In today's patch notes, we unveiled the (very early) start of something the RvR coders have been working on - the new RvR Random Event System! This system introduces new events that can periodically occur in the RvR Lakes, with a guaranteed chance that one will eventually occur if criteria are met and enough time passes.
We'd like to also make this a bit more interactive with the community, opening up this ideas thread for additions to this system in the future. First, here's how it works:
This system can make random types of events occur in the RvR Lakes. Our starting event, as an example, is similar in design to the Feast of Shoika's Ancient Widow PQ, with an Ogre Mercenary arriving to eat all he can, and both factions fighting to deal more damage to him - and kill their enemy - in order to gain a special item that increases the drop rate of kills in RvR for 30 minutes. Instead of granting a buff, we give this as a 7-day expiring potion item, so players have up to 7 days to decide when is the best time to use it.
Random Events can also have adjustable requirements. In the Ravenous Rage Ogre event, we've set it so that this will only occur if there are at least 24 players present in the lake from each realm, and the AAO must be at 40% or less to ensure that numbers aren't hugely imbalanced. However, we could also create certain events that only trigger when the AAO grows large, as another example.
Map Placement & Restrictions: The system will normally randomize the event near a Battlefield Objective in the current map. There are some exceptions, like Monastery of Morr or Crypts in Troll Country, where these events would be too close to a Warcamp, giving one faction a large advantage. In these cases, we've built customized spawn locations which are designed to be roughly equal distance for both factions. When pitching a new idea, this means you can recommend any location in an RvR Map. (You could, for example, pitch an idea that only occurs in specific maps, at specific locations.)
Got some ideas? You can share them with the below template. We've filled one in here as an example:
Example Template
Random Event Name: Vermintide
Random Event Type: Player versus Player versus Environment (PvPvE)
Concept: The map announces that strange tunnels have appeared on the map, and a map Icon appears near the BO or area of the tunnels to mark this. Four tunnels spawn, each spread out ~150 feet from the others. After five minutes, the screen shakes and Skaven begin to pour forth from all four tunnels by the hundreds. After a certain number of Skaven are killed, Champion Skaven will spawn, followed by 12 Hero Skaven (3 per tunnel), and finally a Lord.
For each basic Skaven killed, a faction (Order or Destruction) gains a point. Champions are worth five points, Heroes 50 points, and the Lord grants 250 points. Whichever faction has the most points when the Lord dies, or after 15 minutes have passed (whichever happens first) wins the event.
Additionally, all Skaven mobs will listen for players to die within 300 feet, and if one is killed, they gain a stacking 50% damage increase buff for 20 seconds. This is designed so that an outnumbered faction can focus down stray players and try to begin a domino effect that stresses the enemy team's healers. Normally the Skaven are not super threatening, but when empowered by this buff, the fight can shift from fine to pure chaos quickly, giving the smaller team opportunity to sweep in and fight.
Each Skaven is also given a weak undefendable attack so that a single tank cannot hold dozens of the mobs without having strong dedicated healing.
Reward: Winners gain a 30 minute potion that increases drops in RvR. Losers gain a 10 minute version of the same. These potions expire after 7 days.
Activation Requirement: 24+ players on both sides. AAO must not be greater than 80%.
Map Restrictions: Only occurs in Empire, Chaos, Dwarf and Greenskin maps. (Will not occur on Ulthuan)
P.S.: There are no rat-men under Altdorf.
Ideas Template (please copy and paste this into your post):
Random Event Name:
Random Event Type: (Is this a PvPvE event, a PvP event, etc?)
Concept: (Tell us about your idea. Lots of detail is welcome.)
Reward: (What does the winning faction get? Are the losers given anything?)
Activation Requirement: (Are there any player amounts or AAO amounts that must be met for this to happen?)
Map Restrictions: (Are there any specific maps, or specific spots on a map that this event can occur on?)
Thank you for reading, and we look forward to reading your thoughts and ideas!
RvR Events ideas thread
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nocturnalguest
- Posts: 786
Re: RvR Events ideas thread
Awesome, each day amazing news, finally some very interesting attention to RvR! Great job, RoR team
I have a bit dumb question - is this mentioned system RvR zone specific codewise? Or is it possible to suggest Objects outside (but close to) strict RvR flagging terrain? There are some interesting path ways and objects near RvR zone but away from typical "heat" maps.
You can asign any terrain spot to be RvR zone since first Beastlord afaik, is it still correct?
