Xrealm thoughts

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
kholmatman
Posts: 9

Xrealm thoughts

Post#1 » Sun Aug 16, 2026 4:05 pm

Oy'
little feedback after 5 months into the game.

Xrealm is fine and important (50%?) part of the game, xrealm can balance population, but i believe Xrealm actively kills factions and overpowers seasoned players while giving little space for new/casual players to apprehend the game.

So i've nothing against xrealming but i also believe in natural equilibrium of any factions. Meaning if one gets stomped or has no content available (no leader forming for example) at some point, one will emerge. But as it is, if a casual lead makes an openWB he will get against him an orga-wb on its opposite side (in the hour or less). It is not always, but day-time Europe is much like that.

Also what i witnessed! this summer is an higher dependency of the few server leaders we have left (not on vacation i mean). Those seasoned player (i include myself) form all together. I even witnessed! 1 of this wb having 3 major leaders inside it, from 3 different guilds. Its really overpowering any pugs wb out there or any faction's balance.
not mentioning the good old fashion leechers switching to get bags (never got that, really?! lol)

I advocate to tight up the lockout. get the guilds to chose a side for a longer period of time. Those guilds know each other and can communicate to balance themselves. Doing this i wish to prevent the situation when a pugs wb is forming and gets immediate countered by the seasoned players forming to chase AAO. On the contrary i wish they get eventually countered by natural equilibrium :)
The lockout i'm thinking of is 18hs (to start with, easy easy... but really to give it a real shot it should be a full week!).

... sure their will be vacuum. but equilibrium will naturally emerge. Believe!
And all not in agreement with this or saying that its already been tried have experienced : You chose your side before formin' and still lose any content within 20 mins because you killed those pugs you chased to begin with!

<3 the game thx for the work
WITNESS ME !

Ads
havartii
Posts: 460

Re: Xrealm thoughts

Post#2 » Mon Aug 17, 2026 12:54 am

The new lock out system is awesome. But I see very little switching to the side with aao. So yes the players enjoy a massive over population on most days. Very obvious in N/A times.
Order: 80 AM / 77 RP/ 75 Knight
Destro: 82 Sham / 80 Zealot/ 80 DoK

User avatar
Florian90210
Posts: 256

Re: Xrealm thoughts

Post#3 » Mon Aug 17, 2026 6:33 am

Normalizing xrealm killed realm pride and killed RvR system with this. Nobody cares about zone control or keeps, it's only about can you get RR and loot. Year after year it got worse, now RvR completely pointless.

User avatar
kpihuss
Posts: 294

Re: Xrealm thoughts

Post#4 » Mon Aug 17, 2026 10:48 am

Xrealming kills the spirit of the game.

Unfortunately, right now the game is basically just about camping the WC, xrealming as soon as someone pulls a ram, destroying it, and then going straight back to the starting point and do it again.

A lot of WB leaders and guilds that do this don't seem to realize that the only thing they're achieving is making the game stale and slowly destroying it.

Hopefully, with the new campaign, all this xrealming will disappear.
Founder member & Ex-2OiC Tercio de Estalia (2019-23)
Que buen vasallo si tuviera buen señor
Proud Soldier "LOS AUTONOMOS" (Since 2025)
El Campeador estaba alegre, igual que todos los suyos, cuando su estandarte ondeó en lo alto del alcázar

User avatar
kholmatman
Posts: 9

Re: Xrealm thoughts

Post#5 » Mon Aug 17, 2026 5:11 pm

i mean we've all seen in our discords the message :
" BIG AAO formin order in 10min' "
That is wrong. That kills rvr in 20min. If those players (HC players / myself included) were stuck one 1 faction for a week then they would have to play with the rest (with pugs!). or not play. or play only 12 men. But its ok: they the minority. and some have multiple accounts anyway.

Guilds are not the problem. Guilds like Bene Gesserit i believe are showing the way by chosing a faction for the week.
yes the system will be a mess at start. But after the guild will know who is doing what.
-----------------------------

havartii wrote: Mon Aug 17, 2026 12:54 am Very obvious in N/A times.
yea i imagined there could be a diff between EU/NA side. NA has more population. At least had this WE. maybe the diff does not show so hard.

kpihuss wrote: Mon Aug 17, 2026 10:48 am A lot of WB leaders and guilds that do this don't seem to realize that the only thing they're achieving is making the game stale and slowly destroying it.
Seasoned player like yourself, (or i think of Mercipounce because he takes on low lvl / new players as well) are sharing their XP making pugs wb. that is the way it should be when its not guild time.

Any system that can favor pugs wb lead over premade is better

But yea i pray for natural balance over time... there will be hard days.
Last edited by kholmatman on Mon Aug 17, 2026 11:14 pm, edited 5 times in total.
WITNESS ME !

User avatar
kpihuss
Posts: 294

Re: Xrealm thoughts

Post#6 » Mon Aug 17, 2026 5:43 pm

kholmatman wrote: Mon Aug 17, 2026 5:11 pm Also it is not against guilds, guilds are not the problem. They form 2-3hs 2x / week.
It's against the HC gamers part of those guilds (myself included!). i mean we've all seen in our discords the message : " BIG AAO formin order in 10min' no? ". that is wrong. That kills rvr in 20min. If those were stuck one 1 faction for a week then they would have to play with the rest (with pugs! ).

Guilds like Bene Gesserit i believe are showing the way by chosing a faction for the week.
yes the system will be a mess at start. But after the guild will know who is doing what.

Moreover. Those are the minority of the players. And some of them have multiple accounts anyway. i care about the pugs XP. New players are the futur and i heard 80% are quitting before lvl40....
This is the key

A lot of people fight purely for AAO. Their only motivation is to get kills, kills, and more kills, regardless of whether the sense of battle, strategy, or even victory on the map is lost along the way.

