The Decline of Siege Wars: Where Do We Go from Here?

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  • Hi everyone, my name is Matty B. For those who don’t know me, I’m a leader in the Serenity guild on the United States server of Runes of Magic, a guild where I’ve happily stayed for the past seven years. If you recognize my name outside the game, it might be because I used to be fairly active on the forums, the IRC channel, or Discord. Today, though, I’m not just here to talk about my role as a guild leader or the game itself—I want to share some thoughts on a topic that’s been on my mind for years: the decline and stagnation of competition in one of my favorite hobbies.




    Before we dive in, let me take you back to where it all started for me. Runes of Magic is an MMORPG set in the fantasy genre, released back in 2009. For many, the game’s free-to-play model was a compelling reason to choose it over larger titles like World of Warcraft. But for others, it was unique features like the dual-class system that drew them in. However, what really hooked me was something else entirely: Siege War.




    “50 vs. 50 player combat,” the advertisement said. That was all I needed to hear. I jumped in almost immediately, and from that moment on, I was hooked.




    Over the years, I’ve held leadership roles across several guilds—first in The Black Tower, where I became a leader after a year in the guild, then as a rank in Tarrasque, both on the Artemis server, and now in Serenity. In total, I’ve been in a leadership position for all but my first year in the game. I’ve met a lot of incredible people along the way, and some not-so-great ones too. But if there’s one thing I hope everyone who’s played alongside me would agree on, it’s that I’m competitive, especially when it comes to Siege Wars.




    Which brings me to the heart of what I want to talk about today. It’s about something that really matters to me: what happens to competition when the number of participants starts to dwindle?




    Before we get into that, I think it’s important to address the elephant in the room. Everyone who has played Runes of Magic has their own ideas about how the game could have been more successful, or how it could be changed now to bring people back. I share that sentiment, but let’s face it—most video games lose players over time. Very few MMORPGs make it to 15 years. I really want to first discuss this specific problem that I see, and how to fix this specific problem.




    So, what happens when the number of participants in a competition starts to dwindle? In Siege Wars, it’s something I’ve seen firsthand over the years. When the game was at its peak, in the United States, there were seven servers, and on my server alone, about a dozen guilds vying for relevancy, if not dominance—each match was unpredictable, and every victory felt earned. But as time passed and guilds either disbanded or moved on to other games, the competition began to thin out. From seven servers to two, then from two to one. From dozens of active guilds per server to...




    Initially, you might think that fewer competitors would make things easier strategically, but in reality, it does the opposite. As the pool of active guilds shrinks, the remaining guilds often find themselves facing the same opponents over and over again. At the game’s peak, you could never be sure who you were up against each night, and that unpredictability forced you to stay sharp and continuously adapt your strategies. But now, those same opponents you face night after night not only know your tactics—they prepare specifically to counter them.




    This familiarity breeds a kind of strategic stagnation. Every guild falls into the same patterns, with little variation in their approach. The need to innovate, to develop new strategies or ideas to tackle fresh challenges, fades away. Instead of pushing boundaries and evolving your gameplay, you find yourself stuck in a repetitive loop, facing the same scenarios with the same players. The thrill of outsmarting your opponent with something unexpected is replaced by the monotony of executing the same plan over and over again, hoping it’s just a bit more refined than last time.




    But the impact goes beyond just strategy. The psychological effects of dwindling competition are real. When you’re in a vibrant community where every match is a new challenge, the slow decline can feel like a loss of purpose. The excitement that used to come with preparing for a tough Siege War starts to wane, and the camaraderie built on shared victories and losses can start to erode.




    For those who remain and try to stay positive, there’s a growing sense of isolation. The Siege Wars that once brought guilds together now highlight just how few of us are left. Even worse is the unhealthy focus on the remaining guilds. Every fight is shadowed by personal feelings or contentment. The attempts to force equal competition where it otherwise wouldn’t be can be overwhelming for some, and unwanted by others. In some cases, it can lead to internal conflicts within guilds, driving wedges between friends, or causing burnout among key people in the community.










