Would be amazing if the aao side faction all aoe damage and healing increase depending on aao amount, and then turned off as soon as a keep starts to be sieged. Imo, that would break up the zergs a bit. Rn though, game is just meh with the blob v blob. Something needs to happen, not sure what though.
Example- aoe abilities increase starting at 40% aao, aoe heals and damge increase by 20%
Aao at 100% aoe heals and damage increased by 80%
I bet if this was in effect it would make the blob split to other zones as then the low population could decemate the larger blob and lower pop would be getting increased crests and rr like aao is now. Again, untill a siege started then no increase to aoe abilities.
the biggest problem in this game
Ads
Re: the biggest problem in this game
The fix to this game that has way too much AoE is more powerful AoE? wtf.....diedrake wrote: Thu Sep 25, 2025 3:55 am Would be amazing if the aao side faction all aoe damage and healing increase depending on aao amount, and then turned off as soon as a keep starts to be sieged. Imo, that would break up the zergs a bit. Rn though, game is just meh with the blob v blob. Something needs to happen, not sure what though.
Example- aoe abilities increase starting at 40% aao, aoe heals and damge increase by 20%
Aao at 100% aoe heals and damage increased by 80%
I bet if this was in effect it would make the blob split to other zones as then the low population could decemate the larger blob and lower pop would be getting increased crests and rr like aao is now. Again, untill a siege started then no increase to aoe abilities.
Maybe some type of population cap so this does not happen? Some type of boon if you switch to the under populated side, extra war crests and rr maybe?
Re: the biggest problem in this game
Have you read what aao does? Thats the boon... obviously doesnt swade the overpop side to switch sides. And yes, an idea i had was the the low population in the rvr zone part of the aao buff is increased damage and healing, because as of right now bigest blob wins... no way to break that up at the moment. Now, if low pop side ends up nuking the over pop side many times over, those wbs will either quit, or move to one of the other zones. Then, wow... even numbers again.Endari wrote: Thu Sep 25, 2025 5:44 amThe fix to this game that has way too much AoE is more powerful AoE? wtf.....diedrake wrote: Thu Sep 25, 2025 3:55 am Would be amazing if the aao side faction all aoe damage and healing increase depending on aao amount, and then turned off as soon as a keep starts to be sieged. Imo, that would break up the zergs a bit. Rn though, game is just meh with the blob v blob. Something needs to happen, not sure what though.
Example- aoe abilities increase starting at 40% aao, aoe heals and damge increase by 20%
Aao at 100% aoe heals and damage increased by 80%
I bet if this was in effect it would make the blob split to other zones as then the low population could decemate the larger blob and lower pop would be getting increased crests and rr like aao is now. Again, untill a siege started then no increase to aoe abilities.
Screenshot 2025-09-24 224900.png
Maybe some type of population cap so this does not happen? Some type of boon if you switch to the under populated side, extra war crests and rr maybe?
Again, its just an idea to break up blobing and to get the over pop faction to either move zones or force them to siege. Many times i have seen 60 plus aao and over pop side just farming kills rather than sieging.
That pic of population is usually during dead hours when population on server is low... not during prime time.
Fenaal- SM 40/84
Fanaal- CH 40/7x
Fanaal- CH 40/7x
Re: the biggest problem in this game
There have been boons, there have been penalties, there have been times when AoE damage scaled UP with the number of targets hits causing Marauders to casually deliver 2k damage spammable Demolition
None of it worked.
Majority of players in these types of games focus on playing one faction and small subset of characters. People that play everything are a minority. Im sure if im wrong someone can being some statistics about RoR specifically but i doubt its different.
Boons and penalties dont work because majority of players either dont have a character to switch to or aren't interested in it. If you are focused on leveling/gearing specific toon it makes little sense to switch to opposing faction. If you are primarily playing one faction you will not have friends/teammates/connetion to get anything goin in another faction.
Lack of account-wide progress, transferable contribution, account tradable reward currencies and so on means there's zero reasons to participate in positive cross realm for average player.
In the past there was 50% rr gain buff for xrealming while opponent has AAO, the problem was almost nobody knew about it because there wasnt anything in the game telling players that it exists or when it was active. Ive been trying to catch it to level my choppa faster and only managed to get the bonus like twice.
If you want to have positive xrealming you need to have account-wide rewards, so that you can send the spoils back to the character you wanted to progress originally, and high visibility prompts/announcements asking players to switch realm. Something similar to Fort reservation message at the minimum.
The system could also check player's available classes and what the opposing faction needs the most and send these invites to those who fit the class needs.
None of it worked.
Majority of players in these types of games focus on playing one faction and small subset of characters. People that play everything are a minority. Im sure if im wrong someone can being some statistics about RoR specifically but i doubt its different.
