Is RoR realisticly still a campaign game?

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Toshutkidup
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Re: Is RoR realisticly still a campaign game?

Post#11 » Wed Dec 24, 2025 9:32 pm

Aluviya wrote: Wed Dec 24, 2025 10:31 am
wonshot wrote: Wed Dec 24, 2025 5:15 am - Ranked gamemode allowed you to fight your own realm in endgame. Ever since we create our level 1 characters we are told by cutscenes, gamemechanics,
I can understand and respect the effort to highlight issues within RvR and the campaign. However, I strongly disagree with bringing Ranked into this discussion — the comparison simply does not hold.

Ranked has nothing to do with ORvR or the campaign. From a long-term perspective, it is one of the most sensible solutions RoR has. When population is low, Ranked still provides fights, which in my view should be the core idea of this game — far more important than any “realm hero” mentality.

Every veteran I know — including you — plays both factions. In a game with heavily oscillating population numbers, full realm commitment is neither realistic nor healthy, especially when certain content only functions if players are willing to log in and fight against the odds. Ranked’s idea of pooling players who simply want to fight helps keep people engaged instead of logging off or quitting.

Ranked has arguably been harmed far more by constant class-balance complaints and ORvR-centered design decisions than by anything Ranked itself has ever caused. It is optional content, yet those claiming ORvR to be the “main content” have ironically done significant damage to a mode that was once relatively balanced — often without actively playing it themselves. This has long been a recurring theme: criticism of Ranked frequently comes from players with little to no actual experience in the mode.

Ranked does not replace ORvR, nor does it compete with the campaign. Ironically, it has largely become dead content due to community perception and narrative — and your post may even serve as an example of that. The real issues with the campaign lie elsewhere, and using Ranked as a scapegoat only distracts from addressing the actual problems.

Short version: If we want to have a serious discussion about the state and relevance of the campaign, it should be done clearly and separately from Ranked.

Hate being this person but I will be. Some veterans are "realm priders" and only play one side. For campaign discussions I agree with Bombling 99.9999% of the feedback he had stated.
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Alubert
Posts: 649

Re: Is RoR realisticly still a campaign game?

Post#12 » Wed Dec 24, 2025 10:44 pm

gersy wrote: Wed Dec 24, 2025 6:55 pm "Is RoR realisticly still a campaign game?" No.

The biggest mistakes were unified currency and scheduled city.

Unified currency maybe "cleaned" up some things and made the game a bit more "simple" in the short term but in the long term had extremely negative effect on the game.

Why were these changes harmful?

Because there was initially a ladder system with gearing, designed properly by actual game devs. You had specific sources of gear and currencies associated with it. Conq from zone lock, vanq from keep, inv from fort, wl/sov from city (as well as oppressor and weapons from SCs). As far as I remember, and can tell from skimming 10+ year ago posts from old forums etc, this is how it was. Further in RoR we had tri/vic only from ranked which continued this ladder system and that was a positive thing for a while because it encouraged learning, improving and playing properly to earn some nice rewards.

Why was the original campaign design and reward structure better than what we have now?

Because it gave a clear set of "goals" for players and set in stone upgrade paths and because it gave a reason to engage in core game systems. Perhaps even more importantly overall it helped to grow community elements that are necessary for an mmo. It's especially paramount in the game such as this, where the formation of guilds, alliances, 6-12 man teams and to some extent faction "pride" were all meant to be important at the foundational level. This is because if you wanted to earn the best gear, you needed to coordinate with other players and work together to achieve goals at every level of gameplay. This is the essence of the genre (we are playing an mmorpg, not single player rpg in case some of you forgot) and was a core tenant of the original design philosophy, being a realm vs realm game with heavy teamplay and faction elements. The entirety of the tug of war, push and pull, capturing and holding enemy lands or winning back your own, the broad campaign mechanic which is so unique to this game and what makes it truly special now lies dead now because there is largely no point in engaging with most of it. This is due to it not having strong enough rewards. Why push for a keep when I can sit in blob and spam aoe for bis gear? Same goes for fort and for city, as well as for scenarios.

If you wanted to succeed and to deck yourself out in the best gear you were, by clever design, encouraged to play with others. Forming bonds, comradery, team play, organization, coordination and on the flipside strong rivalries with certain opponents which gave another reason to put in the extra effort to win. However since the ruination of the campaign, removal of individual currencies and acquisition methods for gear and destruction of SCs/ranked in importance, what we saw was instead has been a slow and steady degradation of both gameplay and community. Guilds began to disband or lose large amounts of members, skilled veteran players quit because there was no more competition, coordination and player skill fell off a cliff to the abysmal state it is in now. Game became and continues to be a largely uncoordinated blob fest full of players who mostly don't have a clue what they are doing or why they are doing it.

