Page 1 of 2

PvP Rank Progression Revamp

Posted: Sun Oct 11, 2026 7:02 pm
by Zvyrhol
PvP Rank Progression Revamp



Patch 1.18.1 PvP Rank Progression System was one of the worst changes made by Turtle WoW. Its main intention was to remove race against time.
Jamey
Patch 1.18.1
The follow-up patch focuses on broadening PvP's appeal:
Partially rework the current Honor System to reduce the brutal race against the clock at high PvP ranks.
Instead, it ended up being even worse system than Vanilla one with strong encouragement of more inhuman race against time. New system made it easier for RMT & boosting companies to benefit from these changes.

How it looked like in the past, how it looks like now and how it SHOULD look like in the future? I will explain in the following chapters.

It's important for Octo devs to change this system before R14 becomes available because it's current form can be heavily exploited by RMT & boosting organisations (as it happened on TurtleWoW) - this is not something we want to see on Octo WoW.

Abbreviations used in this post for people unfamiliar with the topic:
RP = Rank Points
R14 = Rank 14




Vanilla WoW PvP Rank Progression System

System from 1.12 version of the game during Vanilla in 2005-2006.
  • Each week you earned your standing based on amount of Honor farmed in that week among whole playerbase from your server and based on that standing you got RP that moved your PvP Rank forward.
  • There is rank decay if you don't reach enough standing within that week.
  • The effort put into earning Rank wasn't linear - so there was no point in getting more Honor if you had first standing in your faction. Ultimately, your rank progress was limited.
  • Entire progression from R0 to R14 lasted for 3-4 months non-stop assuming that you were in top standing each week.
  • Taking a break from PvP would drop your Rank down to R0.
This system encouraged players to play week by week for some time. If you take a break for 1 month, you lose huge amount of progress. This system was devastating for your mental health especially on higher ranks where you had to spend plenty of hours a week to not lose a rank. Players competed against other friends from their own faction because RP awarded was based on standing. It's worth mentioning that this system had limit of amount of RP you could get in each week. You got always the same amount of RP if you were first standing - so there was no point in getting more Honor at some point.


Turtle WoW pre-nerf PvP Rank Progression System

It was essentially the same system as in Classic but the decay was changed a bit so your rank couldn't drop below highest reached level. So if you'd got R14, you keep it forever. But if are R13 and you stop your progress at 90% towards R14, in the next weeks your progress will drop to 0% and stop there.
  • Each week you earned your standing based on amount of Honor farmed in that week among whole playerbase from your server and based on that standing you got RP that moved your PvP Rank forward.
  • Rank decays still exists but now your Rank couldn't drop below highest reached Rank level.
  • The effort put into earning Rank wasn't linear - so there was no point in getting more Honor if you had first standing in your faction. Ultimately, your rank progress was limited.
  • Entire progression from R0 to R14 lasted for 3-4 months non-stop assuming that you were in top standing each week.
  • You could take pause from the game after reaching certain Rank level and resume your way to R14 in the future.
It was the best system so far but still far from perfect. It was impossible to drop your Rank level so it allowed some players to take a break for example before R13->R14 and go back to it in the future. The only downside was that more people were able to get R14. It wasn't as rare situation to come across someone with R14 as in Vanilla.


Turtle WoW post-nerf 1.18.1 PvP Rank Progression System

This one received massive change - the RP that was previously acquired once per week during server reset based on your standing, now applies in real time and is proportional to Honor gained.
  • RP are awarded in real time and the amount you get is proportional to Honor you receive. RP is no longer awarded weekly on server reset.
  • Rank decays still exists but now your Rank couldn't drop below highest reached Rank level.
  • The effort put into earning Rank was linear - proportionally more time spent in PvP = more progress on your Rank. The upper limit of how much RP you could get no longer exists.
  • Entire progression from R0 to R14 can be completed in just 1 month.
  • You could take pause from the game after reaching certain Rank level and resume your way to R14 in the future.
This small change turned the entire system upside down. In previous systems, RP was awarded to the player once a week during server reset and it was based on player's standing in Horde or Alliance. RP awarded was limited - top1 player got about 25-35% progress from R13 to R14 and people below them got even less. Now, there is no such limit since RP is awarded in real time. You can technically do R13->R14 in less than week if you have no life or you share account with someone. Players from same faction no longer compete against each other and that's the only good thing this change has brought to the game. Decay still exists and it's 20-30% of your Rank progress every server reset. This strange combination of decay that occurs each week after Tuesday and linear RP gain in real time is simply braindead design because if someone wants to start from 0% on Tuesday morning, they can't really make any progress because the decay of 20-30% would kill whole progress they made in that day. R14 was easier to get than ever before. Some of my friends went through R13->R14 in almost 2 weeks.

