My opiniom,in general terms is theres no bonus on doing anything especial , you need anything amd you only need crests, renown is easy and locking zones just gives renown and more crests.
Its something similar to LV , theres no motivation to do a instance that requires invader to get a set with similar value
Is RoR realisticly still a campaign game?
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dirnsterer
- Posts: 215
Re: Is RoR realisticly still a campaign game?
**** this, when there is option for things to get chaotic and there are people who actually care and do attempts at playing the game, results can be glorious. Sure there is always the factor of other side just giving up and the zone just flips instantly, so there is the community element on this again to participate in the game to be played but I am all for more things that can create these moments, maybe somehow shift possibility of this happening to the pre-zone lock moment of the gameplay.Pahakukka wrote: Fri Dec 26, 2025 11:32 pm I want to add, that this evenings shadowland was horrible nightmare slugfest between keep and unicorn UNTIL ram was spawned, keep captured and then it still took good part of hour of fighting between BO's, coordinating warbands and holding keep which was fun exciting and felt purposeful. In the end order was maybe a second late with their recapture and zone locked as they wiped our keep holders. We need the rvr to feel more like this, and less single minded tug-o-war between camps. even tho there was the zerg elements, they had purpose and goals.
We were there as 5-man and I felt that we actively participated to zonelock by capping BO's and preventing ninja capping where our WBs were figting elsewhere
this was maybe around 9pm onwards eu time Dec 26th if someone wants to pull some stats out of it, or look at heatmaps or whatever.
- kleinbuchstabe
- Posts: 130
Re: Is RoR realisticly still a campaign game?
I want to pick up some of your points and give some feedback / add ideas
I think that would be a really nice thing to implement. There are so many items allready, that should be just account bound. F.e. I have unlocks of the first, second and so on birthday cloaks on my old chars. With newer chars, i wont ever have the change to get them, even if I was there as a player.wonshot wrote: Fri Dec 26, 2025 8:21 am - An accoutwide family progression tree outside of RR on each character, like a combined account level for cosmetics or whatever.
Not only a teaching quest is needed. I think the vanilla user interface of WAR is a mess, and the game is more or less not playable with it. Super unfriendly for new players... Many questions in the advice channel could be answered with: Get this and that addon, it will solve your problem. So, just give players the most common addos in a useful UI from scratch, to help them having a good experience from the beginning. There are so many nice UIs out there, wich contain all needed addons, and are formed to a playable UI on the screen. (I use vinyUI since it came out hundret years ago, and never had a reason to switch or add something, exept of some personal fine-tuning). Devs should create an Interface, or just use one of the existing, to replace the vanilla one from the beginning.wonshot wrote: Fri Dec 26, 2025 8:21 am - A main quest that teaches you the different aspects of the game while leveling up to 40, and continues as you grind your milestones in wards also. Could be tied to Tometactic slot.
I think a point system like in LOTD would be a good change for the campaign generaly. Same like in LOTD kills could bring Points, also BOs, and the Keep capture/retake. Maybe even SC wins, wich are connected to that zone, like it was in the old days of the live server, could be involved in this system.wonshot wrote: Fri Dec 26, 2025 8:21 am - An internal analysis about why LOTD and zonelock mechanic after keeplord is dead, feel so much more active and well rounded in term of objectives and make moves towards improving the other rvr mechanics.
I brough this suggestion in another topic. Make keep sieges more interesting and more playable for all classes. By implementing mechanics that are already existing in the game: Something like Ratogres or Orcapults = a way to reach the wall, to spread the action. Also the flying mechanic from forts could be implemented, to reach 3rd floor. Just make it more active and more fun, and improve it from the "go afk until the door is open"-mechanic. Even the keeplord mechanic is kind of outdated the way it is atm, cause its just another thing that seduce players to go afk. Maybe a keeplord could be still something to buy for claimed keeps. Generaly i think, that the system of keep claims could be something to replace the star system. If you want the benefits of the 2 or 3 stars, it has to be bought in a claimed keep.wonshot wrote: Fri Dec 26, 2025 8:21 am - Improved keep sieges maybe with more entry points, siegeladders/towers, revisit how many players can be inside a ram, if archtype Siege abilities could be improved or more added.
