This is why other games did cross server SCs. If you stay within your server, teams learn to quickly avoid each other after a stomp or two. Since we have one server, we are very limited in how to make the pool as active as possible. I don't think any of us can come up with better (beyond reintroducing guards and a better comeback mechanic).normanis wrote: ↑Fri May 23, 2025 3:50 pmmaby its out of topic byt i watched tup vs suhariki . and their kills where low byt they need really hc concentrate to not loose, do not make mistakes. or u stomp pugs at camp place.
p.s.s if prem meet ather prems in sc and loose , i am 100% sure they will avoid next sc to not meet tham. dodging or something its called.
just my thoughts about sc make tham mixed. like ranked it have. u que as premade order (for example) and u are vs order premade ( u dont know who will be your oponents , they can be your realm or crossrealm). (its broke offc all order vs destro lore, byt in current situation its real dousnt matter)
My experience and review of RoR
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Re: My experience and review of RoR
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Re: My experience and review of RoR
Its not just SC's, it is more of open rvr. It's just blob on blob with no skill playing. The game was meant for 6 man groups.
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Re: My experience and review of RoR
new players would fare so much better and progress so much quicker on a new realm so idk what u talking aboutleondre25 wrote: ↑Fri May 23, 2025 4:30 pmi hate when veterans say this.
it takes two months for YOU as you are now to do so. take a new player. give him the minimal information they get from /advice and have them join pugs for a few hours a week and see how far they actually get. and thats IF they only spend their time in RVR and not crafting/PVE/Socializing etc.
- georgehabadasher
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Re: My experience and review of RoR
I think a fresh 'seasonal' server could work as a weekend event, if it were sufficiently publicized. Open a new shard and make it available only on Saturday every week. There are a LOT of people who have tried this game over the years and left for various reasons, and offering them a fresh start would probably draw many of them back.Faction69 wrote: ↑Fri May 23, 2025 2:47 pmI agree that many would quit which is why if it were up to me I'd do it on a separate server. But the game doesn't have the playerbase for that.Martok wrote: ↑Tue May 20, 2025 2:24 pm
A reset would most probably result in the death of the server. Imagine the natural reaction of players logging on to find all of their toons have been reset to level one.
I invested X amount of time into leveling these toons, I completed the grind to reach max gear, I played by all the rules set for the server, I made this huge investment over years and my reward is, everything I did has been erased.
Now one could make the philosophical argument that all things pass, but you are suggesting an intentional act with the specific intent of erasing everyone's efforts here.
How many of the players here so affected do you believe would simply shrug their shoulders and start all over again?
However, you have to remember that in a PvP game like this, your progression only matters mostly relative to other players. That's where the fun of a reset would come in - everyone on a level playing field again, at least for a while, with those who can get the most renown progressing faster than others. It's not that the progression itself is super fun (though it's certainly more interesting than being gear capped).
- live4treasure
- Posts: 320
Re: My experience and review of RoR
I think the topic here is conflating solo-friendly with casual-friendly. A couple of reasons why:
1) The very nature of an RVR game is designed around group play. The smaller your group, the more of a disadvantage you have against bigger groups. If you're casual enough to where communicating with other players is too much effort for you, then there's no world in which ROR would be your game of choice for a casual pvp experience.
2) Solo play works only if you have much smaller server populations, so much so that warbands can't cover all of the BOs alone. In this situation there are three factors working against you.
2a) Primetime numbers are large enough to where warbands can control the whole map.
2b) Warbands don't usually try to control the whole map anyway, because the modern player on RoR is very fragile, and tends to get demoralized easily when wiped a few times. Not blobbing is therefore a risk for warband leaders to have their warband involuntarily disband if their single warband faces two warbands and loses.
2c) Even if the above two issues would be eliminated, you will still get farmed by a 6 man. In fact, if you somehow do not get farmed by a 6 man as a lone player then you are either playing against 6 potatoes or there is a severe balance issue that will effect the rest of the game, and is thus due to be fixed.