But the worst consequence of new system is that the optimal way of leveling your Rank is playing as much as possible with no limit. Note that the old system discouraged you from playing 24/7. At certain point, more Honor didn't linearly translate to more RP after reset so spending more time in PvP wasn't necessary - you would still get same amount of RP if you were top1. New system, however, has abolished this limit. Now your only opponent is decay that occurs once a week and burns part of your progress. So the best way to defend against the decay is to play as much as possible before the decay hits. More PvP equals more Rank because it's linear effort now. New system's goal was to reduce the brutal race against time but the effect it's achieved is contrary.


RMT & Boosting Behind The Scenes

And this is where RMT & Boosting problem begins. Because of decay that occurs once a week on your character, is the only enemy, the system encourages you to spend as much time as possible between decays-period. However, human must sleep and can't play 24/7 without serious health problems. This is why sharing account between players becomes the best strategy for Rank progression. The new system is still brutal for a single player... but for organised groups that share account this system becomes heaven. These screenshots were taken from one RMT company that was selling PvP boosts on Turtle WoW Nordanaar server. Note that in pre-nerf system, R0->R14 took 3-4 months even for companies like this.

Image

Getting R14 in just 3 weeks is insane - and it's still impossible for honest players who don't share account to reach R14 in such short time.
Also, here is another screenshot that describes attitude of such companies to this new system:

Image

Such companies openly admit with pride that they exploited this new system on Turtle WoW!


Proposed Solution

My proposed solution should fix the problem originally presented by Jamey and also fix some more. I will later present all pros and cons of all 4 systems compacted in one place.

New system:
  • RP acquired in real time.
  • Player stops getting RP once they hit weekly 20k Honor cap.
  • Whole progression of R0->R14 extended by 5x. Player needs to get 5x more RP than now to make same progress. Early Ranks should be similarly easy to get as now, the most part of this extension should be focused on later Ranks (R10-R14). Each Rank should feel gradually more grindy.
  • Decay removed completely.
It's basically current system but without all its errors.

First of all, RP is acquired in real time as in current system on Octo. In my opinion it's better than getting it once a week which feels clunky design.

Second, there is introduced limit to RP gain each week - same limit as 20k Honor cap that is in the game now. This shift the meta from playing 24/7 to playing reasonable amount of time, that's certainly good for health of the players. It also fixes the problem of sharing accounts so advantage of RMT companies is dulled.

Decay mechanic is removed COMPLETELY. Players who start ranking on Tuesdays shouldn't be punished by the system. So each hour spent in PvP actually matters and no decay can hurt your progress.

To compensate for the decay removal, whole progression becomes 5x longer in terms of RP needed. This essentially also fixes another problem that all previous Rank Progression Systems had: the people who spend crazy amount of time during short period (months) have clear advantage over those who play regularly (years) but spend less time in short period.
For example, in Turtle WoW player could spent 3 months in PvP by playing 8 hours every day, he got R14, then he left and never returned. There is another player who regularly plays PvP 1 hour every day and he is loyal player of Turtle WoW, he has been playing for 6 years. Due to his limited time, his max Rank was R10. Is that fair? I don't think so. Ultimately, the most loyal players whose names we all know should be promoted. This long progression would equalize the effort of both types of players.

It's important that the progression to R14 would be very long path. Potentially, extended even further if 5x isn't enough. It's up to devs to decide on specific number. It's essential if we want to keep prestige and elitism assosiacted with this Rank. It's not good if everyone in Stormwind is R14.


Comparison



Vanilla 1.12 System:

PROS:
  • Prestige and elitism of high ranks like R14.
CONS:
  • Player is subjected to a "brutal" race against time.
  • Player competes against players from their own faction.
  • Player losts their Rank if they don't play enough.
  • Decay.
  • Player is encouraged to share account if they want to achieve high Rank.
  • Player who plays regularly but not much, can't progress at some point.


