My experience and review of RoR

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Fallenkezef
Posts: 1492

Re: My experience and review of RoR

Post#21 » Sun May 18, 2025 12:08 am

Hazmy wrote: Sat May 17, 2025 1:25 pm A couple of WB Leaders, Guild Masters and players were having a similar discussion recently on a Guild Discord, regarding blobbing, the state of RvR and low quality gameplay getting worse and worse - players only looking for easy rewards.

I'd like to quote Only's response that the majority of us agreed about what might be causing the current terrible trend of RvR and the server:


I think the downfall of scenarios is why the current player quality is drastically worse.
I learned how to play the game in scenarios. And even if I was losing hard sometimes, the different maps and different matchups were always motivating me to keep going. Especially with the old duo quo and how fun that was.

New players lack that. At best they join a warband and are expected to click some AOE buttons to win. Can't become better like that.

I believe the lack of Scenarios and a fix for its matchmaking is causing a much bigger issue for the server than anyone is remotely realizing, and it is a snowball effect that keeps touching all aspects of RoR.
Couldn't agree more

On live I played mostly SC. On RoR I've leveled several toons to 40 and then quit. Simply put, RvR is repetitive and boring and low renown players serve simply as rp farms for established players.

SCs, once you get to 40, are dominated by premades of high renown player and low renowns are simply farms again.

There is simply very little encouragement for newer players. The only enjoyment for many of us is leveling in low and mid tier SCs and then re-rolling because 40 is kind of boring and pointless.
Alea iacta est

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Fey
Posts: 915

Re: My experience and review of RoR

Post#22 » Sun May 18, 2025 6:45 am

Scenarios are an essential facet of the server, and I've complained about it to the point of annoying myself.

Barriers need to go, except for specific Scens. like Tower for example. Increase renown for playing to the objective. Reduce renown for kills. For participating in a 40+ scenario reward a minimum of 1000 renown.

Guards need to be replaced back to their old positions. It seems that the best explanation for their positioning is ranked scenarios. No one plays ranked. Imo an additional guard, either roaming or stationary, should be added in front of the spawn camp to prevent spawn camping. If you're new here, and you get spawned camp for one weekend, you're going to justifiably quit. The current mechanic is just a facepalm to be honest.

As far as the Orvr blob 24 target cap is kind of insane. Nine targets is likely better for the health of the server. Revert the morale damage nerf to spank the blob.

In my ideal world Areas like West Praag, and Cinderfall would be included as open pvp areas for live events. Going to these seldom utilized zones for pvp would be very cool.

Hoping the Summer lull won't be so lully.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
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Fey
Posts: 915

Re: My experience and review of RoR

Post#23 » Sun May 18, 2025 6:53 am

I forgot every scenario has an open world entrance. That's probably wrong. These are a neat mechanic, but the things might as well not even exist. It seems obvious, and incredibly problematic, to require queuing for an event scenario from the open world scenario entrance.

That's probably a really bad idea, but maybe increase the base reward for queuing a scenario from an open world entrance. I doubt I've ever done it myself.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
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abezverkhiy
Posts: 553

Re: My experience and review of RoR

Post#24 » Sun May 18, 2025 11:47 am

I have played WAR since the inception and tried almost every Order class.

In my opinion in RvR you can solo a well geared WH and IB - my experience tells me so. I don't have AM but see them soloing quite often. SM is also good. But as for other classes they are not good for soloing as they have anticlasses that can destroy them easily. Eg WP is eaten alive by SH most of the time.

In scenarios you can't solo by any class. You are a renown supplier if you are not in an organized party and not in Discord.
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=46354

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gersy
Posts: 157

Re: My experience and review of RoR

Post#25 » Mon May 19, 2025 2:53 am

Hazmy wrote: Sat May 17, 2025 1:25 pm A couple of WB Leaders, Guild Masters and players were having a similar discussion recently on a Guild Discord, regarding blobbing, the state of RvR and low quality gameplay getting worse and worse - players only looking for easy rewards.

I'd like to quote Only's response that the majority of us agreed about what might be causing the current terrible trend of RvR and the server:


I think the downfall of scenarios is why the current player quality is drastically worse.
I learned how to play the game in scenarios. And even if I was losing hard sometimes, the different maps and different matchups were always motivating me to keep going. Especially with the old duo quo and how fun that was.

New players lack that. At best they join a warband and are expected to click some AOE buttons to win. Can't become better like that.

I believe the lack of Scenarios and a fix for its matchmaking is causing a much bigger issue for the server than anyone is remotely realizing, and it is a snowball effect that keeps touching all aspects of RoR.
+1

need more awareness around this. SCs need some love. I miss duo queue :(
Gersy, Witch Hunter General
WH Guide

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saupreusse
Former Staff
Posts: 2461

Re: My experience and review of RoR

Post#26 » Mon May 19, 2025 5:16 am

I agree with everything scenario, and I - aswell as others - have already given a fair amount of input in several different forum threads.

