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[Suggestion] Blobfest

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saupreusse
Former Staff
Posts: 2600

Re: [Suggestion] Blobfest

Post#11 » Sat Nov 29, 2025 10:52 am

georgehabadasher wrote: Sat Nov 29, 2025 10:39 am
saupreusse wrote: Sat Nov 29, 2025 10:27 am
georgehabadasher wrote: Thu Nov 27, 2025 2:06 pm I think you're on to something with the BO buff not being strong enough. However, I think most players and warbands would just drop their war material at central BOs like Martyr's Square or whatever the middle BO in Eataine is called. I think a simpler and less drastic solution would be to have the BO buff also add 30% chance for crest drops (including zone lock crests) in addition to giving a crest for capturing the BO.

This game needs more incremental changes and fewer overhauls.
there are many different solutions to this:
- exponentially increase rewards depending on how many BOs you control
- put a cooldown on how often you can turn in your war material at the same BO
As an incentivization system, I think the will have limited success because players don't perceive realm-wide objectives as within their control and you also run into something analogous to the tragedy of the commons. It's in the common interest to capture BOs, but individuals who pursue kills and ignore objectives will reap the benefits at a greater rate than those who actually claim objectives.

The second wouldn't make an impact unless the war material decays.
The war material decays as I wrote in the original post.
Picture this: you fight a lot and make a lot of war material that decyas in n minutes. You can turn it in at the center BO once, then you are locked out from turning in war material there for another n minutes. So your next turn in point for war material will most likely be a different turn in point, so you will want to visit or actually fight for a different BO ==> you can't ignore BOs completely.
Players who kill more will be rewarded more, absolutely fine in my opionion.
BUT: This all means nothing without a campaign, lol ;) Having a working campaign would be the biggest carrot for players to play the zones.

While yes, ofc you have to kill to get the most war material, but in order to actually turn this war material into rewards you would have to at least visit one BO controlled by your realm. And that's actuallly really good, because this means people who don't want to capture BOs don't really have to change their playstyle. At the most they have to capture a single BO every n minutes.
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georgehabadasher
Posts: 324

Re: [Suggestion] Blobfest

Post#12 » Sat Nov 29, 2025 2:58 pm

saupreusse wrote: Sat Nov 29, 2025 10:52 am
georgehabadasher wrote: Sat Nov 29, 2025 10:39 am
saupreusse wrote: Sat Nov 29, 2025 10:27 am

there are many different solutions to this:
- exponentially increase rewards depending on how many BOs you control
- put a cooldown on how often you can turn in your war material at the same BO
As an incentivization system, I think the will have limited success because players don't perceive realm-wide objectives as within their control and you also run into something analogous to the tragedy of the commons. It's in the common interest to capture BOs, but individuals who pursue kills and ignore objectives will reap the benefits at a greater rate than those who actually claim objectives.

The second wouldn't make an impact unless the war material decays.
The war material decays as I wrote in the original post.
Picture this: you fight a lot and make a lot of war material that decyas in n minutes. You can turn it in at the center BO once, then you are locked out from turning in war material there for another n minutes. So your next turn in point for war material will most likely be a different turn in point, so you will want to visit or actually fight for a different BO ==> you can't ignore BOs completely.
If it decays, then it's going to be a frustrating feature. What if you have to go suddenly? No rewards. If the server crashes? No rewards. What if there's a mega blob on every BO? etc
Players who kill more will be rewarded more, absolutely fine in my opionion.
BUT: This all means nothing without a campaign, lol ;) Having a working campaign would be the biggest carrot for players to play the zones.

While yes, ofc you have to kill to get the most war material, but in order to actually turn this war material into rewards you would have to at least visit one BO controlled by your realm. And that's actuallly really good, because this means people who don't want to capture BOs don't really have to change their playstyle. At the most they have to capture a single BO every n minutes.
I think you missed my point. You're trying to motivate players to hold BOs by exponentially increasing rewards for controlling BOs. That won't significantly affect player behavior for the reasons I outlined in my previous post.

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Mortgrimm
Posts: 87

Re: [Suggestion] Blobfest

Post#13 » Tue Dec 16, 2025 8:01 am

Those are really nice ideas to split the blob.
But i think it goes not far enough. On the other hand it won´t be necessarily in the nearest future anyway. If u look at the lakes u hardly find any small scale groups. It´s not that ppl don´t want this. It´s because of the blob, that mentality is pushed by the devs to show big fights in promo videos. Lots of small guilds that prefer small scale roaming left the game already or just run around with warbands.
Change the reward for zerging to almost zero (no renown, no crests) and give the outnumbered ppl a big buff. Together with the suggestions u made here, I´m sure it will make an end to the blobfest, on both sides. It´s just not fun anymore.
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M0rw47h
Posts: 935

Re: [Suggestion] Blobfest

Post#14 » Tue Dec 16, 2025 11:54 am

The best way to split the blob would be adding LOTD -% stat mechanic to oRvR lakes, so smaller elite WBs could wipe blob easier.

