2026 Developer Roadmap

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kpihuss
Posts: 185

Re: 2026 Developer Roadmap

Post#41 » Mon Jun 01, 2026 11:28 am

Jeliel80 wrote: Mon Jun 01, 2026 6:22 am Just don't lock BIS gear in PVE city instances, that doesn't "renew" the campaign (that will be pushed in off hours 100%, prove me wrong), it's the last nail in the coffin.
If you read the patch notes carefully, you'll see they say that captured cities will only be unlocked if the side that wins the campaign also wins the majority of city instances.

As I understand it, there first needs to be a lot of PvP content, including city sieges, for that content to unlock (I imagine for a relatively long time so groups can form). Players will fight tooth and nail to avoid losing their capital and preventing the enemy realm from running the instances. It's really a mix of PvP and PvE content.

People will fight hard in the cities to prevent the enemy side from winning and running the instances... Is this the return of realm pride and interesting campaigns? Let's hope so.
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leftayparxoun
Posts: 470

Re: 2026 Developer Roadmap

Post#42 » Mon Jun 01, 2026 12:33 pm

kpihuss wrote: Mon Jun 01, 2026 11:28 am
Jeliel80 wrote: Mon Jun 01, 2026 6:22 am Just don't lock BIS gear in PVE city instances, that doesn't "renew" the campaign (that will be pushed in off hours 100%, prove me wrong), it's the last nail in the coffin.
If you read the patch notes carefully, you'll see they say that captured cities will only be unlocked if the side that wins the campaign also wins the majority of city instances.

As I understand it, there first needs to be a lot of PvP content, including city sieges, for that content to unlock (I imagine for a relatively long time so groups can form). Players will fight tooth and nail to avoid losing their capital and preventing the enemy realm from running the instances. It's really a mix of PvP and PvE content.

People will fight hard in the cities to prevent the enemy side from winning and running the instances... Is this the return of realm pride and interesting campaigns? Let's hope so.

Will heavily depend on how entry requirements to the Captured City raids will be handled.

Might be a pessimistic outlook, but I'd imagine that unless it's handled VERY carefully we will see Org stacking on the same side, followed by pug stacking on the side the org stacks are at, followed by complaints about no pops (due to everyone stacking on the same side).

And with the devs openly stating that
Our vision for Captured Cities will inherit many of Mythic’s goals, then will add a lot of our own to make these cities accessible for even more players
and that
the team is also considering other things to add to make the captured City States something all players can join in
there has to be some rigorous way to disincentivize stacking. We've seen it in LOTD (100+ resources on the usually winning side vs 20+ on the usually losing side), we've seen it on PvD Forts (169 inside +80 outside waiting in queue vs barely 50 defenders) and we hopefully won't have to see it in Cities and Captured Cities too.
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Alubert
Posts: 774

Re: 2026 Developer Roadmap

Post#43 » Mon Jun 01, 2026 2:04 pm

Roids wrote: Sun May 31, 2026 6:18 pm So renowntrainer changes, why I somehow feel that all we get is a huge nerf, block/parry/doge will cost same as futile strike, or give less stats. Lets hope u make it, that all costs less and when people took their basics they can invest in other stuff too.

And what I hope even more is that SC team consists of people who actually play SCs and we dont get again some ... changes to please two button heroes or some guys agenda. Most tryhard SC players want fair fights and not run circles.
Your opinion shows that you yourself can see that some renown abilities are too cheap and others too expensive. I support these changes, especially for parry/dodge/disrupt. Block is twice as expensive, so I wouldn’t touch it. The stats are also too cheap. I hope that while they’re at it, the devs will add some new abilities and bring back old ones like RD/CW.
Your opinion shows that you yourself can see that some reputation abilities are too cheap and others too expensive. I support these changes, especially for parry/dodge/disrupt. Block is twice as expensive, so I wouldn’t touch it. The stats are also too cheap. I hope that while they’re at it, the devs will add some new abilities and bring back old ones like RD/CW.
Maybe +1 mastery point for 20/40/60 renown points?
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rorswar
Posts: 63

