There is a discussion to be had about ror etiquette. Its never been great, but getting war crests from anything and needing an obscene amount + buffing ganking archtypes has me feeling like were on the wrong path
There is a big difference between joining a fight and deleting one. That goes for small and large scale rvr.
Warcamp farming
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Re: Warcamp farming
Players are worth no crest and no rr until they participate in a kill on an enemy or participate in the taking of a Battle objective.
Re: Warcamp farming
I actually like the thought of this hero idea. What if the hero was like a siege engine/ram where it spawns under certain conditions. Then a player or guild can make it "follow" them to assist in fights to help balance things out.
Could be interesting. Or give an option for a merchant to spawn and you can pay X gold to "buy a companion" that does something to help you fight an outnumbered battle. If you go out of X range of warcamp it despawns or turns around. Not sure what would make it fair.
Maybe easier said than done though.
Could be interesting. Or give an option for a merchant to spawn and you can pay X gold to "buy a companion" that does something to help you fight an outnumbered battle. If you go out of X range of warcamp it despawns or turns around. Not sure what would make it fair.
Maybe easier said than done though.
Re: Warcamp farming
well king of the hill was supposed to be something like that. but it doesn't work and I fear it would be easily gained as it is only tied to AAO, which we all know is often wrong and easily gamed.
Bring in some LoTD buff/debuff. Let the small groups reign for a bit. Everyone is tired of the zerg or be zerged play style.
Bring in some LoTD buff/debuff. Let the small groups reign for a bit. Everyone is tired of the zerg or be zerged play style.
-= Agony =-
Re: Warcamp farming
A couple of thoughts on this
As someone else pointed out, when the action moves from the center of the map closer to one realm's warcamp, that is usually the result of outnumbering or outperforming between the two realms.
Several exits exsist in warcamps, praag often becomes a WC camp despite having a handful of different exist routes.
So why is that?
Players who are built to fight and organized to battle, will seak out the enemy. if the enemy is containted or pushed back to their warcamp, then that will be the location where you can find the enemy. If you have several strong allied warbands or groups, it can become an internal battle to hit the enemys before your allies does, very often leading to dogpiling and "zerging" down smaller forces to quill your own thirst. (at the risk of overfishing and killing your own food supply and action)
Now from the other side, there is a false sense of security by being pushed back to the warcamp and why we often dont see the camped realm attempting to go else where. Prior to being WC pushed they very likely lost roaming battles, got outmanubered in either raw movementspeed pushes and killspeed and fights were onesided. Being at the warcamp you can garentee to not get flanked, you can often not get fully wiped on your backline and you can gareentee to have all archtypes functional in any low quality clashes. Tanks will be frontline, ranged will be safe shooting and healers be safe freecasting. On top of that aoe canons and warcamp buff helps the loosing realm too. Absorbing a push, surviving it and counterpushing is a strategy that can sometimes liberate a warcamp.
And this is honestly why i think wc camping is not attempted to be fixed, because the team that is losing the fights in the lake, would under a different system have to go back out to fight on an objective and get rolled without the safeguard of a garenteed front-to-back fight near wc guards.
I cant possible think of any other reason why the team by now for five plus years havnt tried to make Battleobjectives more appealing, because they know the organized groups will stand better on their own and the progression players will have to spread out across the map and no longer having several open warband crowns providing safety in numbers. So the RoR RvR team have decited this is the quality we can have, to keep a healthy population at all cost. So here we are in 2026 burger king crowns, blob back and forth at the wcs and wc camping.
(RvR team at any point feel free to prove me wrong! ive been waiting since 2021 now)
As someone else pointed out, when the action moves from the center of the map closer to one realm's warcamp, that is usually the result of outnumbering or outperforming between the two realms.
Several exits exsist in warcamps, praag often becomes a WC camp despite having a handful of different exist routes.
So why is that?
Players who are built to fight and organized to battle, will seak out the enemy. if the enemy is containted or pushed back to their warcamp, then that will be the location where you can find the enemy. If you have several strong allied warbands or groups, it can become an internal battle to hit the enemys before your allies does, very often leading to dogpiling and "zerging" down smaller forces to quill your own thirst. (at the risk of overfishing and killing your own food supply and action)
Now from the other side, there is a false sense of security by being pushed back to the warcamp and why we often dont see the camped realm attempting to go else where. Prior to being WC pushed they very likely lost roaming battles, got outmanubered in either raw movementspeed pushes and killspeed and fights were onesided. Being at the warcamp you can garentee to not get flanked, you can often not get fully wiped on your backline and you can gareentee to have all archtypes functional in any low quality clashes. Tanks will be frontline, ranged will be safe shooting and healers be safe freecasting. On top of that aoe canons and warcamp buff helps the loosing realm too. Absorbing a push, surviving it and counterpushing is a strategy that can sometimes liberate a warcamp.
And this is honestly why i think wc camping is not attempted to be fixed, because the team that is losing the fights in the lake, would under a different system have to go back out to fight on an objective and get rolled without the safeguard of a garenteed front-to-back fight near wc guards.
I cant possible think of any other reason why the team by now for five plus years havnt tried to make Battleobjectives more appealing, because they know the organized groups will stand better on their own and the progression players will have to spread out across the map and no longer having several open warband crowns providing safety in numbers. So the RoR RvR team have decited this is the quality we can have, to keep a healthy population at all cost. So here we are in 2026 burger king crowns, blob back and forth at the wcs and wc camping.
