Good post, Bombling.
I think that, in addition to everything you mentioned, one of the main reasons why players in general feel frustrated — and why those of us who are especially concerned feel discouraged — is the lack of communication from the RVR development team about what they are working on, what they are trying to improve, and what stage those efforts are currently at.
I honestly cannot remember any post from the development team over the past year saying something like, “We are working on XXX for the RvR campaign,” or “We want to implement an anti-blob system,” with clear information about what is being done or planned, rather than vague hints buried in hard-to-find messages. Of course, my memory may well be failing me here.
I think many players would greatly appreciate a message from the devs explaining what they are currently working on, or what the current development status of the RvR patches is. The constant silence makes it harder for players to believe that anything is going to change, even if those changes are still one or two years away.
I genuinely believe that the players support, value, and appreciate not only all the effort made by the entire RoR team, but also the people behind it. We care about them, we support them, and we appreciate them.
The main replay loop of this game.
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Re: The main replay loop of this game.
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- Scragmuncher
- Posts: 166
Re: The main replay loop of this game.
It is an unfortunate fact that many of the organised guilds have quit over the past 2 years due in a large part to some of the changes made and overall the server has become a lot more PUG focused.
For me the crown system and now the new lockout system have had a really negative impact on the enjoyment of the game.
Imo the crown system should be completely removed as all it does is encourage warband stacking.
I have no idea why they have decided to make switching to the aao side so brutally punishing, but the current system is just horrible.
The introduction of the random events in rvr sounded awesome, but I think I have seen these events pop only 2 times since they were introduced. They are a nice idea, but they are not a revamp to the core mechanics of rvr that would make the game and more enjoyable again for experienced players.
For me the crown system and now the new lockout system have had a really negative impact on the enjoyment of the game.
Imo the crown system should be completely removed as all it does is encourage warband stacking.
I have no idea why they have decided to make switching to the aao side so brutally punishing, but the current system is just horrible.
The introduction of the random events in rvr sounded awesome, but I think I have seen these events pop only 2 times since they were introduced. They are a nice idea, but they are not a revamp to the core mechanics of rvr that would make the game and more enjoyable again for experienced players.
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Re: The main replay loop of this game.
For me RvR is the most unfun activity in the game. Even grinding PQs is more fun.
My suggestion would be:
- Merge War Crest and War Token and make it a single currency
- Get rid of Renown Points completely
- Give players < 40 1 RR per CR
- Remove T2 from the current T2+ bracket
- Merge T1 and T2 (1 - 25)
- At 40 convert the exp you gain from everything to the RR progress
Let players decide what they want to do: RvR, Dungeons, SC, PQ farm everything should contribute to your RR.
Right now if I have fun doing some PQs I will regred it since my RR is lacking behind and I can't equip the latest set pieces. It is a stupid system.
My suggestion would be:
- Merge War Crest and War Token and make it a single currency
- Get rid of Renown Points completely
- Give players < 40 1 RR per CR
- Remove T2 from the current T2+ bracket
- Merge T1 and T2 (1 - 25)
- At 40 convert the exp you gain from everything to the RR progress
Let players decide what they want to do: RvR, Dungeons, SC, PQ farm everything should contribute to your RR.
Right now if I have fun doing some PQs I will regred it since my RR is lacking behind and I can't equip the latest set pieces. It is a stupid system.
Re: The main replay loop of this game.
You disagree because a generalization does not apply to you directly? Or you actually think that most solo players are not BiS players playing overtuned 1v1 classes? I didnt specifically mention you in my post.rychu097 wrote: Sun May 10, 2026 6:07 pmI cannot agree. I play solo since 16 all the time. Level only through rvr every class.culland wrote: Fri May 08, 2026 3:23 am Personally I think the issues are more community based than game based. Folks talk about blobbing, but blobbing is just a scale term of the same behaviour you find at all scales of the game. Solo's are basically folks that blobbed to BiS on classes overtuned for 1v1 and now run around killing lowbies and folks not overtuned for 1v1. Small groups are there to kill lowbies, solo's and the ungrouped. Etc. Blobbing is just this same behaviour for wb level play, yet folks make it like its a problem in isolation.
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Shogun4138
- Posts: 267
Re: The main replay loop of this game.
