Page 1 of 1

The main replay loop of this game.

Posted: Thu May 07, 2026 4:56 pm
by wonshot
Hello,

With the recent years patches mostly being PvE updates, overhauls, adjustments with some QoL, some newplayer changes. The BIG Scenariomatchmaking patch and followup patches. With the RvR Lockout patch, and the still ongoing Balancing patches, we have had quite a year!

But I feel like this needs to be brough up to attention. In this post I will do a bit of a link-dump to show the suggestions forum section where I have collected all of the RvR related feedback + suggestions from the first 12 pages ish. This is to show the sheer volume of ideas, unhappiness with current system. And to further highlight this I will link the unofficial poll I made within the community before my last ror-doesnt-have-a-direction burnout break.

In here you can see both players, Communitymembers, Coding devs, Gamemasters voting for what they think needs attention in RoR at present time. Since then alot of balancing, scenario matchmaking, lockouts, gearing and pve have gotten updated bare in mind please!

viewtopic.php?t=53742
Im gonna highlight that 2% of the platers voted that Pve needed updates. And more than 50% votes that RvR needed attention!

So how come Pve is getting so much more focus, and RvR isnt since then :?:
I do hear the arguments, of how its easier codevice to handle tweaks and adjustments for pve, items and abilities.

But isnt it about time that RoR makes a serious push towards actually looking at the main appeal, the main replayloop and what you are adverticing in the 2021 RoR video. Scenarios, pve, dungeons, leveling zones are all part of RoR, absolutely! But RoR is the most wanted playmode, the most played gamemode, the most desired playmode to get attention, but it gets the least attention & updates.

The last two rvr patches have been a faiiour to say the least. The Random event addition broke or bugged out. It was then repaired and reintroduced to the game, but broke the death-effect of the whole Empire pairing leading to a 13hour server downtime. The AAO King of the Hill random event addition seemingly never made it into the server also.
I am hearing the devs are thinking, or working, on attempting to take collision out of rvr boxes. This QoL has the potential to be QoL update of the YEAR! But it still doesnt seem like its very prioritized.

RvR has been in a neglected state for years. The Campaign is ignored, Battle objectives have been highlighted for YEARS to be a needed focus to spread the action out before it got really blobby. Here is my old Community"fake"manager attempt to reach out and talk to the community members who kept the action alive. it is sad to see how few of these olden names are still playing, and how the collective feedback was not heard back then and look where we are now in 2026 with the gameplay in RvR:

viewtopic.php?f=15&t=45512&p=484115#p484115
:(

RvR doesnt need changes, for the sake of changes. It has lots its purpose, but it still has our hearts. It still collect ideas and suggestions. But from the outside it seem ignored, like a one-man task trying to fix. And absolutely not respected in terms of development time, to the point of being missmanaged!
But can we, together, give RvR the attention to bring it back to a fun good stage with a working Campaign, battleobjecties who spread the action out across the maps, with good heatmaps action, kills and progression for everyone, and an incentive to die for the realm or campaign. Maybe not for everyone, but way more than currently!

Here are the many RvR/campaign related suggestions from the forum. I hope this post will make the higher ups wake up. Hold more meetings, giving it time and effort to look into what can be done for RvR and not just continiously neglecting it for an other 5 years or so.

Suggestions from the community:
viewtopic.php?t=60698
viewtopic.php?t=60464
viewtopic.php?t=60447
viewtopic.php?t=60343
viewtopic.php?t=60194
viewtopic.php?t=59556
viewtopic.php?t=60004
viewtopic.php?t=59774
viewtopic.php?t=59686
viewtopic.php?t=53250
viewtopic.php?t=56152
viewtopic.php?t=55858
viewtopic.php?t=53250

Suggestions from myself:
viewtopic.php?t=60589
viewtopic.php?t=60231
viewtopic.php?t=60131
viewtopic.php?t=59797
viewtopic.php?t=59742
viewtopic.php?t=59570
viewtopic.php?t=59355
viewtopic.php?t=59243
viewtopic.php?t=49673

The sheer volume can seem overwhelming. I hope a focus group of CMs, RvR focus group, RvR devs and more Devs from other teams can sit down and actually make a case for what RvR/campaign needs. Feel free to ask us in the community if we have ideas and suggestiosn, because we do!

This post here is not just a "do better scream" and being demanding. This is a reach-out to the Devs to try to highlight a very obvious issue. Maybe we having come up with the perfect suggestion yet, maybe this situation needs more hands on deck from the Devs, coders and idea makers.
But I think Ive made it very clear, that Rvr NEEDs attention, you do agree per the votes in the poll, but the latest patches have shown that more is requires dev-side. And if you ever need sugestions, we the community are more than willing to try to contribute or help out with passion!

