Posts by MattyB

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    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.


    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    First, the rewards are outdated.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    Badges of Honor: These are completely outdated, by around 15 years.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 Again, these have been outdated for over a decade.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

    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.


    Feel free to keep suggesting how to balance and ideas on how to solve this situation, everything will be forwarded :thumbup: (So far I don't see a solution that could completely address the problem)



    It is nice to see you say "address the problem", acknowledging there is one. ;)


    Anywho;


    58 and 90 Elites - Remove the movement speed completely from this. Its not needed. Increase the other part of the buff to compensate; 5% / 10 seconds / 10 times and 6% / 12 seconds / 10 times, respectively.


    67 and 99 Elites - Lower movement speed buff to 15% and 30%, respectively. Increase the other part of this to 8% of hp per second.


    Saces's Impulse (WL/CH Elite) - Remove healing from this skill. Decrease Intelligence buff to 10% maximum at level 100.


    Sort of unrelated, but also make maximum PvP damage reduction at like 60-70%.

    Summarizing what I found in a third-party forums post regarding this title. The post is from 2016:


    There was evidence they could find if you searched online at that time that the title came from NoM by a bug. It was never meant to be in game, and they removed the title from NoM, and thus from the game, in a patch. There are several titles not achievable in game, but in the database, and this one has an unfinished title description much like those.


    /end summary



    I tend to agree that this is likely what happened. The evidence they speak of would probably be a post from the old forums, which would be lost in any attempt to search for it through Google now, which is why we can't find anything about it.

    I don't have a problem with the changes themselves. I don't think it would have made sense to get rid of the three traps, so I'm glad that didn't work/happen. The buffs thing is great. The drill ground issue was a niche fix. The guards are obvious the most controversial, and I don't think its a perfect solution or perfectly implemented, but there is also nothing outright wrong with it. This is something that could use future tweaks. Otherwise, nothing too problematic with it, it is just different than what the normal has been for a very long time.



    My problem lies with the things they chose to "fix" or change. The buffs staying is a major fix, but other than that... the other three "problems" aren't even close to the most problematic things they could have focused on for siege war. Class balancing is hard and very opinionated, but needs to be addressed in siege at some point. In the mean while, how about something more black and white like the crash buff from the fountain in Varanas? How about skills that can hit through gates and walls and aren't suppose to? No thanks, the drill ground can't be attacked without clicking on it from the middle of it first.

    Also, the majority of the runes of magic players like the nostalgia part of the game more, me and my team are included in this majority

    Opening a server starting with Chapter 1 will increase this number many times over and will attract players who want to play this game, old and new. Because especially new players will love Chapter 1 and the content that will follow.


    [Citation needed.]

    The problem is both simple to state and complicated to explain; there is too much gold in the game.


    Single items are very well capable of being worth more than one gold stack (1 billion gold) when they are already tiered and plussed. Sets of items where that is true should be sold/traded together in one trade and can cost billions of gold. In the past month alone, I was told a set of items would cost 2.5billion gold and another single item would cost 1.3billion gold. This isn't unusual for some items imo.

    You can't list these items in the auction house because you don't want to list items for less than what they are worth. You physically can't list them for more than 1billion gold.

    Having a max gold stack or close to it isn't unusual if you have been endgame for a long time, and being forced to use alts to store gold when you go over is a nuisance.

    Without knowing the statistics (please share, GMs), I assume there is more gold entering the game than there is exiting the game, and has been this way without fail since the start of the game. This is the reason all the other problems exist. If a significant gold sink was introduced years ago, none of this might be a problem, but I feel it is too late for a gold sink to completely reduce the prices to where this won't be a problem, but it could stagnate it and prevent future problems from occurring.



    The solutions/suggestions come in three parts.


    1. The obvious suggestion to relieve some of these problems is to increase gold cap. Unfortunately, I think this is an imperfect or temporary solution. I believe ROM uses 32 integer storage for values such as gold amount. That would mean 2,147,483,647 gold would be the hard cap. This isn't perfect or a long term solution. This is would at least allow us to bid on items in the auction house for that amount, though it might not be necessary to do...


    2. Create a NPC that buys and sells an item (a gold bar?), for one million gold. Have the stack limit of this item be like 25,000 or something ridiculous. Allow players to trade this item to other players. This would allow players to trade other players for items higher than the gold cap. Want to sell an item for 1.5b? Trade another player and have them offer 1,500 gold bars, then go to the NPC and sell the gold bars. It would also allow us to store gold higher than cap while not using alts.


    3. Create a gold sink. Anything that would make endgame players throw money at an NPC for a beneficial reason (as opposed to a consequential one).

    Like, there was an NPC in Kampel Town in Land of Malevolence when it first came that allowed us to get like tier 4 and 5 runes from purple instance gear and gold. It was removed shortly weeks after release. Change that NPC to give tier 4 to 8 runes depending on the level of gear and gold amount entered and put it in Varanas or something.

    Another item sink: Allow the listing of items on the auction house with no price listed to receive offers on the items for a fee so people can message them or mail them about the item to offer on it. This would allow people to list items for sale that cost more than gold cap. Charge like 10 to 25m per item to prevent or limit it from being spammed with items of no value.

    More worried about the Moa's Core turn in.


    Just some assumptions to calculate what I'm imagining.

    The Moa's Core drops are 1 in 100 per last boss in level 50 instances (Cyclops, Kalins, and TT).

    There are 8 different kinds of Moa's Cores, so I can only assume there will likely be 8 different NPCS with 8 different turn ins.

