Ram abuse/realm disruption

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yobogoya
Posts: 20

Ram abuse/realm disruption

Post#1 » Fri Oct 03, 2025 2:19 pm

Considering the amount of dumb rams we have to deal with from people who refuse to communicate with the rest of the people in that region; I think that having an infinitely re-usable ram is being abused. It might discourage this behavior if you had to buy a ram each time, and have it cost more than 5 gold. Because 5 gold isn't enough to deter dumb oil placement by FOMO. Maybe 15g.

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nocturnalguest
Posts: 728

Re: Ram abuse/realm disruption

Post#2 » Fri Oct 03, 2025 2:28 pm

100 gold seems like a nice spot

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yobogoya
Posts: 20

Re: Ram abuse/realm disruption

Post#3 » Fri Oct 03, 2025 3:07 pm

it would definitely take a more delicate solution than I've proposed, I just want to get the ball rolling. I spoke with a few guildies, and some think that popping a ram should be limited by guild level and a specified rank in the guild for the individual. Could work, but I don't want to kill legitimate ram popping by pug groups. Just want there to be a barrier that makes people think, "do I really want to spend my ram on 'this'?...is this worth it?"

And I recognize that increasing cost, will have an effect on the in-game economy, because anything we give to a vendor takes money permanently out of the pool of money available...but most of us agree this is a nuisance worth doing something about.

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Hazmy
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Posts: 383

Re: Ram abuse/realm disruption

Post#4 » Fri Oct 03, 2025 3:16 pm

I would propose the exact opposite as a solution.

It is already too bothersome and ill-advised to siege in the current state of RvR, where majority never want to do it either due to the heavy defense-biased mechanics, difficulty, lag or any other reason.

If anything I think it is fine to keep the price as it is for a ram, and instead I would make Sieges easier and smoother to happen, to keep RvR rolling and active, with any or all of the changes below:
- Lower Door HPs significantly
- Remove Keep Upgrades
- Increase Oil CD by a lot or completely remove it
- Revise Siege rewards completely, as they are too good at the moment

I would change the whole zone-mechanics:
- 1 Star Keep to allow Sieges
- 2 Star Keep disables Enemy Keep Oil
- 3 Star Keep already Locks the zone if you own all 3 Battle Objectives

The new 3 Star lockdown would especially create a sense of urgency in the lakes and encourage control of Battle Objectives more - while at the same time warbands would have the choice if they want to do a Siege or battle for lake control.

I think Sieges should be a lot more common and a less terrifying gameplay experience. Keeps and Forts should constantly be happening as part of the game, and smoothly, not some extra content most are afraid/bored of or can't be bothered to do.
Last edited by Hazmy on Fri Oct 03, 2025 3:22 pm, edited 1 time in total.

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Grock
Posts: 938

Re: Ram abuse/realm disruption

Post#5 » Fri Oct 03, 2025 3:20 pm

I think perhaps the ram shouldn't even be a personal usable siege weapon, but instead part of the map objectives together with BOs, Keeps and supplies.

It'd be fun to try it as a payload mechanic, make it spawn automatically when Keep has enough stars/supplies and then players would have to escort it to make it move on a predefined path.
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Grock
Posts: 938

Re: Ram abuse/realm disruption

Post#6 » Fri Oct 03, 2025 3:30 pm

Hazmy wrote: Fri Oct 03, 2025 3:16 pm I think Sieges should be a lot more common and a less terrifying gameplay experience. Keeps and Forts should constantly be happening as part of the game, and smoothly, not some extra content most are afraid/bored of or can't be bothered to do.
One of the reasons they always sucked is the lack of respawn mechanics during a siege apart from being rezzed by a healer. It means if you die in a bad spot you can end up respawning half a map (or even an entire map) away from the fight, it can make players feel stuck and separated from the fun if theres not enough people to get back through while being harrassed by gank squads.
Its an old "issue" of all RvR games, in ESO it can be even worse coz the map is huge and empty, but usually theres portable respawn points both for defenders and attackers so you can still afford some fun risky plays.

But on top of respawn issue theres just not enough fun mechanics on sieges in general. Its all just gate funnel. No breaking walls, no siege ladders, postern incursions are very risky coz if you die inside we're back to my original point. For most melee classes half the time during the siege is just staying around semi-AFK waiting for the door to break, thats not fun.

With an option for defenders to respawn inside and for attackers to have some sort of mobile siege camp respawn point it would open up possibility for more offensive plays by defenders - going out to break long range siege weapons, snipe down respawn point, and so on. This will bring a lot more action for everyone but especially for melee classes.
On a similar note if the respawn for the defenders is done through a deployable/destructible object somewhere inside the bailey it would also add options for postern incursions to snipe it down and bring more action.
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