I have a bit dumb question - is this mentioned system RvR zone specific codewise? Or is it possible to suggest Objects outside (but close to) strict RvR flagging terrain? There are some interesting path ways and objects near RvR zone but away from typical "heat" maps.
You can asign any terrain spot to be RvR zone since first Beastlord afaik, is it still correct?
Re: RvR Events ideas thread
Technically this system allows you to place an event anywhere in the zone that is active and its DB driven so no new coded needed to support this. However that strays quite a bit then from being an RvR eventnocturnalguest wrote: Thu Nov 20, 2025 1:32 pm Awesome, each day amazing news, finally some very interesting attention to RvR! Great job, RoR team
I have a bit dumb question - is this mentioned system RvR zone specific codewise? Or is it possible to suggest Objects outside (but close to) strict RvR flagging terrain? There are some interesting path ways and objects near RvR zone but away from typical "heat" maps.
You can asign any terrain spot to be RvR zone since first Beastlord afaik, is it still correct?
Re: RvR Events ideas thread
Wow this is so qool i cannot imagine it happen.
Thank for Your work and creativity.
One suggestion that comes to my mind is
- placing events far from BOs and warfront that are created durnin specific aao on some maps. ( famouse wc from wc push and pull)
It can activise areas of rvr maps that are not used but can be very nice battlefield.
For ex. Far west and east of etaine.
Thank for Your work and creativity.
One suggestion that comes to my mind is
- placing events far from BOs and warfront that are created durnin specific aao on some maps. ( famouse wc from wc push and pull)
It can activise areas of rvr maps that are not used but can be very nice battlefield.
For ex. Far west and east of etaine.
Re: RvR Events ideas thread
Ideas Template:
Random Event Name: RoR Champions
Random Event Type: RvR event
Concept: When the RvR zone reach 2000 kills (both factions combined), a champion for the AAO faction will rise. A champion will be an active player in the zone with most zone kills, only for AAO side. The AAO must be 60% or higher for the chance to raise a champion. That player will have the same bonuses for stats AND size including granted ability like champions in the City scenarios, for limited time 30 or 60 min max, or until first death. Player - champ cannot leave RvR area or he/she will lose the status. When the champion rise, there will be announcing message with his/her name for all players - similar to RR 80 hit.
Reward: Friendly players around champ (100 feet) will get global bonus 10% to DPS, healing and renown gain, while enemy around will get crests (~40 each) if they kill him.
Activation Requirement: When the RvR zone reach 2000 kills (both factions combined), AAO must be 60% or higher
Map Restrictions: Any RvR map.
------------------------------------------------------------------
Random Event Name: Heavy Siege
Random Event Type: RvR event
Concept: 50% chance when a side with AAO 20% or higher spawns a RAM, that RAM and all other new siege weapons for the zone will become 2x stronger than usual with double HP and ammunition. The effect last 30 min max from the RAM spawn time and ends when the RAM is destroyed or disappears - like any normal RAM. There will be announcing message if the event happens - similar to RR 80 hit.
Reward: No other bonuses, except stronger siege machines
Activation Requirement: 50% chance for RAM spawn with AAO 20% or higher
Map Restrictions: Any RvR map.
------------------------------------------------------------------
Random Event Name: Battle Guards
Random Event Type: RvR/PvE event
Concept: When any faction reach 4* or 5* in RvR zone and holds any Battle Objective longer than 5 minutes, there is 30% chance per any additional minute to spawn five BO NPC guards. For 4* zone, they will be rank 41 champions, for 5* zone, they will become rank 41 heroes. Capturing these BO's will grant 3 war crests in 4*zone and 5 war crests in case of 5* zone for everyone in BO proximity.
Reward: Higher crests gain for guarded Battle Objective capture
Activation Requirement: 4* or 5* RvR zone and to hold BO longer than 5 minutes, 30% chance for any additional minute for guard spawn
Map Restrictions: Any RvR map.
Random Event Name: RoR Champions
Random Event Type: RvR event
Concept: When the RvR zone reach 2000 kills (both factions combined), a champion for the AAO faction will rise. A champion will be an active player in the zone with most zone kills, only for AAO side. The AAO must be 60% or higher for the chance to raise a champion. That player will have the same bonuses for stats AND size including granted ability like champions in the City scenarios, for limited time 30 or 60 min max, or until first death. Player - champ cannot leave RvR area or he/she will lose the status. When the champion rise, there will be announcing message with his/her name for all players - similar to RR 80 hit.
