2026 Developer Roadmap

The latest updates from the front lines.
Stay informed on what the developers are working on and what’s coming next in Return of Reckoning.
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ravezaar
Posts: 648

Re: 2026 Developer Roadmap

Post#51 » Mon Jun 01, 2026 9:38 pm

Another thing that would be intresting for End Game to use our Crest we stack up, instead of just havin +25 Talismans wich inst appealing at all tbh but thats me.

Maybe give us back skin like u gave PvE players in LV Dungeon, maybe give that option at rr80+ for us in RvR or SC ? I think Fashionhammer is a big part of end game when u have max rank and best end game Gear then new skins would be nice addition.

At the moment this has bin PvE only, as has the Jewelry, new Sets aso but wont argue that here. Skins however would be nice if that could be avaible for us who focus on RvR and SC

Tnx
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Ninjagon
Posts: 571

Re: 2026 Developer Roadmap

Post#52 » Mon Jun 01, 2026 9:53 pm

exciting news :-)
Ninjagon fom the Retribution / RET guild.
Order: Carnow Knight, Velmires WP, Ninjab WL, Ninjagon BW
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Hienzwar
Posts: 157

Re: 2026 Developer Roadmap

Post#53 » Mon Jun 01, 2026 10:53 pm

Hugely positive news.

Look forward to the next few months and what you all come up with.

Appreciated.

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Volaous
Posts: 13

Re: 2026 Developer Roadmap

Post#54 » Mon Jun 01, 2026 11:30 pm

Damn i love seeing new changes for the game! It seriously makes it feel like there is an actual future for it and I cant wait to see it all! Now if only we could get a new class for each race to really pump up the new content but I know it's a different beast all together.

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HEROTorachan
Posts: 9

Re: 2026 Developer Roadmap

Post#55 » Tue Jun 02, 2026 3:27 am

Very happy to see all the additions and directional transparency with the game!

-I'm all for more city-based engagement, PvP or otherwise :D
-Very curious about stat adjustments to gear, and although it wasn't mentioned, any potential horizontal progression for gear (3rd Sov Type, for example) would be great to see
-All the live events are super fun and engaging, and I'm looking forward to what's to come! Would love to see a timer added to events to see when they end (mostly for scheduling purposes)

nat3s
Posts: 619

Re: 2026 Developer Roadmap

Post#56 » Tue Jun 02, 2026 6:07 am

Super positive, a great read. Excited for what's to come!

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wonshot
Posts: 1304

Re: 2026 Developer Roadmap

Post#57 » Tue Jun 02, 2026 7:15 am

After ive slept on this for a couple of nights, I am now still pleased to read the roadmap. But I continue to have questions about the overall direction and allocation of manpower.

The map editor tool is HUGE! for the games potential. But really... You have this tool now seemingly, and the first thing you do with it, is to build a T3 dungeon.. That, is insanely disapointing to hear as a veteran! There are so many Quality of Life things that could be improved and worked on with this potential in RvR for the everyday enjoyment after new players have settled into the game.
Getting pulled into open broken keep doors and being out of Line of Sight to be ressed, is ragequit materials. Hopefully this editing tool can be used against situations like this. Warcamp locations in some zones getting moved to better shape action, and distance between the realms would help massively in zones like Eatain. Some warcamp and terrain areas in other maps could really use more exii path, like Orders WC in Caledoor having a second ramp leading down towards Barracks BO etc.

Captured cities, might be cool that your realm ends up winning the campaign & the overall city siege. But adding pve in this phase, gives me a nervous look.
Historically RoR has done PvE and sprinkled in BiS pve items to make it worth-while the effort it took to reverse engineer and build up each dungeon
- Gunbad with purple seeds and rare accesories
- City dungeons with purple seeds and Sentinel talisman socket
- BS with BiS glasscanon weapons and now ring
- LV with morale pumping prcos

If More pve is added after a city siege has concluded I hope the Pve team will make it worth while running for the sake of having good, fun pve content and not make it "forced" by adding in FOMO BiS items. All this bragging about pve improving on RoR, needs to be proven by letting PvE stand on its own merrit and be played if its good and fun enough and not be forced by hiding BiS items in there. Please!

As for the RvR zonelocks, Battleobjectives and the Campaign. We dont really hear anything concrete here about how the plan is to deal with zones with poor heatmaps, Wc to Wc pushes, some BOs being fully ignored like TM east BO. And what to do with BOs after a 3star has been reached and they fall silent, or during sieges when they are mostly ignored. Have plans been made, have a new system been agreed on, do you still need suggestions?

10.000 warcrest cost reduced to 2.000 is a good step overall. But adding a +25talisman for flair, I fear will maybe make players who have their weapons+armor sorted will no longer pass for their teammembers who still need to progress, just because they will now chase the +25talismans. Not the end of the world, but just figured id mention it. Chase items are GOOD. But maybe tie them to Renown and not Warcrest. or pvp titles. or a long questchain tied into the Tomeslot tactic that is empty and unused on RoR.

Overall Im liking alot of this roadmap, but I remain sceptical towards how you will make the campaign mattering and included again. If you just add city siege as it is, after 2 forts have been captured then I am not sure if the playerbase as a whole will queue up (?) simply because of how predetermined instances can be, and very few upsets or turn-arounds are happening in most cases. When the gear carrot was removed the flaws of City was highlighted better and the playerbase abandonded the content as it wasnt worth the boredom of either stomping, or getting stomped in a 1hour instance cage.
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[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78


[MSH]Bombing 90
[Chop]Chopling 84 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75

(Server first RR 90 both realms 26-05-2026)

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khol
Posts: 5

Re: 2026 Developer Roadmap

Post#58 » Tue Jun 02, 2026 8:29 am

Thx for the work, impressiv !
and i'm so happy you considering revolving back to Mythic's original vision for the end game. Even if it takes years for the server to work together & take capital i think its worth it. I lived it back in the days like a core experience of what a MMORP should be like. Realm leaders will be essential to achieve this and it might give more insentive for those HC players &guilds to keep playin'

I make a quick plea to stop randomiz the keeps's side and revolve back on how the map were originaly designed ;-)

Cheers

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dassmouse
Posts: 5

Re: 2026 Developer Roadmap

Post#59 » Tue Jun 02, 2026 10:10 am

We need a bigger bank. Make event items account-bound like scarabs. Or add them to the library like the final rings of Bastion and LV.

eigner93
Posts: 105

Re: 2026 Developer Roadmap

Post#60 » Tue Jun 02, 2026 11:48 am

While i LOVE the communication from the devs and few of the ideas, but i hate the fact that most of these changes/features include pve.

The new map editor sounds amazing and the first thing its being used for are dungeons instead of buggy, glitchy terrains in the rvr lakes or old horribly designed rvr maps (caledor comes to mind first). Than we have TOVL and even Captured cities will be pve related. Maybe its just me, but i cant even force myself to do 3 hours of Lost Vale for bis weapons as i have limited time to play every day and then there is more long hours of pve grind coming with possibly bis gear behind it.

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