Saving RoR’s End Game and Ranked Scenarios
Forum rules
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Re: Saving RoR’s End Game and Ranked Scenarios
Add RR61 Genesis set to ranked scs and see people swarm to them, asses need their carrots.
Ads
Re: Saving RoR’s End Game and Ranked Scenarios
Not even with thatnonfactor wrote: Mon Jun 22, 2020 9:26 am Add RR61 Genesis set to ranked scs and see people swarm to them, asses need their carrots.

Grumm /a.k.a Grumug- RR87 Bo - Retired since 2021
Argrimm - RR82 Chosen
Skarzig - RR85 Dps Shaman
Ashein - RR80 Zdps
Hateme - RR78 Bg
Grumbrindal - RR79 Ib
Argrim - RR81 Wp
Parabellum - RR81 Wh
Ashayn - RR76 Sw
Re: Saving RoR’s End Game and Ranked Scenarios
While I mainly agree with your addressed issues, I think some of your suggested solutions are flawed.
. (@GMs/Devs I am not advocating throwing, just analyzing the situation)
I do not think that there is an easy way out for this situation, because if you increase the rewards for the fort, players could start to throw zones (and even forts) more often in order to have more of them, while greatly reducing the chance to have cities.
I think the only way to fix that is to balance out rewards for keeps and cities, introduce bag bonus for forts and to receive contribution for city rolls from fort defenses or some mixture of them.
Both of these issues stem from the fact that throwing a fort is much more rewarding than defending it! An afk timer will not fix that and a reduction in rewards will do the reverse, since then the incentive to throw will be even larger! To be plain, the equation you want to evaluate whether you want to throw/defend a fort is Reward_Fort < Reward_City, which is almost always true! So in reality most of the time everyone, not throwing a fort, is not evaluating their own gear situation correctly! As far as I can see there are four reasons why players still will not throw: (i) for fun and renown, (ii) pride, (iii) out of fear of getting banned and (iv) miscalculating their chances to get a gold bag (6 out of 420 with a huge part of luck involved)LucusAurelius wrote: Sun Jun 21, 2020 1:16 pm Open RvR
Issue: AFKing at forts and ORvR keeps
Solution: Players should be required to participate for rewards, and AFK timers in open rvr and forts should be shortened if they can be, or players need to be involved in X number of kills to be eligible for the SWAG medallion reward at the end.
Reasoning: For as long as I have been playing there has been a portion of the player population in forts and ORvR that sit idle and AFK, while others wait in queue for a fort they would actively participate in. This isn’t an idle phone game and should not incentive people to “sit” through content just for a reward payout.
Issue: Throwing Forts and Zones to farm your faction’s City
Solution: Keeping with the idea above for Inv/Sov medallion payouts from Gold bags being linked to your City’s star level, defending your faction’s fort should reward you with an equivalent Sovereign medallion reward equal to your cities star ranking for successfully defending your fort. While attackers should always be incentivized to win the fort for a flat 3 Sovereign medallion payout.
Reasoning: Defending your server’s fort should feel like the second most important objective next to defending your capital city. Players should feel like the fort has high stakes to win. Losing the Fort and risking your capital city being attacked means you will be losing your city’s ranking and your bonus from ORvR bags will be lost.

I do not think that there is an easy way out for this situation, because if you increase the rewards for the fort, players could start to throw zones (and even forts) more often in order to have more of them, while greatly reducing the chance to have cities.
I think the only way to fix that is to balance out rewards for keeps and cities, introduce bag bonus for forts and to receive contribution for city rolls from fort defenses or some mixture of them.
Re: Saving RoR’s End Game and Ranked Scenarios
It's always been like this, the moment people got their gear they stopped doing the RvR, it was like that with vanq, it was like that with forts and invader and guess what, it's the same with sov.
Only certain groups bother going out and roaming in the lakes outside of "rvr events" so all of this "game dying" is the same **** that we always had.
Most play this game for the dressup and then go afk till the next set of new clothes.
Just go out in the lake and have fun.
Only certain groups bother going out and roaming in the lakes outside of "rvr events" so all of this "game dying" is the same **** that we always had.
Most play this game for the dressup and then go afk till the next set of new clothes.
Just go out in the lake and have fun.
-
- Posts: 226
Re: Saving RoR’s End Game and Ranked Scenarios
Yep pretty much. would maybe work with the 2k-3k pop we were having few months ago, but now with less population it's really not something that works.
Raid boss Salv WP Guernios - rr83, full Sov
DPS SnB SM Valianoris - rr81, full Sov
DPS SnB SM Valianoris - rr81, full Sov
Who is online
Users browsing this forum: No registered users and 7 guests