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Split PvP Rewards into Mode-Specific Tokens to Reduce “Blob vs Blob” and Revive Variety

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kpihuss
Posts: 72

Split PvP Rewards into Mode-Specific Tokens to Reduce “Blob vs Blob” and Revive Variety

Post#1 » Wed Mar 04, 2026 11:44 am

Good morning,

I’d like to share a few ideas to improve PvP content overall.

For the past few years, I’ve had the feeling that PvP has been losing a bit of its meaning. Coordinated RvR guilds seem to be getting rarer, and the game increasingly turns into blob vs blob.

Why is that?
Because (as we all know) a large part of the playerbase is primarily motivated by rewards—right now, that’s mostly War Crests and Renown. That has pushed the game into the current situation:
  • People don’t play scenarios, because they can get War Crests by blobbing
  • People don’t play ranked, because they can get War Crests by blobbing (Ok, now Ranked is disabled, i know :-P )
  • People don’t capture BO flags, because they can get War Crests by blobbing
  • People don’t go to lower-activity lakes, because they can get War Crests by blobbing
  • People mostly do warcamp fights, because they can get War Crests by blobbing
Since it’s hard to break this pattern—where War Crests are the main motivation, and the easiest path is to “do nothing” and just follow the blob—I’m proposing an idea that might be unpopular because it would change the game significantly. But if we look at it objectively, it could create a lot more content and variety.

Core idea: Replace “one PvP currency” with mode-specific PvP currencies

Similar to how each PvE dungeon has its own reward structure, PvP could use different tokens for different PvP activities. For example:
  • RvR-only medals: Buy main-class gear up to Vanquisher
  • Fortress-only medals: Buy Invader gear and fortress weapons
  • Scenario-only medals: Buy “off-build” sets and scenario weapons
  • Ranked-only medals (or SCs for RR80+ only): Buy Triumphant and Victorious gear
  • City Siege-only medals: Buy Sovereign gear
  • BO Flag-capture medals: Buy Genesis pieces
  • Supply-turn-in medals: Buy new RvR weapons
Result: By offering different rewards for different activities, the server population naturally spreads out across multiple objectives instead of funneling into constant warcamp-to-warcamp blob fights. That incentivizes people to engage with the full range of PvP content.

Extra suggestion: Make city sieges trigger from campaign progress again

If city sieges didn’t happen at pre-set hours and instead triggered when a realm captured two forts, we’d bring back that “campaign feeling” that was really fun. RvR would become more active because both realms would be pushing harder to reach city.

With the newer scenario queue systems, I also believe city sieges would end up being more balanced and enjoyable than before.

Weekly RvR event: Add more objective-based tasks

At the same time, I’d suggest adding the following objectives to the weekly RvR event:
  • Participate in the defense/attack of 3 keeps
  • Move 10 supplies
  • Capture 20 BO flags
Thanks for reading, and I’d love to hear what others think—especially about how to structure the rewards so every PvP mode stays active and meaningful.
Founder member & Ex-2OiC Tercio de Estalia (2019-23)
Que buen vasallo si tuviera buen señor
Proud Soldier "LOS AUTONOMOS" (Since 2025)
El Campeador estaba alegre, igual que todos los suyos, cuando su estandarte ondeó en lo alto del alcázar

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Pesteavino
Posts: 89

Re: Split PvP Rewards into Mode-Specific Tokens to Reduce “Blob vs Blob” and Revive Variety

Post#2 » Wed Mar 04, 2026 11:58 am

I dont see the currency part, but city siege idea and weekly mission of doing RVR tasks arenin the good direction in my opinión

SuperStar
Posts: 519

Re: Split PvP Rewards into Mode-Specific Tokens to Reduce “Blob vs Blob” and Revive Variety

Post#3 » Wed Mar 04, 2026 12:05 pm

kpihuss wrote: Wed Mar 04, 2026 11:44 am Good morning,

I’d like to share a few ideas to improve PvP content overall.

For the past few years, I’ve had the feeling that PvP has been losing a bit of its meaning. Coordinated RvR guilds seem to be getting rarer, and the game increasingly turns into blob vs blob.

