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Time to recruit some Turtle WoW PVPers
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Re: Time to recruit some Turtle WoW PVPers
Somewhere, In Time...
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Re: Time to recruit some Turtle WoW PVPers
Gersy is a traitor to all WHs. Shame
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mazi761111
- Posts: 250
Re: Time to recruit some Turtle WoW PVPers
hahahaha , in wow if you cant 1v1 ..never have good pvp team inv you
choson:badchosen
chopa:bigpanties
chopa:bigpanties
Re: Time to recruit some Turtle WoW PVPers
While Ror could always need or benefit from a bigger population, I think a wow private server for pvp just has very little crossover to RoR in its current stage. I could be wrong though!
For my years on RoR there seem to have been two major factors drawing in new blood to the server,
- Nostalgia: "Oh is that game still alive, why didnt i know!?"
and
- Yey I really like the Warhammer lore or IP let me go play that Warhammer private server.
Naturally there might be the odd one out teenager getting onto this game, but our demograpic seems pretty locked into what it is. Nostalgic gamerdads averaging somewhere around 35-40.
This server used to be a Campaign driven RvR game. But due to reverse engineering catching somewhat up to what the Live server had, a bit of mismanagement in terms of not having a clear vision or direction pass that, and entering a soft maintenance mode after Citysieges were introduced, the overall quality of Player vs Player moments have dropped year by year. More of the tryhard 6man groups, warband guilds and veteran players have stopped. The current waves are teaching the new ones, and you can barely recognize the player mindset if you played before 2020 in todays version of the game. It is still fun free and a blast from the past but mostly its carried on the old legs and foundation of Age of Reckoning with a solid skeleton for a pvp game with Collision, Tactics, Morales and skilltress, Uniquely softmirrored classmechanics & builds.
Coming into RoR in 2026 the catchup mechanics are sorta there, but behind a learning curve. Yes you can get boosted in Servers and get some talismans for free in newplayer quests and ingame mails from the game. But understanding how mastery points work, still leaves new players to not understand why they invested 5 points and cant find that new tactic. Bolster has been proven in experienced hands that it is very potent, but most newplayers will still be canon fodder in a game we have grown used to death and unfun moments way outshine the few rare glimses of potential.
The matchmaking overhaul was honestly the perfect fix, in theory better matchmaking makes for longer queues but if the matches are more fun and evening more players "should" queue up, and therefor increasing the pool and by having a better product canceling out the increased restrictions for a pop. This just didnt happen.
Same could be said for the progression grind, after you get to CR 40 the "Your time = static progression" sense is stopped. You now progress your wards based on social pug runs or in whatever guild you end up in, this can be a killer for some if they cant find groups or face a couple of unfinished dungeons where veterans can offer gold for a savior to come in and help finish a doomed run, but the new guys are just left to their own faith and likely will stop their play session.
In rvr the smell of new car of largescale warbands clashing, and the fantasy of warhammer lore outplaying before your eyes will carry for some time. Or the nostalgia of when you played this on Live. But either you face a geargrind and respawn spirale while facing the steep learning-curve against bis veterans testing your resolve while the smell is fading and it becomes a grind to catch up. Or you finally climb that mountain to get RR 80 or BiS, and realize that the fun was never really there after your dopamin milestones got checkmarked.
RoR is great to still have around! They have made fantastic work to reverse engineer this back to life and its a blessing every day being able to log into this foundation of a game. But the main replay loops for the everyday play needs attention. Scenario matchmaking was a good step, the newplayer mentoring and handouts are great. But the game is desperately needing incentive. A reason to queue for scenarios, to put in effort into building a citysiege social circle, to rank up guilds, to try when you realm has AAO to turn the tide and fight with what you have trying your best instead of logging out, to push one zone that has a bad heatmap and poor quality fights because the campaign makes it worth it, to hold a last stand on a Battleobjective and buy time with your life becasue it helps the campaign.
You would think a WoW private server pvp wave would fit right into how RoR is being played with Kills being the only succesmessurement these days, but the honest truth is. That majority of the kills happening is a skill, gear, or experience gap and the quality of the fighting on here is pretty poor. And that, will not retain new players.
For my years on RoR there seem to have been two major factors drawing in new blood to the server,
- Nostalgia: "Oh is that game still alive, why didnt i know!?"
and
- Yey I really like the Warhammer lore or IP let me go play that Warhammer private server.