Expand the rvr zones and add BOs.
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Re: The main replay loop of this game.
This has been asked an answered multiple times. RvR is still mostly in C#. I work in the industry and I don't know a single engineer who is proficient in C#. I think Rydiak posted that the main effort in RvR right now is to convert it from C# to lua.
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Re: The main replay loop of this game.
With AI why is that a problem anymore? And C# is a lot faster than lua. Or what are we talking about exactly?Bankei wrote: Tue May 12, 2026 4:10 pm This has been asked an answered multiple times. RvR is still mostly in C#. I work in the industry and I don't know a single engineer who is proficient in C#. I think Rydiak posted that the main effort in RvR right now is to convert it from C# to lua.
Wasn't it OpenSource at some point? What made them change it in the first place?
PS: Unity uses C#, so does Godot as an alternative.
Re: The main replay loop of this game.
Very fair answer and point. however this issue is dating back almost five years.Bankei wrote: Tue May 12, 2026 4:10 pm This has been asked an answered multiple times. RvR is still mostly in C#. I work in the industry and I don't know a single engineer who is proficient in C#. I think Rydiak posted that the main effort in RvR right now is to convert it from C# to lua.
There have been RvR changes that doesnt require full overhauls. Simple suggestions like making BOs locked for 5mins after capture. Tweaking how many pairings or forts are required for opening city. How to open city.
Moving the location of the BO outside of Orders wc slightly in TC T2 etc.
There are still minor things that could be done towards making orvr better. Most veterans you ask in 2026 would say that RvR feels worse now, than it did five years ago. And Despite being voted on as the bigger issue, it still gets the least amount of Meetings, updates, or theorycraft sessions..
THHAT is my issue I am trying to highlight.
There is no doubt about the coding restriction and bottleneck, but more can still be done. And it isnt being upprioritized seemingly
[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
[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
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Re: The main replay loop of this game.
I'm not big on the "it used to be better" crowd. I can only speak from my experience since Dec 2024.wonshot wrote: Tue May 12, 2026 7:30 pmVery fair answer and point. however this issue is dating back almost five years.Bankei wrote: Tue May 12, 2026 4:10 pm This has been asked an answered multiple times. RvR is still mostly in C#. I work in the industry and I don't know a single engineer who is proficient in C#. I think Rydiak posted that the main effort in RvR right now is to convert it from C# to lua.
There have been RvR changes that doesnt require full overhauls. Simple suggestions like making BOs locked for 5mins after capture. Tweaking how many pairings or forts are required for opening city. How to open city.
Moving the location of the BO outside of Orders wc slightly in TC T2 etc.
There are still minor things that could be done towards making orvr better. Most veterans you ask in 2026 would say that RvR feels worse now, than it did five years ago. And Despite being voted on as the bigger issue, it still gets the least amount of Meetings, updates, or theorycraft sessions..
THHAT is my issue I am trying to highlight.
There is no doubt about the coding restriction and bottleneck, but more can still be done. And it isnt being upprioritized seemingly
My understanding is that Rubi is the most communicative of the dev team, but he only works on PvE. But because he's communicating more, the community seems to think that all the focus is going into PvE. I would LOVE to have more comms about what the RvR team is thinking about, what they are exploring, what opinions they are interested in but since this is a volunteer dev team, they may not have someone extraverted enough to take on those tasks and that's ok.
I'm just not convinced about all the doom and gloom, population seems fairly stable, people are logging into the game.
I really hope RvR continues to improve, I'm completely addicted to this game and the large scale battles are thrilling and fun for me.
I may have expressed myself wrong. They are adding LUA scripting on top of the C# engine.Dwarni wrote: Tue May 12, 2026 6:45 pm With AI why is that a problem anymore? And C# is a lot faster than lua. Or what are we talking about exactly?
Wasn't it OpenSource at some point? What made them change it in the first place?
PS: Unity uses C#, so does Godot as an alternative.
For Open Source, I checked WarEmu's repositories, the source code isn't there anymore
Unity Engine uses C#, Godot just loaded the C# modules in. C# exists a lot in Microsoft .NET frameworks
Why no AI? I assume the devs have had an internal meeting. It's possible they are using AI mindfully. I asked Claude if it can just code a new RoR for me, it said partially yes. I'll be launching my own server shortly
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Re: The main replay loop of this game.