To put it simply; the ability to purchase the best gear in the game (warlord, sovereign, tri, vic) with a currency that is able to be earned at level 1 (war crests) was a huge error. It enabled players to become bis without learning almost anything about the game. No longer are you strongly encouraged to group up, create guilds, form alliances, make friends, team up and try your hardest to win. The reward structure has been completely broken in favor of some casual pandering and it's very clear that it has backfired tremendously. Now you just load up the game, log on your choppa, join a 3-warband pug blob and spam 3 buttons with 10 fps. All of this without a semblance of skill or a clue and you are rewarded with bis gear for doing so if you do it long enough.

It's no wonder the forums, advice chat, discords, etc. are always full of outlandish complaints and misinformation when you create an environment where, in a pvp game of all things, players are almost actively discouraged from improving due to the game mechanics not requiring it of them. There are no carrots anymore, just sticks. Don't mistake my meaning here, this is not an onslaught against more casual players or those without a lot of time/desire to improve. I love RoR and I am thankful for what the devs do and continue to do and I think many of the recent changes are steps in the right direction. Still it remains that there are some glaring issues such as campaign and reward structure that need to be re-examined for the health of the game.

It is paramount for the success of the game that the unique gameplay elements that WAR brings are better maintained and improved with a clear intent to emphasize community and individual growth rather than promoting stagnation. Reinforce your strengths and take some inspiration from the older designs when the game flourished. For years no other game can compete with the unique ideas of WAR such as the robust campaign and rvr mechanics, as well as other game systems like scenarios. It is also imperative that the reward structure is somehow repaired and brought back to a state where players are encouraged to engage in more content than brawling in Praag's middle BO to earn their next piece of loot.
It's been a long time since anyone has responded so wisely and comprehensively on the forum.
I completely agree.
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wonshot
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Re: Is RoR realisticly still a campaign game?

Post#13 » Thu Dec 25, 2025 12:02 am

For the record, I dont think there is too much devide within the playerbase community about the state of Campaign, we are just on different levels of caring or being upset about this status.

What I am hoping, is that the RoR team will make it a priority to show their intention about if they also accept and/or care about the Campaign. And if they chose not to, I guess that could make room for a whole other red line of gameplay loops for the server. But honestly, pick a direction because the current version is not holding up any more, and the playerbase is clearly showing it.
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Trpimir
Posts: 2

Re: Is RoR realisticly still a campaign game?

Post#14 » Thu Dec 25, 2025 12:24 am

gersy wrote: Wed Dec 24, 2025 6:55 pm "Is RoR realisticly still a campaign game?" No.

The biggest mistakes were unified currency and scheduled city.

Unified currency maybe "cleaned" up some things and made the game a bit more "simple" in the short term but in the long term had extremely negative effect on the game.

Why were these changes harmful?

Because there was initially a ladder system with gearing, designed properly by actual game devs. You had specific sources of gear and currencies associated with it. Conq from zone lock, vanq from keep, inv from fort, wl/sov from city (as well as oppressor and weapons from SCs). As far as I remember, and can tell from skimming 10+ year ago posts from old forums etc, this is how it was. Further in RoR we had tri/vic only from ranked which continued this ladder system and that was a positive thing for a while because it encouraged learning, improving and playing properly to earn some nice rewards.

Why was the original campaign design and reward structure better than what we have now?

Because it gave a clear set of "goals" for players and set in stone upgrade paths and because it gave a reason to engage in core game systems. Perhaps even more importantly overall it helped to grow community elements that are necessary for an mmo. It's especially paramount in the game such as this, where the formation of guilds, alliances, 6-12 man teams and to some extent faction "pride" were all meant to be important at the foundational level. This is because if you wanted to earn the best gear, you needed to coordinate with other players and work together to achieve goals at every level of gameplay. This is the essence of the genre (we are playing an mmorpg, not single player rpg in case some of you forgot) and was a core tenant of the original design philosophy, being a realm vs realm game with heavy teamplay and faction elements. The entirety of the tug of war, push and pull, capturing and holding enemy lands or winning back your own, the broad campaign mechanic which is so unique to this game and what makes it truly special now lies dead now because there is largely no point in engaging with most of it. This is due to it not having strong enough rewards. Why push for a keep when I can sit in blob and spam aoe for bis gear? Same goes for fort and for city, as well as for scenarios.

If you wanted to succeed and to deck yourself out in the best gear you were, by clever design, encouraged to play with others. Forming bonds, comradery, team play, organization, coordination and on the flipside strong rivalries with certain opponents which gave another reason to put in the extra effort to win. However since the ruination of the campaign, removal of individual currencies and acquisition methods for gear and destruction of SCs/ranked in importance, what we saw was instead has been a slow and steady degradation of both gameplay and community. Guilds began to disband or lose large amounts of members, skilled veteran players quit because there was no more competition, coordination and player skill fell off a cliff to the abysmal state it is in now. Game became and continues to be a largely uncoordinated blob fest full of players who mostly don't have a clue what they are doing or why they are doing it.