Naturally there might be the odd one out teenager getting onto this game, but our demograpic seems pretty locked into what it is. Nostalgic gamerdads averaging somewhere around 35-40.
This server used to be a Campaign driven RvR game. But due to reverse engineering catching somewhat up to what the Live server had, a bit of mismanagement in terms of not having a clear vision or direction pass that, and entering a soft maintenance mode after Citysieges were introduced, the overall quality of Player vs Player moments have dropped year by year. More of the tryhard 6man groups, warband guilds and veteran players have stopped. The current waves are teaching the new ones, and you can barely recognize the player mindset if you played before 2020 in todays version of the game. It is still fun free and a blast from the past but mostly its carried on the old legs and foundation of Age of Reckoning with a solid skeleton for a pvp game with Collision, Tactics, Morales and skilltress, Uniquely softmirrored classmechanics & builds.
Coming into RoR in 2026 the catchup mechanics are sorta there, but behind a learning curve. Yes you can get boosted in Servers and get some talismans for free in newplayer quests and ingame mails from the game. But understanding how mastery points work, still leaves new players to not understand why they invested 5 points and cant find that new tactic. Bolster has been proven in experienced hands that it is very potent, but most newplayers will still be canon fodder in a game we have grown used to death and unfun moments way outshine the few rare glimses of potential.
The matchmaking overhaul was honestly the perfect fix, in theory better matchmaking makes for longer queues but if the matches are more fun and evening more players "should" queue up, and therefor increasing the pool and by having a better product canceling out the increased restrictions for a pop. This just didnt happen.
Same could be said for the progression grind, after you get to CR 40 the "Your time = static progression" sense is stopped. You now progress your wards based on social pug runs or in whatever guild you end up in, this can be a killer for some if they cant find groups or face a couple of unfinished dungeons where veterans can offer gold for a savior to come in and help finish a doomed run, but the new guys are just left to their own faith and likely will stop their play session.
In rvr the smell of new car of largescale warbands clashing, and the fantasy of warhammer lore outplaying before your eyes will carry for some time. Or the nostalgia of when you played this on Live. But either you face a geargrind and respawn spirale while facing the steep learning-curve against bis veterans testing your resolve while the smell is fading and it becomes a grind to catch up. Or you finally climb that mountain to get RR 80 or BiS, and realize that the fun was never really there after your dopamin milestones got checkmarked.
RoR is great to still have around! They have made fantastic work to reverse engineer this back to life and its a blessing every day being able to log into this foundation of a game. But the main replay loops for the everyday play needs attention. Scenario matchmaking was a good step, the newplayer mentoring and handouts are great. But the game is desperately needing incentive. A reason to queue for scenarios, to put in effort into building a citysiege social circle, to rank up guilds, to try when you realm has AAO to turn the tide and fight with what you have trying your best instead of logging out, to push one zone that has a bad heatmap and poor quality fights because the campaign makes it worth it, to hold a last stand on a Battleobjective and buy time with your life becasue it helps the campaign.
You would think a WoW private server pvp wave would fit right into how RoR is being played with Kills being the only succesmessurement these days, but the honest truth is. That majority of the kills happening is a skill, gear, or experience gap and the quality of the fighting on here is pretty poor. And that, will not retain new players.
[BW]Bombling 95
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 88
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 88
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
Re: Time to recruit some Turtle WoW PVPers
Turtle refugee here.
I love Warhammer IP and didn't even know this game has been our for so many years.
Is this the right choice for a casual gamer though? Or is it just full of highly competitive and fully stacked players?
I love Warhammer IP and didn't even know this game has been our for so many years.
Is this the right choice for a casual gamer though? Or is it just full of highly competitive and fully stacked players?
- live4treasure
- Posts: 368
Re: Time to recruit some Turtle WoW PVPers
While I welcome any turtle players that want to find a place to pvp in, I don't have high hopes of them staying longterm.
Classic WoW is an odd blend of pvp and pve, where classes were designed to function in an open world pvp environment with large situational toolsets that they often don't need unless they deal with players or encounter niche pve situations.
That said, the core of the game is still pve. PvP in that game's initial concept was centered around contested resources, dungeon entrances and such. Later they had BGs, arenas, raids and so on added.
Turtle WoW leans even heavier into pve with its design, and the pvp servers were all centred around mostly world pvp where the opponents were most of the time pve players just trying to do quests or get to their raid, while BGs and arenas were very controlled environments with equal numbers and so on.