Turtle Pre-nerf System:

PROS:
  • Player can retain Rank permanently.
  • Player can take a break from PvP after reaching certain Rank.
CONS:
  • Player is subjected to a "brutal" race against time. Less brutal than in Vanilla though.
  • Player competes against players from their own faction.
  • Decay.
  • Player is encouraged to share account if they want to achieve high Rank.
  • R14 becomes more common among the players.


Turtle Post-nerf System (Currently on Octo WoW):

PROS:
  • Player can retain Rank permanently.
  • Player can take a break from PvP after reaching certain Rank.
  • Player no longer competes against players from their own faction.
CONS:
  • Player is subjected to even MORE "brutal" race against time.
  • Decay.
  • Player is HIGHLY encouraged to share account if they want to achieve high Rank, potential RMT issue.
  • R14 becomes MUCH MORE common among the players, whole progression is much easier than ever before.


Proposed Solution:

PROS:
  • Player can retain Rank permanently.
  • Player can take a break from PvP whenever they want to, progress isn't lost.
  • Player no longer competes against players from their own faction.
  • Player finally isn't subjected to a "brutal" race against time.
  • No decay.
  • Player isn't encouraged to share account because of weekly cap & no decay.

CONS:
  • R14 could become common after many years.

Re: PvP Rank Progression Revamp

Posted: Sun Oct 11, 2026 9:30 pm
by Nugatmaster111
I think PvP progression needs more meaningful rewards. Right now, you can grind Honor while leveling, but the actual PvP gear is designed for level 60. Once you reach 60 and get your gear, there isn't much meaningful gear progression left outside of ranking for nothing then the name.

My suggestion would be to introduce an additional PvP gear progression system. Players could earn a PvP gear set and upgrade individual pieces through small, expensive upgrades that require a significant amount of Honor.

The upgrades shouldn't be overpowered or make existing gear irrelevant. They should offer small improvements that give dedicated PvP players something to work toward over the long term.

This would make Honor farming feel worthwhile even after reaching level 60 and obtaining your main PvP gear, giving players a reason to keep participating in PvP beyond ranking alone.

Re: PvP Rank Progression Revamp

Posted: Mon Oct 12, 2026 10:58 am
by Knifewrench
Zvyrhol wrote: Sun Oct 11, 2026 7:02 pm PvP Rank Progression Revamp



Patch 1.18.1 PvP Rank Progression System was one of the worst changes made by Turtle WoW. Its main intention was to remove race against time.
Jamey
Patch 1.18.1
The follow-up patch focuses on broadening PvP's appeal:
Partially rework the current Honor System to reduce the brutal race against the clock at high PvP ranks.
Instead, it ended up being even worse system than Vanilla one with strong encouragement of more inhuman race against time. New system made it easier for RMT & boosting companies to benefit from these changes.

How it looked like in the past, how it looks like now and how it SHOULD look like in the future? I will explain in the following chapters.

It's important for Octo devs to change this system before R14 becomes available because it's current form can be heavily exploited by RMT & boosting organisations (as it happened on TurtleWoW) - this is not something we want to see on Octo WoW.

Abbreviations used in this post for people unfamiliar with the topic:
RP = Rank Points
R14 = Rank 14




Vanilla WoW PvP Rank Progression System

System from 1.12 version of the game during Vanilla in 2005-2006.
  • Each week you earned your standing based on amount of Honor farmed in that week among whole playerbase from your server and based on that standing you got RP that moved your PvP Rank forward.
  • There is rank decay if you don't reach enough standing within that week.
  • The effort put into earning Rank wasn't linear - so there was no point in getting more Honor if you had first standing in your faction. Ultimately, your rank progress was limited.
  • Entire progression from R0 to R14 lasted for 3-4 months non-stop assuming that you were in top standing each week.
  • Taking a break from PvP would drop your Rank down to R0.
This system encouraged players to play week by week for some time. If you take a break for 1 month, you lose huge amount of progress. This system was devastating for your mental health especially on higher ranks where you had to spend plenty of hours a week to not lose a rank. Players competed against other friends from their own faction because RP awarded was based on standing. It's worth mentioning that this system had limit of amount of RP you could get in each week. You got always the same amount of RP if you were first standing - so there was no point in getting more Honor at some point.