Re: 2026 Developer Roadmap

Post#44 » Mon Jun 01, 2026 2:51 pm

Alubert wrote: Mon Jun 01, 2026 2:04 pm
Roids wrote: Sun May 31, 2026 6:18 pm So renowntrainer changes, why I somehow feel that all we get is a huge nerf, block/parry/doge will cost same as futile strike, or give less stats. Lets hope u make it, that all costs less and when people took their basics they can invest in other stuff too.

And what I hope even more is that SC team consists of people who actually play SCs and we dont get again some ... changes to please two button heroes or some guys agenda. Most tryhard SC players want fair fights and not run circles.
Your opinion shows that you yourself can see that some renown abilities are too cheap and others too expensive. I support these changes, especially for parry/dodge/disrupt. Block is twice as expensive, so I wouldn’t touch it. The stats are also too cheap. I hope that while they’re at it, the devs will add some new abilities and bring back old ones like RD/CW.
Your opinion shows that you yourself can see that some reputation abilities are too cheap and others too expensive. I support these changes, especially for parry/dodge/disrupt. Block is twice as expensive, so I wouldn’t touch it. The stats are also too cheap. I hope that while they’re at it, the devs will add some new abilities and bring back old ones like RD/CW.
Maybe +1 mastery point for 20/40/60 renown points?
Isn’t block twice as expensive as it defends against ALL attacks, whilst parry only against MELEE and dodge/disrupt only against RANGED?

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Jeliel80
Posts: 147

Re: 2026 Developer Roadmap

Post#45 » Mon Jun 01, 2026 3:14 pm

kpihuss wrote: Mon Jun 01, 2026 11:28 am
Jeliel80 wrote: Mon Jun 01, 2026 6:22 am Just don't lock BIS gear in PVE city instances, that doesn't "renew" the campaign (that will be pushed in off hours 100%, prove me wrong), it's the last nail in the coffin.
If you read the patch notes carefully, you'll see they say that captured cities will only be unlocked if the side that wins the campaign also wins the majority of city instances.

As I understand it, there first needs to be a lot of PvP content, including city sieges, for that content to unlock (I imagine for a relatively long time so groups can form). Players will fight tooth and nail to avoid losing their capital and preventing the enemy realm from running the instances. It's really a mix of PvP and PvE content.

People will fight hard in the cities to prevent the enemy side from winning and running the instances... Is this the return of realm pride and interesting campaigns? Let's hope so.
Yeah, but that's only in theory, not in practice.
Also the BIS gear being locked behind it would be silly anyway, that was my main point.
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Wdova
Posts: 813

Re: 2026 Developer Roadmap

Post#46 » Mon Jun 01, 2026 4:04 pm

Hello RoR team. First of all thank you for your endless effort you put in to this project. It´s amazing what a relatively small team can. When I joined RoR, the population was 100 player cap and T1 lvl 10 was endgame. At that time I would never expect you could make it so far up to this current state.

Even I disagree with some changes and decisions I still think this project is still the best itteration of PvP MMO RPG.

From last patch this three genesis set levels. I would consider to lowering the cost to at least 50% of current price (30 genesis crests/each piece). Total cost of full upgrade on whole set is 1200 War crests. I don´t see anyone could trade so many war crests for so tiny upgrade increments. Ppl who are in sov/wl with fort/sc weapons and do not need collect as much WAR crests anymore already have better jejwelry so for BiS geared chars this set is not interesting anymore. This is just my opinion.

Thanks for leting us know what´s comming. Keep the good work. Thank You!
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Gurzuk
Posts: 17

Re: 2026 Developer Roadmap

Post#47 » Mon Jun 01, 2026 5:10 pm

Hard to believe, people want even more PvE content. Farming the existing content is already time-consuming, and it's painful enough trying to find a dedicated group for it.