    This is where this post takes a turn. I wrote everything prior to this a few months ago. I only came back to it recently to finish my thoughts but also change the direction of the post. At first, I was writing something to share my experience, maybe to open a dialogue with others to see if they’ve felt the same, or perhaps to offer something people could learn from in the future. But now, this text has become more than just that—it’s also about finding a solution. There is actual purpose in this rambling for one reason because things have changed rapidly.




    The situation has become even more dire in recent weeks. Just a month ago, on the United States’ server, there were still four guilds actively(five or more people) participating in Siege Wars at least weekly that I was aware of—two in each time slot with more than five people participating. Occasionally, there would be a crossover and some variety. Maybe even a fifth would sign up once or twice a month. Now, even that has faded. We’re down to just one guild signing up for Siege Wars each night, looking for competition, and sometimes not even one.




    This isn’t just a decrease in numbers; it’s the collapse of the competition itself. The Siege Wars that once defined Runes of Magic for many people, that once brought entire guilds together in intense, strategic battles, have effectively ended. The thrill of facing an opponent, the satisfaction of a hard-fought victory—those experiences are no longer possible here. The last Siege War with more than 12 total people in it was more than two weeks ago. It used to be daily as recently as two months ago.




    The impact of this goes beyond just losing a game mode. For many people, Siege Wars was the heart of our engagement with the game. It was what kept them logging in night after night, what motivated them to improve their skills and work together as a team. Without it, we’re left with a hollow shell of what the game once was.




    This dramatic decline raises a tough question: What happens to a guild, and to its members, when there’s no one left to compete against? For some people, the game is starting to feel more like a ritual of maintenance rather than a vibrant, living competition. Logging in has become about keeping up appearances, about holding onto the remnants of a once-thriving community, rather than about the excitement of battle.




    And then there’s the question of legacy. What does it mean to be possibly the last guild standing? Is it a badge of honor or a symbol of a lost era? There’s a bittersweet reality in knowing that you’re one of the last to carry the torch, but it’s also a heavy burden. How do you keep the spirit of competition alive when no one else is wanting to compete?




    So, where do we go from here?




    One potential solution is to foster a greater sense of community collaboration. With fewer guilds, it’s more important than ever to encourage cooperation and camaraderie among those who remain. This could involve organizing events or friendly scrimmages. By working together, we can keep the competitive spirit alive while also strengthening the bonds between players.




    Another approach is to innovate within the existing framework of Siege Wars. If the traditional strategies have become stale, perhaps it’s time to introduce new player made challenges or objectives that require fresh thinking. This could be something as simple as setting self-imposed limitations during battles, or as complex as developing entirely new tactics that defy the established meta because the goals have changed. The key is to keep finding ways to make each match feel unique and engaging.




    The most drastic is also the most obvious answer to me. We can also look to Runewaker and Gameforge for support, if they are willing to lend it to us. I’d like to be able to talk directly with them, to let them know where they let us down in the past and how they can help address this specific problem in our community. Whether it’s simple balancing tweaks, introducing new rewards, or even creating new guild-based content, publisher and developer involvement is crucial in sustaining the game’s longevity.




    Lastly, it’s important to remember why we started playing Runes of Magic in the first place. For many of us, it wasn’t just about winning—it was about the thrill of the fight, the friendships we formed, and the stories we created along the way. By focusing on these core experiences, we can find new ways to enjoy the game, even if the competitive environment isn’t what it once was.




    In the end, it’s up to us, the players, to decide how we want to move forward. We can choose to lament the loss of the past, or we can embrace the challenge of adapting to a new reality. The game may have changed, but the spirit of competition and community that brought us together in the first place is still very much alive. It’s up to us to nurture it and help it grow in whatever form that takes.




    To end, I am genuinely interested in your thoughts, experiences, and suggestions on how to fix this. Thank you for your time.

    "CharlieBananas" on the old forums

    Mattyb

    Mage/Knight/Warrior

    Artemis I mean... Aeterna ... Uh... United States server

    Former 'The Black Tower' Co-Leader and Tarrasque Rank

    Current Co-Leader Serenity Guild

    <3

    Edited 2 times, last by MattyB ().