WAR is different. The core content is RVR, not pve. RVR is not controlled, your opponents in RVR are there specifically to fight you and it is constantly competitive, unless you're farming helpless unorganized pugs or are one yourself. You might have a day where the numbers or the amount of organized warbands are unequal, and in fact they are most days.
I would be surprised if turtle WoW players found it engaging, primarily because most of them are not looking for something new so soon after their server was shot down by blizzard, but are looking for something similar enough to Turtle that they fill the hole it left.
But, even still I hope you stay with us and like this game for what it is. Not PVP in the sense of WoW. But a game about a war without end.
Classic WoW is an odd blend of pvp and pve, where classes were designed to function in an open world pvp environment with large situational toolsets that they often don't need unless they deal with players or encounter niche pve situations.
That said, the core of the game is still pve. PvP in that game's initial concept was centered around contested resources, dungeon entrances and such. Later they had BGs, arenas, raids and so on added.
Turtle WoW leans even heavier into pve with its design, and the pvp servers were all centred around mostly world pvp where the opponents were most of the time pve players just trying to do quests or get to their raid, while BGs and arenas were very controlled environments with equal numbers and so on.
WAR is different. The core content is RVR, not pve. RVR is not controlled, your opponents in RVR are there specifically to fight you and it is constantly competitive, unless you're farming helpless unorganized pugs or are one yourself. You might have a day where the numbers or the amount of organized warbands are unequal, and in fact they are most days.
I would be surprised if turtle WoW players found it engaging, primarily because most of them are not looking for something new so soon after their server was shot down by blizzard, but are looking for something similar enough to Turtle that they fill the hole it left.
But, even still I hope you stay with us and like this game for what it is. Not PVP in the sense of WoW. But a game about a war without end.
Giladar - rr 82 DPS AM
Re: Time to recruit some Turtle WoW PVPers
WarhRoR isn't the kind of game that would keep a Turtle WoW player hooked for long, even if you’re a PvP fan. RoR feels more like a 'museum server' for nostalgia; I wouldn’t take it seriously as a place to settle down for years.
Re: Time to recruit some Turtle WoW PVPers
This dont counts for this MMO.Dwarni wrote: Mon Apr 20, 2026 5:32 pm Except for RvR zones the world is mostly empty. One of the worst things that can happen to an mmorpg
Pepole want to fight. Not to do open world pve stuff.
Theres alot better MMOs if ur looking for a living PVE world. I recommend GW2 here.

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Re: Time to recruit some Turtle WoW PVPers
That's what I mean. I don't think ex Turtle WoW players only want to do RvR all the time.
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nocturnalguest
- Posts: 889
Re: Time to recruit some Turtle WoW PVPers
Because thats not what casual majority actually wanted, they only wanted to not be stomped, nobody cared about actually fair tryhard matches besides "toxic elitist part of community" who are still there qqing SCs. I would even say that "fair" metrics most mentioned were "not being outplayed instantly". Average joe logs on to test out new MM, expects it so there will be no stomps, but they do happen anyways, like they did happen in discordant q so casual majority then creates a myth of pesky "premades" breaking up to q into same solo sc. Imo why it just didnt happen is clear as day. Expectations were just too unrealistic, not considering indepth understanding of how combat works in this game. You simply cant q solo in your fancy solo roam spec as DPS, faceroll on keyboard and have RNG to carry you into success, but thats what casual majority actually wants to do - q as dps in solo build, do your own thing in sc and have insanely unorganised chaotic environment which they consider as "fun" and as a result win some or lose some due to completely random unpredictable factors. In reality it always was down to who has more synergies and coordination, nothing else. Whole this game design is not letting this to happen. For greater good in my opinion, but its not what casual majority share or accepts.wonshot wrote: Tue Apr 21, 2026 8:01 am The matchmaking overhaul was honestly the perfect fix, in theory better matchmaking makes for longer queues but if the matches are more fun and evening more players "should" queue up, and therefor increasing the pool and by having a better product canceling out the increased restrictions for a pop. This just didnt happen.
So, as a final result - amount of people qing stays the same. Average joe still dodges SCs like a plague, you will be stomped and spawncamped there and cant faceroll on keyboard like you can in oRvR in pugs. Even if MM will create you 2-2-2
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