Why is that?
Because (as we all know) a large part of the playerbase is primarily motivated by rewards—right now, that’s mostly War Crests and Renown. That has pushed the game into the current situation:
  • People don’t play scenarios, because they can get War Crests by blobbing
  • People don’t play ranked, because they can get War Crests by blobbing (Ok, now Ranked is disabled, i know :-P )
  • People don’t capture BO flags, because they can get War Crests by blobbing
  • People don’t go to lower-activity lakes, because they can get War Crests by blobbing
  • People mostly do warcamp fights, because they can get War Crests by blobbing
Since it’s hard to break this pattern—where War Crests are the main motivation, and the easiest path is to “do nothing” and just follow the blob—I’m proposing an idea that might be unpopular because it would change the game significantly. But if we look at it objectively, it could create a lot more content and variety.

Core idea: Replace “one PvP currency” with mode-specific PvP currencies

Similar to how each PvE dungeon has its own reward structure, PvP could use different tokens for different PvP activities. For example:
  • RvR-only medals: Buy main-class gear up to Vanquisher
  • Fortress-only medals: Buy Invader gear and fortress weapons
  • Scenario-only medals: Buy “off-build” sets and scenario weapons
  • Ranked-only medals (or SCs for RR80+ only): Buy Triumphant and Victorious gear
  • City Siege-only medals: Buy Sovereign gear
  • BO Flag-capture medals: Buy Genesis pieces
  • Supply-turn-in medals: Buy new RvR weapons
Result: By offering different rewards for different activities, the server population naturally spreads out across multiple objectives instead of funneling into constant warcamp-to-warcamp blob fights. That incentivizes people to engage with the full range of PvP content.

Extra suggestion: Make city sieges trigger from campaign progress again

If city sieges didn’t happen at pre-set hours and instead triggered when a realm captured two forts, we’d bring back that “campaign feeling” that was really fun. RvR would become more active because both realms would be pushing harder to reach city.

With the newer scenario queue systems, I also believe city sieges would end up being more balanced and enjoyable than before.

Weekly RvR event: Add more objective-based tasks

At the same time, I’d suggest adding the following objectives to the weekly RvR event:
  • Participate in the defense/attack of 3 keeps
  • Move 10 supplies
  • Capture 20 BO flags
Thanks for reading, and I’d love to hear what others think—especially about how to structure the rewards so every PvP mode stays active and meaningful.

Nono thank you we were there this is a new are we like the freedom we dont want to suffer.


Keep it simple noneed 27 different currency we have a few already new players hard to catch up.

Also if somebody dont want to do sc at all but wanna get some gear is fine imo.

I would suggest to lets get the dungeon weapons and set with a lot of warcrest those who dont like the pve at all. Make them twice as expensive as the sov but let be a possibility to get them but dont have to do pve.

Ppl play sc these days because day have a chance to win. Thanks the devs works on the matchmaking system.

I think most of the plyaers even if they tell the opposite like blobing. Its make the game low risk low reward. Its perfect half afk in a open wb sirting finally at home talking with wife or online friends, drinking eating. I also like the blob if i play ranged with mdps i hate it.

Ppl also blobing because they feel or experiamced they didnt have chance alone or with 1 wb. If they cant be strong enoff to win they can be more to win. They to lower the risk, but its fine the reward will be also lower.

Btw if a solo player or a party or a wb go a different emprty zone sooner or later the enemy will follow you dont worry about it.

City is also fine is 24vs24 id very good guild/premade wb can plan it. Rhe random was unfair with the lowpop timezone make it or everybody went one side to make city and farm it.

All of these fantastic improvment you wanna destroy.

But you cant and should not change the others. if you wanna see change, be the change. Go with sour friends in the empty zone the enemy will follow. (Solo q Sc is popping its fantastic)

But you have to accept most of us like this half afk blobing.

User avatar
Mortgrimm
Posts: 103

Re: Split PvP Rewards into Mode-Specific Tokens to Reduce “Blob vs Blob” and Revive Variety

Post#4 » Wed Mar 04, 2026 12:18 pm

I´m a bit divided. Adding stuff for the weekly sounds nice. But if u need to take or defend a keep 3 times, casual players (who don´t play every day for hours and hours) get a hard time to finish the weekly.
U suggest for crest pretty much what we had on live. Sov only via cities, Triumphant/Victorious only via ranked makes small scale guilds struggle even more. U force ppl to do things they don´t like. It´s my personal view. For example i don´t wanna do ranked sc´s against all the sweaty premades.
Bringing back the campaign idea with locking 2 forts to make a city happen is also from live and it was a good concept. Even if i don´t play city, i´m happy to help to make it happen.
Don´t forget that all the small scale guilds play most of the time in low populated zones anyway.
Some of your suggestions going the right direction, others would make playing less fun (the forced part).
Still, i´m not sure if u can break the blob mentality by this changes. It will always be easier to hide in a warband instead of taking chances in smaller fights.
Mortgrimm - IB - guild leader of Thurisaz
Sayalena - WL - Thurisaz
Thorhammer - WP - Thurisaz