  • i feel kinda the same. i played rom for many years, took a break of a few years and came back because of SW. since then pve was more like filling a gap between SW rather than something fun. (new ini was released -> farming till you could gear up/build new pvp gear (usually a few weeks) -> sw and maybe if we were bored a ini run afterwards till the next content update.

    through the long gap after tos many ppl (including sw player) left the game. sw was still a thing but less guilds/ppl were there


    even after the release of NoM sw was a thing but not that much anymore (many ppl had simply no time to play pvp since it took way too much time to gear up -> mulitple runs a day with different chars). and with MA as a time intense ini the problem got even bigger.


    for EU rn it rather you get venomx (enough ppl in there to fight against the whole pvp community -> kinda useless to fight that with like 2-4 ppl) or you get a guild which is hiding inside their castle without fighting but healing/shielding the gates with alts (also kinda useless and boring to try to get inside the castle with 2-4 ppl when a single alt can defend against that)


    also the lack of proper rewards is a reason for the low partitipation numbers. as a sw lover, i would play it again even without a reward but there are many ppl who don't think like that and they need a reason that is worth it to spend there an hour a day.


    tbh idk if sw can be revived... i would like it but i kinda doubt it will happen.

  • toxicity can certainly be a factor in why some players leave, toxic environments can discourage new players from joining and push veterans to walk away, as for me, as a pvp player im use to it playing in a toxic environment with super toxic players but i know some are not ok with it which is very understandable. and then when the competitive side of a game becomes overwhelming or unfriendly which some are become bullies to other guilds and newbie just like me, a noob which is not really use to this kind of game but i found it very exciting esp the SW. Another also is changing is gameplay mechanics and and lack of updates? not sure, but well Lets Make ROM great again. Just my 2cents. :)8)

  • Nope, it won’t ever be the same as it was back then for sure, but that doesn’t mean it can’t still be fun, oh btw i just played ROm 4 months ago..lol on and off. Not my genre. Im more on pvp games, but if u want calm and chill, rom is a best choice.lol

    Edited once, last by Anne ().


  • Unfortunately, when it comes to rewards, there are two main problems. First, the rewards are underwhelming from a monetary perspective, and second, they don’t incentivize participation or even trying to win.



    First, the rewards are outdated. I think this is an easier fix. Let’s go through the current rewards for winning:

    Badges of Honor: These are completely outdated, by around 15 years. I can count on one hand the number of times people have needed these in the last decade.

    10K Experience and 1K TP Orbs: Meaningless to most players nowadays. If you save your reward chests and open them all at once, they at least look like something when you have a few hundred of them. But if you open them daily, they’re almost pointless.

    Guild Resources: An absolute joke. Again, these have been outdated for over a decade.

    Superior Equipment: They don’t even have the latest bag stats! They’re literally only useful for dirty stones now. You can get more of these faster through other methods outside of Siege War.

    Honor Points: The primary reward from Siege War, but it’s only about 1/10th of a stat pull (depending on how many points you get) for a stat that’s no longer the best in its category. While only outdated by a few months, this system was always better suited for farming by alts over time, not by active players engaging in the game.



    However, fixing the rewards alone won’t be enough. The bigger issue is the structure of how rewards are distributed. Winning gives the same rewards as tying, and everyone gets roughly the same amount of rewards. To address this, winning should yield the largest reward, tying should offer a medium reward, and losing should give either nothing or a smaller prize. Furthermore, better performance metrics should lead to more rewards. By metrics, I mean things like kills, damage dealt, healing, or towers captured. There’s already a score column in Siege War, so why not use that? You shouldn't be able to AFK 50 alts across 10 guilds and get the same rewards that active players get over the course of a month and a half, no matter how bad the rewards are.



    edit; Also, I just realized that the font was formatted to have bigger text from the word document I copied this from, so I removed that. lol

    "CharlieBananas" on the old forums

    Mattyb

    Mage/Knight/Warrior

    Artemis I mean... Aeterna ... Uh... United States server

    Former 'The Black Tower' Co-Leader and Tarrasque Rank

    Current Co-Leader Serenity Guild

    <3

  • first of all: i agree on almost everything you wrote ^^

    Badges of Honor: These are completely outdated, by around 15 years. I can count on one hand the number of times people have needed these in the last decade.

