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Yeah when I read about it, I recalled the introduction of toads into Australia's ecosystem.
For the system to work, there should be a dynamically running ecosystem, but one that could be... let's say, nudged. The system would need to be constantly monitored, and advantages could be silently inserted on a losing side to bring things back on track. Of course the entire system would need to be designed with this in mind. Having buffer pools that actually work even in the presence of players would be another key thing though I think.
Yeah a zerg... that could happen if you did that. One counter to that could be to force the spawns to not group up by involving some sort of AoE or something... That will cause an "AoE analogue" to the zerg though. Another idea could be resource management. Either in the form that troops that need supply, supply trains or whatever takes a certain amount of space, or there is a maximum supply flow on a certain route, making a zerg starve itself down to size. Or resource nodes of some sort that needs to be defended in order to support the army, so that you force the spawns to spread out.
Or, absolutely, accepting that the system falls. That doesn't fit so well in MMOs though!
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The thing is that all these efforts are spent trying to keep the system static. It's much easier to just have foes not moving around, spaced apart, respawning on a counter. Boring? Yes. ANet's solution is awesome in faking real ecosystems, but when you look at it, it's easy to see past the smokescreen.
Nah, I decided to go crazy on the other side, and fix the problems another way... Keep the levels self-contained, and allow players to upset the balance. In fact, if you can in any way shape or form upset the balance to your advantage, you can win the level that way. Instead of balancing it away, I decided to make it part of the gameplay.
I can do that pretty well in small contained levels, because once you win, the level resets for replay. It makes for a good experience of synergy (protecting and working with your units actually matters) during gameplay once you understand the zerg you're with and against.
At the MMO level, it would require the players to organize and use strategies like used in WvW or 300... find ways to put the zerg at a massive disadvantage, and work their numbers down. I think it would be awesome, but it would require you to allow players to switch servers. Single players could move away from servers that are massively losing. Organized large guilds could actually join losing servers for a greater challenge. Or failing that, losing servers that become unpopulated could be reset... a world could actually be lost this way.
It would make for a very uneven experience. Culling would become a hugely important factor in regular PvE. Soloing would be a lot more difficult. It would not be a game for the masses, but it could get its own niche very well.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
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Just saw these in the GemStore just now (Valentine's stuffs + Unided Red Dyes):
And Apparently I missed the update when they amended the original town clothes.
"Purged in death's shadows, Necromancy wails anew, Life that is breathless."
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say what? does this mean you can transmute these?
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Probably due to me not being in town clothes for a very long while, but the outfit above did not use to have sleeves. I don't think they are transmutable yet still.
"Purged in death's shadows, Necromancy wails anew, Life that is breathless."
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the pic of that outfit on the wiki has been there since 4th september and has sleeves. \o_O/
:: Khorren [BPA] :: [AoS] :: [SG] :: [vH] :: The sun never sets in the Quarry ::
::Unofficial JQ welcome wagon
::
Outfit always had them.
It's still the same like it was in beta.
I want my hat back.