Turtle WoW pre-nerf PvP Rank Progression System

It was essentially the same system as in Classic but the decay was changed a bit so your rank couldn't drop below highest reached level. So if you'd got R14, you keep it forever. But if are R13 and you stop your progress at 90% towards R14, in the next weeks your progress will drop to 0% and stop there.
  • Each week you earned your standing based on amount of Honor farmed in that week among whole playerbase from your server and based on that standing you got RP that moved your PvP Rank forward.
  • Rank decays still exists but now your Rank couldn't drop below highest reached Rank level.
  • The effort put into earning Rank wasn't linear - so there was no point in getting more Honor if you had first standing in your faction. Ultimately, your rank progress was limited.
  • Entire progression from R0 to R14 lasted for 3-4 months non-stop assuming that you were in top standing each week.
  • You could take pause from the game after reaching certain Rank level and resume your way to R14 in the future.
It was the best system so far but still far from perfect. It was impossible to drop your Rank level so it allowed some players to take a break for example before R13->R14 and go back to it in the future. The only downside was that more people were able to get R14. It wasn't as rare situation to come across someone with R14 as in Vanilla.


Turtle WoW post-nerf 1.18.1 PvP Rank Progression System

This one received massive change - the RP that was previously acquired once per week during server reset based on your standing, now applies in real time and is proportional to Honor gained.
  • RP are awarded in real time and the amount you get is proportional to Honor you receive. RP is no longer awarded weekly on server reset.
  • Rank decays still exists but now your Rank couldn't drop below highest reached Rank level.
  • The effort put into earning Rank was linear - proportionally more time spent in PvP = more progress on your Rank. The upper limit of how much RP you could get no longer exists.
  • Entire progression from R0 to R14 can be completed in just 1 month.
  • You could take pause from the game after reaching certain Rank level and resume your way to R14 in the future.
This small change turned the entire system upside down. In previous systems, RP was awarded to the player once a week during server reset and it was based on player's standing in Horde or Alliance. RP awarded was limited - top1 player got about 25-35% progress from R13 to R14 and people below them got even less. Now, there is no such limit since RP is awarded in real time. You can technically do R13->R14 in less than week if you have no life or you share account with someone. Players from same faction no longer compete against each other and that's the only good thing this change has brought to the game. Decay still exists and it's 20-30% of your Rank progress every server reset. This strange combination of decay that occurs each week after Tuesday and linear RP gain in real time is simply braindead design because if someone wants to start from 0% on Tuesday morning, they can't really make any progress because the decay of 20-30% would kill whole progress they made in that day. R14 was easier to get than ever before. Some of my friends went through R13->R14 in almost 2 weeks.

But the worst consequence of new system is that the optimal way of leveling your Rank is playing as much as possible with no limit. Note that the old system discouraged you from playing 24/7. At certain point, more Honor didn't linearly translate to more RP after reset so spending more time in PvP wasn't necessary - you would still get same amount of RP if you were top1. New system, however, has abolished this limit. Now your only opponent is decay that occurs once a week and burns part of your progress. So the best way to defend against the decay is to play as much as possible before the decay hits. More PvP equals more Rank because it's linear effort now. New system's goal was to reduce the brutal race against time but the effect it's achieved is contrary.


RMT & Boosting Behind The Scenes

And this is where RMT & Boosting problem begins. Because of decay that occurs once a week on your character, is the only enemy, the system encourages you to spend as much time as possible between decays-period. However, human must sleep and can't play 24/7 without serious health problems. This is why sharing account between players becomes the best strategy for Rank progression. The new system is still brutal for a single player... but for organised groups that share account this system becomes heaven. These screenshots were taken from one RMT company that was selling PvP boosts on Turtle WoW Nordanaar server. Note that in pre-nerf system, R0->R14 took 3-4 months even for companies like this.

Image

Getting R14 in just 3 weeks is insane - and it's still impossible for honest players who don't share account to reach R14 in such short time.
Also, here is another screenshot that describes attitude of such companies to this new system:

Image

Such companies openly admit with pride that they exploited this new system on Turtle WoW!


Proposed Solution

My proposed solution should fix the problem originally presented by Jamey and also fix some more. I will later present all pros and cons of all 4 systems compacted in one place.

