Posted By Sullen at 7:02 PM - Sun Aug 28 2016
I feel the two major deterrents to Zerging are Reputations and OPCs. It is true that many will start down the path of killing everything in sight early in the game, even CDG some as they go. They will soon come to realize that NPCs will stop talking to them, so they can not get any localized informantion or quests for money. Cities will put a Bounty on them KOS and ban them from the city, meaning they can no longer get supplies or their equipment repaired. Sure they can move on to the next town but it will happen all over again and soon they may run out of places to go.
With your character staying in the game all the time there is truely no where to run. With bounty hunters and adventurers, which with enough time, can track you back home. When you go OPC then the town folk can raid you house (or have the bounty hunters do it) kill you in OPC form (possibly multipe of times one for each citizen over a 2.5 hour span) and take your items and then for good measure burn your house to the ground to send a message. Destroying your house causing you to rebuild or killing your horses making you walk to buy another one is also sending a message that Zerging will not be tolerated in this area or kingdom.
Sure at the start of the game many will try it, but over time I feel that unless this is a permant lifestyle of your character (outlaw) then Zerging will not be that prevalent and will quickly fall out of favor, it just won't be worth in the long run.
Let's say half of my WoW guild comes into CoE. that 140 players. We train everything in combat. We attack a town where in our server is 3am. a town has what? 75 people on average?
Half of those being NPCs. so 38 approximate players. Now on average how many do you expect to be online at 3am? sure times zones matter but even shifted 3 hours into the past it is 12am and 3 hours forward it is 6am where people are asleep, going to school or going to work.
I expect maybe 2-5 of those 38 to be online at 3am on average. That means that only 2-5 people have the same respawn advantage as my 140m zerg team.
Let's say your baron butt buddied your town and made a stronghold only 10m away. Even then that means that the stronghold needs word of an invasion. What is the 2-5 people can't find another online player in that stronghold to dm in skype, discord, etc. Now one of the NPCs, OPCs or Players has to make a 10m+ (may not have a mount) trip to that stronghold and then a 10m trip back. Using the footage of combat (ik it isn't the best reference but it is something) you can drop someones vitality to 0 fairly quickly. How long do you think said town of 75 can defend against 140 people who do not care about permadeath and jail and are constantly spirit walking back to the war zone where only 2-5 of the defenders are allowed to spirit walk.
Now your town is trashed and without the NPCs it only has 38 people where some of them will probably leave. The town rep is lowered so no new NPCs come.
How would you suggest people defend against a 140 vs 75m zerg at 3am server location time where most people are in bed. Lets not forget the majority of a town won't be combat vets either. (blacksmiths, farmers, schools, librairies, etc.) So it's really more like 140 soldiers vs 15 soldeirs and 60 citizens where the 140 soldiers can respawn.
This is for a town.... let's not even get into 140m vs a village or hamlet.