Overview
This proposal introduces Local Overpopulation Pressure (LOP), a soft, location-based system aimed at discouraging excessive warband stacking (“blobbing”) in open-field RvR, while preserving large-scale combat in keeps, forts, and cities.
LOP does not prevent players from grouping or massing.
Instead, it realigns incentives so that extreme local stacking becomes inefficient, while splitting forces and controlling the map becomes rewarding.
The Problem
In current open RvR:
- Warband-on-warband blobs are the safest and most efficient option
Smaller groups and flanking play are often invalidated
Zones frequently collapse into a single moving mass
This proposal addresses incentives rather than restricting behavior.
Design Goals
- Discourage excessive stacking without hard caps
Preserve epic mass battles where they belong (keeps/forts)
Reward leadership, coordination, and map control
Be technically feasible within RoR’s existing systems
When too many allied players cluster within a small radius in open-field RvR, they generate Overpopulation Pressure, which applies scaling penalties to combat efficiency and rewards.
This is a soft pressure system, not a prohibition.
Where LOP Applies
LOP is active only in:
Open RvR zones
Outside keeps, forts, cities, and warcamp areas
LOP does NOT apply in:
Keeps (inner and outer)
Forts
Cities
Warcamp radius
Keeps and forts remain the intended space for large-scale mass combat.
How Overpopulation Is Calculated
Server periodically checks allied player density (e.g. every 5 seconds)
Counts allied players within a fixed radius (example: ~120 ft)
Pressure tier is determined by nearby allied count
Example Thresholds
Allied Players Nearby Pressure Level
1–24 None
25–48 Mild
49–72 Moderate
73+ Severe
(Exact values are tunable)
Effects of Overpopulation Pressure
1. Combat Efficiency (Soft Penalties)
Mild Pressure
-5% outgoing damage
-5% outgoing healing
Moderate Pressure
-10% outgoing damage
-10% outgoing healing
+5% morale damage taken
Severe Pressure
-15% outgoing damage
-15% outgoing healing
+10% morale damage taken
-10% guard transfer effectiveness
These penalties stack gradually and are intentionally moderate.
Numbers still win — just less efficiently.
2. Reward Scaling
Renown and influence gains scale down while under pressure.
Example
Mild: 90% rewards
Moderate: 75% rewards
Severe: 60% rewards
This targets one of the main drivers of blobbing: safe renown farming.
Incentives to Split Forces (Positive Reinforcement)
Tactical Dispersion Bonus (TDB)
Warbands that:
Operate in separate clusters
Stay below pressure thresholds
Control multiple areas of the zone
Gain:
Increased renown gain
Faster BO capture
Improved zone control efficiency
Splitting is not just “less bad” — it is actively better.
BO Capture Scaling
Optimal capture speed at ~6–12 players
Diminishing returns beyond 24
Excessive numbers slow capture efficiency
Result:
One blob is inefficient at zone control
Multiple coordinated groups excel
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Counter-Arguments & Responses
“This punishes casual players and pugs.”
Penalties apply only at very high local density and scale gradually. Casual players benefit from fewer steamrolls and more meaningful fights.
“Outnumbered realms need blobs.”
Numbers still win. LOP reduces extreme efficiency, not numerical advantage. AAO continues to handle realm population imbalance.
“This kills large-scale RvR.”
Keeps, forts, and cities are fully exempt. LOP targets only open-field stacking.
“Players will blob anyway.”
That’s acceptable. The goal is not elimination, but making blobbing less optimal than coordinated alternatives.
“This favors organized guilds.”
Organization already wins in RvR. LOP aligns rewards with good play instead of raw mass.
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Metrics to Monitor
- Local player density distributions
Warband splitting frequency
BO interaction rates
Kill heatmaps across zones
Renown per hour by group size
AAO effectiveness
Player participation and retention
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Phased Rollout Plan
Phase 0 – Baseline Data Collection (2–4 weeks)
Gather density, renown, and BO data with no changes.
Phase 1 – Visibility Only (1–2 weeks)
LOP detection + UI indicators, no penalties.
Phase 2 – Light Pressure (2–3 weeks)
Mild pressure only, very small penalties.
Phase 3 – Full Activation (4+ weeks)
All pressure tiers enabled, reward scaling active.
Phase 4 – Refinement
Tune values, address edge cases, evaluate permanence.
All values are server-side and easily adjustable or reversible.
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Final Summary
Local Overpopulation Pressure does not remove player freedom or large-scale combat.
It realigns incentives so that open RvR becomes more tactical, distributed, and engaging — while preserving the epic battles that define Warhammer RvR.
Feedback, tuning suggestions, and alternative approaches are welcome.
PS: This proposal is based on my own ideas and discussion points. I used ChatGPT to help organize, summarize, and format them into a clearer, forum-ready post.