Reward: Friendly players around champ (100 feet) will get global bonus 10% to DPS, healing and renown gain, while enemy around will get crests (~40 each) if they kill him.
Activation Requirement: When the RvR zone reach 2000 kills (both factions combined), AAO must be 60% or higher
Map Restrictions: Any RvR map.
------------------------------------------------------------------
Random Event Name: Heavy Siege
Random Event Type: RvR event
Concept: 50% chance when a side with AAO 20% or higher spawns a RAM, that RAM and all other new siege weapons for the zone will become 2x stronger than usual with double HP and ammunition. The effect last 30 min max from the RAM spawn time and ends when the RAM is destroyed or disappears - like any normal RAM. There will be announcing message if the event happens - similar to RR 80 hit.
Reward: No other bonuses, except stronger siege machines
Activation Requirement: 50% chance for RAM spawn with AAO 20% or higher
Map Restrictions: Any RvR map.
------------------------------------------------------------------
Random Event Name: Battle Guards
Random Event Type: RvR/PvE event
Concept: When any faction reach 4* or 5* in RvR zone and holds any Battle Objective longer than 5 minutes, there is 30% chance per any additional minute to spawn five BO NPC guards. For 4* zone, they will be rank 41 champions, for 5* zone, they will become rank 41 heroes. Capturing these BO's will grant 3 war crests in 4*zone and 5 war crests in case of 5* zone for everyone in BO proximity.
Reward: Higher crests gain for guarded Battle Objective capture
Activation Requirement: 4* or 5* RvR zone and to hold BO longer than 5 minutes, 30% chance for any additional minute for guard spawn
Map Restrictions: Any RvR map.
Ninjagon fom the Retribution / Devastation guild.
Order: Carnow Knight, Velmires WP, Ninjab WL, Ninjagon BW
Destro: Ninjaguard chosen, Khaininja DoK, Ninjamar mara, Ninjamag sorc
Order: Carnow Knight, Velmires WP, Ninjab WL, Ninjagon BW
Destro: Ninjaguard chosen, Khaininja DoK, Ninjamar mara, Ninjamag sorc
Spoiler:
Re: RvR Events ideas thread
So principle is basically like word raid bosses in lineage 2? You need good reward for that, not sure if that bonus for reward worth of that. Isignias, linis, pots, guild coins will be moree attractive. And how will be decided who will get invitation on such event? Just 24 random players? If org guild came there it will end in another massacre of pugs.
Maybe its better to rework cityes into GVG system, like maked ork or dwarwen city into battleground where 1 guild issue challenge and another one accept it.
About this random event, u can just rework pve PQ let some pugs enter there and make pvpve there, in end u get reward. Or make death match in some coool places outside rvr zones like frozen lake in CW. Just put nps that will teleport there and make que for balanced figth.
Im usually skiping figths for bosses in event due to not really good rewards. There are little few thing that i really need in endgame, usually is guild coins, rare pots, insignias, linis, gold, crest or really cool pieces of fashionhammer.
Maybe its better to rework cityes into GVG system, like maked ork or dwarwen city into battleground where 1 guild issue challenge and another one accept it.
About this random event, u can just rework pve PQ let some pugs enter there and make pvpve there, in end u get reward. Or make death match in some coool places outside rvr zones like frozen lake in CW. Just put nps that will teleport there and make que for balanced figth.
Im usually skiping figths for bosses in event due to not really good rewards. There are little few thing that i really need in endgame, usually is guild coins, rare pots, insignias, linis, gold, crest or really cool pieces of fashionhammer.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.
Re: RvR Events ideas thread
Awesome announcement! Can't wait to see what you do with this as the possibilities are endless. It certainly has the potential to breath new life in RvR and can potentially address many of the problems that have plagued the game since live. Since you got my imagination going, here are two ideas:
************************************************************************************************
Random Event Name: Blood for the Blood God! (Khorne themed event)
Across the old world there are certain battlefields where the blood does not stop flowing. Places where the ground is slick with pools of blood and gore and the slain fall like autumn leaves. It is in these places of bondless slaughter that the Blood God draws strength, and when rivers of blood soak deep into the earth, his servants are drawn into the mortal realm to spread death and blood-fuelled fury to all that dare stand upon the blood-soaked soil...
