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[Suggestion] Blobfest

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saupreusse
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Re: [Suggestion] Blobfest

Post#31 » Thu Dec 18, 2025 9:44 am

Ninjagon wrote: Wed Dec 17, 2025 1:33 pm
saupreusse wrote: Wed Dec 17, 2025 12:22 pm
Aethilmar wrote: Wed Dec 17, 2025 7:13 am I don't see how this will break up the blob. What I do see is the blob migrating from BO to BO to turn in the resources much like it currently migrates from BO to BO to pick up the renown bonuses now.
Thats the whole point. Not to break the blob but to encourage it to leave the stale old 'warcamp to warcamp zerg' and instead use more of the map.
Warhammer should always be about kills. You know "WAR NEVER ENDS", not about "Youre supposed to go there and there and do this or you will get no rewards". That is nonsense and strongly against core spirit of this unique game.

Why people (players) blob?
Because it is a human natural reaction - with bigger numbers you are stronger so you have better chance to win fights and to get better rewards.
And no bans will change this basic human behavior.

There are not a single warband out there which will never ever "blob", in the sentence of "cooperate with other warbands", in attempt to defeat strong enemy, when things goes ugly. 1 full sov WB has usually minimum chance in direct fight against 3 WB of PUGs. And that sounds just OK to me.

So instead of prohibition lets give some more bonuses to Battle Objectives, AOO side, hell even the whole faction (temporary), if its necessary.

Some sweet ideas are already there and you can add more:
viewtopic.php?t=59813
I believe you completely misunderstood me or didn't fully read my suggestion.
You would earn your rewards just as usual, by killing players. The only thing that changes is that you would need to visit a BO once in a while to redeem them. If anything this should happen naturally by just playing the game normally without going from warcamp to warcamp for an hour. Maybe there isn't even a need for such changes if the campaign would matter to people.
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Re: [Suggestion] Blobfest

Post#32 » Thu Dec 18, 2025 10:53 am

From my point of view the resource idea does not fix the blob issue, currently in eu prime time warbands do make direct efforts to visit BO, however this does not impact the blobbing model as we have seen on both sides a blob will move to BO’s even when the opposing side has 80+ AAO.

This comes back to the issue of why ppl blob.

The reasoning behind why warbands blob has been discussed here endlessly, in short blobbing gives rewards.

The reasoning behind why blobbing gives rewards is typically a poor warbands that will lose to even a 12 man understands that they have no chance of a reward on thier own so they follow after a group that has success and the rr from kills gets shared from just tagging the enemy. The weak group thus has rewards, not manny crests but rr .

Adding to the reasoning behind blobbing is also to understand the view from the other side. Once a group is hit by a larger number of players they will feel that the other side is blobbing and they want rewards that is not being realized by going it alone. It becomes clear that blobbing is a result of losing and trying to fix the situation so you get rewards.

The logic suggests addressing rewarding blobbing is the solution , and here is the issue with the problem. Stopping rewarding grouping up to kill the enemy that was not able to be killed on your own results in no way to get rewards and as such population drops and we get even higher aao swings and as I see it the extreme aao where one side is heavily outnumbered is a bigger issue as the weaker side has no options to win fights as enemy will (from logic that ppl blob till they can win) win the fights.
So to me blob vs blob fights where aao is low is a taste issue, some like some hate but both sides get something and some do break from the blob to do own thing, meaning there are choices.
When there is high aao and the populated side blobs then this becomes no fun for the lower side meaning that only the blob side is rewarded as low pop side does not even get kills in some of these fights, thus they log and aao goes up even more.

From my long winded logic above the real issue is aao combined with blobbing.

How to fix this specific issue?
A number of approaches are possible:
1) an event where dying resulted in increased stats does move towards this goal and in effect gives a results based buff to the weaker side (ok not a perfect system there but a good direction where weaker side is bolstered and stronger side is rewarded )
2) LoTD model where player concentration affects stats, well looks nice on paper but as can be seen in LoTD blobbing is the way to win it. So either a more extreme LoTD effect is needed or it does not fix the blobbing, and also it dose not give an obvious way to rewards to the sides and population densities. If your side is overly stacked most dont want thier stats dropped and we don’t want to go back to one warband wiping multiple warbands in sieges where , a tricky balance that will always leave a bad taste with ppl.
3) population limit in a zone (also a LoTD solution) there is problem when there is an over populated side which will result in logging out as they can not take part.


So from the things tried in the game so far, the event buffing on death and rr bonus for kill streaks seems the most positive way forward . Think it needs work and balancing but could be a nice way forward.

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