saupreusse wrote: Sun Nov 09, 2025 9:11 am 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.
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.
i think this is a very sensible take.
+1