    I unfortunately have to disagree on that specific point: those are still relevant... more than ever since they're available in the aslan mini game. almost everyone who builds his dirty tier stones by themselfs will farm those to buy the armor packs instead of farming them in sun temple (better to store, easier to farm, faster to use).
    Also sw titles are a thing for newly created alts (since NoM and MA many ppl have equipt more alts and also need the titles for them.
    and also for those alts: when you wanna raise a pet nearly perfect, you'll need those badges for the attribute clear item.


    BUT the amount you get in SW is way to less (15 max iirc vs 200(?) avg in the aslan minigame per day and char)



    However, fixing the rewards alone won’t be enough. The bigger issue is the structure of how rewards are distributed. Winning gives the same rewards as tying, and everyone gets roughly the same amount of rewards. To address this, winning should yield the largest reward, tying should offer a medium reward, and losing should give either nothing or a smaller prize. Furthermore, better performance metrics should lead to more rewards. By metrics, I mean things like kills, damage dealt, healing, or towers captured. There’s already a score column in Siege War, so why not use that? You shouldn't be able to AFK 50 alts across 10 guilds and get the same rewards that active players get over the course of a month and a half, no matter how bad the rewards are.

    that's indeed a huge problem.

    to fix that for afk 50:50 sw's is kinda easy as you already wrote (proper rewards only for wins and lose/draw get way less).


    the metrics for each player are a bit more difficult because of class peculiarities.

    f.e. when you use kills as a metric, tanks and other classes that live longer than dps have a bigger advantage (everyone that is alive around gets the kill). if you take heal (with or without overheal) wl/ch will be the top and gate alts will most likely be right behind them because of the % heal of gates with 30kk hp :D

    dmg dealt is also a thing where selfdmg is counted -> wl/ch, ch/wl will have way higher numbers than any other dps.

    dmg taken -> also wl/ch, ch/wl and other classes with selfdmg will have more dmg taken than tanks or healer and even normal dps with hp gear but less dmg reduce will have more than tanks and healer xD every metric in there tells kinda the oposite of that what your inital thought is about it.


    when sw was introduced, they had a system that was based on those metrics. there were 3 units: attack unit, defense unit and support units

    attack unit -> top 12 ppl with highest dmg dealt, kills and tower captured

    defense unit -> top 12 ppl with highest heal and dmg taken

    support unit -> top 12 ppl with highest count in energy and merits

    the problem was: many dps were countet as defense, most tanks were counted as attack and if not than they were the top at support because of the merits gained at the front xD

    that metric based reward system was a few times adjusted till it was disabled and now there is only one big groupwhere everything is counted in and iirc the top 6 get a slightly bigger reward than the rest (15 badges instead of 12 or so).

  • I think he means the badges that are used for crafting boss furniture.... Not the orange ones for titles and gear purchases.

    Guild Leader of Serenity

    Crafting Expert

    Title Collector

    Card Hoarder

  • I think he means the badges that are used for crafting boss furniture.... Not the orange ones for titles and gear purchases.

    oh xD yeah... they're so outdated and useless that i completly forgot abotu them xDDD sorry^^

  • 0fc307a81fe360e4588c7635e28c923d.png



    These ones. (why am I like this)


    To be fair, I had forgotten to mention the Badges of the Honor. That would be the same description of Superior Equipment for most people though. You only get dirty stone gear, unless you need the titles. But, its almost irrelevant now with the bunker game.




    the metrics for each player are a bit more difficult because of class peculiarities.

    f.e. when you use kills as a metric, tanks and other classes that live longer than dps have a bigger advantage (everyone that is alive around gets the kill). if you take heal (with or without overheal) wl/ch will be the top and gate alts will most likely be right behind them because of the % heal of gates with 30kk hp :D

    dmg dealt is also a thing where selfdmg is counted -> wl/ch, ch/wl will have way higher numbers than any other dps.

    dmg taken -> also wl/ch, ch/wl and other classes with selfdmg will have more dmg taken than tanks or healer and even normal dps with hp gear but less dmg reduce will have more than tanks and healer xD every metric in there tells kinda the oposite of that what your inital thought is about it.


