1h30 Realm Lockout Is Hurting the Game, Not Helping It

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gersy
Posts: 238

Re: 1h30 Realm Lockout Is Hurting the Game, Not Helping It

Post#11 » Fri Oct 24, 2025 10:00 pm

agree with you, on all points.

the lockout system causes more issues than it supposedly prevents. this is largely because it blocks a lot of competent/influential parties and warbands from swapping to the underdog side, due to their players having different lockouts than one another or simply picking the wrong side when an alliance raid logs in to the side you chose unannounced. there's so many times when i'm playing in heavily organized 6-24man groups where we would want to swap to help balance the lakes but find ourselves unable to do so due to the lockout timer.

it's important to note that this does not affect only warbands or larger groups, but 6mans trying to queue SCs and roam as well. the lockout often presents a situation where 1 or 2 players might unfortunately get locked if your group wants to roam in open rvr between SC queues so many teams chose not to. it ends up "robbing" you of the potential to roam. this also makes it harder to balance SCs and find challenging fights, if you do choose to roam and eat lockouts on half your players, because now you cannot swap to the other side if there are suddenly 3 premades on your side and 0 on the other.

remove or rework lockout, please.
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Vri
Posts: 653

Re: 1h30 Realm Lockout Is Hurting the Game, Not Helping It

Post#12 » Sat Oct 25, 2025 2:14 am

chovudal wrote: Fri Oct 24, 2025 9:26 am I think that's complete nonsense, but in my opinion, delete the timer and give people a reward for choosing a side, for example, 1 week gives 100g or 50 crests, and after 4 weeks, the reward could also increase (aegis or more crests).
A reward system is always better than prohibitions.
I have been wanting that for a long time!

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wardfan220
Posts: 95

Re: 1h30 Realm Lockout Is Hurting the Game, Not Helping It

Post#13 » Sat Oct 25, 2025 3:32 am

Lockout should be considerably longer and does NOT hurt
Ninjas - RP, NinjasTank - IB
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havartii
Posts: 451

Re: 1h30 Realm Lockout Is Hurting the Game, Not Helping It

Post#14 » Sat Oct 25, 2025 7:27 am

If a faction exceeds 65% of population. That faction should lock. Sorry. That is enough of an advantage to take a zone. I will give a plus one to the idea of rewards for stayin with 1 realm for extended periods.
Order: 80 AM / 77 RP/ 75 Knight
Destro: 82 Sham / 80 Zealot/ 80 DoK

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Scragmuncher
Posts: 144

Re: 1h30 Realm Lockout Is Hurting the Game, Not Helping It

Post#15 » Sat Oct 25, 2025 7:30 am

When des lost a lot of numbers for a few months earlier this year my guild did our best to try to keep the numbers balanced, but it was entirely impossible with the current lockout system. We would log to the side with aao, have 2 fights, and suddenly the numbers would disappear and we would have apathy. Then we are stuck to that side with nothing to fight and a long timer. People lose interest and log off.

A system where you can switch freely to the opposite side if they have had over 20% AAO for more than... 20mins or so would work well, or at least it would be worth trying.
Knutkrusher - The man, the myth, the dead body on the floor.

Lescargo
Posts: 34

Re: 1h30 Realm Lockout Is Hurting the Game, Not Helping It

Post#16 » Sun Oct 26, 2025 1:43 am

havartii wrote: Sat Oct 25, 2025 7:27 am If a faction exceeds 65% of population. That faction should lock. Sorry. That is enough of an advantage to take a zone. I will give a plus one to the idea of rewards for stayin with 1 realm for extended periods.

Bad idea imo, some ppl like me just play the game on 1 specific faction and don't want to roll toons on the opposite one.

So if our faction is locked we're not playing at all. Forcing ppl to play on something they don't want is a big no no. it's too much restrictive.

havartii
Posts: 451

Re: 1h30 Realm Lockout Is Hurting the Game, Not Helping It

Post#17 » Sun Oct 26, 2025 3:49 am

Lescargo wrote: Sun Oct 26, 2025 1:43 am
havartii wrote: Sat Oct 25, 2025 7:27 am If a faction exceeds 65% of population. That faction should lock. Sorry. That is enough of an advantage to take a zone. I will give a plus one to the idea of rewards for stayin with 1 realm for extended periods.

Bad idea imo, some ppl like me just play the game on 1 specific faction and don't want to roll toons on the opposite one.

So if our faction is locked we're not playing at all. Forcing ppl to play on something they don't want is a big no no. it's too much restrictive.
It seems your view is echoed by all those who enjoy the gameplay loop of taking empty keeps and forts. This was ment to be a pvp game. I should say you would still be able to log into that faction, but would be waiting in a que for RvR . You would not be restricted from dungeons/scenarios/ farming mats ect.
Order: 80 AM / 77 RP/ 75 Knight
Destro: 82 Sham / 80 Zealot/ 80 DoK

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Ronny
Posts: 5
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Re: 1h30 Realm Lockout Is Hurting the Game, Not Helping It

Post#18 » Sun Nov 16, 2025 10:43 pm

Alright, all i can say that todays RvR has basically rendered all your arguments invalid but im gonna go through every point you made.

"1. It prevents dynamic balance."
Destro outnumbered Order by almost if not more than 100 players today, FOR HOURS. Where are the Guilds and Players that wanted to support the "Underdog" ? They dont exist, Reality is, People join the winning Faction and stay there as long as the Faction is winning.

"2. It punishes the underdog."
As i said before, there are no Reinforcements, the 90min Timer was not even relevant anymore today, People stayed on the winning Side.

"3. It blocks organized guild support."
The only Argument i slightly agree with although most Guilds are very Faction oriented and have most of their players play on one Side.

"4. It reduces player activity."
Most People have their Main Character and play them, they might switch between Chars but usually not between Faction UNLESS it is to their Advantage and that is what we call "Xrealming".

My Proposal is the exact opposite of yours, increase the damned Faction Lock from 90min to something like six Hours. That would mean we have six Hours of honest to Sigmar and natural Gameplay, RvR, Sieges without all this Xrealming nonsense.

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memesperg
Posts: 51

Re: 1h30 Realm Lockout Is Hurting the Game, Not Helping It

Post#19 » Mon Nov 17, 2025 12:01 am

A lot of things hurt this game
1, the 1.5GCD
2, removal of the ciry instance proc off taking 2 forts
3, horrible class mirror balance & outdated class tool kits
4, the RR & crest grind is un realistic for 2025 & new player retention 6-12months for a casual to get a sov set for 1 character is horrible
5, xrealming to farm with AAO advantage for meta Bag farming
6. SC match making feeding solos & non 6mans into a 6man premade Que funnel for fast Que pops over a holding period to group 6mans against each other
the list goes on....

long story short the player base have been abusing every & all of the game/class mechanics since this private server was launched & they wont stop, the OGs of this server are more than happy to meta farm this game till there is zero population as proven by their actions over the years.

No point in complaining or making forum posts as this game wont get better it just gets worse every year with poor design choices & a horrible player base actively killing this game

If you remove the lockout with no meaningful reason to not xrealm the problem will only get worse 99% of people that say they xrealm for balance are lying the 1% that do flip to the under populated side are BIS solos or premades wanting to farm AAO & crests & not actively help defend keeps or support the underdog side

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