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General Progression (PvE/RvR/Scens/Lake)

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phaer
Posts: 1

General Progression (PvE/RvR/Scens/Lake)

Post#1 » Thu Jul 24, 2025 3:14 pm

Hi all,

I'll start by asking readers to be open-minded — what follows is not meant as a complaint or a flame post. It's feedback from a long-time player who has genuinely loved Warhammer, appreciates the work the RoR team has done, and simply wants to help improve the game's longevity and appeal.

The Problem: RoR Is Not New Player Friendly
Return of Reckoning has a major problem: the open RvR lakes dominate the game to the detriment of everything else. This creates a huge barrier for new or returning players, and it's one of the biggest reasons I’ve struggled to get friends to stick with the game.

Most new players join expecting the usual MMORPG experience: level up through PvE, try out PvP, dabble in dungeons, explore the world, and gradually get to grips with end-game. But in RoR, they quickly find:

Questing and PvE, specifically dungeons are underused - despite rewarding good gear for new players, the existing playerbase - mostly those already decked in SoV don't run these regularly.

Scenarios pop sporadically and have no real long-term value as they lack certain rewards for true end-game gear.

And everything important — gear, renown, progression — revolves around the lakes.

This isn't just confusing — it’s exclusionary. Many of us don’t have hours on end to chase a zone lock or sit in a standoff. Players with limited game time often log in, see nothing happening outside the lakes, and log off again. That’s not a healthy loop for player retention.

The Issue with the Lakes

The lakes should be a core part of the game, yes — but not the only relevant part in real end-game and specific resource grinds. Right now, because zone progression and rewards are so heavily locked into lake activity:
  • Scenarios are treated as filler, despite being incredibly fun.
  • PvE is ignored, despite the work that’s gone into releasing Lost Vale and other dungeons.
  • New players struggle to break into endgame without joining warbands for hours at very specific times.
  • Many players waste their limited gaming windows hoping something worthwhile will happen — and often, it doesn’t.
What we’re left with is a game that punishes players who don’t fit into a zerg warband or have 3+ hours to commit.

How to Fix It (Suggestions)


1. Diversify End-Game Progression

Scenarios and end-game PvE dungeons should reward comparable weekly rewards to lakes — not better, just equal time-value, if people have limited time to play, they should be able to cash in on a decent chunk of rewards from daily and/or weekly quests for each major content stream; PvE, Scenarios and Lakes.

Let end-game PvE and Scenarios contribute to renown, war crests, and influence — it should be appealing even for players in Sovereign.

Create weekly content paths where players can earn rewards by doing a mix of activities.

Add in fashionhammer rewards for high RR players to earn by doing Dungeon runs, either by token or otherwise - unique visuals, past event cloaks etc. E.G do 10-20 dungeons, get 1 cloak token to buy any previous event cloak appearance or something similar maybe not such an exclusive reward.


2. Revise the Lake Reward Meta

Add persistent objectives or personal contribution meters that let players make steady progress in the lakes, even if the zone is “dead” or locked in a standoff.

This makes logging in always feel worthwhile — not a gamble.


3. Break Stalemates and Incentivise Engagement

Introduce mechanics to encourage actual fighting, not just dancing around BOs or keep posturing.

Ideas include diminishing rewards for prolonged inactivity, timed pressure objectives, or zone-wide buffs to the outnumbered side.



4. Make PvE Truly Relevant Again

Make end-game dungeons drop high quality crafting materials and/or grant PvP currency in limited amounts as a guaranteed reward from either repeated runs similar to gear, or a small guaranteed amount per run, enough to warrant the time constructing the group and clearing the dungeon as opposed to sitting in Lakes. Remember End-game dungeons are on a lockout. Typically things are on lockouts because they'd be too rewarding to run repeatedly, so having a once-per-day thing *should* be rewarding, and in a game where Renown and RvR is the real end game, having dungeons totally detatched from the main resources of end-game progress makes them more or less have no value.

"Why would I bother with a dungeon when all I have left to do is my rr70-80 grind"

Introduce weekly dungeon challenges with war crest or renown rewards — scale them based on difficulty. The current PvE rewards are really lacklustre and don't attract the majority of the playerbase who are very well geared already.

This will help incentivise regular groups, and support new players who want to PvE to progress through early ward gear and save their crests for later RvR gear sets, as well as improve the number of people wanting to progress through to Lost Vale regularly.


Summary

RoR’s strength is in its variety — yet the current reward structure narrows the game down to just one major thing in end-game: lakes. That doesn't feel sustainable, and is unlikely to grow the population.

By spreading value across Scenarios and PvE, and giving players meaningful rewards for their time regardless of where they play, you not only make the game more enjoyable — you make it more accessible, more replayable, and more future-proof. This isn't to make Lakes redundant, just offer additional avenues that people can pursue for genuine, valuable rewards for their time and efforts, including those who don't need the gear from the dungeons.