The two of us might just be seeing it from different points of view, and thats fine. I see RoR through the lense of its potential and keep it up vs its history.Bankei wrote: Tue May 12, 2026 8:36 pm
I'm not big on the "it used to be better" crowd. I can only speak from my experience since Dec 2024.
My understanding is that Rubi is the most communicative of the dev team, but he only works on PvE. But because he's communicating more, the community seems to think that all the focus is going into PvE. I would LOVE to have more comms about what the RvR team is thinking about, what they are exploring, what opinions they are interested in but since this is a volunteer dev team, they may not have someone extraverted enough to take on those tasks and that's ok.
I'm just not convinced about all the doom and gloom, population seems fairly stable, people are logging into the game.
I really hope RvR continues to improve, I'm completely addicted to this game and the large scale battles are thrilling and fun for me.
That is why, in this original post I link several years back where almost all the bigger guilds contributed in feedback and tried to get the attendtion of the ror team. Based on what has moved since then, that is argubly a failed open letter.
Historically, we keep being told that "just wait and see"
Four years ago it was the big Dalen Ability rework, the community was told "just wait, this will make everything faster in the future for us to fix and balance abilities" Okay, we waited.. Now we are how deep into the Archtype balancing, and its still as slow if not slower than any periode before when it comes to balancing. And we are only half way through the Archtype balancing process, despite we were told "just wait, it will be faster in the future".
They then needed to overhaul and redo every ability in every dungeon and every pve mob in the whole game.
Then we were told "just wait" rvr will get attention we are just gonna finish the Balancing. That is still ongoing into year one, or two(?)
The scenario matchmaking was beeing cooked for more than a year, and finally arrived. That is fanstastic, truely!
This is not about every dungeon being overhauled rebuilt and focused on, thats fine.
Its about the signal value of once again, telling the community "just wait" everything will be faster and smoother in the future. Well, no! Trackrecord is not on the ror team's side when it comes to this promise.
Five years ago the community collectively mentioned that Battleobjectives needed attention to address blobbing and spreading players out. Since then we have lost the campaign value, BOs barely get attempted to be corrected, zonelocks are the same, and keep sieges are still a 4man minigame.
That is why I mention the poll, where CMs, GMs, Coders and the community collectively show that this is a pressing issue and there is agreement. But where is the will and focus to make it a top priority..
We do understand that RvR is a massive bottleneck to code, we know only a select few can attempt to look into it.
But then why is it only just now that the first initial steps are being taken, why was it not years ago. And still till this day when im in private talks with the RvR devs do I get told that the final idea has still not been agreed on.. Who is voting internally against the RvR suggestions, if they are not good enough. Fine, then let us know that both the RvR team & community need to come up with the better idea!
Selectively im gonna mention the communication of Emi when he told us that "theres never been more meetings being held than currently to fix this" when they were talking about itemization.
WHY is that not the case for RvR, if they voted, agreed internally and have started some prep work but without a final vision for what RvR should be on RoR.
All I want to attempt to achive here, is not doom and gloom. It is to underline the critical issue of how RvR is getting neglected and how there should be more ideas from the Community, more meetings from the RvR focus group, and more creative thoughts ideas and able hands shifted over to RvR to help in any way they can. That is, if they actually care. Within a week they could have an attempted system to test little tweaks in rvr to see if their downvotes would actually work or not. But that will to experiement just doesnt seem to be there. Is RvR really gonna be held hostage from chance of improvement because 3 or 5 people vote on ideas, when there is a chance they might not have the right mindset for what rvr should be. Historically RvR has declined, more blobs, less campaign and lower quality pvp. But "just wait"..
Natherul has done some fantastic things for Fortresses to be functional on RoR where Live had to scrap them.
He has done really good things for the Guild claiming options giving the few a chance against the many. Ruby is playing the game well, leading and teaching his guild and walking the path between knowing stuff, and playing with what we have. I respect that.
But we need collectively to have the most creative guys and the heavylift coders working together on RvR, combined with ideas, suggestions and constructive feedback from the community. A bit willingness to test and go back to the drawing board with changes could go a long way. Abit like how feedback polls were used for pve changes, how the aoe cap was tested for two weeks etc.
[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
[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
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