    Those are good points that I hadn't considered. I can now imagine how alternate guilds could farm metrics with something like warlocks constantly damaging themselves and healing themselves, but the requirements would be higher at least. I'm certain if it was thought about long enough (and I will), a solution could be found that doesn't require that much changing of code for the higher beings, but I can't think of one yet.

    "CharlieBananas" on the old forums

    Mattyb

    Mage/Knight/Warrior

    Artemis I mean... Aeterna ... Uh... United States server

    Former 'The Black Tower' Co-Leader and Tarrasque Rank

    Current Co-Leader Serenity Guild

    <3

  • Thank you MattyB for your long and luminous post.


    This fate was predictable and was announced more than a year and a half ago :


    New siege war rules : improvement or impoverishment


    It's ironic that the people who promoted a game primarily focused on tower combat are no longer playing today...


    I'm still playing but even though in Europe we still have three servers there are no more than a dozen guilds playing with a big gap in team strength and size. So most of the time the combat is unbalanced and not even worth trying...


    What could be done ? I think we all should make some proposal, hoping Patrick is reading this...


    1. First of all the rewards :


    Rewards of every PVP games should be renewed and for the siege should be worth the hour of time of active playing. But this was told one year and a half ago.

    * in 5 minutes with training center of a good castle you get more than a full hour victory of honor point

    * in 3 minutes with bunker you get more of training badge that a PVP player could dream of.


    Proposal :

    * AFK war (0 tower capture) = 0 reward

    * Victory is 10 times reward a defeat

    * Reward is obviously better than bunker or training center an hour long !

    * Reward should be worth for guild upgrade (at this time you have better to do Arcanium arena AFK than siege war)

    * With reward you can access usefull items and specially up to date PVP gear with up to date PVP statistics (at least 363 and 393)

    * A good idea could be to share the badge system of Stomping ground and to renew the stomping gear with two set one "level 363" and one "level 393"


    NB : an update of PVP gear and PVP statistics is needed. In fact the happy few NoM and MA farmers are now so powerfull that they smash tower guards in few seconds and smash you too, whatever your PVP gear and PVP zodiacal buff, in few seconds. So a PVE geared warlock/champion full speed and bursting and fading is toxic for the game.


    2. Second renew PVP spirit :


    a) Stomping ground was killed by farming spirit. The reward system incited people not to fight and wait in center of the shrinking veil.


    GF added events with stomping badges reward for it was so long and hard to get enough for gear just playing the game... And it was done. It is today impossible to play stomping ground, it never launchs.


    Proposal :

    Make stomping ground a never ending game :

    * every 15 minutes when veil is at his maximal size you can enter. Several people can arrive on a same spot. You have 20 seconds to vanish on the field with fearless.

    * Then your goal is to kill as many people you can and for this to stay alive. Your reward only depends on two factors :

    - 1st one the number of kills, one kill = one silver coin

    - 2nd one the number of 15 minutes cycle you survived (for if you survive 15 minutes you stay in and welcome the new wave of challenger). Let's say 10% increase of total reward for each 15 minutes cycle you survive. If you survive 3 hours (it is 12 x 15 minutes you'll get 1,1^12 that is 3,14 times the number of your kills value reward. If you were alone then 3,14 x 0 = 0 !


    NB : i know some will tell me " yes but people will connect alts and kill them for easy reward ". I answer no, let's say stomping is peak 101 or 105 or more if its needed. And if the ground is the same for every one you can't hope to be alone with your alts !


    b) There are others games PVP that could be great. Arcanium arena could be fixed improving reward system.


    3. Fix the siege war :


    * Detail not important but : When the tower capture was modified (double time when guard alive) the message system was not modified. So the message of a tower under capture is only for half the time of capture. This should be fixed.


    * The bloody dwarves defending gates are a pain. It is worth they stay, otherwise gate would fall too soon, but it should be possible to counter them.


