[Map Rework Suggestion] Fixing Warcamp Farming & Linear Map Design in RvR

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
User avatar
XakasDrack
Posts: 3

[Map Rework Suggestion] Fixing Warcamp Farming & Linear Map Design in RvR

Post#1 » Sat May 16, 2026 8:46 pm

[Map Rework Suggestion] Fixing Warcamp Farming & Linear Map Design in RvR

Ever since I started playing RoR, I've always wondered why Mythic thought linear maps would make any sense in a PvP game like Warhammer Online, especially one built around large-scale warband warfare. As a long-time player, I've felt the consequences of that poor Level Design firsthand, and the Game Design problems that come with it. I'll go deeper into that after presenting my suggestions.

(Quick disclaimer: I originally planned to do this for every map I consider problematic, and even some that aren't, but given my limited free time, I decided to just post what I have now. Who knows when I'd finish everything, and there's always the chance the Devs or even the community simply ignore it anyway, lol.)

I don't think I'm alone in this feeling. A lot of people who genuinely love RoR, especially those who've been playing for years, feel like something is missing from the game's main attraction: RvR. And I believe that "something new" doesn't require reinventing the wheel. It could simply mean fixing Mythic's original mistakes.

One of the most universally frustrating experiences is Warcamp Farming, when the numerically superior faction locks down the enemy warcamp and prevents them from ever reaching the lake. And on linear maps, this gets 100% worse, because if there's a blob blocking the only path forward, you simply cannot go around it. There's no West, there's no East, there's just a wall of enemies and nothing you can do about it.

Praag Rework

Image
Image

Praag is actually one of the less problematic maps in the game, it's not fully linear and does offer some fighting options. But it still suffers from warcamp farming, so here's what I'd change:

- Expanded RvR lake area for more engagement space and route variety
- 3 warcamps per faction instead of 1, making it impossible for the dominant faction to lock down all spawns simultaneously, always guaranteeing a regrouping point
- Mountains added to block direct access to keeps from the PvE side, funneling combat through intended routes
- Neutral routes equidistant from both factions' warcamps to the BOs, ensuring that who gets there first is decided by organization and skill, not spawn advantage
- Asymmetric balance

Caledor Rework

Image

And now for what I consider the worst map (IMO), and the one that best represents everything wrong with Mythic's design philosophy for a warband game: a fully LINEAR MAP. Seriously, how did anyone look at a warband-scale PvP game and think "yes, a corridor is the right call here"? I genuinely don't understand it.

The same core fixes apply here as in Praag, multiple warcamps, expanded lake, neutral routes, adapted to Caledor's layout.

(I also had plans to rework Eataine and Reikland with the same ideas, but didn't have the time to finish those.)

Final Thought

In my opinion, every RvR map deserves a revisit. The suggestions here aren't just about adding new content, they're about fixing problems that have existed since launch and that still hurt the RvR experience today. Warcamp farming, linear chokepoints, spawn advantages, none of these are inevitable. They're design choices that can be corrected.

Ads
mitukotbs
Posts: 1

Re: [Map Rework Suggestion] Fixing Warcamp Farming & Linear Map Design in RvR

Post#2 » Sat May 16, 2026 11:02 pm

zap

User avatar
wonshot
Posts: 1294

Re: [Map Rework Suggestion] Fixing Warcamp Farming & Linear Map Design in RvR

Post#3 » Sun May 17, 2026 12:06 am

YEssss please! that Cale map looks sick!
World editing tool would be the number1 wish for RoR to improve!
[BW]Bombling 95
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78


[MSH]Bombing 89
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75

gyps
Posts: 174

Re: [Map Rework Suggestion] Fixing Warcamp Farming & Linear Map Design in RvR

Post#4 » Sun May 17, 2026 11:27 am

Very interesting ideas, the problem to the blob will remain anyway as its a major problem not directly tied to the maps structure but to the lack of incentives, campaign, etc etc...

User avatar
TrainInVain
Posts: 184

Re: [Map Rework Suggestion] Fixing Warcamp Farming & Linear Map Design in RvR

Post#5 » Sun May 17, 2026 12:28 pm

I don't think any map forces you to only exit in one place, moving through pve, entering from another map etc. I don't disagree with your ideas, but its very much a player issue that they become fixated with only fighting on warcamps.

Who is online

Users browsing this forum: No registered users and 65 guests