Re: Is RoR realisticly still a campaign game?
Posted: Thu Jan 01, 2026 9:53 pm
My experience is that most players are searching for that combination of fun + progression. More complex motivations like winning the campaign or realm pride just don't really come into it.
When players are having fun fights, they care less about progression. When the fun starts to drop, they can lean on their desire to progress to sustain their interest.
With the main campaign specifically, I think the biggest issue is how boring keep fights are. If you're a tank or melee DPS, you've basically got nothing to do unless there's an opportunity to funnel. As ranged DPS, you can spend your time plinking from or to the walls. You're using your skills, sure, but rarely getting kills. You're mostly just wasting time until someone pops an oil.
Given that keep sieges are the main method of progressing the campaign, it doesn't surprise me that most players don't wanna bother with 30mins of boredom. You might get a nice rr and crest tick if the zone locks, but the actual process is dull.
I'd love to see keep sieges get an overhaul to make them more engaging for more players.
Best solution to that I can think of is: siege towers!
A new type of equipment that can be dragged to keeps and setup against the outer walls. This then provides a ramp for attackers to gain the walls and engage in fighting, making it a lot more engaging. Combine this with, for example, the ability for attackers to "unlock" the main keep gates and the defenders to "lock" an opened gate. E.g. treat the gatehouse as a BO, and if the attackers capture the gatehouse, the door unlocks. Could do the same things with the posterns.
This would hopefully mean that sieges then involve multiple fights - main door, both posterns, wherever siege towers are placed. Those fights would have greater consequences for overall siege, rather than mostly being pointless.
For inner keeps, maybe have siege ladders rather than towers?
Or bring back the skaven dudes that could throw players over walls!
final couple of notes:
1) the currency change is the only reason I'm playing. I hated being forced to do specific content for specific currency! But just because currency got squished, doesn't mean content like cities can't offer unique rewards.
2) if the devs want to counter the blob, its easy: reduce AoE across the board. Damage, heals, buffs, debuffs. This game has sooooo much AoE! Most of it is not even noticable individually, but combined it gives warbands a massive advantage. That much AoE also has a negative effect on server performance. Reduce AoE overall, then make single target skills more significant to compensate.
3) The biggest issue with game always has been and always will be vertical progression. A PvP game built on vertical progression always, and i do mean always, results in the playerbase eating their young. How can we expect new players to stick around when they're forced against players both more experienced and much more powerful? Its a shitty experience for the new players, which is why soooo many quit before they ever reach the top of the power curve.
When players are having fun fights, they care less about progression. When the fun starts to drop, they can lean on their desire to progress to sustain their interest.
With the main campaign specifically, I think the biggest issue is how boring keep fights are. If you're a tank or melee DPS, you've basically got nothing to do unless there's an opportunity to funnel. As ranged DPS, you can spend your time plinking from or to the walls. You're using your skills, sure, but rarely getting kills. You're mostly just wasting time until someone pops an oil.
Given that keep sieges are the main method of progressing the campaign, it doesn't surprise me that most players don't wanna bother with 30mins of boredom. You might get a nice rr and crest tick if the zone locks, but the actual process is dull.
I'd love to see keep sieges get an overhaul to make them more engaging for more players.
Best solution to that I can think of is: siege towers!
A new type of equipment that can be dragged to keeps and setup against the outer walls. This then provides a ramp for attackers to gain the walls and engage in fighting, making it a lot more engaging. Combine this with, for example, the ability for attackers to "unlock" the main keep gates and the defenders to "lock" an opened gate. E.g. treat the gatehouse as a BO, and if the attackers capture the gatehouse, the door unlocks. Could do the same things with the posterns.
This would hopefully mean that sieges then involve multiple fights - main door, both posterns, wherever siege towers are placed. Those fights would have greater consequences for overall siege, rather than mostly being pointless.
For inner keeps, maybe have siege ladders rather than towers?
Or bring back the skaven dudes that could throw players over walls!
final couple of notes:
1) the currency change is the only reason I'm playing. I hated being forced to do specific content for specific currency! But just because currency got squished, doesn't mean content like cities can't offer unique rewards.
2) if the devs want to counter the blob, its easy: reduce AoE across the board. Damage, heals, buffs, debuffs. This game has sooooo much AoE! Most of it is not even noticable individually, but combined it gives warbands a massive advantage. That much AoE also has a negative effect on server performance. Reduce AoE overall, then make single target skills more significant to compensate.
3) The biggest issue with game always has been and always will be vertical progression. A PvP game built on vertical progression always, and i do mean always, results in the playerbase eating their young. How can we expect new players to stick around when they're forced against players both more experienced and much more powerful? Its a shitty experience for the new players, which is why soooo many quit before they ever reach the top of the power curve.