    Proposal :

    A special catapult should be added. You can buy it when arsenal is fully upgraded. This special catapult is intended for catapult a brave into the enemy castel for he can kill the bloody darwes champion/mage and priest/warlock. Of course the brave will suffer huge damage splashing on castel ground, he loses 90% of his HP. So the herald should send heal with coordination of the catapulting and then probably fearless for the brave to kill the bloody darwes and then tornado and so on !

    Of course this special catapult is hard to load and you can't throw a brave more than once a minute !


    * The warlock/champion speed is too high for the game mechanism, especially when you have an high ping. Many skills doesn't work (shadow prison, roots, etc.) for the wl/c is already elsewhere when the action is resolved on server...


    Proposal :

    A new kind of tower : the spider tower. This tower is invisible. Once you come into his range of effect and if your speed is too high the tower throw on you a spider web and you are walking for 15 seconds. It doesn't change any of your speed buffs it give you a walking debuff... When tower acts it reveals itself for a few seconds...


    Well enough for today. Have a nice siege !

    "En vérité la Présence était Rose et en forme de Licorne. Mais si puissante était-Elle, que je ne pus la contempler. Aussi, la nommons-nous la Licorne Invisible Rose ; sa présence est trop incommensurable pour que nos faibles yeux la voient et nos faibles esprits la conçoivent. C'est par notre foi que nous savons qu'Elle est Rose, et qu'Elle est une Licorne. Et vraiment ceux qui disent le contraire sont des hérétiques et des infidèles !"

    Edited 3 times, last by Renovatio: Orthograph and bugs ().

  • Very interestig ideas, but...

    there is only one kind of changes, I can see in this game.

    The worst for players, the best to make €€€ $$$ YYY on this game.


    Even - if bug is a reason to generate 0,01 €, nobody fix this bug, make another one simulate to this.


    What will be next? Logar for 100(20)/100(20) ? Without weapon of course.


    Your wishes are cute, but children-like.

  • It's not false ! And of course, the excessive price tag required to make new equipment is also a good reason for people to leave...


    But, at a point, i think Game Forge perfectly knows that the game (and the incomes €/$ which goes with) can't survive with only a little bunch of whales playing. Even the whales will disappear if they are playing alone with themselves.


    So they perfectly know the most precious thing they have is the customer community and game reputation if they want their profit lasts... In a year the collapse of PVP players' community is huge.


    PS : what do you mean by " What will be next ? Logar for 100(20)/100(20) ? Without weapon of course " ? I haven't catch the idea...

    PPS: it costs nothing to express ideas, cute wishes even childish... Not like the X-Bow that I desperately need to build +30 T15 8o !

    "En vérité la Présence était Rose et en forme de Licorne. Mais si puissante était-Elle, que je ne pus la contempler. Aussi, la nommons-nous la Licorne Invisible Rose ; sa présence est trop incommensurable pour que nos faibles yeux la voient et nos faibles esprits la conçoivent. C'est par notre foi que nous savons qu'Elle est Rose, et qu'Elle est une Licorne. Et vraiment ceux qui disent le contraire sont des hérétiques et des infidèles !"

  • Answering about "next".


    It is not funy (for me). Innowation with very old place with old, extradurability mobs. Like in this old-new "caves".


    Alternative games has a new locations in time.


    Ab. "ideas"


    The very old "idea" is... for instance... to make IS friendly for user. Even place to make a money in this game is full of bugs. Visit card of this game. Nobody fix it for years.


    Crash 5 sec. to the end of SW. Everybody likes it! Why 5 sec. to the end??? In a rule? It should be fixed first, "ideas" has no sense without fixing bugs. And nobody repairs bugs (+€,+$,+Y) and will not make your dreams usefull (-€,-$,-Y).


    FIRST - repair what you have, next - go foward with "ideas". Otherway - more bugs, game unplayable.


    (apologize my english, I use this leanguage very, very rare, and I've learnt it 30 years ago and still do not use translator - me is me, not AI)

    Edited once, last by Andrut ().

  • IF they'd put all their effort only in bugfixes, they would need like 3-4 years (optimitically valued). when they don't bring any new/recycelt stuff in that time, rom would be dead after 3 years at most. sorry but that suggestion wouldn't work at all^^