New system:
  • RP acquired in real time.
  • Player stops getting RP once they hit weekly 20k Honor cap.
  • Whole progression of R0->R14 extended by 5x. Player needs to get 5x more RP than now to make same progress. Early Ranks should be similarly easy to get as now, the most part of this extension should be focused on later Ranks (R10-R14). Each Rank should feel gradually more grindy.
  • Decay removed completely.
It's basically current system but without all its errors.

First of all, RP is acquired in real time as in current system on Octo. In my opinion it's better than getting it once a week which feels clunky design.

Second, there is introduced limit to RP gain each week - same limit as 20k Honor cap that is in the game now. This shift the meta from playing 24/7 to playing reasonable amount of time, that's certainly good for health of the players. It also fixes the problem of sharing accounts so advantage of RMT companies is dulled.

Decay mechanic is removed COMPLETELY. Players who start ranking on Tuesdays shouldn't be punished by the system. So each hour spent in PvP actually matters and no decay can hurt your progress.

To compensate for the decay removal, whole progression becomes 5x longer in terms of RP needed. This essentially also fixes another problem that all previous Rank Progression Systems had: the people who spend crazy amount of time during short period (months) have clear advantage over those who play regularly (years) but spend less time in short period.
For example, in Turtle WoW player could spent 3 months in PvP by playing 8 hours every day, he got R14, then he left and never returned. There is another player who regularly plays PvP 1 hour every day and he is loyal player of Turtle WoW, he has been playing for 6 years. Due to his limited time, his max Rank was R10. Is that fair? I don't think so. Ultimately, the most loyal players whose names we all know should be promoted. This long progression would equalize the effort of both types of players.

It's important that the progression to R14 would be very long path. Potentially, extended even further if 5x isn't enough. It's up to devs to decide on specific number. It's essential if we want to keep prestige and elitism assosiacted with this Rank. It's not good if everyone in Stormwind is R14.


Comparison



Vanilla 1.12 System:

PROS:
  • Prestige and elitism of high ranks like R14.
CONS:
  • Player is subjected to a "brutal" race against time.
  • Player competes against players from their own faction.
  • Player losts their Rank if they don't play enough.
  • Decay.
  • Player is encouraged to share account if they want to achieve high Rank.
  • Player who plays regularly but not much, can't progress at some point.


Turtle Pre-nerf System:

PROS:
  • Player can retain Rank permanently.
  • Player can take a break from PvP after reaching certain Rank.
CONS:
  • Player is subjected to a "brutal" race against time. Less brutal than in Vanilla though.
  • Player competes against players from their own faction.
  • Decay.
  • Player is encouraged to share account if they want to achieve high Rank.
  • R14 becomes more common among the players.


Turtle Post-nerf System (Currently on Octo WoW):

PROS:
  • Player can retain Rank permanently.
  • Player can take a break from PvP after reaching certain Rank.
  • Player no longer competes against players from their own faction.
CONS:
  • Player is subjected to even MORE "brutal" race against time.
  • Decay.
  • Player is HIGHLY encouraged to share account if they want to achieve high Rank, potential RMT issue.
  • R14 becomes MUCH MORE common among the players, whole progression is much easier than ever before.


Proposed Solution:

PROS:
  • Player can retain Rank permanently.
  • Player can take a break from PvP whenever they want to, progress isn't lost.
  • Player no longer competes against players from their own faction.
  • Player finally isn't subjected to a "brutal" race against time.
  • No decay.
  • Player isn't encouraged to share account because of weekly cap & no decay.

CONS:
  • R14 could become common after many years.
ranking never been easyer solo then it ever been, u stating its so hard atm just shows u dont pvp, but we already knew because u keep saying nordenaar while posting on yshaarj forums. go post ur nonsense take in n'zoth forums where u belong. the only issue with current system is that latercomers are capped by 20k honor cap while if t3pvp is already out it means they have to pvp for 40weeks to get up to date.

Re: PvP Rank Progression Revamp

Posted: Mon Oct 12, 2026 2:23 pm
by Dzielkus
Nugatmaster111 wrote: Sun Oct 11, 2026 9:30 pm

My suggestion would be to introduce an additional PvP gear progression system. Players could earn a PvP gear set and upgrade individual pieces through small, expensive upgrades that require a significant amount of Honor.