User avatar
kpihuss
Posts: 72

Re: Split PvP Rewards into Mode-Specific Tokens to Reduce “Blob vs Blob” and Revive Variety

Post#5 » Wed Mar 04, 2026 12:44 pm

Regarding “forcing” people to do content: they’re not being forced; they’re being rewarded with exclusive gear.

Motivating people to do something for rewards/gear is something that already happens in the game.
If you want Bloodlord or Lost Valley weapons, you do the dungeons.
If you want level 200 talisman boxes to craft talismans, you do PQs, or you join a level 40 guild to buy them with guild coins, or you do the SC event.
If you don’t like RvR and only like PvE, you’re forced to do RvR, and vice versa.
If you want the LotD gear, you do LotD.
And so on...

For example, I absolutely hate doing PvE, yet I’m going to have to run some dungeons like Lost Valley to get the weapons. That will mean more players doing Lost Valley, making it easier for groups to form for people who actually enjoy that content. And who knows—maybe I’ll even end up liking it in the end.

In other words, exclusive rewards already exist today. And it’s precisely those exclusive rewards that bring extra people into that kind of content, in addition to the people for whom it’s their favorite content.
Founder member & Ex-2OiC Tercio de Estalia (2019-23)
Que buen vasallo si tuviera buen señor
Proud Soldier "LOS AUTONOMOS" (Since 2025)
El Campeador estaba alegre, igual que todos los suyos, cuando su estandarte ondeó en lo alto del alcázar

SuperStar
Posts: 519

Re: Split PvP Rewards into Mode-Specific Tokens to Reduce “Blob vs Blob” and Revive Variety

Post#6 » Wed Mar 04, 2026 1:12 pm

kpihuss wrote: Wed Mar 04, 2026 12:44 pm Regarding “forcing” people to do content: they’re not being forced; they’re being rewarded with exclusive gear.

Motivating people to do something for rewards/gear is something that already happens in the game.
If you want Bloodlord or Lost Valley weapons, you do the dungeons.
If you want level 200 talisman boxes to craft talismans, you do PQs, or you join a level 40 guild to buy them with guild coins, or you do the SC event.
If you don’t like RvR and only like PvE, you’re forced to do RvR, and vice versa.
If you want the LotD gear, you do LotD.
And so on...

For example, I absolutely hate doing PvE, yet I’m going to have to run some dungeons like Lost Valley to get the weapons. That will mean more players doing Lost Valley, making it easier for groups to form for people who actually enjoy that content. And who knows—maybe I’ll even end up liking it in the end.

In other words, exclusive rewards already exist today. And it’s precisely those exclusive rewards that bring extra people into that kind of content, in addition to the people for whom it’s their favorite content.
And this i we have total different opinion.

For example if you wanna buy a product from a different country you wont go there to work, you pay the tax tariff and buy it.

It should be the same in the game.

Everbody should play for fun and their fav content.

Nothing should be behind an unliked suffering content.

Those who like that should do that. Nobody else.
Freedom is a great thing.

User avatar
kpihuss
Posts: 72

Re: Split PvP Rewards into Mode-Specific Tokens to Reduce “Blob vs Blob” and Revive Variety

Post#7 » Wed Mar 04, 2026 1:46 pm

SuperStar wrote: Wed Mar 04, 2026 1:12 pm
kpihuss wrote: Wed Mar 04, 2026 12:44 pm Regarding “forcing” people to do content: they’re not being forced; they’re being rewarded with exclusive gear.

Motivating people to do something for rewards/gear is something that already happens in the game.
If you want Bloodlord or Lost Valley weapons, you do the dungeons.
If you want level 200 talisman boxes to craft talismans, you do PQs, or you join a level 40 guild to buy them with guild coins, or you do the SC event.
If you don’t like RvR and only like PvE, you’re forced to do RvR, and vice versa.
If you want the LotD gear, you do LotD.
And so on...

