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Delerium69
Posts: 36

Blobby blobby blobby

Post#1 » Tue Mar 03, 2026 3:45 pm

This thread is not to discuss about blobby (both sides do it at different times).

State of ORvR at primetimes
People wanna play and, sadly, some people beleive the only way is to have multiple warbands stacked upon each other and to take it a step further, also have the members of those warbands in the same voice communication channel.... (you know who you are....).

Can devs code around this? is it their place? nah its not a dev problem, its a player problem.


Proposal
Expand the current 'crown system' so that if multiple warbands of the same faction are in the same place (whether a crown is selected or not) that they appear on the map to the opposing side as an indicator that there is significant opposition at that place.


How does this help
Showing the population where this significant opposing population is allows a few things to happen:

1. They can avoid this area if they don't have enough people (or skill) to hold a fun fight
2. They could organise flanks against them with little text communication
3. It would also discourage people from this behaviours as they could potentially be starving themselves of fights by doing so.


This isn't a perfect solution (but brought to the table in our discord by Efendisiz) - that doesnt exist but I beleive this could be worth a test.

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Bozzax
Posts: 2729

Re: Blobby blobby blobby

Post#2 » Tue Mar 03, 2026 4:21 pm

Solution still is domination locks for attacker (ie defending multiple points for stronger side) after controlling all BOs and keeps for x minutes.

Else blob will blob 24/7 and eat smaller blobs.

Proof is that only time rvr is remotely less blobbing is after a keep cap wo insta blob-lock.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Aethilmar
Posts: 806

Re: Blobby blobby blobby

Post#3 » Tue Mar 03, 2026 5:07 pm

Bozzax wrote: Tue Mar 03, 2026 4:21 pm Solution still is domination locks for attacker (ie defending multiple points for stronger side) after controlling all BOs and keeps for x minutes.

Else blob will blob 24/7 and eat smaller blobs.

Proof is that only time rvr is remotely less blobbing is after a keep cap wo insta blob-lock.
This is the way or at least on the path.
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Ninjagon
Posts: 566

Re: Blobby blobby blobby

Post#4 » Tue Mar 03, 2026 5:40 pm

"Expand the current 'crown system' so that if multiple warbands of the same faction are in the same place (whether a crown is selected or not) that they appear on the map to the opposing side as an indicator that there is significant opposition at that place."

So 2+ WB hand-holding - the crowns should be visible to the enemy? Why not, lets test it. There should be an internal CD for checking that status, like 1-4 min or so, and if the WBs are not stacked at that time, crowns will disappears again.
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Aethilmar
Posts: 806

Re: Blobby blobby blobby

Post#5 » Tue Mar 03, 2026 6:05 pm

Also, the proposal would, as written increase blobbing. Knowing exactly where the main enemy force concentrations are will make the strong warbands go there to hunt renown. The PUGs and other random adds follow the main warbands to get what they can get.

If you want further evidence of this new intelligence (in the military sense) increasing blobbing, think of what happens now with SoR. When the enemy swaps zones there are multiple callouts from people watching SoR (like me) to indicate they have left the current zone. Then the main force tends to follow them to fight i.e. blobbing.

If you want to avoid the blob, use your eyes. Its not hard to find. Just look at where most the people are going and head in another direction or even swap zones since SoR tells you where most the population isn't.
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kpihuss
Posts: 67

Re: Blobby blobby blobby

Post#6 » Tue Mar 03, 2026 6:19 pm

An idea to alleviate blob play is to reduce RR gained in open RvR maps by 70%–80% if there are more than 24 players within less than 100 feet, for example; and likewise to also reduce the War Crest drop chance.

Except for kills that happen near keeps (both the killer and the one who dies must be within 150 feet of the walls). This way, sieges would be encouraged, and blobs could be countered in sieges, giving the underpopulated realm an opportunity.
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ravezaar
Posts: 615

Re: Blobby blobby blobby

Post#7 » Tue Mar 03, 2026 6:49 pm

Iv said long time ago introduction Crest on Kills made this happen to the degree it is todaybut new playerbase (the masses want that) so doubt Devs ever revert it

Solutions: revert Crest on Kills, either totally or deminishing returns heavily and another thing rework Sieges and reward them more to make them more appealing then Kill-trading in open RvR aka Blobbing

But I know this wont be popular with playerbase atm, just saying what I think could work
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wonshot
Posts: 1267

Re: Blobby blobby blobby

Post#8 » Tue Mar 03, 2026 10:12 pm

The suggestion, is probably fine. Im just not sure the correct approach should be to treat the symptoms not the cause.

Right now the game has too little de-escalation of a blob.
If your pug warband goes into a zone, stands on a flag to build resource boxes and an enemy force comes and wipes you. You have the following options
a) go out again and try the same
b) go to an other zone
c) rely on numbers

At very few points in the gameplay loop are you incentivized to de-escalate the blob, but it just takes one wipe to escalate it in theory.

Ive been screaming about this with posts back in 2017 about "Zerg busting tools" or yearly since then dropping 1-2 big rvr overhauls, simply to adress the flawed rvr systems.
Ironicly enough us the same players who will complain about blobs, will also create videos about how we as 1 warband defeat two warbands in an epic "300" feeling. So we also need to be aware of our biases and the irony.

Doing changes to the crowns, lotd mechanic, local aao, crest from kills etc. Imo it would just be us not tackeling the core issue. There is no de-escalation out stacking, aoe canons scaled with the more players you hit the more damage they dealt, and you are forced to hold 3 Battleobjectives + keepruin for a zonelock. But those are the only two real instances of the game even attempting to spread players out.
If the LOTD anti-blob mechanic was anything to look at, we can judge it to be a failed attempt to punish players for their stacking. There needs to be awareness of playerbehaviour, and analyse why they move on the route most likely to find other players to fight in rvr/lotd wc-to-wc.

Punishment is not the way to solve this, de-escalation rvr game mechanics need to be introduced and the best way to do that would be with Battleobjectives and a followup patch to the +30%rp buff on flags from 6months ago.
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