Class rebalancing (or outright class rewrites) and constant item/stat changes are something that keeps me from returning to a game I enjoyed for more than three years.

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yoluigi
Posts: 557

Re: 2026 Developer Roadmap

Post#48 » Mon Jun 01, 2026 5:31 pm

Nice news will the new weapons be like fortress level or better?

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Culexus
Posts: 320

Re: 2026 Developer Roadmap

Post#49 » Mon Jun 01, 2026 6:04 pm

kpihuss wrote: Mon Jun 01, 2026 11:28 am Players will fight tooth and nail to avoid losing their capital and preventing the enemy realm from running the instances. It's really a mix of PvP and PvE content.

People will fight hard in the cities to prevent the enemy side from winning and running the instances... Is this the return of realm pride and interesting campaigns? Let's hope so.

Will they?

How many more years' worth of evidence do we need on player behaviour to realise that the only thing the majority of players care about is levelling their characters? It doesn't matter which side is winning, as most players have characters on both sides, so they always have the opportunity to join the winning side for easy rewards. As this wasn't an option on Live, that old-school realm pride led to the fights that use descirbe, but it rarely happens here. Sadly, it's probably not possible to bring those days back.

Reverting to the old campaign system and locking new gear to cities will result in exactly what happened last time this was the case: Multiple PvD city pushes every day for weeks (or months) outside of prime-time. Now that sieging the enemy city actually makes a difference to rewards, the players that would normally swap to the other side to defend city once they'd finished PvD on their alts won't even do that now as they could be missing out.

As good and well intentioned as they dev's plans are, we as players always find a way to ruin it for ourselves. Hopefully, they'll design a system that can't be abused so easily.

leftayparxoun wrote: Mon Jun 01, 2026 12:33 pm
kpihuss wrote: Mon Jun 01, 2026 11:28 am
Jeliel80 wrote: Mon Jun 01, 2026 6:22 am Just don't lock BIS gear in PVE city instances, that doesn't "renew" the campaign (that will be pushed in off hours 100%, prove me wrong), it's the last nail in the coffin.
If you read the patch notes carefully, you'll see they say that captured cities will only be unlocked if the side that wins the campaign also wins the majority of city instances.

As I understand it, there first needs to be a lot of PvP content, including city sieges, for that content to unlock (I imagine for a relatively long time so groups can form). Players will fight tooth and nail to avoid losing their capital and preventing the enemy realm from running the instances. It's really a mix of PvP and PvE content.

People will fight hard in the cities to prevent the enemy side from winning and running the instances... Is this the return of realm pride and interesting campaigns? Let's hope so.

Will heavily depend on how entry requirements to the Captured City raids will be handled.

Might be a pessimistic outlook, but I'd imagine that unless it's handled VERY carefully we will see Org stacking on the same side, followed by pug stacking on the side the org stacks are at, followed by complaints about no pops (due to everyone stacking on the same side).

And with the devs openly stating that
Our vision for Captured Cities will inherit many of Mythic’s goals, then will add a lot of our own to make these cities accessible for even more players
and that
the team is also considering other things to add to make the captured City States something all players can join in
there has to be some rigorous way to disincentivize stacking. We've seen it in LOTD (100+ resources on the usually winning side vs 20+ on the usually losing side), we've seen it on PvD Forts (169 inside +80 outside waiting in queue vs barely 50 defenders) and we hopefully won't have to see it in Cities and Captured Cities too.

Devs should be looking at this post like Frodo looking into the Mirror of Galadriel.

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Krima
Posts: 648

Re: 2026 Developer Roadmap

Post#50 » Mon Jun 01, 2026 7:04 pm

Would be nice to see defensive sets without any % crit on gear or bonus. Also Weapons, just raw stats. Let the mind games with futile strikes and anti crit gear roll.
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