The upgrades shouldn't be overpowered or make existing gear irrelevant. They should offer small improvements that give dedicated PvP players something to work toward over the long term.

This would make Honor farming feel worthwhile even after reaching level 60 and obtaining your main PvP gear, giving players a reason to keep participating in PvP beyond ranking alone.
We have pvp progression on gear.
Currently 1 tier blue pvp sets are available.
There're two more tiers, each required previous items purchase (via upgrading).
Estimation on full tier 3 gearing is around 10-12 months of farming 20k honor each week.
On top of Conquest points, which wasnt introduced by turtle after all.
So the progression is here, and it looks like a long ride.
Depending how many and how Conquest points will be earned - it may be much longer than 12 months journey.

Re: PvP Rank Progression Revamp

Posted: Mon Oct 12, 2026 7:36 pm
by Zvyrhol
Knifewrench wrote: Mon Oct 12, 2026 10:58 am ranking never been easyer solo then it ever been, u stating its so hard atm just shows u dont pvp, but we already knew because u keep saying nordenaar while posting on yshaarj forums. go post ur nonsense take in n'zoth forums where u belong. the only issue with current system is that latercomers are capped by 20k honor cap while if t3pvp is already out it means they have to pvp for 40weeks to get up to date.
Go on, correct me if I am wrong. Is 3 weeks from zero to R14 not enough?

I will keep posting PvP topics in this section and nobody cares except you that it's designated to some dead PvP server.

Nugatmaster111 wrote: Sun Oct 11, 2026 9:30 pm I think PvP progression needs more meaningful rewards. Right now, you can grind Honor while leveling, but the actual PvP gear is designed for level 60. Once you reach 60 and get your gear, there isn't much meaningful gear progression left outside of ranking for nothing then the name.
This is off topic but as Dzielkus said, there will be gear progression starting with BWL I think. Currently we have access to T1 PvP gear, T2 PvP will be on BWL release and T3/3.5 in a year or so.

BTW, Epoch private server had PvP gear progression during leveling and it was amazing. There was a set for each 10 level bracket and you upgraded it gradually with Marks if I remember correctly. Something like this would be cool for Octo.

Re: PvP Rank Progression Revamp

Posted: Mon Oct 12, 2026 7:50 pm
by Knifewrench
Zvyrhol wrote: Mon Oct 12, 2026 7:36 pm
Knifewrench wrote: Mon Oct 12, 2026 10:58 am ranking never been easyer solo then it ever been, u stating its so hard atm just shows u dont pvp, but we already knew because u keep saying nordenaar while posting on yshaarj forums. go post ur nonsense take in n'zoth forums where u belong. the only issue with current system is that latercomers are capped by 20k honor cap while if t3pvp is already out it means they have to pvp for 40weeks to get up to date.
Go on, correct me if I am wrong. Is 3 weeks from zero to R14 not enough?

I will keep posting PvP topics in this section and nobody cares except you that it's designated to some dead PvP server.

Nugatmaster111 wrote: Sun Oct 11, 2026 9:30 pm I think PvP progression needs more meaningful rewards. Right now, you can grind Honor while leveling, but the actual PvP gear is designed for level 60. Once you reach 60 and get your gear, there isn't much meaningful gear progression left outside of ranking for nothing then the name.
This is off topic but as Dzielkus said, there will be gear progression starting with BWL I think. Currently we have access to T1 PvP gear, T2 PvP will be on BWL release and T3/3.5 in a year or so.

BTW, Epoch private server had PvP gear progression during leveling and it was amazing. There was a set for each 10 level bracket and you upgraded it gradually with Marks if I remember correctly. Something like this would be cool for Octo.
And what u gonna do if u 24/7 play somehow hit r14 and have no honor?
Basicly nothing because the honor is the hardpart now not the ranks.

Re: PvP Rank Progression Revamp

Posted: Mon Oct 12, 2026 8:18 pm
by Knifewrench
U guys do realise to buy full t3 pvp u need 700k+ honor right?
Wich is 35week of 20k honor, wich lets sa ur pogging and manage cap in 10h, thats 35weeks of 10h pvping. Minimum.
And rushing r14 is waste of time, u just do ur 20k cap or less and once u get rank stuck wich iirc is r13 at 20k/week u push a few week harder to hit r14 (wich u dont need till t3pvp and can chose when u do it while still farming honor)
Also atm we rank capped at r11 and cant obtain r12 yet.
This whole system promotes no sharing/rmt compared to before. Because majority of ur farm has no race component.

