I think the main issue is that the server recently lost a lot of the older guilds/wb leads that actively tried to avoid stacking on each other and would look for more balanced fights around the lakes.
There has also been a large influx of newer players recently.
Both of these lead to more ppl looking to stack up to make more progress.
The is then exacerbated by the lower ttk that we have now when compared to 1.5/2 years ago.
"Let's talk about blob in ORVR."
- Scragmuncher
- Posts: 97
Re: "Let's talk about blob in ORVR."
Knutkrusher - The man, the myth, the dead body on the floor.
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Re: "Let's talk about blob in ORVR."
Probably true. I would also add healers in small scale are a problem. If you try to smallscale in a 2 or 3 man without one you will basically always lose to a group that has one. The damage just seems lower than live and cant outpace heals atm. It extends to scenario as well.rychu007 wrote: Tue Apr 22, 2025 8:08 am
4) class balance. Classes like shaman/am and few others dominating solo area. So other ppl (not everyone but most of them) who play classes like slayer, engi, choppa, sorc etc have to join blob (open parties -> join open warband) because they cant even run away from all those cancer solo classes. (they dont have guild to play in organized 6man)
Re: "Let's talk about blob in ORVR."
There is no problem at all. Most of ur complains a far away from real state. The main problem that order mostly blob and not split their forces to have a interesting fights. And even when they are blobing, mostly order lose. Its really rare when order got organised wbs, not fully blobing and doing great fights. Thats a mostly fun and interesting way of fights.
As I said, most of complains are far away from the truth.
This server got some well-known names and guilds. Some of them xrealmers, some not. Most of them are playing RoR for years. If u join some of them, and will be always in their discord (u can follow different guilds/leaders), u will unveil much more fun and potential in your gameplay. People and weak bands will always blob. If one side fully blobing, there is no other way to create a kind of blob to, but u can use flanks and other strategic moves, even if sometimes its hard to cooperate between different leaders and discord channels.
Also u talking about pug, pug is something that made for newbies, it will never be that serious as premade bands. So complaining about pug warbands is not worth it. It cant be gud, it cant be competetive. No you are wrong, most of active players plays in premade or pug 2-2-2 with decent leader. If you are not well known, not active leader with a lot of coordination of moves, ur pug will not last long. Only if there is no other options.
Ofcourse some of leaders dont wanna to have somebody following them, without real talk and cooperation. Some will be ok, some will dislike you, cause u can steal their kills/crests/rr.
As for me, the game only have motivation/progression problem. Its not really hard to get full sov (if u skip all previous sets), but to get triumphant/vic replica = same crests as for full sov. And thats ridiculous. So u actually log in only for have kills and fun, great flanks and funnels, or to get in to "good discord talks and good coordination".
As I said, most of complains are far away from the truth.
This server got some well-known names and guilds. Some of them xrealmers, some not. Most of them are playing RoR for years. If u join some of them, and will be always in their discord (u can follow different guilds/leaders), u will unveil much more fun and potential in your gameplay. People and weak bands will always blob. If one side fully blobing, there is no other way to create a kind of blob to, but u can use flanks and other strategic moves, even if sometimes its hard to cooperate between different leaders and discord channels.
Also u talking about pug, pug is something that made for newbies, it will never be that serious as premade bands. So complaining about pug warbands is not worth it. It cant be gud, it cant be competetive. No you are wrong, most of active players plays in premade or pug 2-2-2 with decent leader. If you are not well known, not active leader with a lot of coordination of moves, ur pug will not last long. Only if there is no other options.
Ofcourse some of leaders dont wanna to have somebody following them, without real talk and cooperation. Some will be ok, some will dislike you, cause u can steal their kills/crests/rr.
As for me, the game only have motivation/progression problem. Its not really hard to get full sov (if u skip all previous sets), but to get triumphant/vic replica = same crests as for full sov. And thats ridiculous. So u actually log in only for have kills and fun, great flanks and funnels, or to get in to "good discord talks and good coordination".
Re: "Let's talk about blob in ORVR."
No no, killboard stats is a great feature, that was not invented on live, but Im happy we have it here. So u can see some stats at all in ORVR, thats a great.rychu007 wrote: Tue Apr 22, 2025 8:14 am and ofc i forgot about deleting killboard
it would be so healthy for server.
People would start to grab fights with even low chance of wining to have fun while now everyone wont die and farm ez kills to be on ladderboard![]()
- georgehabadasher
- Posts: 291
Re: "Let's talk about blob in ORVR."