And let’s be realistic: new players arrive and find a game that feels stagnant, with no active campaign, no clear sense of progression, and, above all, no feeling that their efforts have any real impact.

Many of them barely get to understand how RvR actually works. There is no sufficiently visible objective-based progression to help them understand what they are achieving, why they are fighting, or how their actions contribute to the advancement of their realm.

And to make matters worse, many warbands and guilds, instead of trying to win zones —and accepting the risk of losing while doing so— prefer to spend four or five hours fighting from warcamp to warcamp in Eataine, High Pass, or Praag, just to name a few examples. In the end, it is more comfortable to maintain a constant fight than to take risks and make decisions aimed at actually advancing and winning the map.

Without that sense of realm pride —or, at the very least, the satisfaction of conquering and locking zones— many players end up seeing RvR as nothing more than an endless succession of fights and kills with no greater purpose.

That causes an important part of the game’s essence to be lost and, especially for new players, makes it much harder to understand the point of RvR and to find a reason to keep taking part in it. I’ve been dealing with new players for many years, and I usually talk to them when they stop showing up on Discord to find out why they quit. This is, by far, one of the reasons I hear most often for leaving the game.

And yes, there is currently a clear lack of campaign objectives, something that finally seems likely to change. But the problem is not only the system itself. There is also a mentality problem among some warband leaders: for them, the only objective seems to be killing, killing, and killing some more, even if that means maintaining repetitive and boring situations for hours for a large part of the server. But those few WB leaders end up hijacking the game just to feed their own egos.

And it is precisely that sense of realm pride that can create some of the most epic situations in the game: unbalanced battles where the underpopulated realm still manages to win, sieges that end in victory against all odds, or small skirmishes that, even if they do not provide major rewards, become memorable.

Those are the kinds of moments that make you feel as though you are actually taking part in a real war, and they are what give RvR the sense of epic scale that fits the Warhammer universe so well. Without a common objective, without rivalry between the realms, and without the feeling that your actions can change the course of the campaign, the game too easily ends up being reduced to a simple competition over who can accumulate the most kills
Founder member & Ex-2OiC Tercio de Estalia (2019-23)
Que buen vasallo si tuviera buen señor
Proud Soldier "LOS AUTONOMOS" (Since 2025)
El Campeador estaba alegre, igual que todos los suyos, cuando su estandarte ondeó en lo alto del alcázar

User avatar
kholmatman
Posts: 9

Re: Xrealm thoughts

Post#7 » Mon Aug 17, 2026 6:15 pm

Same XP: a newbie asked me what forteress do... he was disapointed.
Since i came back into the game i still miss the vanilla Realm vs Realm.

But @kpihuss i remember back in the day server balance was even more important. Or 1 faction could overpowered itself getting to the all mighty end game...
WITNESS ME !

Jajcek12
Posts: 78

Re: Xrealm thoughts

Post#8 » Mon Aug 17, 2026 8:17 pm

So what are conclusion?
Any proposition?
So its subconcious turnback to campain when one side push forts to city and dominate lake for time required to push to city ? Hours/days ?
Current system ballance itself around resolved sieges , i would start thinking from this point. Few hours to take keep ,depend on timezone.
Players decide to : stop , continue, xrealm when siege resolve.
Current system gives player possibility for independent participation in microcycle of lake fights without regret that he must participate in few hours "think tank"how to push/throw city. And since win/lose cycle is short there is not long "one side" domination time.
I belive its more fitting how players invest their time in game those days.

Ads
Illuminati
Posts: 503

Re: Xrealm thoughts

Post#9 » Mon Aug 17, 2026 9:19 pm

Ez fix. Get everyone addicted to SCs again by enticing them with gears/progression.

Reintroduce the Royal Crest, and at the same time re-enable one of the older versions of the campaign and a new gear tier tied to Royal Crests and a long grind. Make sure the gear cannot be transmog'd over and give it the rr 90/100 requirement.

=p
————————————————
Destro realm pride parade in ROR since 2015

User avatar
kpihuss
Posts: 294

Re: Xrealm thoughts

Post#10 » Tue Aug 18, 2026 1:12 pm

Jajcek12 wrote: Mon Aug 17, 2026 8:17 pm So what are conclusion?
Any proposition?
So its subconcious turnback to campain when one side push forts to city and dominate lake for time required to push to city ? Hours/days ?
Current system ballance itself around resolved sieges , i would start thinking from this point. Few hours to take keep ,depend on timezone.
Players decide to : stop , continue, xrealm when siege resolve.
Current system gives player possibility for independent participation in microcycle of lake fights without regret that he must participate in few hours "think tank"how to push/throw city. And since win/lose cycle is short there is not long "one side" domination time.
I belive its more fitting how players invest their time in game those days.
- 18-hour lock (minimum, 1 week ideal).
- New random events to help the underpopulated side (NPC patrols between BOs, better castle upgrades).
- Incentives for the overpopulated side to lay siege and fight from a disadvantageous position.
- Extra resource generation for the underpopulated side to upgrade their castles before the overpopulated side upgrades theirs.
- Cap maximum players on oRVR like on forts, or add a delay system to respawn or get inside of the RVR zones to overpopulated side.
Founder member & Ex-2OiC Tercio de Estalia (2019-23)
Que buen vasallo si tuviera buen señor
Proud Soldier "LOS AUTONOMOS" (Since 2025)
El Campeador estaba alegre, igual que todos los suyos, cuando su estandarte ondeó en lo alto del alcázar

Who is online

Users browsing this forum: Bing [Bot] and 52 guests