Random Event Type: PvPvE
Concept: Zone hotspots where lots of kills occur have a chance of triggering this event, with more kills increasing the chance of the event triggering. This event is designed to disrupt the ‘We push and you run, then you push and we run’ back and forth that happens on some maps where players stay in the same area farming kills. This event will force both sides to engage in a violent blood-frenzy, potentially breaking stalemates, or make players move away from the area to take the fight across the map.
When the event triggers, waves of Khorne demons will begin to spawn within the vicinity of the hotspot, with each new wave spawning after the other is destroyed. This will start with champions, then heroes, and finally a Bloodthister Lord.
Each time a demon of Khorne is killed, all players who assisted in that kill will get a ‘Fury of Khorne’ buff, which will increase damage dealt by 10% for champion mobs killed, and 20% for hero mobs killed (these do not stack).
Once the final stage has been reached, the Bloodthister lord will spawn in the center of the hotspot. In addition to attacking with large aoe damage attacks, this lord will use this same mechanic as the Bastion Stair Bloodthirster, placing the effect that causes damage to all friendly players around them if they do any damage, including damage to enemy players. This effect will be placed on 3 random DPS within 100ft of the Lord and will switch every 10 seconds. 1 additional effect will be placed on the side that does not have AAO, starting at 1 for 20% and granting an additional 1 every 20% AAO difference. To make this more noticeable, the effect will be similar to picking up a supply box from a BO, creating a large beam on the effected player. The lord cannot be pulled more than 100ft from the center of the hotspot.
When the lord is killed, all Fury of Khorne buffs and Lord damage effects are immediately removed. The side that did the most damage overall to both friend and foe (Khrone cares not from where the blood flows) at the hotspot while the event was active will be considered the winner.
Reward: Winners will be given a potion that increases damage by 5% for 30 minutes. Losers will get a 10 minute version.
Activation Requirement: At least 24-99 per side. Will not begin with 60% AAO or more. Will only begin if a certain amount of kills are reached at a zone hotspot (as shown on the map).
Map Restrictions: No map restrictions. This event cannot trigger in or around keeps or warcamps.
************************************************************************************************
Random Event Name: Twist of Fate (Tzeentch themed event)
When mindless hordes gather to rampage though the old world, paying no heed to subtly or trickery, the ever-watchful eye of the Changer of Ways is drawn. Such self-assurance in victory through numbers alone is an affront to the Great Schemer, for it is only he that is the Architect of Fate, and such crude warfare and simple-minded hubris cannot go unpunished forever...
Random Event Type: PvP
Concept: This event is designed to give a comeback mechanic against PvD zergs and blobs. It forces blobs to split to BOs, think tactfully, and work together to win the event as soon as possible. It gives the underdog side easy ways to cause massive disruption to the enemy with much lower numbers and potentially turn the tide of a previously inevitable zone lock.
Once the activation requirements are hit (see below) this event has a chance to trigger, with higher AAO and end zones before fort increasing the chance the event triggering. There will be no warning of the event triggering until it triggers.
Once the event triggers, all siege equipment is destroyed and cannot be bought, and any keep doors are repaired to full for the side with AAO. While the event is active, the side without AAO will begin to have their keep resources drained, reducing any progress made towards the next rank and resetting them back to previous ranks the longer it goes on. This effect can remove a maximum of 2 stars from a keep.
Each BO will automatically change to be held by the realm with AAO and locked to that realm until taken by the opposing realm. Each BO will spawn demons of Tzeentch to guard it, with a mix of heroes and champion mobs. The larger the AAO, the more hero mobs will spawn. In addition, a shrine of Tzeentch will appear in the center of the map at an equal distance between the enemy warcamps.
Once the realm without AAO retakes a BO, a coloured orb will appear at that BO. This orb must be picked up and carried by a player in the same way as a supply box. The orb has a 10min timer and will make the player glow the colour of the orb as a supply box does now. If the timer runs out or the player that holds the orb is killed, the orb will return to the BO and the BO will once again lock to the faction with AAO. However, mobs will not respawn.
