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New/Old SC PvP currency.

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kpihuss
Posts: 240

Re: New/Old SC PvP currency.

Post#31 » Wed Jul 22, 2026 4:13 pm

Sinisterror wrote: Wed Jul 22, 2026 3:57 pm
Lescargo wrote: Wed Jul 22, 2026 2:19 pm
lemao wrote: Wed Jul 22, 2026 11:24 am It is a good change.
People acually have to pvp now and cant hide in rvr behind the blob.
ppls can still be terrible/slacking but investing enough time in sc they'll have the gear.. no skill required, not much difference with grinding in the blob tbh.

it's just less diluted so compared to blob you'll see more easily who's underperforming, it's gonna be more clever, and also bring the part of the frustration and toxicity.

i agree with the guy saying we need more stuff on Orvr campaign, and not instanced gameplay. This is the soul of RvR games, every game styles on big maps.
RvR was Warhemmer Online AoR's selling point, but imo truth is that RoR RvR loop is too cleaned out. Which Keep belongs to Which side should be random Again. This is easy way to Randomize and make things not same loop repeatedly.

RvR needs Npc ResourseRunners back to Battlefield Objectives with 25% Increased movement speed you need to R-Click to make it Run to Wc or keep whichever is closer. But this Npc have High Health Depending on keep rank(maybe faster too) but they are subject to killing + healing and depending if there has been alot of dmg heal abso buffs debuffs happening when it dies it gives 500 renown if 0 fighting up to 2-3k if alot of fighting. And to both sides obviously. with 1k Renown ticks during the Active Fights minimum.

Maybe somekind of Guarding Mechanic with tanks, Healing Mechanics with healers etc could be actually fun? Runner just has the same route and if kiled it drops the resourses, and if enemy picks it up there is 2.5-5sec casting time depending on keep rank of it, that also breaks from every dmg tick.

Battlefield objectives need Npc's back again, Resourse Carrier Lvl 42 mobs+1 Champion mob lvl 43(or Hero if Keep Rank high enough) If Bo is Neutral there should be 10s cap that is interrupted by any dmg tick, and if cap succceeds 3min defending Timer During enemy can take it back. Both locks to your realm gives 500 renown on pick up. Without combat at lteast 1k renowntick after waiting 3 min and RR tick is higher if combat. Bo Locking timer gets Faster higher Keep Rank is.

Imo RoR should embrace the Change, God of this Game Tzeentch : D And Bring back The Skavens or at least some of their super good Abilities, Like Throwing Own player over to Keep or wherever! I would Prefer the Original Holy TrinityTetrad With dps Healers. Meaning that Block and Shield belongs to Only Tanks, And You cant have Charge if you have Melee/Lifetap dps healing or Stealth.

But if not that RoR should Embrace Tzeencth and definetely Just try Things that makes sense to you - To RoR Devs obviously=)
I played very little on live, and honestly, I can barely remember half of what I did experience there.

But when I talk to many friends who played extensively on live, and they tell me about the systems that existed back then — things like BOs controlled by NPCs, supply runners, or the fact that winning the campaign required each realm to participate in PQs, SCs, and dungeons — I do not understand why that kind of content has not been implemented here.

Instead, the different types of content have been separated so drastically, rather than being designed to complement each other and contribute toward winning the campaign.

With a system like that, every player, regardless of what kind of content they preferred to play, would feel that they were contributing to their realm.

Instead, the campaign has become a matter of seeing which side can gather the largest number of players in one zone, with very little tactical or strategic depth, and simply overwhelm the opponent through sheer weight of numbers.

I am really looking forward to seeing the new campaign system that the developers announced in the 2026 roadmap, and I sincerely hope that some of the systems and ideas that existed in WAR will find their way back into RoR.

P.S. Dear devs, please take this as constructive criticism. I support what you are doing and understand the amount of effort involved in developing and maintaining systems like these. Posts like this are only intended to give voice to these thoughts, with the hope that they may help improve the game. <3
Founder member & Ex-2OiC Tercio de Estalia (2019-23)
Que buen vasallo si tuviera buen señor
Proud Soldier "LOS AUTONOMOS" (Since 2025)
El Campeador estaba alegre, igual que todos los suyos, cuando su estandarte ondeó en lo alto del alcázar

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M0rw47h
Posts: 1087

Re: New/Old SC PvP currency.

Post#32 » Wed Jul 22, 2026 4:38 pm

kpihuss wrote: Wed Jul 22, 2026 3:46 pm
M0rw47h wrote: Tue Jul 21, 2026 11:54 pm
kpihuss wrote: Tue Jul 21, 2026 10:47 pm

You don't force anyone to do in-game content. You reward those who do. It is different.

Just like each dungeon has its own gear, each type of RvR should have its own gear, rewarding players for playing different in-game content.

It's like if each dungeon gave you coins to exchange for any set you wanted, and you could get the Dark Promise set by only doing Gunbad or Sewers... even if it was less efficient, right?
Very bad comparision.
Forts or Cities can't be done ->at any time<-.

Not to mention that average RoR player enjoy CS so much, that once it isn't mandatory number of CS instances dropped from 30 at middle of night to 5 or less during prime time.
The fact that the cities and fortresses are available at times that can't be planned is precisely an advantage.

Even I, as a casual player with a restricted schedule, was able to get a full Sovereign gear set when the system was like that, using only Royal Crests.