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Bozzax
Posts: 2691

Re: [Suggestion] Blobfest

Post#15 » Tue Dec 16, 2025 2:10 pm

Ironically the system occasionally works well (every now and then) after lord is killed and the zerg was forced to control the zone and failed insta lock.

Rest is a blob fest pvdoor
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Alubert
Posts: 631

Re: [Suggestion] Blobfest

Post#16 » Tue Dec 16, 2025 3:40 pm

The LOD solution is the worst one that has been implemented in the game.
Nothing should ever affect/change player statistics.
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Bankei
Posts: 22

Re: [Suggestion] Blobfest

Post#17 » Tue Dec 16, 2025 6:58 pm

Mortgrimm wrote: Tue Dec 16, 2025 8:01 am Those are really nice ideas to split the blob.
But i think it goes not far enough. On the other hand it won´t be necessarily in the nearest future anyway. If u look at the lakes u hardly find any small scale groups. It´s not that ppl don´t want this. It´s because of the blob, that mentality is pushed by the devs to show big fights in promo videos. Lots of small guilds that prefer small scale roaming left the game already or just run around with warbands.
Change the reward for zerging to almost zero (no renown, no crests) and give the outnumbered ppl a big buff. Together with the suggestions u made here, I´m sure it will make an end to the blobfest, on both sides. It´s just not fun anymore.
Heavily punishing the prevalent behavior is an incredibly shortsighted idea. Many games have tried to follow the feedback of a loud minority from the forums, all have failed. Blob v Blob is the way the average player wants to play, then the devs needs to work on ideas to incentivize other behavior rather than punishing a large amount of players.

The idea that you would not be able to progress your warcrest farm through fighting in a RvR game is ... completely silly. How many times do you think the average player will log in, play, get 0 rewards and log off? How many times before they quit?

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saupreusse
Former Staff
Posts: 2600

Re: [Suggestion] Blobfest

Post#18 » Tue Dec 16, 2025 7:27 pm

I agree. I think its good progression is tied to rvr kills a way. But I like the general idea of adding the extra step to interact with BOs, even if it has some flaws. :)

This is the thing with suggestions like these: I often come up with ideas under the shower and then just post them without much thought. It doesn't mean one has to implement it exactly this way, but the general idea could be useful for future changes :)
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Bankei
Posts: 22

Re: [Suggestion] Blobfest

Post#19 » Tue Dec 16, 2025 10:29 pm

saupreusse wrote: Tue Dec 16, 2025 7:27 pm I agree. I think its good progression is tied to rvr kills a way. But I like the general idea of adding the extra step to interact with BOs, even if it has some flaws. :)

This is the thing with suggestions like these: I often come up with ideas under the shower and then just post them without much thought. It doesn't mean one has to implement it exactly this way, but the general idea could be useful for future changes :)
I'm sorry if I came off strong, I hope to keep reading your shower thoughts! I reread my message and realized that I came off as trying to shut down your idea, which wasn't what I was trying to do.

I feel like there's an opportunity to build on the idea of running boxes and getting rewards. Ideally, in my opinion, there should be room in a zone for Blob v Blob + small scale + box running. I would throw out a question: how to give incentive to players to fight across multiple zones without putting a cap on RvR population in each lake?

Finally, just for fun, I would like to add a quote by Henry Ford (yes, I'm aware he was a terrible person): "If I asked people what they wanted, they would have said faster horses"

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Fey
Posts: 994

Re: [Suggestion] Blobfest

Post#20 » Wed Dec 17, 2025 1:01 am

I think everyone agrees that BOs are the lynchpin here. The east BO of Thunder Mountain is a good example. As of now it's a simply a waste of time to go there. Heck I'd go there for a chance at a bestial token or a chance at some kind of dwarf-themed stein or hammer.

Maybe a rotating buff to renown/xp/crests that swaps between BOs, but I feel like this has probably been suggested before.

Maybe a small chance for a BO to periodically spawn a lair boss that exists elsewhere in the zone? Something like the fighting nearby has disturbed them, and they've come out of their normal hiding place to see what all the fuss is about.
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