Hello,
I was thinking, since City siege has went to a decline, why not provide it with an adtitional, incetive. why not add a Troimphant Insignia in Gold Bags from it, city is a SC after all and it seems like the end game one to.
This might incetivise ppl to try a bit harder in it, and also to it might bring more player to this game Type?
City siege aditional Rewards
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Re: City siege aditional Rewards
Agreed. A unique reward reinstated to city bags would (at least hopefully) incentivize players to participate more. City Fights are predominately lop-sided and boring now.
Somewhere, In Time...
Re: City siege aditional Rewards
Get rid of scheduled cities, put them back on rvr campaign. Gold bags could have a sov currency ( like how LV is), that would bring life back into city sieges.
Whole reason why city was changed from campaign to scheduled was becuase EU were complaining they never got any cities and they were falling behind on gear. With Universal currency, that is no longer an issue, but on the flip side, made city siege pointless to do when devs took the sov pieces out of gold bags. Hense the state we are currently in...
Whole reason why city was changed from campaign to scheduled was becuase EU were complaining they never got any cities and they were falling behind on gear. With Universal currency, that is no longer an issue, but on the flip side, made city siege pointless to do when devs took the sov pieces out of gold bags. Hense the state we are currently in...
Fenaal- SM 40/84 Drezden- BW 40/7×
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Diedrake- Magus 40/6x
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Re: City siege aditional Rewards
Im kinda fine with city to be like lotd event. But main problem, when i even have 6 man for it, im usually dont get in. Only people who can get real fun from city is org 24 against org 24. In pugs case, its just boring one way stomp and standing afk. Maybe separate city i lnto pug vs pug solo que and 24 vs 24 guild figths, instead of mixing them together. All those 6 12 man que is making them bad. At this point im usually just ignore them.
About rewards, maybe ranked medal slot for win would be good. Wont ruin balance and its extra 50 crest from sc event. In crest terms city are ok by me. Maybe 1 guild coin for win in solo city would be good also, cos it hard to farm them in some guilds.
About rewards, maybe ranked medal slot for win would be good. Wont ruin balance and its extra 50 crest from sc event. In crest terms city are ok by me. Maybe 1 guild coin for win in solo city would be good also, cos it hard to farm them in some guilds.
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- Posts: 140
Re: City siege aditional Rewards
This has been suggested many times by the community and I really hope the devs do something with this.
City is such wasted content at the moment and it's a real shame.
City is such wasted content at the moment and it's a real shame.
Knutkrusher - The man, the myth, the dead body on the floor.
- Scragmuncher
- Posts: 140
Re: City siege aditional Rewards
City queues are split into premade v premade then pug v pug, but if there is no premade on the opposite side the premade will get put with pugs.Sever1n wrote: Sun Nov 09, 2025 4:31 am Im kinda fine with city to be like lotd event. But main problem, when i even have 6 man for it, im usually dont get in. Only people who can get real fun from city is org 24 against org 24. In pugs case, its just boring one way stomp and standing afk. Maybe separate city i lnto pug vs pug solo que and 24 vs 24 guild figths, instead of mixing them together. All those 6 12 man que is making them bad. At this point im usually just ignore them.
About rewards, maybe ranked medal slot for win would be good. Wont ruin balance and its extra 50 crest from sc event. In crest terms city are ok by me. Maybe 1 guild coin for win in solo city would be good also, cos it hard to farm them in some guilds.
At the moment there are very few premade groups of more than 6 doing city.
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- saupreusse
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Re: City siege aditional Rewards
Cities not being part of the main campagin loop while they should be the ultimate goal of a functioning campaign is something that has been plaguing the RvR experience as a whole and brings many more problems with it:
- no campagin goal means people wont advance zones
- this means zones end up being zerged for hours during prime time
- overall reduced realm pride and feeling of accomplishment because nothing really matters - our only god is the god of zerg.
I agree that cities should grant unique rewards to players, like:
- gold bags containing sov set pieces
- bags containing a city currency that can be spent on arbitrary high RR sets and weapons
- unique skins that have not yet been reserved, or the art team can go wild and put in some really nice back pieces or hats as they already did for LV/Events.
- unique specular dyes
- gold and liniments, crafting mats ...
HOWEVER:
I still remember why city was put on a schedule, because the old system did not work for all timezones. Usually what would happen is that EU would be a huge stalemate while NA would be pushing cities left and right while EU was asleep. This meant that most EU players could never participate in city fights.
So what would a system require that works for most players?
- It should be easier for high pop times (EU) to push cities.
- Low pop times should be less prone to empty zone trading.
- to achieve this, keep sieges and probably fortress sieges have to be overhauled. Bombling and I have both made good suggestions to keep sieges/BO mechanics in the past.
So while I agree with everthing that's been said, I belive we first have to build a stronger campaign/RvR foundation before we put city back into the campaign.
That's why I am advocating for changes to zone-scale-RvR before tackling the big beast that is city.
- If the queue system can match full premade(s) vs premade(s): Super, best case scenario
- If the system has to fill up free spots with pugs, maybe the overall city pop should be increased in these cases.
I honestly believe that more players on both sides will result in more equal fights in pug cities, because unique skill of players matters less.