Was it difficult? Undoubtedly. Was it impossible? Clearly not. Was it fun? Yes, and not only that, IT WAS EPIC :!: :!: :!:

That epic quality of the game was what made that exclusive content feel both tense and fun. Obviously, there were bad experiences, just like now in RvR with the unified currency system. Except that before, a bad city would last 35-45 minutes, and now the Mega Blob lasts for several hours straight.

I would definitely delete all my characters if it meant bringing back the separate currency system and the feeling the game gave back then.
You could get full sov by afking in CS. It wasn't difficult, just annoying.

Edit: It's so amazing and fun, that today during EU prime time there is only 1 instance.

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kpihuss
Posts: 240

Re: New/Old SC PvP currency.

Post#33 » Wed Jul 22, 2026 7:34 pm

M0rw47h wrote: Wed Jul 22, 2026 4:38 pm
kpihuss wrote: Wed Jul 22, 2026 3:46 pm
M0rw47h wrote: Tue Jul 21, 2026 11:54 pm

Very bad comparision.
Forts or Cities can't be done ->at any time<-.

Not to mention that average RoR player enjoy CS so much, that once it isn't mandatory number of CS instances dropped from 30 at middle of night to 5 or less during prime time.
The fact that the cities and fortresses are available at times that can't be planned is precisely an advantage.

Even I, as a casual player with a restricted schedule, was able to get a full Sovereign gear set when the system was like that, using only Royal Crests.

Was it difficult? Undoubtedly. Was it impossible? Clearly not. Was it fun? Yes, and not only that, IT WAS EPIC :!: :!: :!:

That epic quality of the game was what made that exclusive content feel both tense and fun. Obviously, there were bad experiences, just like now in RvR with the unified currency system. Except that before, a bad city would last 35-45 minutes, and now the Mega Blob lasts for several hours straight.

I would definitely delete all my characters if it meant bringing back the separate currency system and the feeling the game gave back then.
You could get full sov by afking in CS. It wasn't difficult, just annoying.

Edit: It's so amazing and fun, that today during EU prime time there is only 1 instance.
I was on queue and it not pop to us on a 12 man :(

You can also get full Sov now while being AFK in the WC or in scenarios.

The problem right now is that City Sieges offer no real motivation to play them beyond having good fights if u are lucky and get matched with a good group on the other side.

Since there are no exclusive rewards, people would rather not queue because it is harder content to play, and they feel that in a fort — like what happened today — they can earn more RR/War Crests than in a City. Even if it were only for exclusive rewards, people would fight until the end as long as they felt they still had a chance to win. I’ve seen more epic, tense, and enjoyable fights in 1-star Cities, where you only got a single Royal Crest for winning a stage, than I see in RvR right now.

And just like people stay AFK at spawn in scenarios, or hide in the WC during RvR, the same thing would happen in City Sieges if they felt they were just being farmed. This behaviour does not change depending on the RvR zone or game mode. It would be as simple as adding a surrender option to City Sieges, so there is no need to drag out the inevitable once an instance is clearly lost.

With the old system of content-specific currencies, it would have been unthinkable to have only one instance running during prime time.
Founder member & Ex-2OiC Tercio de Estalia (2019-23)
Que buen vasallo si tuviera buen señor
Proud Soldier "LOS AUTONOMOS" (Since 2025)
El Campeador estaba alegre, igual que todos los suyos, cuando su estandarte ondeó en lo alto del alcázar

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anstalt
Posts: 210

Re: New/Old SC PvP currency.

Post#34 » Wed Jul 22, 2026 8:06 pm

From my point of view, bringing back separate currencies is a bad idea, but of course it all depends on the implementation.

For myself, I first returned when we still had separate currencies. And I hated it, ultimately it caused me to quit. I hated that progression was locked behind specific gameplay, I felt that it slowed down progression and made it unenjoyable.

I came back specifically because they unified the currency. It made a huge difference! Progression was now on my terms, I could play whatever content I felt like doing and it all counted. That doesn't mean my progression was necessarily quicker - soloing when you're still learning the game is pretty slow! But at least I was doing what I wanted.


Now, as to implementation, there's a bunch of ways they can promote SCs / Forts / Cities without locking gear behind those modes.

For example, they could introduce new currencies as an alternative method of progression. For example, the new weapons could be purchased for normal war crests OR the new currencies. Make the new currencies theoretically cheaper, that'll incentivise people, but if you dont wanna run SCs you can still get the stuff. Same sort of thing with royal crests - no reason these can't exist as rewards for city sieges as a short-cut / lucky way to get sov, whilst still letting players buy sov for crests as now.

(for the record im also dead against having any BiS gear only available from PvE. The PvE grind was always meant to be a catch-up mechanic so that low ranked players weren't facing players so dramatically overpowered that they stood no chance. It works because PvE is quick and easy, allowing players to catch up in terms of power. Making the PvE harder, longer and reward BiS changes that original purpose and upsets the balance of a fundamentally PvP-orientated game).
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M0rw47h
Posts: 1087

Re: New/Old SC PvP currency.

Post#35 » Wed Jul 22, 2026 8:12 pm

kpihuss wrote: Wed Jul 22, 2026 7:34 pm
You can also get full Sov now while being AFK in the WC or in scenarios.

The problem right now is that City Sieges offer no real motivation to play them beyond having good fights if u are lucky and get matched with a good group on the other side.

The problem right now is that City Siges ain't fun for majority of people who could, but won't que for them.

It's a game, it's supposed to be fun.
If you want players to threat playing RoR like a job, pay them with $ as currency.

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