Monsters and Memories (Project_N) - Old School Indie MMO

fanaskin

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That is half the common definition of a zerg. The other half is using overwhelming numbers to overcome what is intended to be dealt with through coordination and skill.

You can't 'zerg' in WoW.

ok try to think of the way I mean it, but in wow people do try to out dps the mechanics and just sit in shit so yeah you can zerg in wow
 

Burns

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zerg describes how the raids work where people just que up to them and there's not much coordination
I've not heard of raid finder being referred to as zerging before and it doesn't make much sense in relation to how the term was originally used.

I assumed you meant zerging outdoor, non-instanced bosses once they instituted personal loot in Legion; where everyone that hits the boss gets their own personal chance at an item. Which lead to a bunch of non-grouped people running up and tagging the bosses. Early in the xpacs, this sometime lead to a large portion of people dying and running back multiple times.

The other use of zerging a raid in early WoW was rezzing at the graveyard and running back as the people die, over and over while at least one person stays alive to keep it tapped (for something like Green Dragons).

Edit:
ok try to think of the way I mean it, but in wow people do try to out dps the mechanics and just sit in shit so yeah you can zerg in wow
Also not heard this as being considered zerging. Instead it's just plain "out gearing" the fight.
 
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Kithani

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I love the attitude that if you do ANYTHING like World of Warcraft then the game is automatically going down the path of doing EVERYTHING like World of Warcraft
 
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Burns

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I love the attitude that if you do ANYTHING like World of Warcraft then the game is automatically going down the path of doing EVERYTHING like World of Warcraft
If you use instancing you are obligated to implement raid finder story difficulty like vanilla BC WotLK Cata Panda WoW. Sorry, I don't make the rules.
 
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Flobee

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I love the attitude that if you do ANYTHING like World of Warcraft then the game is automatically going down the path of doing EVERYTHING like World of Warcraft
You're misinterpreting.

The idea is I support, as a general rule, the attempt to evolve from early MMO design in a way that is different than how WoW did it because, as we've all whinged about for years, WoW fundamentally shifted MMO design in a way that made it worse in a number of ways. Not in every way, WoW is objectively a better game, but it made specific design choices I want to see challenged. WoW's success made it impossible for innovation in a lot of ways.

Instancing is a specific area I'm interested to see changed. Another is the idea of building a giant world initially, and instead of expanding it with expansions, just filling and shifting it. There are plenty of legitimate criticisms to the game, but I maintain that their attempt to innovate in this space isn't one of them. They can always give up and instance. That's not going to be particularly difficult, and I think they'd be well served to use instancing in some circumstances, but I want to see a fresh approach.
 

Kithani

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You're misinterpreting.

The idea is I support, as a general rule, the attempt to evolve from early MMO design in a way that is different than how WoW did it because, as we've all whinged about for years, WoW fundamentally shifted MMO design in a way that made it worse in a number of ways. Not in every way, WoW is objectively a better game, but it made specific design choices I want to see challenged. WoW's success made it impossible for innovation in a lot of ways.

Instancing is a specific area I'm interested to see changed. Another is the idea of building a giant world initially, and instead of expanding it with expansions, just filling and shifting it. There are plenty of legitimate criticisms to the game, but I maintain that their attempt to innovate in this space isn't one of them. They can always give up and instance. That's not going to be particularly difficult, and I think they'd be well served to use instancing in some circumstances, but I want to see a fresh approach.
I’m not misinterpreting, your opinion is just dumb.

Instancing raids was absolutely an improvement on the genre with zero downside UNLESS you are a loser neckbeard tha wants to feel “special” by monopolizing raid content. If MnM can come up with a better solution then more power to them but literally all signs point to a “nope” in that regard
 
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Flobee

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I’m not misinterpreting, your opinion is just dumb.

Instancing raids was absolutely an improvement on the genre with zero downside UNLESS you are a loser neckbeard tha wants to feel “special” by monopolizing raid content. If MnM can come up with a better solution then more power to them but literally all signs point to a “nope” in that regard
Instancing was absolutely an improvement. My point is that it's not the only possible improvement and if like to see that explored.
 

GuardianX

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In one of the most
I’m not misinterpreting, your opinion is just dumb.

Instancing raids was absolutely an improvement on the genre with zero downside UNLESS you are a loser neckbeard tha wants to feel “special” by monopolizing raid content. If MnM can come up with a better solution then more power to them but literally all signs point to a “nope” in that regard

The wild part is...EQ taught us you can do both with DZ's and open world of the same location and still give worth to poop-sockers.

On the other foot they got their TOS for "AUTOMATION" cracking down on peoples:

*CHECKS NOTES*

Keyboard and mouse macros.

---

Trent if you read this, come on man thats a dumb as hell rule, push back on it. Push for "Active engagement" macros being okay and "Passive Play" macros being banned.

The game is filled with tedium and expecting people to eat a dick on 25 years of hardware improvements on the KB / mouse side is asinine when no other game (that I'm aware of) bans for KB / M macros.
 

Kirun

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This conversation is hilarious, considering Shawn is basically the originator of instanced content in EQ.
 
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