(RvR team at any point feel free to prove me wrong! ive been waiting since 2021 now)
[BW]Bombling 95
[SL]Toddling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 90
[Chop]Chopling 85 - [Sorc]Notbombling 84 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
[SL]Toddling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 90
[Chop]Chopling 85 - [Sorc]Notbombling 84 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
Re: Warcamp farming
A warcamp assault by the stronger side, coupled with the weaker faction’s total lack of ideas for exiting the camp via alternative routes, represents the pinnacle of group gameplay evolution in RoR.
It is the absolute endgame.
One mass follows its leader in an attack right up to the warcamp.
The opposing mass follows its leader in an attempt to break out of that very same warcamp. It is obvious that having 24 players exit through a side gate makes no sense (it is too conspicuous), while individual initiative is detrimental because it shatters group discipline.
And so, two armies of ants clash head-on, simply because evolution has allowed them nothing more.
It is the absolute endgame.
One mass follows its leader in an attack right up to the warcamp.
The opposing mass follows its leader in an attempt to break out of that very same warcamp. It is obvious that having 24 players exit through a side gate makes no sense (it is too conspicuous), while individual initiative is detrimental because it shatters group discipline.
And so, two armies of ants clash head-on, simply because evolution has allowed them nothing more.
-
nocturnalguest
- Posts: 1025
Re: Warcamp farming
Organised forces need quality action. After they wipe the floor with whatever in the zones opposition gets locked in warcamp, reasons has been explained by Bombling well. Lesser organised opposing forces and pugs after few wipes understand their doom and stop, because being wiped without a chance to fight back along with players not putting efforts into organising and have no will to do so is no fun.
Absolutely nothing to do with that. Its unbelievably stupid to seek "balance" here, you cant balance player skills and organisation. No amounts of NPCs or nukes will help out because at this point side that is being camped cant fight back, they will lose out any open field fight anyway. You have to seek fun but that is so subjective that there is no "effective" solution here. For me fun is quality organised intense fight following current game mechanics (so i dont find any fun in scs when both sides have no tanks/healers, none working comps etc, thats not fun for me neither is something like being a pug and not fixing groups e.g.), results dont matter (i used to pug alot myself and never ever have been KDR addict either so i dont care a flying f**k upon pixel death).
My personal preferences are very radical and its to make zone locks unrealistic to happen without real organisation (so pugs will not be able to lock zones, random 6men would be enough to not let typical NA orvr (200v20) to lock zones at all) to make so guerilla tactics plays more. We've had that back in 2016/2017 where you could prevent locks as 6-12men hiding in PvE and pissing off blobs. It was changes because people wanted locks and that was considered by RoR team as most important priority so it was simplified to cater for casual majority. Suddenly great memories of grinding anni/conq without "bag contribution" carebearing came to my mind, ehhh - conq/domi golden era, epic orvr we've had back in a day, there was so many of organised gameplay back then...
For regular current average joe that will be absolutely not fun (lame carebear stuff, no rewards, no progression etc etc but what it did provided were quality smallscale actions). Most current forum dweller wasnt even here where you could have KV open for several days
Absolutely nothing to do with that. Its unbelievably stupid to seek "balance" here, you cant balance player skills and organisation. No amounts of NPCs or nukes will help out because at this point side that is being camped cant fight back, they will lose out any open field fight anyway. You have to seek fun but that is so subjective that there is no "effective" solution here. For me fun is quality organised intense fight following current game mechanics (so i dont find any fun in scs when both sides have no tanks/healers, none working comps etc, thats not fun for me neither is something like being a pug and not fixing groups e.g.), results dont matter (i used to pug alot myself and never ever have been KDR addict either so i dont care a flying f**k upon pixel death).
My personal preferences are very radical and its to make zone locks unrealistic to happen without real organisation (so pugs will not be able to lock zones, random 6men would be enough to not let typical NA orvr (200v20) to lock zones at all) to make so guerilla tactics plays more. We've had that back in 2016/2017 where you could prevent locks as 6-12men hiding in PvE and pissing off blobs. It was changes because people wanted locks and that was considered by RoR team as most important priority so it was simplified to cater for casual majority. Suddenly great memories of grinding anni/conq without "bag contribution" carebearing came to my mind, ehhh - conq/domi golden era, epic orvr we've had back in a day, there was so many of organised gameplay back then...
For regular current average joe that will be absolutely not fun (lame carebear stuff, no rewards, no progression etc etc but what it did provided were quality smallscale actions). Most current forum dweller wasnt even here where you could have KV open for several days
Last edited by nocturnalguest on Mon Aug 31, 2026 9:09 am, edited 1 time in total.
Re: Warcamp farming
Rvr is just crest farming since ever. There are no consequences of winning or losing a zone, which lead the 90%of casual players to simply zerg or sit in warcamp against more organized enemies to snatch some kills.
The falw is in rvr itself. Players simply adapt to it.
The falw is in rvr itself. Players simply adapt to it.
Re: Warcamp farming
I don't understand the problem.
Why are you following the zerg?
Use the PvE exits—they're in every zone.
Why are you following the zerg?
Use the PvE exits—they're in every zone.
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