Re: The main replay loop of this game.

Posted: Thu May 07, 2026 5:33 pm
by kelprits
ya this should be interesting. maybe since you have 1300 posts itll help.

been in the game 15 years. have had accounts banned for talking about this kind of stuff. ill be surprised if this post even gets to stay.

you dont understand how much has actually been talked about this. rvr has been taking a backseat for atleast 5+ years. maybe even longer.

there is or used to be some massive thread about it and guilds leaving and quitting. but this was a long time ago......
basically rvr is trash and everyone hates it. its been talked about. no one cares.
if you want pvp join a sc.

also. yes. i submitted something to the suggesting forum or whatever. well that ended up getting me banned. i have no idea if what i posted still exists.
so goodluck. and if you see this before its gone. dont forget to go to 3rd floor.
and sit around on walls for 30minutes waiting for the enemy to get enough aao to ram.

the simplest solution to fix rvr. is to make the bos work similar to scs. but have 2 open at a time, atlernating locking. also increase LOOT BOX REPAIR RATE. so boxes and defenses actually matter.

this is nothing. because you could technically turn bos into something like pqs with their own rules and such. hey even pve maybe.

i mean doing anything to rvr to incentivize pvp would be great.
like anything. turn off bos completely make a roaming area on the map that only spawns boxes.

anyone else got any ideas that could help??????????? most of the pvp players are actually gone. or banned. ✌️

Re: The main replay loop of this game.

Posted: Thu May 07, 2026 9:09 pm
by gersy
at this point I don't even know what to say :(

Re: The main replay loop of this game.

Posted: Thu May 07, 2026 11:37 pm
by Fey
One facet of the game that has never seen any attention is the scenario entrances. Each scenario has an open world entry point, afaik. This should be utilized in some way, the most obvious mechanic would be that queueing from the open world scenario entrance will guarantee enhanced rewards.

Inevitably you'll likely get a six man camping the entrance and queueing, but at least it will draw them out from the city. That's the best I got right at the moment. I've been complaining about scenarios forever, so I won't belabor the point beyond agreeing with the overall sentiment.

As far as the blob goes, imo the only solution is to revert morale damage drops. Frankly I don't see that happening as the community views morale abilities as brain-dead one-button gameplay. Here we are as a result.

Re: The main replay loop of this game.

Posted: Fri May 08, 2026 12:17 am
by Sever1n
I just dont understand why devs dont see obvious problems and dont listen to community. They do things, but it feels like dont understand current needs of population at all. I dont see any sun anymore, game became mostly 4 hours of guilddivies into lagblob, it sometimes fun but not every day. Game modes like city, sc, ranked is in coma state and need urgent help. Instead we have this weird gear meta shake. They tryed to unblob rvr by adding those objectibe buffs and events. But its just dont work. Community choose easy way of getting rewards for blobing, creating long uninteresting figths on warcamps or between them where win or death makes zero sense, just respawn and repeat and getting rewards for nothing. Crest change nuked city, forts, rvr increase of rewards now nuking sc. Enjoyers of quality pvp lost solo and group ranked. And balance tweaks is weird as hell, where feedback from comunity mostly ignored, so smallscale also suffer and we locked in metahell where some specs in deep **** and some shine like gold. Depression of people who realize this slowly making them abandon game, and comunity degradate into blob enjoyers that dont understand value of fair balanced figths, and interested only in crests and killboard count. And here we are again trying how to reach unreachable devs, in hopes this will change. I just hope when they end this gear rework waste of time they start revive gamemodes we lost and start do rigth things with rvr campaign. Resurrection of sc is in comunity hands. Resurrection of citys in hands of strong org guilds that dont afraid of gvg. Wake up and realize that blobing ways are poison to fun.

Re: The main replay loop of this game.

Posted: Fri May 08, 2026 3:23 am
by culland
Personally I think the issues are more community based than game based. Folks talk about blobbing, but blobbing is just a scale term of the same behaviour you find at all scales of the game. Solo's are basically folks that blobbed to BiS on classes overtuned for 1v1 and now run around killing lowbies and folks not overtuned for 1v1. Small groups are there to kill lowbies, solo's and the ungrouped. Etc. Blobbing is just this same behaviour for wb level play, yet folks make it like its a problem in isolation.

Re: The main replay loop of this game.

