[Proposal] Local Overpopulation Pressure (LOP) – A Soft Anti-Blob System for Open RvR

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Grublix
Posts: 1

[Proposal] Local Overpopulation Pressure (LOP) – A Soft Anti-Blob System for Open RvR

Post#1 » Mon Dec 29, 2025 2:37 pm

[Proposal] Local Overpopulation Pressure (LOP) – A Soft Anti-Blob System for Open RvR
Overview

This proposal introduces Local Overpopulation Pressure (LOP), a soft, location-based system aimed at discouraging excessive warband stacking (“blobbing”) in open-field RvR, while preserving large-scale combat in keeps, forts, and cities.

LOP does not prevent players from grouping or massing.
Instead, it realigns incentives so that extreme local stacking becomes inefficient, while splitting forces and controlling the map becomes rewarding.

The Problem

In current open RvR:
  • Warband-on-warband blobs are the safest and most efficient option

    Smaller groups and flanking play are often invalidated

    Zones frequently collapse into a single moving mass
Blobs are not a player failure — they are the result of strong incentives.
This proposal addresses incentives rather than restricting behavior.

Design Goals
  • Discourage excessive stacking without hard caps

    Preserve epic mass battles where they belong (keeps/forts)

    Reward leadership, coordination, and map control

    Be technically feasible within RoR’s existing systems
Core Concept: Local Overpopulation Pressure (LOP)

When too many allied players cluster within a small radius in open-field RvR, they generate Overpopulation Pressure, which applies scaling penalties to combat efficiency and rewards.

This is a soft pressure system, not a prohibition.

Where LOP Applies

LOP is active only in:

Open RvR zones

Outside keeps, forts, cities, and warcamp areas

LOP does NOT apply in:

Keeps (inner and outer)

Forts

Cities

Warcamp radius

Keeps and forts remain the intended space for large-scale mass combat.

How Overpopulation Is Calculated

Server periodically checks allied player density (e.g. every 5 seconds)

Counts allied players within a fixed radius (example: ~120 ft)

Pressure tier is determined by nearby allied count

Example Thresholds
Allied Players Nearby Pressure Level
1–24 None
25–48 Mild
49–72 Moderate
73+ Severe

(Exact values are tunable)

Effects of Overpopulation Pressure

1. Combat Efficiency (Soft Penalties)

Mild Pressure

-5% outgoing damage

-5% outgoing healing

Moderate Pressure

-10% outgoing damage

-10% outgoing healing

+5% morale damage taken

Severe Pressure

-15% outgoing damage

-15% outgoing healing

+10% morale damage taken

-10% guard transfer effectiveness

These penalties stack gradually and are intentionally moderate.
Numbers still win — just less efficiently.

2. Reward Scaling

Renown and influence gains scale down while under pressure.

Example

Mild: 90% rewards

Moderate: 75% rewards

Severe: 60% rewards

This targets one of the main drivers of blobbing: safe renown farming.

Incentives to Split Forces (Positive Reinforcement)
Tactical Dispersion Bonus (TDB)

Warbands that:

Operate in separate clusters

Stay below pressure thresholds

Control multiple areas of the zone

Gain:

Increased renown gain

Faster BO capture

Improved zone control efficiency

Splitting is not just “less bad” — it is actively better.

BO Capture Scaling

Optimal capture speed at ~6–12 players

Diminishing returns beyond 24

Excessive numbers slow capture efficiency

Result:

One blob is inefficient at zone control

Multiple coordinated groups excel
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Counter-Arguments & Responses

“This punishes casual players and pugs.”

Penalties apply only at very high local density and scale gradually. Casual players benefit from fewer steamrolls and more meaningful fights.

“Outnumbered realms need blobs.”

Numbers still win. LOP reduces extreme efficiency, not numerical advantage. AAO continues to handle realm population imbalance.

“This kills large-scale RvR.”

Keeps, forts, and cities are fully exempt. LOP targets only open-field stacking.

“Players will blob anyway.”

That’s acceptable. The goal is not elimination, but making blobbing less optimal than coordinated alternatives.

“This favors organized guilds.”

Organization already wins in RvR. LOP aligns rewards with good play instead of raw mass.

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Metrics to Monitor
  • Local player density distributions

    Warband splitting frequency

    BO interaction rates

    Kill heatmaps across zones

    Renown per hour by group size

    AAO effectiveness

    Player participation and retention
Success is measured by healthier distribution, not blob extinction.


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Phased Rollout Plan

Phase 0 – Baseline Data Collection (2–4 weeks)
Gather density, renown, and BO data with no changes.

Phase 1 – Visibility Only (1–2 weeks)
LOP detection + UI indicators, no penalties.

Phase 2 – Light Pressure (2–3 weeks)
Mild pressure only, very small penalties.

Phase 3 – Full Activation (4+ weeks)
All pressure tiers enabled, reward scaling active.

Phase 4 – Refinement
Tune values, address edge cases, evaluate permanence.

All values are server-side and easily adjustable or reversible.
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Final Summary

Local Overpopulation Pressure does not remove player freedom or large-scale combat.
It realigns incentives so that open RvR becomes more tactical, distributed, and engaging — while preserving the epic battles that define Warhammer RvR.

Feedback, tuning suggestions, and alternative approaches are welcome.



PS: This proposal is based on my own ideas and discussion points. I used ChatGPT to help organize, summarize, and format them into a clearer, forum-ready post.

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