    If this is all true, if you are lucky and get no repeat Moa's Cores, on average, you'll need to do 800 runs of level 50 instance to get one of each turn.

    Even if you are Wl/Ch and just full sprinting to the end or something and taking 2 minutes per instance, that is 26 hours and 40 minutes in level 50 instances.

    Like I said, a lot of assumptions there. Maybe there will be only one turn in total with 8 options (in which case it'd be 3 hours and 20 minutes on average per Core), but I doubt it.



    At any rate, no one wants to actively have to do 50 instances for the fear of missing out.

    You guys can do better. Make something that we'd actively enjoy doing and is as rewarding. No one is going to be 2 and half hours into running through Kalin's Shrine having fun.

    Affected Class/Skill/Quest/Festival/Other:


    Everyone in siege is in danger of crashing more than normal due to this buff.


    Description:


    Three buffs are received from the fountain in Varanas Central where the Chaos Vortex entrance spawns. You pay 30k gold to receive a buff. When the gold total reaches the 66m, 132m and 200m respectively (I think?), anyone with the 30k gold buff will receive a second buff...


    The three buffs are:

    "Wish Fulfilled: Courage" - 30% EXP

    "Wish Fulfilled: Luck" - 30% Drop Rate

    "Wish Fulfilled: Devotion" - 30% TP


    Their respective IDs are: 621995, 621996, 621997


    These buffs cause excess crashing in siege for both sides.



    Here is a thread I made on the situation a year and half ago. It told me to make a new thread instead of bumping it.

    Remove 12 Hour Haidon Fountain Buffs from game to prevent significant crashes in siege


    Server:


    All but specifically Aeterna this time.


    Version:


    7.4.0.2921.en but also every other one for the past 3 years.












    Just had our 36 vs 36 siege between the top two guilds on US get ruined because our side had 40-50 crashes in the first 5 minutes, followed by us backing out because it wasn't worth the problems. It has been a problem for years.

    Started playing after a year break about a month ago. Granted I only play for a few hours a week.

    Peak levels are the only new thing worth noting in that time frame. They aren't real normal levels. They go up to 20 (supposedly?). It appears as level 100 (1) in game in some places if you have 1 peak level. It costs about the same experience as another level for take but you only get experience at 1/10 the rate so it takes 10x as long as it normally does. Even at level 100 (normal levels) and level 20 peak levels, people are theorizing that you won't be able to do the new instance at all. No one can really test this theory because no one is at level 20 peak levels (personally the highest I saw is 9). They gave us a new zone with quests that will help you get about 1/10 of a peak level at normal experience rate so you have to grind out levels in an instance... or you can buy the peak experience orbs in the item shop. These levels make no difference in siege war.


    There are several familiar people still playing on the US server that you might recognize.

    rate is 1/100 so its 100 times slower

    I knew that, thanks for the correction.

    Started playing after a year break about a month ago. Granted I only play for a few hours a week.

    Peak levels are the only new thing worth noting in that time frame. They aren't real normal levels. They go up to 20 (supposedly?). It appears as level 100 (1) in game in some places if you have 1 peak level. It costs about the same experience as another level for take but you only get experience at 1/10 the rate so it takes 10x as long as it normally does. Even at level 100 (normal levels) and level 20 peak levels, people are theorizing that you won't be able to do the new instance at all. No one can really test this theory because no one is at level 20 peak levels (personally the highest I saw is 9). They gave us a new zone with quests that will help you get about 1/10 of a peak level at normal experience rate so you have to grind out levels in an instance... or you can buy the peak experience orbs in the item shop. These levels make no difference in siege war.


    There are several familiar people still playing on the US server that you might recognize.

    Diamond trading directly between players was removed like in April 2010 due to criminal activity linked to players using stolen credit card information to illegally buy diamonds.


    There was a time in 2012 when they did have an NPC who gave a laughable amount of diamonds for a reasonable (compared to the price on my server at least) amount of gold next to the NPC you speak of, but it was removed less than a year later (I don't remember a reason given for this).


    I don't know how effective all this was/is in preventing the illegal buying of diamonds, though, since players can always just gift items to other players directly. This is also speculation, but it seems to have been a decision made directly by someone working with Runes of Magic (as opposed to a higher level person at Gameforge who may work in the financial or legal department for the entire company) because other Gameforge games have had the ability (at least in the past) to trade their respective paid currencies for their respective in game currencies in the game between players on the auction house during the same time that we could not. If it was a company (Gameforge) decision, rather than a division (Runes of Magic) decision, I would think that they would do the same for all the games.

    About once every 3 weeks to a month we experience a siege war where everyone crashes 20+ times. This is directly that are triggered by getting the Haidon Buff from the fountain in Varanas. The buffs I am talking about are the ones that last 12 hours. I am not talking about the ones that last 2 hours.


    cIRCwH0.png


    This is one of the buffs.

    The three buffs are:

    "Wish Fulfilled: Courage" - 30% EXP

    "Wish Fulfilled: Luck" - 30% Drop Rate

    Wish Fulfilled: Devotion" - 30% TP


    They all three have the same icon as above.

    Their respective IDs are: 621995, 621996, 621997



    They CANNOT be removed from a player by right clicking on it. In fact, the only way to get rid of it is by letting it expire.



    Runewaker: Please disable players from being able to get the three buffs above to prevent crashing in siege war.



    Gameforge: Temporary solution since you probably can't remove it or allow players themselves to right click it, please add an NPC that will remove the buff from the player and make an announcement acknowledging that it causes crashes so players can self monitor it.