Proposed changes Runes of Magic 2025/2026

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  • I'm proposing changes to Runes of Magic for 2025 because I'm committed to the game's long-term development and increased player engagement—especially those who value a balance between story, PvE, PvP, and access to content without a pay-to-win system. Here's a brief overview of my thoughts, along with a few additional suggestions.


    🔧 1. Universal Stone – no longer reduces the item's upgrade level . A much-needed change for players who value upgrade stability. This type of stone could be rare but obtainable outside of the item shop – for example, as a PvE/PvP reward or with Phirius Tokens. This would reduce frustration and encourage more experimentation with gear.



    ⬆️ 2. +16-30 item upgrades available outside the item shop (e.g. for Phirius Tokens) Allowing access to better upgrades without spending real money would be a big step towards a Fair to Play environment.



    🐉 3. Summit Quest – More Summit scales from harder instances. Difficulty-based reward balance makes sense. This change would motivate players to tackle harder instances, reinvigorating PvE content.



    💠 4. Double XP for Pinnacle Quests as well. This change would make XP events more valuable. Currently, Pinnacle players don't benefit much from XP events, which is a major drawback.



    📆 5. Battle Pass instead of login calendar Link to the proposal: Battle Pass proposal on the RoM PL forum, please translate google to your language

    Google

    An idea for solving the Battle Pass in Runes of Magic


    A Battle Pass with activity rewards is a great idea. It gives players choice and encourages them to play daily, not just log in. Ideally, it would offer both free and premium rewards so that F2P players could also benefit.



    🗺️ 6. A zone with renewable story quests (for leveling other classes) (CANCELED)

    Many players struggle with leveling their alternate classes. Daily story quests would offer a more engaging and enjoyable way to level than just grinding .



    💎 7. Bring back rubies for diamonds and expand/update the Ruby Shop. The ruby mechanic motivated purchases—even small ones—by providing a sense of added value. Expanding the Ruby Shop with more valuable items would be a nod to players who support the game financially.



    🖼️ 8. Runes of Magic Remaster – new visuals and a marketing campaign.
    A significant investment, but also a great opportunity to refresh the game's image. It doesn't have to be a full remaster – improvements to the interface, shaders, optimization, and a marketing campaign aimed at returning players could be tied to the game's anniversary.



    ⚔️ 9. PvP activity with current rewards. Good PvP won't attract players without appropriate rewards. Updating rewards for Guild Wars, Arena, etc. could increase activity. Seasonal PvP with unique titles could also be introduced.



    🎖️ 10. New event titles with bonuses.
    New titles are always welcome, especially if they offer attractive (even small) bonuses. They encourage participation in the event and provide the next level of progression.
    For example, I've collected several "Pumpkin Festival" titles that currently offer no bonuses—which seems like a wasted opportunity.



    🧠 Summary / Main goals of the changes: • Reduce the impact of the "pay to win" system • Increase motivation for active play (PvE, PvP, daily content) • Encourage players returning with nostalgia • More diverse and accessible rewards • Build a community around the gameplay, not just the item shop






    I encourage you to discuss this below. I apologize for any translation errors.

    See you in Runes of Magic

    Edited once, last by eyesnake ().

  • < f2p wizard wants to remove the peak system ...


    there cant be farmable universal jewel , too many scriptors .


    we are not going to overhaul the entire game for you no matter how well you write .


    we will never go anywhere near grumpdaddy or ainz in pvp ,thats out .


    we dont use titles .


    the game has no file space for new maps and no one to make them .


    f2p needs to be able to make 4 runes slots in gear , we wont even be able to do that .


    how about some quests on the higher level maps i see NO quests on any of them at all . just dead maps .


    so you have two whole posts and youve done this before , how many bots were you gonna run through our world if they did any of that stuff ?


    curse forge .... amazon , get out of online games and dont post here .

    have a nice day . he must be like planetgrey or something . smiles ...

  • 1. definitely. remove the risk of losing a plus-level is essential, even if the chance to farther upgrade the item would be ... maybe halved or even quatered

    2. i agree, although it will be hard to balance the phirius token price.

    3. this is already implemented. harder dungeon quests => more peak xp

    4. i support that idea. and i'm pretty sure it's easy to implement.