Re: Is RoR realisticly still a campaign game?
You have no real objectives into rvr nowadays. Bring bos lock timers based on zone aao, make it mandatory to have tank/healer/dps to take bo (may be bos npcs). Then add some of the scavens play from live based on own BOs (scaven trolls that trow ppl into the keep, the flying mounts to go keep top floor and so for).
Make small scale matters more into active zone, that will make the zone more alive, the zerg will disperse and wbs will roam more freely into the zone to take key objects
Make small scale matters more into active zone, that will make the zone more alive, the zerg will disperse and wbs will roam more freely into the zone to take key objects
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: Is RoR realisticly still a campaign game?
Campaign issues:
1. City Siege is irrevelant;
2. Winning or losing campaign has no impact;
3. Killboard...
About issues:
1. City Siege used to be the most important event that was going on after it was released. I remember we had around ~30 instances of it going on at same time, when it happened at random hour compared to ~2 we see now during prime time. To begin with, I think City Sieges being event happening at fixed hours is great, people who give their best whole week in lakes deserve to not miss it, if they want to join... Well, issue is, they don't want to join it, we got only ~2 instances nowadays for two reasons: first and foremost it's not fun for average ror player. Just look how many people wait in ques for LOTD and how many players waint in ques for CS. Certainly the first one is seen by players as far more enjoyable than second. Another issue is lack of carrot (exclusive rewards), which don't even have to be BiS.
2. Currently it doesn't matter at all who has won campaign, who sieged who, if it was a success or not. Same as it doesn't matter who has won expedition.
3. Killboard is the only visible proof of performance of individuals and/or guilds, yet, it has nothing to do with campaign progression... If people are competing only on kills, why should they care about any else?
Possible solutions:
1. City siege
3. I'd suggest tracking following things for guilds (= guild, at least full party):
1. City Siege is irrevelant;
2. Winning or losing campaign has no impact;
3. Killboard...
About issues:
1. City Siege used to be the most important event that was going on after it was released. I remember we had around ~30 instances of it going on at same time, when it happened at random hour compared to ~2 we see now during prime time. To begin with, I think City Sieges being event happening at fixed hours is great, people who give their best whole week in lakes deserve to not miss it, if they want to join... Well, issue is, they don't want to join it, we got only ~2 instances nowadays for two reasons: first and foremost it's not fun for average ror player. Just look how many people wait in ques for LOTD and how many players waint in ques for CS. Certainly the first one is seen by players as far more enjoyable than second. Another issue is lack of carrot (exclusive rewards), which don't even have to be BiS.
2. Currently it doesn't matter at all who has won campaign, who sieged who, if it was a success or not. Same as it doesn't matter who has won expedition.
3. Killboard is the only visible proof of performance of individuals and/or guilds, yet, it has nothing to do with campaign progression... If people are competing only on kills, why should they care about any else?
Possible solutions:
1. City siege
- Rework it to more enjoyable experience for masses. Masses don't want to play WB vs WB against organized guilds;
- Introduce unique rewards that can be obtained only in City Siege, those could be talismans used in Sov/LOTD jewerly that would vanish like sentinel ones after 7 days, those could be some limitless potions used as pocket items that decay after 7 days, just anything that people feel like they get rewarded for "frequent" participation.
3. I'd suggest tracking following things for guilds (= guild, at least full party):
- BO's taken;
- Keeps claimed;
- Keeps taken;
- Forts taken;
- City Sieges won.
- kleinbuchstabe
- Posts: 130
Re: Is RoR realisticly still a campaign game?
About City Sieges
First part: I agree, that the city-sieges need some kind of carrot / reward.