Posted: Sun May 10, 2026 2:44 pm
by kelprits
Sever1n wrote: Fri May 08, 2026 12:17 am Community choose easy way of getting rewards for blobing, creating long uninteresting figths on warcamps or between them

Enjoyers of quality pvp lost solo and group ranked. And balance tweaks is weird as hell, where feedback from comunity mostly ignored, so smallscale also suffer and we locked in metahell where some specs in deep **** and some shine like gold.

Depression of people who realize this slowly making them abandon game, and comunity degradate into blob enjoyers that dont understand value of fair balanced figths,

And here we are again trying how to reach unreachable devs, in hopes this will change.

Wake up and realize that blobing ways are poison to fun.

ya you barely see anyone in the lakes roaming its always a duo+. now fighting between war camps or the closest point inbetween becomes the new fight place. the problem is BOs are too easily traded. you dont even need to fight over the BO. like you dont need to fight over anything.

this a pvpgame not a run around for 5 minutes wondering where its at/then get jumped by some flank. all bos open at all times horrible.
Ya blobbing isnt ideal. but its part of the game. trying to divide it and such isnt going to solve anything.

progress only happens when one side gets enough aao. thats it. most of the people in rvr probably dont even know how to pvp. because it never really happens in any real way.

not to mention. defense is non existent because the repair level on turn ins do absolutely nothing. just changing that would alter the entire game. how hard is it to change the values on a few things? mission impossible it seems

Re: The main replay loop of this game.

Posted: Sun May 10, 2026 3:38 pm
by Nikt
culland wrote: Fri May 08, 2026 3:23 am Personally I think the issues are more community based than game based. Folks talk about blobbing, but blobbing is just a scale term of the same behaviour you find at all scales of the game. Solo's are basically folks that blobbed to BiS on classes overtuned for 1v1 and now run around killing lowbies and folks not overtuned for 1v1. Small groups are there to kill lowbies, solo's and the ungrouped. Etc. Blobbing is just this same behaviour for wb level play, yet folks make it like its a problem in isolation.
Okay, solo players blob each other, but why?
Because it's the ONLY effective way to progress in the game.
Why does the blob bother them now?
Because it's been unbearable for such many years.
Even a killboard, instrument whose primary purpose is to demonstrate the validity of mindless slaughter (and to make the player dependent on their results), won't quell the bad brewing in RVR.

Re: The main replay loop of this game.

Posted: Sun May 10, 2026 6:07 pm
by rychu097
culland wrote: Fri May 08, 2026 3:23 am Personally I think the issues are more community based than game based. Folks talk about blobbing, but blobbing is just a scale term of the same behaviour you find at all scales of the game. Solo's are basically folks that blobbed to BiS on classes overtuned for 1v1 and now run around killing lowbies and folks not overtuned for 1v1. Small groups are there to kill lowbies, solo's and the ungrouped. Etc. Blobbing is just this same behaviour for wb level play, yet folks make it like its a problem in isolation.
I cannot agree. I play solo since 16 all the time. Level only through rvr every class. Its much harder after bolster NERF (cause end game bots crying about dying to low lvls) but still possibile.
Also its more harder than few years ago because after introducing killboard people are so afraid of dying.

Removing kill board would be good step to fix rvr a bit.
Also removing back campaign progress instead of scheduled city.
Third thing would be better class balance.

I cant say more cause i am solo player but wanted to say my opinion because that topic (rvr fix) is very important for everyone who enjoy ror.

Re: The main replay loop of this game.

Posted: Sun May 10, 2026 7:54 pm
by Rille
I think theres afew ways to tackle the Blob problem, first I think is actually spreading the playerbase not just in the zone itself but also in other gamemodes such as SCs

Why is the blob so prominent?
Answer is ease of rewards and quantity of rewards

So increasing SC rewards would pull some more ppl into SCs, lessening sheer amount of ppl in the zones.

Then we got the balance factor, with AoE working as it currently does (evrything having enourmous ranges/hitboxes) the blob more or less just flattens evrything on the screen wheter intentional or not.
-Deacrease the radius/hitboxes of AoE

Then the actual RvR
Here we need ACTUAL reasons to spread out, renown buff for capping a BO is a good idea on paper but it alone is not incentive enough to spread out.
We need something like the old BO ticks back, boring maybe yes BUT they worked! ppl stood farming renown at the BOs and other ppl showed up to kill those guarding the BOs, not great but it worked!

Could also implement Siegeweapons that does more dmg the more players are in the area if you really want to stop the WC camping.