The problem with blobbing isn't that it's unbeatable, unfun or unfair--even though it is all of those things. The problem is that it makes the game unplayable for the losing side.
A thought experiment to illustrate the point: Imagine the most extreme possible blobbing scenario. A white room containing every player on the server. In that situation, one side be stronger, and the other side will lose—every single fight—until the situation changes. To exacerbate the issue, the losing side gets much fewer rewards which incentivizes players to switch to the winning side.
It doesn't need to be a large number of players swapping to severely impact balance. Imagine the population is 52-48. If only 10% of the underdog side crossrealms, then the numbers become 57-43. Now RvR is completely unplayable for the underdog side. The reason this doesn't happen 100% of the time is because real RvR isn't such an extreme white room example and many players choose to consciously avoid blob fights.
The reason people blob is that because the game mechanics and incentivization structure encourage it. Kills offer the best rewards, so players tend to congregate in locations with other players. Further, the game mechanics give no reason for players to split up. If a player doesn't run in the blob, he's just missing opportunities to get kills, renown and crests.
In short, blobbing isn't a player problem, but is a problem for the server. The fact that blobbing exists is a reaction to the fact that it's the most efficient way for most players to progress in renown and crests. The fact that it doesn't happen 100% of the time is a reaction to it being unfun for most players. The onus is on the developers to address this problem by adjusting RvR mechanics and incentivization structure NOT on players.
A thought experiment to illustrate the point: Imagine the most extreme possible blobbing scenario. A white room containing every player on the server. In that situation, one side be stronger, and the other side will lose—every single fight—until the situation changes. To exacerbate the issue, the losing side gets much fewer rewards which incentivizes players to switch to the winning side.
It doesn't need to be a large number of players swapping to severely impact balance. Imagine the population is 52-48. If only 10% of the underdog side crossrealms, then the numbers become 57-43. Now RvR is completely unplayable for the underdog side. The reason this doesn't happen 100% of the time is because real RvR isn't such an extreme white room example and many players choose to consciously avoid blob fights.
The reason people blob is that because the game mechanics and incentivization structure encourage it. Kills offer the best rewards, so players tend to congregate in locations with other players. Further, the game mechanics give no reason for players to split up. If a player doesn't run in the blob, he's just missing opportunities to get kills, renown and crests.
In short, blobbing isn't a player problem, but is a problem for the server. The fact that blobbing exists is a reaction to the fact that it's the most efficient way for most players to progress in renown and crests. The fact that it doesn't happen 100% of the time is a reaction to it being unfun for most players. The onus is on the developers to address this problem by adjusting RvR mechanics and incentivization structure NOT on players.
Re: "Let's talk about blob in ORVR."
I understand the point. Maybe we don't see eye to eye on whether blobbing is fun or not, but from what I hear from everyone, it’s not up to the players to change it—it’s the developer who can make changes "IF" they want to. So I think you've answered my question: as the leader of a PUG, if the opposing side is grouping together or is a premade with high gear and levels, what should I do? I choose to blob with another warband (whether they like it or not) or I change zones and “do box”.
Thank you, everyone, for the discussion. If you have any further comments, feel free to share them, but I have my answer.
Thank you, everyone, for the discussion. If you have any further comments, feel free to share them, but I have my answer.
Re: "Let's talk about blob in ORVR."
Reivren27 wrote: Tue Apr 22, 2025 2:39 amI always ignore blobs and mass battles. I'm not interested in them. The best this game has to offer is the small scale, only then you start to understand the game and delve into the micro-moments of the classes.
You are wise beyond your years.
Welcome to Warhammer, No Fun Allowed!!
Re: "Let's talk about blob in ORVR."
Thing about Blobbing is that everyone will assume blobbing is occurring as soon as they are out numbered (actually or seemingly)
A warband is 24 people, thats going to look imposing when you come across it, add on the odd straggler or two who are just following the masses and the opposing side is just going to assume Blob.
By which point its too late because now the opposing team has gathered their WB and then some in order to 'counter' the supposed blob they just encountered and it now jst goes back and forth with each side adding more people to the point where it becomes a tug of war from each other WC.
Then of course there are the leaders; while they might strive to communicate and/or do their own thing, they (the WB's) will all connect with one another at some point which will give the opposing side the implication of blobbing which just picks up from what i wrote above.
Blobbing is going to happen both naturally and on purpose and there really isnt a way to counter it without implementing something 'untoward' imo.