Wich they dont have since there are no exclusive sov parts / sov crests anymore in the bags. Players simply need a reason to do it. Otherwise, its a simple math that you could do more RR and more crests in the same time outisde of the city. So there is absolutely no reason to join it. And as long as it works that way, theres no point to implement it back as a peak of the campaign. There is just no reason to force people into a content, wich is no fun and not rewarding.
Rewards could be:
- a choice of placeholders for equipment, like they are implemented in LV. So players could just take what they need. Would be rewarding for every player who joined, not only for these who actually need sov gear.
- Any kind of coins, like War crests, war tokens, genesis crests, bestial tokens, exotic mount and trophy tokens, whatever is in the game allready
- some kind of fresh designed and city exclusive fashion, like cloaks, trophies, mounts, or even armor parts (fashion only)
- Pots, liniments, crafting ingredients, Talismans
If something is rewarding or not is an individual thing. So if you just give big spectrum of things, that players can choose from their city bags, it could be rewarding for everyone somehow.
Second part: Cities have to be more fun to play and therefore need a rework.
Current state was dicribed allready: You join, capture two BOs by destroying some canons, wich is pure and boring pve content. Then you encounter the enemy who is waiting for you, and thats it. You win or loose. Winer or looser side is determined. No come back mechanic, no chance to win anymore. People leave at this point allready, what makes it worse.
My simplified and immature ideas for improvement:
Step 1:
You could just implement the (maybe little bit reworked) City-Scenarios, wich you can que for, when city is active. They are taking place in the entry area of the city, wich makes sense. There is no pve content needed for step 1, just let people fight and capture / hold objectives, like in a SC, to win step 1.
Step 2:
I think the base idea of step 2 is not too bad, but it needs some kind of comeback mechanic for the loosing side. And could be simplified as well. IMO the idea of a realm-champion joining the fight is nice. But atm these champs dont do anything but locking objectives... So how about that:
The loosing side gets a champ, who has some supporting aura, like guild standarts give it. The winner side of Step 1 dont get the support aura on their champ. Instead, their champ has a 25% renown buff aura, to reward their succesfull effords of step one.
Like it is allready, the main goal is to kill the enemies hero. But for the looser side its more easy to keep their hero alive, cause they are buffed in some way. Also the champ should start from the mid area of the city. The first part was contested allready in step 1, so no need to waste time with that area in step 2. Just escort him succesfuly - from the center of the city - to the gates of the Palace, step over. Make the whole siege more compact, and less a waste of time- short and sweet. That would also prevent players from quitting, cause they are not traped inside for "hours"
Step 3:
This comeback mechanic could be implemented as well, by giving the Buff-Auras to the kings. Another way of comback support could be, to give the looser side of step 2 more player champions than the winer side has. All in all i think some kind of underdog mechanic would be motivating for players, to at least just try the next step, instead of leaving instantly the guaranteed looser instance.
These are just some immature ideas and ofc i dont expect them to get implemented 1:1, but i think the direction could lead to something good. Would love to see some feedback or even advancement about it.
First part: I agree, that the city-sieges need some kind of carrot / reward.
Wich they dont have since there are no exclusive sov parts / sov crests anymore in the bags. Players simply need a reason to do it. Otherwise, its a simple math that you could do more RR and more crests in the same time outisde of the city. So there is absolutely no reason to join it. And as long as it works that way, theres no point to implement it back as a peak of the campaign. There is just no reason to force people into a content, wich is no fun and not rewarding.
Rewards could be:
- a choice of placeholders for equipment, like they are implemented in LV. So players could just take what they need. Would be rewarding for every player who joined, not only for these who actually need sov gear.
- Any kind of coins, like War crests, war tokens, genesis crests, bestial tokens, exotic mount and trophy tokens, whatever is in the game allready
- some kind of fresh designed and city exclusive fashion, like cloaks, trophies, mounts, or even armor parts (fashion only)
- Pots, liniments, crafting ingredients, Talismans
If something is rewarding or not is an individual thing. So if you just give big spectrum of things, that players can choose from their city bags, it could be rewarding for everyone somehow.
