People constantly complain about people who change sides. Constantly request a stick to punish them, but...
...but we all know, that carrot is much better! Let players pledge towards their realm. However, such loyality shouldn't be unrewarded!
So my idea is simple - players can pledge towards their realm by speaking with NPC, resulting in:
1. faction lock for a whole week (RvR week that is, it resets on mondays);
2. extra renown gain buff, extra loot buff - visible to other players
3. buff is accumulating every week, if player continue pledging towards same faction
4. extra titles or maybe cosmetics for being loyal for long enough
Faction Pride
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- vanbuinen77
- Posts: 371
Re: Faction Pride
So the blob wins if everyone goes to the same side
No thanks
No thanks
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Re: Faction Pride
Then they have nobody to play against and they losevanbuinen77 wrote: Tue Dec 30, 2025 7:03 pm So the blob wins if everyone goes to the same side
No thanks
Re: Faction Pride
My experience so far is that most people in the org WBs i was in over the years, voiced their joy when there was a fight that was even. A fight against a WB with the same power level as the own. Or even a slightly stronger enemy that we defeated by luck/skill or that little 6 men group flanking in at the last second.
Even lost fights to evenly strong WBs where taken as something that sparked joy and excitement.
AAO is nice. But when you have AAO and manage to repeatedly defeat warbands of the side with bigger numbers, Blobbing becomes the natural result. ON BOTH SIDES.
And as soon as 2 WBs blob, the other side blobs too in order to be able to keep up. This is a cycle that always lead to stagnation, WC or middle Bo back and forth or in the worst case, WC farming despite the enemy having WC buff.
Not sure if it would be doable to implement, but there should be a system that comes in 3 Ways
One that measures the time that WB leaders are in close proximity to each other (outside of Keep influence area).
And if those WB leaders are too close to each other over a certain time that exceeds the usual flank fight and rezz time, they should get a debuff that stacks up with the time, reducing 1: the renown gain 2: the crest drop rate and 3: the keep level process, because of ''using up too many campaign resources''.
And the other System would be a bit more complicated.
- taking into account the time players where online on 1 side
If they stick to it because they only play that side, they should accumulate renown over time that is then given to them together with the weekly renown bonus
- If they are logged in for a certain time already on the side that has massively more Players in the Lakes right now and decide to switch over to the side that has currently about 60 to 100…. Less players active in the lakes, and stay there for a certain time to even out the numbers, they should be rewarded at the end of the week too, with a renown bonus That is reflecting the significance of their action
Naturally the System has to be separated form the current ‘’turncoat prevention system’’ that strips your char on one realm from zone influence and bag bonus, if you enter the RvR zone as one of the other realm. But the bonus you get from switching to the lower pop side should wage out that loss at the end of the week.
And most important it would and should mean the end of the Realm Lockout Timers.
The last System would change how AAO works. It would still give AAO to the currently weaker side.
But it would also measure the time for how long Numbers are even and when there is currently no AAO for either realm.
And after some time it would then grant BOTH SIDES a Bonus in Renown and a crests multiplicator on top of it, so that the Players have a natural stronger desire to fight in an balanced ORvR environment.
Even lost fights to evenly strong WBs where taken as something that sparked joy and excitement.
AAO is nice. But when you have AAO and manage to repeatedly defeat warbands of the side with bigger numbers, Blobbing becomes the natural result. ON BOTH SIDES.
And as soon as 2 WBs blob, the other side blobs too in order to be able to keep up. This is a cycle that always lead to stagnation, WC or middle Bo back and forth or in the worst case, WC farming despite the enemy having WC buff.
Not sure if it would be doable to implement, but there should be a system that comes in 3 Ways
One that measures the time that WB leaders are in close proximity to each other (outside of Keep influence area).
And if those WB leaders are too close to each other over a certain time that exceeds the usual flank fight and rezz time, they should get a debuff that stacks up with the time, reducing 1: the renown gain 2: the crest drop rate and 3: the keep level process, because of ''using up too many campaign resources''.
And the other System would be a bit more complicated.
- taking into account the time players where online on 1 side
If they stick to it because they only play that side, they should accumulate renown over time that is then given to them together with the weekly renown bonus
- If they are logged in for a certain time already on the side that has massively more Players in the Lakes right now and decide to switch over to the side that has currently about 60 to 100…. Less players active in the lakes, and stay there for a certain time to even out the numbers, they should be rewarded at the end of the week too, with a renown bonus That is reflecting the significance of their action
Naturally the System has to be separated form the current ‘’turncoat prevention system’’ that strips your char on one realm from zone influence and bag bonus, if you enter the RvR zone as one of the other realm. But the bonus you get from switching to the lower pop side should wage out that loss at the end of the week.
And most important it would and should mean the end of the Realm Lockout Timers.
The last System would change how AAO works. It would still give AAO to the currently weaker side.
But it would also measure the time for how long Numbers are even and when there is currently no AAO for either realm.
And after some time it would then grant BOTH SIDES a Bonus in Renown and a crests multiplicator on top of it, so that the Players have a natural stronger desire to fight in an balanced ORvR environment.

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