To win the event, the realm without AAO must bring the coloured orb from each BO to the shrine of Tzeentch. At the shrine, there will be an orb of the same colour of an orb from a BO which will be randomised when the event starts. The player with the same colour orb must walk into the orb at the shrine to activate it, which will then change the orb at the shrine to another random colour of an orb from another BO and the player will lose their orb. Once the first orb is activated, a 10 second timer will begin for the next orb to be activated. If the timer runs out, or the wrong colour orb is activated, the orb at the shrine resets and the sequence must be started again. All orbs must be activated in order within the activation time.*
Once all the orbs are activated, a Lord of Change will spawn at the shrine. This lord will only attack players of the realm without AAO and will have its damage and health increased for every BO held by the side with AAO. Once the lord is defeated or a keep has gone down 2 ranks, the event will end, and the campaign will revert to its normal mechanics. Any progress lost on a keep during the event will remain after the event has ended.
*Yes, I was inspired by the old TotVL mechanic for this. Although this is much simpler.
Reward: If the event ends due to a keep losing 2 ranks, the realm with AAO at the time the event was launched will receive a ‘Master of Fate’ buff that grants 25% morale gain for 1hour. If the side with AAO at the start of the event no longer has AAO, no buff will be received. This is to stop players xrealming to the other side for the buff and to start a new blob.
Activation Requirement: Underdog side has at least 80% AAO and side without AAO has at least a rank 2 keep. Event has an increased chance of triggering the higher the AAO and in zones before forts.
Map Restrictions: No restrictions. This event cannot trigger more than once on each map.
************************************************************************************************
Random Event Name: Blood for the Blood God! (Khorne themed event)
Across the old world there are certain battlefields where the blood does not stop flowing. Places where the ground is slick with pools of blood and gore and the slain fall like autumn leaves. It is in these places of bondless slaughter that the Blood God draws strength, and when rivers of blood soak deep into the earth, his servants are drawn into the mortal realm to spread death and blood-fuelled fury to all that dare stand upon the blood-soaked soil...
Random Event Type: PvPvE
Concept: Zone hotspots where lots of kills occur have a chance of triggering this event, with more kills increasing the chance of the event triggering. This event is designed to disrupt the ‘We push and you run, then you push and we run’ back and forth that happens on some maps where players stay in the same area farming kills. This event will force both sides to engage in a violent blood-frenzy, potentially breaking stalemates, or make players move away from the area to take the fight across the map.
When the event triggers, waves of Khorne demons will begin to spawn within the vicinity of the hotspot, with each new wave spawning after the other is destroyed. This will start with champions, then heroes, and finally a Bloodthister Lord.
Each time a demon of Khorne is killed, all players who assisted in that kill will get a ‘Fury of Khorne’ buff, which will increase damage dealt by 10% for champion mobs killed, and 20% for hero mobs killed (these do not stack).
Once the final stage has been reached, the Bloodthister lord will spawn in the center of the hotspot. In addition to attacking with large aoe damage attacks, this lord will use this same mechanic as the Bastion Stair Bloodthirster, placing the effect that causes damage to all friendly players around them if they do any damage, including damage to enemy players. This effect will be placed on 3 random DPS within 100ft of the Lord and will switch every 10 seconds. 1 additional effect will be placed on the side that does not have AAO, starting at 1 for 20% and granting an additional 1 every 20% AAO difference. To make this more noticeable, the effect will be similar to picking up a supply box from a BO, creating a large beam on the effected player. The lord cannot be pulled more than 100ft from the center of the hotspot.
When the lord is killed, all Fury of Khorne buffs and Lord damage effects are immediately removed. The side that did the most damage overall to both friend and foe (Khrone cares not from where the blood flows) at the hotspot while the event was active will be considered the winner.
Reward: Winners will be given a potion that increases damage by 5% for 30 minutes. Losers will get a 10 minute version.
Activation Requirement: At least 24-99 per side. Will not begin with 60% AAO or more. Will only begin if a certain amount of kills are reached at a zone hotspot (as shown on the map).
Map Restrictions: No map restrictions. This event cannot trigger in or around keeps or warcamps.
************************************************************************************************
Random Event Name: Twist of Fate (Tzeentch themed event)
When mindless hordes gather to rampage though the old world, paying no heed to subtly or trickery, the ever-watchful eye of the Changer of Ways is drawn. Such self-assurance in victory through numbers alone is an affront to the Great Schemer, for it is only he that is the Architect of Fate, and such crude warfare and simple-minded hubris cannot go unpunished forever...
Random Event Type: PvP
Concept: This event is designed to give a comeback mechanic against PvD zergs and blobs. It forces blobs to split to BOs, think tactfully, and work together to win the event as soon as possible. It gives the underdog side easy ways to cause massive disruption to the enemy with much lower numbers and potentially turn the tide of a previously inevitable zone lock.