For example, I absolutely hate doing PvE, yet I’m going to have to run some dungeons like Lost Valley to get the weapons. That will mean more players doing Lost Valley, making it easier for groups to form for people who actually enjoy that content. And who knows—maybe I’ll even end up liking it in the end.

In other words, exclusive rewards already exist today. And it’s precisely those exclusive rewards that bring extra people into that kind of content, in addition to the people for whom it’s their favorite content.
And this i we have total different opinion.

For example if you wanna buy a product from a different country you wont go there to work, you pay the tax tariff and buy it.

It should be the same in the game.

Everbody should play for fun and their fav content.

Nothing should be behind an unliked suffering content.

Those who like that should do that. Nobody else.
Freedom is a great thing.
You have the freedom to do as much content as you want.

But just like in real life, every effort should have a fitting reward. If you don’t put in the work to earn something, you shouldn’t expect it to be handed to you for free when you’re not even making the minimum effort.
Founder member & Ex-2OiC Tercio de Estalia (2019-23)
Que buen vasallo si tuviera buen señor
Proud Soldier "LOS AUTONOMOS" (Since 2025)
El Campeador estaba alegre, igual que todos los suyos, cuando su estandarte ondeó en lo alto del alcázar

SuperStar
Posts: 519

Re: Split PvP Rewards into Mode-Specific Tokens to Reduce “Blob vs Blob” and Revive Variety

Post#8 » Wed Mar 04, 2026 1:59 pm

kpihuss wrote: Wed Mar 04, 2026 1:46 pm
SuperStar wrote: Wed Mar 04, 2026 1:12 pm
kpihuss wrote: Wed Mar 04, 2026 12:44 pm Regarding “forcing” people to do content: they’re not being forced; they’re being rewarded with exclusive gear.

Motivating people to do something for rewards/gear is something that already happens in the game.
If you want Bloodlord or Lost Valley weapons, you do the dungeons.
If you want level 200 talisman boxes to craft talismans, you do PQs, or you join a level 40 guild to buy them with guild coins, or you do the SC event.
If you don’t like RvR and only like PvE, you’re forced to do RvR, and vice versa.
If you want the LotD gear, you do LotD.
And so on...

For example, I absolutely hate doing PvE, yet I’m going to have to run some dungeons like Lost Valley to get the weapons. That will mean more players doing Lost Valley, making it easier for groups to form for people who actually enjoy that content. And who knows—maybe I’ll even end up liking it in the end.

In other words, exclusive rewards already exist today. And it’s precisely those exclusive rewards that bring extra people into that kind of content, in addition to the people for whom it’s their favorite content.
And this i we have total different opinion.

For example if you wanna buy a product from a different country you wont go there to work, you pay the tax tariff and buy it.

It should be the same in the game.

Everbody should play for fun and their fav content.

Nothing should be behind an unliked suffering content.

Those who like that should do that. Nobody else.
Freedom is a great thing.
You have the freedom to do as much content as you want.

But just like in real life, every effort should have a fitting reward. If you don’t put in the work to earn something, you shouldn’t expect it to be handed to you for free when you’re not even making the minimum effort.
If you read what i wrote i didnt say at all to free.

I said let it be expensive maybe more than a piece of sov but let it be buyable for warcrest.

In the real life you have many choices and you can decide.
In a game you also have to be different choicies.
Pay the price but give the freedom.

Same like ranked ring was i loved solo ranked but i could accept many didnt so i never eanted to force them to play something what they hate or dont want let them buy it for *5 price. Its fair everbody has the freedome to chose.

I thing i hate the pve even more than the other hated the solo ranked. I wish the smae freedom.

(Why i hate: very long, very boring after the first run esoecially, big chance you have some lazy/ new player and you wipe a lot you did only the half etc. No enjoy at all lot of suffering boring too many times to be honest i dont know any other activity in my rl what i do but i hated more than pve. And the devs did amazing job.
Prob i would love tovl it was good lookin and somehow epic in my memories and it could be pvp any time and thats why it ws fun and exciting and ineteresting.

There is a type of ppl who likes to suffer for anything. And nothing wrong with them but somehow they want to everybody else to suffer too. Hard to understand why. Why even bother you if someone buy the LV weapon for 3000 warcrest?

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