Break the blob
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Re: Break the blob
All about leader mentality. You either choose to follow the herd, or you don't. You choose the fights you want to engage into, or not. If you always need a safetypillow with nobody wanting to be the anvil but the hammer, then we have what we currently have. There will also always be a blob, of those who are pure pug warbands with no leader just roaming. There should be certain acceptance to that aswell. But I would encourage those leader out there who doed lead on daily basis to do their own things and look actively for fights outside the blobs reach.
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Re: Break the blob
I think its time to stop trying to trying to come up with ideas or notions to stop the blob behaviour. Its a waste of energy and clearly the majority in the lakes opt in to this sort of behaviour.
Acknowledge, accept and move on...
Acknowledge, accept and move on...
Re: Break the blob
This.illumius wrote: Fri May 08, 2026 8:09 am Blob is a simtom. The approach to class balance over the past 4 years has killed the variability of gameplay. Now you can be an idiot, press 2 buttons, run after the crown, and benefit from it. Those who dare to run solo will encounter broken WEs and SH. On 1.4.8, you could assemble a group of different classes on both sides and enter a 400% buffed area, comfortably killing 100 enemies per hour while fighting warbands. Currently, this is only possible on the side of destruction, and only against a very stupid order.
The balance of the sides should not depend on AAO; it should depend on the online ratio of the server as a whole. The lethality of artillery in fortresses should be increased, and the hard mode of bosses in castles should be enabled. It is possible to give the weak side a bonus of +20% damage if the online ratio is 5% lower.
For most players, it's much easier to just join the blob and get RR in that way. The whole incentive mechanism is lined up towards that, as well as the recent addition of things like realm crowns, and the nerfs over the years which made it much more difficult to fight larger groups of people as an organised party/WB.
Sure, theoretically rewards are higher when you roam outside the blob, but then for most players their skills show up as they struggle 1v1 - even more so as they'll encounter broken 1:1 classes that the game apparently doesn't balance for, even though at large portions of the day it's a low pop server.
Fix the campaign so other zones matter more.
Make it so that smaller organised groups have more tools to fight when outnumbered.
Remove blob mechanics like realm crowns etc.
Give people a carrot, rather than hit them with a stick like the OP suggested.
Re: Break the blob
This is an issue for both realms depending on time of day. I will reiterate this is by design, look at the way rewards were changed for empty keeps. how morale dumps were changed, how aoe heal debuffs were changed. Wanna make small groups able to bust zergs, bring back coordinated morale bombs and aoe 50% heal debuffs. Bring back the old pierce defense tactic. Or hell create new things to do it. I don't know but do something. The silence is defeaning
-= Agony =-
Re: Break the blob
There is an easy solution. Make solo great again. But Defs think they are smarter than that.
Re: Break the blob
100%Jeromas wrote: Mon May 11, 2026 12:42 pm I think its time to stop trying to trying to come up with ideas or notions to stop the blob behaviour. Its a waste of energy and clearly the majority in the lakes opt in to this sort of behaviour.
Acknowledge, accept and move on...
Just avoid the blob..
And if they outnumber you 10x to 1... Log out =D
PVE Sieges are the best!
Veretta the Witch Elf
Re: Break the blob
kpihuss wrote: Sun May 10, 2026 11:41 am The other day, when we formed a WB (on Order, as always), we were shamefully camping Destruction at the Praag Warcamp. Honestly, Order’s behavior was embarrassing, not letting Destro leave the WC.
So after 10 minutes of that, we decided to move to DW to siege, because we hoped Destruction would come and try to get into the keep, giving us an even fight in a defensive battle. But Destruction didn’t show up.
During all this, I received several messages criticizing me for wanting to move the fight away from the Warcamp camping.
So we reached the lord room and brought him down to 98%, and since Destruction still wasn’t showing up, we went back to Praag to siege while Order locked DW, thinking the same thing: while Order focused on locking DW, the Destros would come to defend Praag. But Destruction still didn’t show up at the keep. So we took the keep again without opposition, and once we were back in the lord room, we moved to siege TM, again hoping that Destruction would appear on this third occasion to defend the keep.
But once again, we took the keep without opposition and with practically no Destros trying to defend it.
The problem is not just the blob when one side is underpopulated. The problem is that it gives the impression that even when that side is underpopulated, it still has no intention of leaving its blob, even when opportunities are offered.
3 Keeps in a row. 0 defense groups.
Now the only meta in the game is to kill and farm War Crests as "efficiently" and easily as possible, this means only RVR-blob. The whole sense of campaign, realm pride, and similar things has been completely lost.
Now the game is Counter-Strike in the Warhammer world. And this is sad.
Were the messages coming from a certain yellow and blue engi?
Veretta the Witch Elf
Re: Break the blob
Blob wars never been such big issue on Live nor on early to mid stage of RoR even server reached its 3k players cap so it indicates something went wrong in last 1-2 years. It´s on devs to revisit all of theyr changes and find out what "broke" the rvr in to brainless blob fights.
My 2 cents will be revert AOE cap from 24 back to 9. Remove AoE from classes that they originaly had non and increase back theyr ST (talking about WEs/WHs). Because I think the more classes has AoE, the more classes will join these blob fights. Make adjustments to AAO. Underdog has not only incrased xp/ren/inf, but 2% damage and healing per 20% AAO (10% with 100AAO, 20% with 200AAO, etc.) maybe the same with negative manner for over populated side, Which can potentialy increase the will to log underdog.
If devs will take any action in this problem, please release it on test server and let us test it in large scale before its released in production.
My 2 cents will be revert AOE cap from 24 back to 9. Remove AoE from classes that they originaly had non and increase back theyr ST (talking about WEs/WHs). Because I think the more classes has AoE, the more classes will join these blob fights. Make adjustments to AAO. Underdog has not only incrased xp/ren/inf, but 2% damage and healing per 20% AAO (10% with 100AAO, 20% with 200AAO, etc.) maybe the same with negative manner for over populated side, Which can potentialy increase the will to log underdog.
If devs will take any action in this problem, please release it on test server and let us test it in large scale before its released in production.
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
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Re: Break the blob
I agree. Looking good to me.gyps wrote: Sun May 10, 2026 11:23 am bring a good campaign progression system
All pairs open and active
Scenarios victory % bond to the lock systems to keep them alive
BO's need people around to keep their hold status, and minimum of 2 BO's to kill doors / lords, this allows 24 vs 24 battles while people siege.
City sieges on 3 forts locked, this split the blob between the pairs open to coordinate pushes or defenses.
Cities where everyone is inside with their 5 pqs to conquer, a final difficult lord mechanic with a mix of PVE and RVR shines on its own.
Then have new gear/equipment for scenarios, new gear for battling at BO's and new gear for Cities.
Let people coordinate that and you will see how the blob is split
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