    5. the battle pass is interesting. maybe you should take a deeper look on how to implement that pass. e.g. would it be available per char? oder maybe per account? or even only once per gameforge account?

    6. would be great, absolutely! but what you always have to consider: people are creating twink chars over and over, thats a massive problem for the ingame economy. if leveling a twink to 100 is too easy, then this problem will exponentially increase.

    7. can't say much about that. the ruby system ended shortly after i started playing. still, my first char was able to get a flying manta, and i think that's a great mount.

    8. i think that was mainly licensing problem between gameforge and runewaker. rumors say that problem was solved, and now gameforge is theoretically able to do much more development stuff than before. regarding a marketing campaing: Square Enix are recently doing great with their FF-XIV advertising campaing. gameforge could easily copy that.

    9. there are still too many bugs in the siege wars, but on the long run there should indeed be some improvements like benefits depending on the siege war points that a guild has - and to make this more challenging, guilds should lose a percentage of those points for every ... maybe week that they don't sign up for siege war.

    10. the title system is indeed a big construction site. but i think it's got a much lower priority than the other things that you mentioned.

  • 4. i support that idea. and i'm pretty sure it's easy to implement.

    not possible. we had that in the beginning but there was the 32 bit int thing... ppl got their peak exp reduced instead of increased^^


    5. a battle pass will basically result in way worse items for f2p player and slightly better things than rn for p2w player -> big no^^

    6. what wichtl said + there are already bunker (10% exp per day), daily quest, high lvl instance grinding. those are not the best options ofc but good enough for main chars and their classes

    7. to get more stuff out of your dias with f.e. ruby, gf will most likely increase the price of some items or lower the price reduction on sales... not a fan of ruby system

    8. higher graphics -> more data in RAM -> higher risk to crash. just a huuuuge amount of work/time/money just that ppl play rom on low settings xD btw a crash free client would be cheaper/easier to achieve xD

    10. as long as title bonuses aren't permanent, you'll always use the better option (which are usually race titles or story teller title). same for title system... but yeah, the title system could get lvl wise opened (rn the cap is lvl 4) and better titles could be implemented. would be nice but that's it^^


    all other points: what wichtl said :D

  • not possible. we had that in the beginning but there was the 32 bit int thing... ppl got their peak exp reduced instead of increased^^

    solution: a second quest with the same peak-exp as follow-up to the normal quest, that auto-completes.

  • to activate/deactivate that, a patch is required (afaik there is no option to set a quest active/inactive so you have to add/remove the quest) -> can't be toggled like a exp event^^

    and yeah... patches just for such quests? i kinda doubt that this would happen

  • Wichtl and Ainz. Thank you for your comment. I didn't know about some of these things.


    Point 6 should be deleted.



    Point 8. I'm interested in improving the quality of the game to re-engage new players and base marketing on this change. There are few new players.



    Point 9. I think it would be helpful to update the PVP rewards for activities other than war.





    I encourage your ideas and suggestions.







  • not possible. we had that in the beginning but there was the 32 bit int thing... ppl got their peak exp reduced instead of increased^^

    If RoM had a problem with 32-bit integer numbers, we'd all have crashed between level 90 and 91, and would never have reached level 100 at all.


    Software that's 32-bit can still use and display numbers that are greater than 32-bits

    Inferiority Complex - Original wearer of the Snow Combat Drum!

    W/R/K, S/M/W, M/P/W, P/W/S since 2008 on Siochain // M/P/S & W/R/P on Osha

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  • not possible. we had that in the beginning but there was the 32 bit int thing... ppl got their peak exp reduced instead of increased^^

    If RoM had a problem with 32-bit integer numbers, we'd all have crashed between level 90 and 91, and would never have reached level 100 at all.


    Software that's 32-bit can still use and display numbers that are greater than 32-bits

    using a double it's ofc possible to use higher numbers... the thing is: that has to be implemented from runewaker (like all other client and server things)-> as long as you don't want that patch in this decade, you can try it xD


    we literally had those issues with peak exp xD ppl got peak exp removed instead of added. the solution was: no exp boni for peak quests and at most 4% of peak exp per bunker game.