To put it simply; the ability to purchase the best gear in the game (warlord, sovereign, tri, vic) with a currency that is able to be earned at level 1 (war crests) was a huge error. It enabled players to become bis without learning almost anything about the game. No longer are you strongly encouraged to group up, create guilds, form alliances, make friends, team up and try your hardest to win. The reward structure has been completely broken in favor of some casual pandering and it's very clear that it has backfired tremendously. Now you just load up the game, log on your choppa, join a 3-warband pug blob and spam 3 buttons with 10 fps. All of this without a semblance of skill or a clue and you are rewarded with bis gear for doing so if you do it long enough.

It's no wonder the forums, advice chat, discords, etc. are always full of outlandish complaints and misinformation when you create an environment where, in a pvp game of all things, players are almost actively discouraged from improving due to the game mechanics not requiring it of them. There are no carrots anymore, just sticks. Don't mistake my meaning here, this is not an onslaught against more casual players or those without a lot of time/desire to improve. I love RoR and I am thankful for what the devs do and continue to do and I think many of the recent changes are steps in the right direction. Still it remains that there are some glaring issues such as campaign and reward structure that need to be re-examined for the health of the game.

It is paramount for the success of the game that the unique gameplay elements that WAR brings are better maintained and improved with a clear intent to emphasize community and individual growth rather than promoting stagnation. Reinforce your strengths and take some inspiration from the older designs when the game flourished. For years no other game can compete with the unique ideas of WAR such as the robust campaign and rvr mechanics, as well as other game systems like scenarios. It is also imperative that the reward structure is somehow repaired and brought back to a state where players are encouraged to engage in more content than brawling in Praag's middle BO to earn their next piece of loot.

A lot of text but yes I mostly agree. Even now when I have a family and limited amount of play time. I never wanted the crests redisign. However it is easy and "chill". This game never felt like that before. The crests will probably never go away and I can get BiS whatever way I want. When I asked generally in game a couple of years ago if people still missed the old currency, most people said no. But I still did even though it would be hard/I might never get it.

I also get why they did it since people cried for it and perhaps it is better off for it? I can't tell really.

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M0rw47h
Posts: 973

Re: Is RoR realisticly still a campaign game?

Post#15 » Thu Dec 25, 2025 2:05 am

So back in the day, when gearing was "hard" (it wasn't hard but pain in ass to City log 5 at morning) I've geared 11 characters to BiS (Zealot, Shaman, RP, WP, AM, Knight, SM, Chosen, BG, SW, Marauder - R.I.P.).

...and since they were all deleted, I started from the beginning lately and I've to say: current system is much more enjoyable and rewarding.

Faction69
Posts: 159

Re: Is RoR realisticly still a campaign game?

Post#16 » Thu Dec 25, 2025 2:50 am

I don't really mind the fact that the campaign is basically just there to provide us with a thinly veiled excuse to get out there and kill each other. It does a decent enough job of facilitating PvP and I think that's ultimately the entire point of the game, to be a world PvP focused MMORPG that funnels people into zones where they run into each other and fight each other.

Occassionally you do get some pretty epic fort/keep fights and such, but yeah, overall the campaign itself just isn't very important. And I don't see that as a massive issue, at least as long as we're just going to have 1 forever server with no wipes ever. Restoring the live gearing system at this point would mostly serve to massively discourage new players.

vladerethro
Posts: 34

Re: Is RoR realisticly still a campaign game?

Post#17 » Thu Dec 25, 2025 10:58 am

Campaign was good, in theory.

That was fun during COVID lockdown, rushing the zones, finding a warband (unless you wanted to gear a WH/WE, Eng/Magus or even SW).

What I remember tho, at some point, is people were throwing last zones and forts to open up city.

Always finding a way to abuse the system to gear up faster, what we see now with xrealmers loging to an easy def farm in the fort they just opened on the other side.

There was not a campaign for the realm, it's a fantasy.

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Panzer80
Posts: 249

Re: Is RoR realisticly still a campaign game?

Post#18 » Thu Dec 25, 2025 9:42 pm

Accessibility, and pick up and play mechanics are not a bad thing for a free private server. Gone are the days of the early 2000's style systems and good riddance.
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Toshutkidup
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Re: Is RoR realisticly still a campaign game?

Post#19 » Thu Dec 25, 2025 10:21 pm

So Bombling it seems playerbase seems be to fine with system as current and no want of prior systems. That what I've read and made as simple answer.
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M0rw47h
Posts: 973

Re: Is RoR realisticly still a campaign game?

Post#20 » Thu Dec 25, 2025 10:28 pm

While I think current system > past systems, I think there is place for improvements

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