Second part: Cities have to be more fun to play and therefore need a rework.
Current state was dicribed allready: You join, capture two BOs by destroying some canons, wich is pure and boring pve content. Then you encounter the enemy who is waiting for you, and thats it. You win or loose. Winer or looser side is determined. No come back mechanic, no chance to win anymore. People leave at this point allready, what makes it worse.
My simplified and immature ideas for improvement:
Step 1:
You could just implement the (maybe little bit reworked) City-Scenarios, wich you can que for, when city is active. They are taking place in the entry area of the city, wich makes sense. There is no pve content needed for step 1, just let people fight and capture / hold objectives, like in a SC, to win step 1.
Step 2:
I think the base idea of step 2 is not too bad, but it needs some kind of comeback mechanic for the loosing side. And could be simplified as well. IMO the idea of a realm-champion joining the fight is nice. But atm these champs dont do anything but locking objectives... So how about that:
The loosing side gets a champ, who has some supporting aura, like guild standarts give it. The winner side of Step 1 dont get the support aura on their champ. Instead, their champ has a 25% renown buff aura, to reward their succesfull effords of step one.
Like it is allready, the main goal is to kill the enemies hero. But for the looser side its more easy to keep their hero alive, cause they are buffed in some way. Also the champ should start from the mid area of the city. The first part was contested allready in step 1, so no need to waste time with that area in step 2. Just escort him succesfuly - from the center of the city - to the gates of the Palace, step over. Make the whole siege more compact, and less a waste of time- short and sweet. That would also prevent players from quitting, cause they are not traped inside for "hours"
Step 3:
This comeback mechanic could be implemented as well, by giving the Buff-Auras to the kings. Another way of comback support could be, to give the looser side of step 2 more player champions than the winer side has. All in all i think some kind of underdog mechanic would be motivating for players, to at least just try the next step, instead of leaving instantly the guaranteed looser instance.
These are just some immature ideas and ofc i dont expect them to get implemented 1:1, but i think the direction could lead to something good. Would love to see some feedback or even advancement about it.
Re: Is RoR realisticly still a campaign game?
commenting my own comment, but I think major thing why this played out why it did was the fast siege part. There only was single WB inside the keep (I heard it was the guild that kinda lives in keeps) and the zone was such that its hard to get in to. So there was no 4 wb of order in the keep waiting to aoe spam destro who has to squeeze thro a pixel blocked by million bodies. after waiting for 10 mins to get organized m4 push to even have a chance to survive the attempt.Pahakukka wrote: Fri Dec 26, 2025 11:32 pm I want to add, that this evenings shadowland was horrible nightmare slugfest between keep and unicorn UNTIL ram was spawned, keep captured and then it still took good part of hour of fighting between BO's, coordinating warbands and holding keep which was fun exciting and felt purposeful. In the end order was maybe a second late with their recapture and zone locked as they wiped our keep holders. We need the rvr to feel more like this, and less single minded tug-o-war between camps. even tho there was the zerg elements, they had purpose and goals.
We were there as 5-man and I felt that we actively participated to zonelock by capping BO's and preventing ninja capping where our WBs were figting elsewhere
this was maybe around 9pm onwards eu time Dec 26th if someone wants to pull some stats out of it, or look at heatmaps or whatever.
keep was also a single door one so the actual ramming/kicking stones part was very short, and even made more active by order trying to get in so there open rvr fights between camp and keep.
What I'm trying to say is that the siege was fast and the actual objectives were getting in the keep/ keeping ppl out of the keep, and then holding total of 4 objectives instead of milling around single thing that is the keep.
Could we help to recreate these things by maybe not announcing the ram in RVR/SOR so the announcement would rather be when keep door is hit, and preferably at 90% which is the spot when it start to count as an actual siege and not just me showing up with solo ram.
this could be further intensified with more clear time for zone cap. so after keep its x minutes to cap the zone or it resets. maybe with visible timer
Tinbitz rr8x BO
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"