Once the activation requirements are hit (see below) this event has a chance to trigger, with higher AAO and end zones before fort increasing the chance the event triggering. There will be no warning of the event triggering until it triggers.
Once the event triggers, all siege equipment is destroyed and cannot be bought, and any keep doors are repaired to full for the side with AAO. While the event is active, the side without AAO will begin to have their keep resources drained, reducing any progress made towards the next rank and resetting them back to previous ranks the longer it goes on. This effect can remove a maximum of 2 stars from a keep.
Each BO will automatically change to be held by the realm with AAO and locked to that realm until taken by the opposing realm. Each BO will spawn demons of Tzeentch to guard it, with a mix of heroes and champion mobs. The larger the AAO, the more hero mobs will spawn. In addition, a shrine of Tzeentch will appear in the center of the map at an equal distance between the enemy warcamps.
Once the realm without AAO retakes a BO, a coloured orb will appear at that BO. This orb must be picked up and carried by a player in the same way as a supply box. The orb has a 10min timer and will make the player glow the colour of the orb as a supply box does now. If the timer runs out or the player that holds the orb is killed, the orb will return to the BO and the BO will once again lock to the faction with AAO. However, mobs will not respawn.
To win the event, the realm without AAO must bring the coloured orb from each BO to the shrine of Tzeentch. At the shrine, there will be an orb of the same colour of an orb from a BO which will be randomised when the event starts. The player with the same colour orb must walk into the orb at the shrine to activate it, which will then change the orb at the shrine to another random colour of an orb from another BO and the player will lose their orb. Once the first orb is activated, a 10 second timer will begin for the next orb to be activated. If the timer runs out, or the wrong colour orb is activated, the orb at the shrine resets and the sequence must be started again. All orbs must be activated in order within the activation time.*
Once all the orbs are activated, a Lord of Change will spawn at the shrine. This lord will only attack players of the realm without AAO and will have its damage and health increased for every BO held by the side with AAO. Once the lord is defeated or a keep has gone down 2 ranks, the event will end, and the campaign will revert to its normal mechanics. Any progress lost on a keep during the event will remain after the event has ended.
*Yes, I was inspired by the old TotVL mechanic for this. Although this is much simpler.
Reward: If the event ends due to a keep losing 2 ranks, the realm with AAO at the time the event was launched will receive a ‘Master of Fate’ buff that grants 25% morale gain for 1hour. If the side with AAO at the start of the event no longer has AAO, no buff will be received. This is to stop players xrealming to the other side for the buff and to start a new blob.
Activation Requirement: Underdog side has at least 80% AAO and side without AAO has at least a rank 2 keep. Event has an increased chance of triggering the higher the AAO and in zones before forts.
Map Restrictions: No restrictions. This event cannot trigger more than once on each map.
Bigun - 86 Black Orc
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
Re: RvR Events ideas thread
Random Event Name: Small footsteps, big shadows
Random Event Type: Smallscale pvp
Concept:
In the active zones any Battleobjective which havnt seen much heatmap action or kills near the structure will turn into a smallscale battleground with Local AAO within 100ft. Are you solo and get run down by a trio then they barely get any rewards for doing so. Where as if you get a kill outnumbered 1v2 you get double the reward. If any kills are done with more than 200% local aao they dont give any rewards.
Reward: Personal rewards. This is not a realm event but instead meant to let soloers and smallscalers break off to the outskirts of the map where the zergs are not actively fighting. After Small footsteps finishes after 30min uptime or untill 50kills have been made on the area. The RoR mailman will send out a repeatable quest starting scroll which the players can pick between blue instant healing potions or blue Healing over time potions.
Activation Requirement: More than 9 players from both realms in the active zone. Heatmap or Enemy-addon zonekills for the Battleobjective must have been very quiet before this event can trigger. Less than 10 kills in the past 15mins.