I also agree that the AOE Cap is too high, as has been discussed in other threads before.

I agree that it takes too long for casual players to get some decent gear. And again, I proposed making vanquisher more easily obtainable already.

For OpenRvR I feel like there are a few points that I don't like in the current iteration:
- Box running does not seem to be liked by the community, but atm I don't have any solution for this.
- There is no real campaign goal, because city sieges are at a predetermined time slot.
In an Ideal world, we would have city sieges for all 6 capitals, sadly we only have 4 atm.
I don't see Eataine or the Black arc being part of this game any time soon, but in the meantime, we could implement a campaign where all 6 capitals can be sieged while using Altdorf/IC as placeholder for eataine/black arc.
- Keep Sieges are not possible once there are too many players in a zone. Because of this, you mostly won't see fortress/city fights at EU prime (if they were not at predetermined time slots). I would like to suggest a solution to this in a different forum post soon.

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georgehabadasher
Posts: 256

Re: My experience and review of RoR

Post#27 » Mon May 19, 2025 5:42 am

Agreed on scenarios and player skill. It's also unfortunate that new players are generally told not to play mid-tier scenarios because they give too much XP.
saupreusse wrote: Mon May 19, 2025 5:16 am - Keep Sieges are not possible once there are too many players in a zone. Because of this, you mostly won't see fortress/city fights at EU prime (if they were not at predetermined time slots). I would like to suggest a solution to this in a different forum post soon.
I wonder what has caused this because it wasn't this bad until recently. I'm no coder, but I wonder if adding all the extra checks during casts is exacerbating, if not causing the issue.

ReturnOfReckoning wrote: Fri Feb 14, 2025 5:45 am Abilities
Image

General

- Abilities with a cast time will now check their requirements (e.g., LOS) more frequently during the cast and at the end of the cast.
Last edited by georgehabadasher on Mon May 19, 2025 7:18 am, edited 1 time in total.

Faction69
Posts: 103

Re: My experience and review of RoR

Post#28 » Mon May 19, 2025 5:58 am

I agree with you but at the same time I think it's unrealistic to expect different

1: In regards to the time investment, unfortunately by its nature, a pvp focused game like this with a relatively open world means you need to invest time to even find fights. It's just how it is. 1 hour is not enough for a session unless you are just doing scenarios. 2 hours minimum imo.

2: I think the devs would love to help out solo players. This is why Discordant skirmish was added. It's why regen gear exists.
But ultimately, the game does not have the playerbase to split people too much by solo and group. It's mixing the two or there not being enough to even play.

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zulnam
Posts: 804

Re: My experience and review of RoR

Post#29 » Mon May 19, 2025 7:30 am

the meta is not the problem, it's the server age.

ror has been going for over a decade now. a lot of players who invested time simply have gear beyond anything someone looking for a quick in-and-out experience can possess. not without significant grinding.

frankly after playing ror for so long and going back to wow retail recently i've come to appreciate seasonal pvp. while players who invest a lot of time still have an advantage, it is a purely skill based one and not gear based.

and yes i agree that even now, after so many nerfs, dungeons are still too difficult for what they essentially are (catch-up mechanic).

ror is a tough game to love atm.

personally the version i loved most was the 2019-2020 one, before the morale bomb nerf. when entire warbands were working on outplaying their opponents and building to an decapitation strike.

then it was removed. and oWBs started having 15 minute continuous fights in city.

then oWBs started dodging each other cause who the hell wants 15 minutes of continuous combat for just 2-3 kills.
SW, Kotbs, IB, Slayer, WP, WL, SM, Mara, SH, BG

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Scragmuncher
Posts: 83

Re: My experience and review of RoR

Post#30 » Mon May 19, 2025 8:18 am

I agree with a fair bit of what has been said here but with a few standouts.

- I think that the time investment needed by this game is one of its positives. Too many current games require little to no real investment, and are just a 1h dopamine hit and then walk away. This games lack of FOMO mechanics, daily/weekly bullshit grinds, and solid gear progression system are all +'s for me.
- I disagree that reduced requirements for Vanq are needed, getting to mid 60 rr can take a while for your first character for sure, but that just means you (hopefully) learn some of the game by the time you get there.

I definitely think that city should be linked to the rvr progress, without set times. Although it would be good to keep 1-2 set times for the more hardcore guys to have their time for the palystyle they enjoy.
Opening city to a more casual playerbase by allowing it to be accessed by progressing the lakes would help with the leveling experience by granting a nice crest/rr bonus alongside some more varied content for people to enjoy.
It could also offer the same gear in bags that keeps/forts now give, which would slightly reduce the gear grind, but not to the extent that it would negativity impact the games pace (all imo ofc)

I definitely agree that scenarios need to be more appealing however exactly how to do this is a bit challenging as splitting the playerbase into different queues could be problematic.
Knutkrusher - The man, the myth, the dead body on the floor.

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