healers felt needed).
Now, I do like the “open world chests” in Brimstones, the ones you can just run by every day to loot yourself or in a small group. These are an example of well-done content (and the acid pools are high quality in terms of challenge, I love them). This is a good way of adding solo content to the game. But in elite areas, I just don’t think there should be any chests open to anyone. In my opinion, these areas, marked as content for groups, are most fun when actually “dungeon crawled” in a group. Like, you know… Every RPG game does it. But NW is now probably famous because of its zerg game play. It’s a self-defined trope that has now become, by some weird form of internet osmosis, absolutely necessary in order to enjoy that game at all (which is a really weird thing, in my opinion - but then I enjoy challenging games). I think it’s almost been taken to the level where players actually think it’s good content and I even sort of think AGS are now… proud of it? At any rate, if AGS changed it now, the rage here would be like never seen before.
So sure… they may as well support it officially. So +1, add circles so zergs can form more easily and render content just that bit more mindless so even the act of arranging/running one is done by the UI 