It is unfortunate, because its a lot cooler/rewarding to fight in a smaller capacity where the clash of forces lasts more than jst a few moments. But its also cool to see/be a part of a second warband coming in from the flank/rear and obliterating the foe and ending a stalemate - but, then it becomes a 'saftey in numbers' situation and now blobs are back... you really cant win, haha
Edit: Ive spotted one or two posts saying Order blob - as an Order player, i will say Destro blob too; who you see blobbing will likely be based on time zone and who plays what faction at that time etc, but bother sides blob, intentionally or not and both sides try to lay the blame on the other for why blobbing occurs.
I'm in a guild that, when orvr is upon us, will form our own wb and try to do something meaningful beyond just following the other groups. but as ive already written, blobs will occur naturally and purposefully because at some point grp A met with grp B and C and the opposing side saw 'lots of players' and just assumed that was the play.
Your best bet to 'combat' blobbing would be to start doing so in T1 fights. there are 3 or 4 points that need to be held but nearly every fight happens at just the 1 (looking at you Nordland) the other points get back-capped by a lone individual or a pairing of ppl but the main fight happen in one area, often becoming that pushing war to each others WC i mention before.
Problem is, if group A cant push group B off of BO, for whatever reason, the 'remedy' is to just throw more bodies at it, thus blobbing. so again, you cant really win against/counter blobbing unfortuately.
A warband is 24 people, thats going to look imposing when you come across it, add on the odd straggler or two who are just following the masses and the opposing side is just going to assume Blob.
By which point its too late because now the opposing team has gathered their WB and then some in order to 'counter' the supposed blob they just encountered and it now jst goes back and forth with each side adding more people to the point where it becomes a tug of war from each other WC.
Then of course there are the leaders; while they might strive to communicate and/or do their own thing, they (the WB's) will all connect with one another at some point which will give the opposing side the implication of blobbing which just picks up from what i wrote above.
Blobbing is going to happen both naturally and on purpose and there really isnt a way to counter it without implementing something 'untoward' imo.
It is unfortunate, because its a lot cooler/rewarding to fight in a smaller capacity where the clash of forces lasts more than jst a few moments. But its also cool to see/be a part of a second warband coming in from the flank/rear and obliterating the foe and ending a stalemate - but, then it becomes a 'saftey in numbers' situation and now blobs are back... you really cant win, haha
Edit: Ive spotted one or two posts saying Order blob - as an Order player, i will say Destro blob too; who you see blobbing will likely be based on time zone and who plays what faction at that time etc, but bother sides blob, intentionally or not and both sides try to lay the blame on the other for why blobbing occurs.
I'm in a guild that, when orvr is upon us, will form our own wb and try to do something meaningful beyond just following the other groups. but as ive already written, blobs will occur naturally and purposefully because at some point grp A met with grp B and C and the opposing side saw 'lots of players' and just assumed that was the play.
Your best bet to 'combat' blobbing would be to start doing so in T1 fights. there are 3 or 4 points that need to be held but nearly every fight happens at just the 1 (looking at you Nordland) the other points get back-capped by a lone individual or a pairing of ppl but the main fight happen in one area, often becoming that pushing war to each others WC i mention before.
Problem is, if group A cant push group B off of BO, for whatever reason, the 'remedy' is to just throw more bodies at it, thus blobbing. so again, you cant really win against/counter blobbing unfortuately.
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- Posts: 19
Re: "Let's talk about blob in ORVR."
Doesnt a Blob create content for everyone? Pugs can group up and dont need to organize. org. WB can flank and roam. Small Scale Partys can play around the edges.
If you dont want to blob there is always the option to swich zones. I really dont understand the Problem. RvR is made to be a Sandbox. You can choose what you do with it
If you dont want to blob there is always the option to swich zones. I really dont understand the Problem. RvR is made to be a Sandbox. You can choose what you do with it
Re: "Let's talk about blob in ORVR."
I totally agree.Reivren27 wrote: Tue Apr 22, 2025 2:39 am I always ignore blobs and mass battles. I'm not interested in them.
The best this game has to offer is the small scale, only then you start to understand the game and delve into the micro-moments of the classes.
Where I had the most fun was when I could do small-scale fights on the maps.
That's just my opinion, but that's how I make the most out of the class I'm playing.
For me, large-scale battles bring no real value in the long run.
Most people think they're being strategic, but they're really just engaging in pointless brawls near a tavern. #Talabec #BFP
Anyway, one thing's for sure—I avoid blob zones, and it's way better for me that way.
I do think the devs are trying to push that kind of gameplay, but I’ll never get on board with it.
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