Map Restrictions:
The following Battleobjectives can host the event:
- Reikland Quarry BO
- Praag Graveyard BO
- Trollcontry east BO
- Highpass east manor BO
- Barak Varr Goblin Armory BO
- Badlands Goblin range BO
- Thunder Mountain Gromril Kruk BO
- Black Craig Madcap BO
- Kadrin Valley Gromril BO
- Eatain Manor BO west
(Shadowlands, Avelorn, Dragonwake, Caledor, CW are not mentioned as it would not feel natural to have smallscale fights so near a keep or with imballanced ways of getting to the smallscale event)
Random Event Type: Smallscale pvp
Concept:
In the active zones any Battleobjective which havnt seen much heatmap action or kills near the structure will turn into a smallscale battleground with Local AAO within 100ft. Are you solo and get run down by a trio then they barely get any rewards for doing so. Where as if you get a kill outnumbered 1v2 you get double the reward. If any kills are done with more than 200% local aao they dont give any rewards.
Reward: Personal rewards. This is not a realm event but instead meant to let soloers and smallscalers break off to the outskirts of the map where the zergs are not actively fighting. After Small footsteps finishes after 30min uptime or untill 50kills have been made on the area. The RoR mailman will send out a repeatable quest starting scroll which the players can pick between blue instant healing potions or blue Healing over time potions.
Activation Requirement: More than 9 players from both realms in the active zone. Heatmap or Enemy-addon zonekills for the Battleobjective must have been very quiet before this event can trigger. Less than 10 kills in the past 15mins.
Map Restrictions:
The following Battleobjectives can host the event:
- Reikland Quarry BO
- Praag Graveyard BO
- Trollcontry east BO
- Highpass east manor BO
- Barak Varr Goblin Armory BO
- Badlands Goblin range BO
- Thunder Mountain Gromril Kruk BO
- Black Craig Madcap BO
- Kadrin Valley Gromril BO
- Eatain Manor BO west
(Shadowlands, Avelorn, Dragonwake, Caledor, CW are not mentioned as it would not feel natural to have smallscale fights so near a keep or with imballanced ways of getting to the smallscale event)
Last edited by wonshot on Thu Nov 20, 2025 10:56 pm, edited 1 time in total.
[BW]Bombing 93
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 80
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZ]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Blobling 78 - [DPSSham] Smurfling 75
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 80
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZ]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Blobling 78 - [DPSSham] Smurfling 75
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Re: RvR Events ideas thread
Random Event Name: Muddy roads
Random Event Type: PvP RvR zerg event
Concept:
When too many players have walked the same road (heatmap, aao scanning, or lotd code for acounting for amount of players) the roads will get muddy and players will move slower by walking on the poor conditioned roads were armies have marched over and over again.
Visual effects would be Shammy Sticky feetz and function the same. But spilled in a brown muddy color on the roads in mass. Not fully covering the road and path, but enough that players need to navigate around the podholes or get stuck in the mud and snared. This is an event that will attempt to help break up the Warcamp to Warcamp largescale action and softly force players to not constantly taking the nearest path to expected pvp.
If you want to take it one step further then the kings of each realm could be unhappy with their Realm forces and start dropping Artilery fire on too stalemated back-n-forth heatmaps (aoe siegecanon fire gamecode)
Reward: Better RvR action and player behavior
Activation Requirement: Active zone with Warbands vs Warbands numbers in zone. If more than 75% of the kills on the heatmap are on the same area, the roads leading to those heatmaps are then becoming in extremly poor condition
Map Restrictions: All RvR maps should function for this one
Random Event Type: PvP RvR zerg event
Concept:
When too many players have walked the same road (heatmap, aao scanning, or lotd code for acounting for amount of players) the roads will get muddy and players will move slower by walking on the poor conditioned roads were armies have marched over and over again.
Visual effects would be Shammy Sticky feetz and function the same. But spilled in a brown muddy color on the roads in mass. Not fully covering the road and path, but enough that players need to navigate around the podholes or get stuck in the mud and snared. This is an event that will attempt to help break up the Warcamp to Warcamp largescale action and softly force players to not constantly taking the nearest path to expected pvp.
If you want to take it one step further then the kings of each realm could be unhappy with their Realm forces and start dropping Artilery fire on too stalemated back-n-forth heatmaps (aoe siegecanon fire gamecode)
Reward: Better RvR action and player behavior
Activation Requirement: Active zone with Warbands vs Warbands numbers in zone. If more than 75% of the kills on the heatmap are on the same area, the roads leading to those heatmaps are then becoming in extremly poor condition
Map Restrictions: All RvR maps should function for this one
[BW]Bombing 93
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 80
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZ]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Blobling 78 - [DPSSham] Smurfling 75
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 80
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZ]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Blobling 78 - [DPSSham] Smurfling 75
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