Boons and penalties dont work because majority of players either dont have a character to switch to or aren't interested in it. If you are focused on leveling/gearing specific toon it makes little sense to switch to opposing faction. If you are primarily playing one faction you will not have friends/teammates/connetion to get anything goin in another faction.
Lack of account-wide progress, transferable contribution, account tradable reward currencies and so on means there's zero reasons to participate in positive cross realm for average player.
In the past there was 50% rr gain buff for xrealming while opponent has AAO, the problem was almost nobody knew about it because there wasnt anything in the game telling players that it exists or when it was active. Ive been trying to catch it to level my choppa faster and only managed to get the bonus like twice.
If you want to have positive xrealming you need to have account-wide rewards, so that you can send the spoils back to the character you wanted to progress originally, and high visibility prompts/announcements asking players to switch realm. Something similar to Fort reservation message at the minimum.
The system could also check player's available classes and what the opposing faction needs the most and send these invites to those who fit the class needs.
Orkni 85+ (in-game Grock is not me...)


Re: the biggest problem in this game
What will happen is players will just log out and over time slowly lose interest, great way to bleed even more players in already declining playerbase.diedrake wrote: Thu Sep 25, 2025 6:54 amNow, if low pop side ends up nuking the over pop side many times over, those wbs will either quit, or move to one of the other zones. Then, wow... even numbers again.
Nothing more demotivating than getting farmed like that, especially by smaller force, especially when its not because they are better, but because the game arbitrarily decided to make them stronger.
Orkni 85+ (in-game Grock is not me...)


Re: the biggest problem in this game
Lower the renown even more for the blob.
Lucirona WP
Lucironia KOTBS
Luciran WL
Lucironia KOTBS
Luciran WL
Re: the biggest problem in this game
The problem of warcamp-to-warcamp blob rolling is less to do with population imbalance or reward structure and more with the level design of the zones.
The central motivation of everyone playing this game is to find other players to fight with. Its a PvP combat game, its not a strategy, survival or an exploration game.
Battle Objectives exist to give players a sense of direction as to where to find an enemy to fight. When done properly they congregate players in specific areas at specific times and create opportunities for good figths.
But the level design is also important. BOs should be fun to fight at, they should offer interesting tactical options, instead they are either a random flag in an open field, or more annoying than interesting with things like random debris to get stuck in, random LoS interruptions, interactibles that get in the way of target selection (Manor gates in Praag) and so on.
But unfortunately In most zones Warcamps are closer to each other than to other objectives.
Think of Troll Country as the worst example, if you want to find enemies to fight the other warcamp is less than a minute away, meanwhile if you go to Greystone Keep you will literally be moving away from enemies and the whole ride will take five times longer.
This means that BOs do not fulfill their function of being a landmark for players to congregate at, because opposing Warcamp is an even better, closer and more reliable option to find a fight, hence we get these back and forth waves between warcamps unless there's a couple of organized warbands with leaders that specifically go out of their way to have more interesting movement.
The layout of RvR lakes should be closer to what you get on maps like Black Crag, Thunder Mountain or Dragonwake - warcamps should be located further away from each other than any other two points of interest.
The BOs should be fair distance from WCs as well to avoid sitautions like TC Monastery of Morr, but at the same time shouldn't be too far from the rest to avoid being ignored like Gromril Kruk.
The central motivation of everyone playing this game is to find other players to fight with. Its a PvP combat game, its not a strategy, survival or an exploration game.
Battle Objectives exist to give players a sense of direction as to where to find an enemy to fight. When done properly they congregate players in specific areas at specific times and create opportunities for good figths.
But the level design is also important. BOs should be fun to fight at, they should offer interesting tactical options, instead they are either a random flag in an open field, or more annoying than interesting with things like random debris to get stuck in, random LoS interruptions, interactibles that get in the way of target selection (Manor gates in Praag) and so on.
But unfortunately In most zones Warcamps are closer to each other than to other objectives.
Think of Troll Country as the worst example, if you want to find enemies to fight the other warcamp is less than a minute away, meanwhile if you go to Greystone Keep you will literally be moving away from enemies and the whole ride will take five times longer.
This means that BOs do not fulfill their function of being a landmark for players to congregate at, because opposing Warcamp is an even better, closer and more reliable option to find a fight, hence we get these back and forth waves between warcamps unless there's a couple of organized warbands with leaders that specifically go out of their way to have more interesting movement.
The layout of RvR lakes should be closer to what you get on maps like Black Crag, Thunder Mountain or Dragonwake - warcamps should be located further away from each other than any other two points of interest.
The BOs should be fair distance from WCs as well to avoid sitautions like TC Monastery of Morr, but at the same time shouldn't be too far from the rest to avoid being ignored like Gromril Kruk.
Orkni 85+ (in-game Grock is not me...)

