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EU primetime stalemates, heatmaps, and roaming incentives

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Helwer
Posts: 165

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#11 » Wed Oct 08, 2025 12:19 pm

Don't know if it was tried before but a simple one could be to increase box drops like BO lock = 4 boxes with respawn all 10 or 20 sec so it is easier to level keeps with box delivery and it makes more sense to hold or fight for a bo to get enemy boxes?

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dasparkylad
Posts: 21

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#12 » Wed Oct 08, 2025 12:24 pm

The problem is that still leaves keeps the issue, nobody wants to touch a keep until they have a sizeable numbers advantage so getting keeps levelled faster won't help. Keeps often sit on level 3 for hours at a time just waiting for 1 side to get bored and log off.

SuperStar
Posts: 431

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#13 » Wed Oct 08, 2025 12:52 pm

The siege is very boring.
After you im bis you looking for fun or make an alt.

Siege is not fun usually at all.

I have some idea to make it fun.

Rat ogre for example.

To cap keep should hold outer oilroom topfloor and ground floor.

Lord should be only attackable if you have atleast 3 bo to.

Oil should be repaiable.

I have many more idea.

But the most importatnt is rat ogre.

Garamore
Posts: 443

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#14 » Thu Oct 09, 2025 7:23 am

Sieging only possible when you have an aao advantage (or a big org vs pug gap). The EU org guilds are logging in for 2ish hrs and are balancing on either side therefore rare to have big enough aao advantage to successfully siege in EU primetime. Sieges are also super boring gameplay for an org warband who want to fight and not afk in/outside a keep. There is also no point in sieging as an org warband as there is no interesting campaign and you get enough rewards from just kills alone.

That combined with 0 realm pride as you play both sides and only care if your warband wins/loses leads to ping pong between warcamps till the org warbands log off and pop gets imbalanced allowing sieges again. For a lot of people though this is quite fun and gets a lot of kills/rps. Whilst this is the best source of kills/rps and there is nothing interesting to do it wont really change (and has been this way for years with the city changes just making it worse). Order currently missing a blob lord on most days to compete.
Garamore - Chosen Garamar - Marauder Garachop - Choppa Garamor - Slayer

Warband leader for Hand of Blood

https://www.twitch.tv/therealgaramore

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Sever1n
Posts: 366

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#15 » 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.

Devs tried to unblob rvr, adding the rr buff system, but its half measure and it simply ignored.

In case of some maps, bilions of topics was created to move warcamp in Eataine, Caledor, Highpass etc. No reaction.

And comunity of server eating itself alive creating uniteresting content and forcing everybody to play it.

Remove warbands, blob will vanish instantly. Mass of players will start move more chaotically and spread all around rvr zone. viewtopic.php?t=56116 but i think devs see such solutions like radical heresy.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.

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Hazmy
Former Staff
Posts: 392

Re: EU primetime stalemates, heatmaps, and roaming incentives

Post#16 » Thu Oct 09, 2025 7:45 am

Sever1n wrote: Thu Oct 09, 2025 7:37 am Remove warbands, blob will vanish instantly. Mass of players will start move more chaotically and spread all around rvr zone. viewtopic.php?t=56116 but i think devs see such solutions like radical heresy.
Nothing would change. All that would happen is have a bunch of groups of 6 people blob together just like now with "overflow groups" - and make the game more annoying to play for people who want to play RvR and not small-scale.

1. - Players find a way to fight around low-effort solutions. Just like we have 3 warband blobs following each other now, what's preventing anyone from doing the same with groups, nothing. Literally nothing, in fact I think it would create even bigger blobs because grouping together would become more of a norm than it is now. Currently there is a trend returning of multiple warbands on the same discord - well this is still rare because those warbands are few and far between. But if groups were to blob up together? You would easily see discord with 30-40+ players on it because grouping will become such an every-day habit.

Eseentially, by removing warbands - you will just create an army of new lemmings who will create overflow groups.

2. - Groups of 6 will punish new players even more so than right now, including autoband addon problem. With 2/2/2 6-men groups, do you think anyone will want a level 16 dps in their group? Or a level 16 two-handed tank? You can kinda carry those guys in a warband... one or two maybe... but in 6-men groups? Say goodbye to any new player joining there and not getting kicked.

3. - Forcing Groups instead of Warbands won't make 2/2/2 easier to create. You would just have even more messed up 1/4/1 groups lacking healers and tanks, because there's just not enough support players playing the game, but those groups now won't have a warband to make-up for the lacking roles, you won't have a shaman or archmage cross-healing the other parties. Will these 1/4/1 groups queue SCs more? Don't think so because they will still likely get farmed by a real 2/2/2 group.

4. - Just because the group size maximum would be 6, doesn't mean people will want to queue SCs more, why would they? Did SCs become magically better because warbands disappeared? Are people not queueing SCs because they are in a warband? No, it's because Scenarios are garbage and people don't want to put in the effort of getting better at them either.

5. - More Ranked? Absolutely not, people will get demolished even more than in normal SCs.

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