EU primetime stalemates, heatmaps, and roaming incentives

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wonshot
Posts: 1209

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#21 » Fri Oct 10, 2025 12:45 am

Sever1n wrote: Thu Oct 09, 2025 7:37 am Im still convinced that warband format is bad for this game. Non prime prime time its just one blob midlesly pushing lesser into warcamp and taking empty keeps. Boring and stupid gameplay. Just becouse pug see only way to "play" it - join pug blob wb.
Counter argument:
Eden private server of Dark Age of Camelot. The groupsize is 8, and casual players are still forming 100+ man zergs sitting on the same discord. Over there people were talking about removing the Battlegroup feating which is nothing more than a chat channel.
The main Dev input in season3 that made more players split up and spread out doing group content, was them adding more points of interest encounters for players to stop mindlessly roaming around looking for actions on travel paths, and now instead groups stop and fight eachother over the point of interest. Not because they really want the Poi but because its a natural way of finding enemies when you see it flagged on the map.

And the zergs, well they still sit in their 100 man discords. Because after all its a keep-take campaign gamemode in RvR.

What RoR could learn from that, is actually make the BOs be worth going to. Not for progression, but to find players down there. Showing how many players are on a flag, will lead leaders decite if they want to go there. Example Manor BO in praag is burning, guard npcs are killed and informs destro that 24 order is down there. Now any destro warband who wants to fight, will probably head to the BO for a fight. Now if more warbands go to BOs and the enemy realm knows the intell the action could spread out over the whole map, and not just be closest distance between spawnpoints, as taht is currently the best way to find more action per hour for 2-3hour guild warband event.
Bombling 93BW
Ping me when Battleobjectives are becoming meaningful to the oRvR game as an incentive & tool to spread out the players and the action.

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Bozzax
Posts: 2674

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#22 » Fri Oct 10, 2025 5:16 am

If win condition is hold 5 bo points on the map for x minutes. Furthermore if a lost bo resets a lock timer (pushes the victory back). Blob gets to blob on keep takes anyway.

Then a blob has 2 choices split to win or loose

The 1.3.x system was brilliant sadly BW was op as hell back then making the game not so god.

The solution is tried and tested and is by dar the most successful anti blob system we’ve had. In any MMO even not just WAR

Yes the campaign slowed sown sometimes which I think was the biggest problem as gear was campaign gated. You know what it isn’t anymore ;)

The easiest thing would to test it in 1-2 zones parallel with tje system we have T2-T3 for example
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

dasparkylad
Posts: 24

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#23 » Fri Oct 10, 2025 8:29 am

Something to make people stay at BOs so fights occur around them would definitely help, though honestly I feel like a lot of this would require the maps to redesigned which obviously can't happen.

Last night at KV there was an epic fight, lots of back and forth, flanks, taking the walls, it was amazing. That could happen in keeps if just the keeps had been designed bigger. Same with BOs if they were perhaps instead of 1 flag say 3 spread around a larger area designed for skirmishes then it would be amazing and encourage fights at them if you need to say hold the BO to gain points per second or to stop progress resseting every time it changed hands.

But ye, thats all pipe dream stuff that comes from the very original devs not realising the scale of what they were making properly.

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Scragmuncher
Posts: 107

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#24 » Fri Oct 10, 2025 11:46 am

It's a bit more complicated than was explained in the op in my opinion.

Some maps essentially force certain sides to fight in specific places.

High pass as Order for example - when this lake is very active you only really have 2 choices of where you can go. You can go to tavern, or you can go to manor. Trying to go anywhere else brings you too close to the des warcamp. This leads to back and forth between tav and either WC which is why HO is probably my least favorite map.

Cale is another example. There is only 1 WC exit for order in this zone, and the exit can be flanked from 2 directions, so when the zone is busy it can be very challenging to get away from the WC area.

When these maps are open during prime time it is a real pain in the ass to get any good action.

Unless they expand the rvr area, as some have said they should, we just have to live with this unfortunately.
Knutkrusher - The man, the myth, the dead body on the floor.

dasparkylad
Posts: 24

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#25 » Fri Oct 10, 2025 12:43 pm

Ye Caledor is the WORST and the best example of a zone that needs fixing, its entirely designed for blobbing as its so thin with the warcamps spitting distance from each other. You basically can't do any tactics in that place except have the bigger blob.

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Akalukz
Posts: 1852

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#26 » Fri Oct 10, 2025 5:11 pm

Just make the zone a roadmap. Start with spawning in your keep, flight master to warcamps. Must take closest BO and hold for 15 mins, then progress to the next one. after 2 bo's captured resources start at 1st BO. Then to 3rd / 4th etc. After 3 stars, you can seige. Defended zone like Riek / Eataine / Caledor defenders start off with 3 stars.

Mid zones - both realms start off with 0 stars and can work either way for bo control. 2/2 would be 1 resource at close BO to the keep for each side. 3/1 would be 2 resources for the advantage side etc. All respawns at keep, with a flight master to WC. Until seiged, then reverse.

After seige starts, defenders can decrease damage taken by number of bo's held. 10/20/30/40% at the keep.

Just throwing out ideas.
-= Agony =-

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Grock
Posts: 946

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#27 » Fri Oct 10, 2025 6:19 pm

dasparkylad wrote: Fri Oct 10, 2025 8:29 am Something to make people stay at BOs so fights occur around them would definitely help, though honestly I feel like a lot of this would require the maps to redesigned which obviously can't happen.
You dont necessarily need to have people stay at the BO, with the lockout players will arrive at BO at the same time, so the end result is the same, but nobody wastes time by AFKing at the flag hoping someone woul maybe come to fight them.
Worst case people arrive and unlocking BO, see no enemies, quickly cap/recap it and move on to do other things.

But yeah the level design is the biggest issue. I wonder how much control they have over the levels, can they move existing objects and alter heightmaps or only add new ones? Wasnt the terrain changed for Stonewatch fort years ago?
Orkni 85+ (in-game Grock is not me...)
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