Thanks for reading, again, this is only one persons perspective and will likely be met with a lot of hate by the hardcore Lakers, but do have an open mind that Lakes are not everybodies favourite thing, and certainly are an abnormality for the average MMO player who may come and try RoR and can't "get into it", that player won't stick around if they're forced to participate purely in Lakes for end-game gear.

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Culexus
Posts: 263

Re: General Progression (PvE/RvR/Scens/Lake)

Post#2 » Thu Jul 24, 2025 7:42 pm

Good read. I completely agree with you that diversifying content beyond the lakes is a good idea.

The scenario rework will hopefully breathe life back into scenarios. Scenarios are perfect for logging on for an hour and getting instant PvP. Whereas the lakes can be very hit or miss with PvDoor or 'we push you, then you push us' between the warcamps. The rework can't come soon enough, as I bet loads of players have been driven off by the state of the lakes.

I disagree with adding PvP currency to PvE content. That would almost certainly be abused to farm crests without the risk of dying to other players (it really triggers some people). Having PvE currency be more useful would be great, but once again, it would be hard to implement without it being abused through public quest farming. A recent thread made here was to have players earn a small amount of renown through quests to a renown cap of 40 to give players another option to play the game when the lakes are terrible.

In regard to repeatable endgame content, that should be city, as seizing the enemy city is supposed to be the goal of the entire campaign. Much like scenarios, city needs a rework as it's supposed to be endgame content but is mainly seen as a way to earn crests for players to get to endgame, rather than the endgame itself. Having city reworked to act like a PvP raid, requiring a group to join it, then having the best endgame gear and consumables exclusively tied to it. This would keep groups coming back to city to ensure they remain BiS.
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Endari
Posts: 111

Re: General Progression (PvE/RvR/Scens/Lake)

Post#3 » Thu Jul 24, 2025 8:29 pm

Stop asking for RvR rewards for doing PvE. They are different game modes and need to stay separate.

PvE is ignored? what? PvE has gotten the most updates out of anything in this game, they made a viable path to gear up in PvE until invader level stuff, including some gear that is near/at BiS.

Sure add some nice goodies like crafting mats/pots/linis and I really like the idea of a much expanded fashionhammer but NO RvR rewards ever.

The lakes and SCs need so much work as what we have currently is just so boring, so please just fix that instead of asking for more rewards for not playing that game mode.

I am a firm believer that not all games need to be for everyone. This is an RvR game that has some fun PvE attached, its possible that this game is just not for you and that's OK. If they ever fix SCs that will go a long way towards making a smaller gameplay window much more fun and rewarding, no need for more PvE.

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Hazmy
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Posts: 368

Re: General Progression (PvE/RvR/Scens/Lake)

Post#4 » Thu Jul 24, 2025 9:17 pm

I will only comment regarding putting even more focus on PvE...

PvE Content as much as the recent releases and updates are really impressive - is already WAY too relevant, and to the detriment of the server with its current population. Yes, it is a detriment.

On many days of the week and many timeslots, it's already too hard to create proper parties and warbands to be able to participate in RvR properly because of how many people are constantly doing dungeons and dungeon content in order to gear up and save War Crests. It drains away tanks and healers who otherwise could help balance fights - with RvR being completely open, yes every single person online counts and matters.



Sure, you could say PvE enthusiasts will prefer PvE, so they don't drain away from PvP. But here we are not talking about PvE enthusiasts, but PvP players being heavily encouraged to do dungeons instead until they get geared up, to save War Crests and only join the Lakes later. It's PvP players being tricked and FOMOd into doing Dungeons, that the majority - hates.

Yes, make PvE Relevant sure, but not to the detriment of PvP or RvR. If you really think PvE can be a popular game mode for this game, prove it by drawing players to do it because they love it - and not because the reward system is baiting them into doing it.



Ask yourself, how many players would want to do Bastion Stair, Hunter's Vale or Sigmar's Crypts daily or even weekly if they didn't give you ward unlocks or Soulstones needed for PvP? ... Yeah I don't think many would, and that is what you should be asking.

With the release of Lost Vale, another 2+ hours dungeon, this will become only worse due to the impressive rewards you get from it that rival the current pre-bis sets for many careers.

Currently, the design is baiting PvP players into doing more and more dungeons, because I think even the designers don't fully believe in PvE being fun by itself. If anything it is RvR that needs much much more love and support development-wise

Malessar
Posts: 27

Re: General Progression (PvE/RvR/Scens/Lake)

Post#5 » Fri Jul 25, 2025 3:12 am

So what you're saying hazmy is the grind to bis is so big ppl will do content they hate to finish it faster?

So the sov value should be lower. Then ppl are less pressured and can buy through the wards.

Questing should be rewarding and you should struggle less to build a great char. That would also encourage you diversifying and making more alts

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