- no campagin goal means people wont advance zones
- this means zones end up being zerged for hours during prime time
- overall reduced realm pride and feeling of accomplishment because nothing really matters - our only god is the god of zerg.
I agree that cities should grant unique rewards to players, like:
- gold bags containing sov set pieces
- bags containing a city currency that can be spent on arbitrary high RR sets and weapons
- unique skins that have not yet been reserved, or the art team can go wild and put in some really nice back pieces or hats as they already did for LV/Events.
- unique specular dyes
- gold and liniments, crafting mats ...
HOWEVER:
I still remember why city was put on a schedule, because the old system did not work for all timezones. Usually what would happen is that EU would be a huge stalemate while NA would be pushing cities left and right while EU was asleep. This meant that most EU players could never participate in city fights.
So what would a system require that works for most players?
- It should be easier for high pop times (EU) to push cities.
- Low pop times should be less prone to empty zone trading.
- to achieve this, keep sieges and probably fortress sieges have to be overhauled. Bombling and I have both made good suggestions to keep sieges/BO mechanics in the past.
So while I agree with everthing that's been said, I belive we first have to build a stronger campaign/RvR foundation before we put city back into the campaign.
That's why I am advocating for changes to zone-scale-RvR before tackling the big beast that is city.
I also believe that playing around with citiy queues could be beneficial:Scragmuncher wrote: Sun Nov 09, 2025 6:51 amCity queues are split into premade v premade then pug v pug, but if there is no premade on the opposite side the premade will get put with pugs.Sever1n wrote: Sun Nov 09, 2025 4:31 am Im kinda fine with city to be like lotd event. But main problem, when i even have 6 man for it, im usually dont get in. Only people who can get real fun from city is org 24 against org 24. In pugs case, its just boring one way stomp and standing afk. Maybe separate city i lnto pug vs pug solo que and 24 vs 24 guild figths, instead of mixing them together. All those 6 12 man que is making them bad. At this point im usually just ignore them.
About rewards, maybe ranked medal slot for win would be good. Wont ruin balance and its extra 50 crest from sc event. In crest terms city are ok by me. Maybe 1 guild coin for win in solo city would be good also, cos it hard to farm them in some guilds.
At the moment there are very few premade groups of more than 6 doing city.
- If the queue system can match full premade(s) vs premade(s): Super, best case scenario
- If the system has to fill up free spots with pugs, maybe the overall city pop should be increased in these cases.
I honestly believe that more players on both sides will result in more equal fights in pug cities, because unique skill of players matters less.
Saup - RR 8x WP
Son - RR 8x AM
Son - RR 8x AM
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shoelessHN
- Posts: 431
Re: City siege aditional Rewards
Currency unification made cities ignorable. If they were the only way to get sov gear, you'd see 8 instances again constantly.
But nobody really enjoyed the city format, it was just what had to be done to get royal crests. It was also a viable way of getting invader for <60s by converting royals down when the entire invader set took like 200 crests.
Immediately after currency unification, cities were still okay as winning or losing resulted in hundreds of crests. But the idea of some pugs that couldn't organize against a 24man premade being rewarded with a few hundred crests was blasphemy, so nerfed the rewards for not winning.
I'd rather play a 24v24 dragon's bane or thunder valley than the current city format.
But nobody really enjoyed the city format, it was just what had to be done to get royal crests. It was also a viable way of getting invader for <60s by converting royals down when the entire invader set took like 200 crests.
Immediately after currency unification, cities were still okay as winning or losing resulted in hundreds of crests. But the idea of some pugs that couldn't organize against a 24man premade being rewarded with a few hundred crests was blasphemy, so nerfed the rewards for not winning.
I'd rather play a 24v24 dragon's bane or thunder valley than the current city format.
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Re: City siege aditional Rewards
Unfortunately, most cities are one-sided fights, and after a few attempts, the losing side often simply gives up and leaves the instance, not wanting to waste valuable time being the winning team's punching bag. But honestly, there's no point in them staying. With the current scoring system, which ignores overall group performance and only promotes kills, even in the rare instances where two equal groups face each other with almost zero kills, they receive very little reward for their efforts.
Re: City siege aditional Rewards
Very good idea.Ruin wrote: Sat Nov 08, 2025 7:56 pm Hello,
I was thinking, since City siege has went to a decline, why not provide it with an adtitional, incetive. why not add a Troimphant Insignia in Gold Bags from it, city is a SC after all and it seems like the end game one to.
This might incetivise ppl to try a bit harder in it, and also to it might bring more player to this game Type?
I would bring back the campaign, as others have suggested. The natural timing of attacks/defenses on cities was much better than the artificial calendar.
I don't buy the argument that there weren't enough cities before and now there are enough.
Before, I sometimes did 1-2 cities a day, and now with the artificial calendar, it's once every two weeks.
My friends also have a very good idea (the best, in my opinion) to play cities in a knockout system like a soccer championship:
The team that loses stage 1 goes on to stage 2 against the losing team from another instance. The same applies to the next stage.
There would be no reason to leave the instance because in the next stage there would be a chance for an even fight.
It would be good to impose stronger penalties for leaving instances by adding a debuff to the entire account that would block the player from receiving any renown and any rewards for sc/rvr (such as bags, etc.) for 2 hours.
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