How would you, in these circumstances, make the game solo friendly? It's impossible without either making the current RVR lakes three times their size with three times as many BOs necessary for locking a zone AND significant enough rewards for playing the objective to where just running around scoring kills isn't optimal, or completely uprooting the RVR aspect of the game.
Can you fix scenario matchmaking to let pugs fight pugs? Yes, sure. And it should absolutely be fixed. However here's some of my own experience. During certain times of the day when most people are at work, if you que discordant you will most likely enter into a pug vs pug match. Now I've done this about a dozen times during my free days. Each and every time, if one of the pug sides wiped twice, at most thrice, scenarios would die for the next few hours.
This really isn't a game mechanics issue, it's a player mentality issue, in my opinion.
1) The very nature of an RVR game is designed around group play. The smaller your group, the more of a disadvantage you have against bigger groups. If you're casual enough to where communicating with other players is too much effort for you, then there's no world in which ROR would be your game of choice for a casual pvp experience.
2) Solo play works only if you have much smaller server populations, so much so that warbands can't cover all of the BOs alone. In this situation there are three factors working against you.
2a) Primetime numbers are large enough to where warbands can control the whole map.
2b) Warbands don't usually try to control the whole map anyway, because the modern player on RoR is very fragile, and tends to get demoralized easily when wiped a few times. Not blobbing is therefore a risk for warband leaders to have their warband involuntarily disband if their single warband faces two warbands and loses.
2c) Even if the above two issues would be eliminated, you will still get farmed by a 6 man. In fact, if you somehow do not get farmed by a 6 man as a lone player then you are either playing against 6 potatoes or there is a severe balance issue that will effect the rest of the game, and is thus due to be fixed.
How would you, in these circumstances, make the game solo friendly? It's impossible without either making the current RVR lakes three times their size with three times as many BOs necessary for locking a zone AND significant enough rewards for playing the objective to where just running around scoring kills isn't optimal, or completely uprooting the RVR aspect of the game.
Can you fix scenario matchmaking to let pugs fight pugs? Yes, sure. And it should absolutely be fixed. However here's some of my own experience. During certain times of the day when most people are at work, if you que discordant you will most likely enter into a pug vs pug match. Now I've done this about a dozen times during my free days. Each and every time, if one of the pug sides wiped twice, at most thrice, scenarios would die for the next few hours.
This really isn't a game mechanics issue, it's a player mentality issue, in my opinion.
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Re: My experience and review of RoR
live4treasure wrote: ↑Sat May 24, 2025 3:46 amWarbands don't usually try to control the whole map anyway, because the modern player on RoR is very fragile, and tends to get demoralized easily when wiped a few times.
Boy ain't that the truth. Warbands can melt away faster than a cake left out in the rain following a single defeat, an inconvenient truth which contributes to the now manic adherence to the blob mentality.
A high profile player here recently made the assertion blob play is what the players of this game asked for. I find it a bit difficult to believe this current open RvR meta is what the player base at large actually wants.
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Re: My experience and review of RoR
This declaration is based on what?
Re: My experience and review of RoR
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Re: My experience and review of RoR
I don't think they want "blob" play. So maybe I didn't articulate well enough. Large scale warfare is what they want, not small scale 6-man skirmishes. Large scale is what this game does that makes it unique, and they should lean into that.
It's why the recent changes to Keep and BO holding is good, because it gives more weight to the rest of the map, and decentralizes the focus of the war at certain points of the campaign. I think we need more of those kinds of mechanics that focus on the actual game of the lakes and make it more dynamic instead of node-based static interactions.
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Re: My experience and review of RoR
A warbands consists of four six man groups, not just one giant group of 24. This is because the game and metas are built around six.
There is no incentive to play small man roam groups. Its much easier to smash into blob with blob. Push, pull, push, pull. For the next few hours outside a warcamp.
There is no incentive to play small man roam groups. Its much easier to smash into blob with blob. Push, pull, push, pull. For the next few hours outside a warcamp.
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