Re: PvP Rank Progression Revamp

Posted: Tue Oct 13, 2026 7:36 pm
by Knifewrench
Conclusion once again uninformed pve'ers were posting nonsense because uninformed and got real silent once corrected. :roll:

Re: PvP Rank Progression Revamp

Posted: Wed Oct 14, 2026 11:04 am
by Knifewrench
Zvyrhol wrote: Mon Oct 12, 2026 7:36 pm
Knifewrench wrote: Mon Oct 12, 2026 10:58 am ranking never been easyer solo then it ever been, u stating its so hard atm just shows u dont pvp, but we already knew because u keep saying nordenaar while posting on yshaarj forums. go post ur nonsense take in n'zoth forums where u belong. the only issue with current system is that latercomers are capped by 20k honor cap while if t3pvp is already out it means they have to pvp for 40weeks to get up to date.
Go on, correct me if I am wrong. Is 3 weeks from zero to R14 not enough?

I will keep posting PvP topics in this section and nobody cares except you that it's designated to some dead PvP server.

Nugatmaster111 wrote: Sun Oct 11, 2026 9:30 pm I think PvP progression needs more meaningful rewards. Right now, you can grind Honor while leveling, but the actual PvP gear is designed for level 60. Once you reach 60 and get your gear, there isn't much meaningful gear progression left outside of ranking for nothing then the name.
This is off topic but as Dzielkus said, there will be gear progression starting with BWL I think. Currently we have access to T1 PvP gear, T2 PvP will be on BWL release and T3/3.5 in a year or so.

BTW, Epoch private server had PvP gear progression during leveling and it was amazing. There was a set for each 10 level bracket and you upgraded it gradually with Marks if I remember correctly. Something like this would be cool for Octo.
u got corrected, why u stopped the shit talking? is it because u realise u just made a big clown out of urself? next time stick to pve forum where they dont have the pvp knowledge to call out ur Bshit.

Re: PvP Rank Progression Revamp

Posted: Wed Oct 14, 2026 4:19 pm
by Zvyrhol
Knifewrench wrote: Mon Oct 12, 2026 7:50 pm And what u gonna do if u 24/7 play somehow hit r14 and have no honor?
Basicly nothing because the honor is the hardpart now not the ranks.
That's true. Note that this post concerns only PvP Rank Progression, not PvP Gear Progression. These are different things. My point is: current system allows to reach high rank within very short amount of time. In the future, it might devaluate the prestige or scarcity of such rank.
Knifewrench wrote: Mon Oct 12, 2026 8:18 pm U guys do realise to buy full t3 pvp u need 700k+ honor right?
Wich is 35week of 20k honor, wich lets sa ur pogging and manage cap in 10h, thats 35weeks of 10h pvping. Minimum.
And rushing r14 is waste of time, u just do ur 20k cap or less and once u get rank stuck wich iirc is r13 at 20k/week u push a few week harder to hit r14 (wich u dont need till t3pvp and can chose when u do it while still farming honor)
Again, PvP Rank Progression and PvP Gear Progression are different things. This post is unrelated at all with gear progression.
Knifewrench wrote: Mon Oct 12, 2026 8:18 pm Also atm we rank capped at r11 and cant obtain r12 yet.
That's good because Octo devs have enough time to fix it. We have ~1 year or less until R14 is added. That's why I warn about this now, not AFTER the problem becomes more apparent.
Knifewrench wrote: Mon Oct 12, 2026 8:18 pm This whole system promotes no sharing/rmt compared to before. Because majority of ur farm has no race component.
As I observed earlier, you can't see the division between PvP Rank Progression and PvP Gear Progression and you treat it as a 1 whole so I assume by "this whole system" you meant PvP Gear Progression one. Indeed that one doesn't promote sharing because of weekly 20k cap and Honor being the currency you buy gear for - it's a good change because earlier it was strictly related with the rank you'd got.
My whole post is about PvP Rank Progression though and in that regard, players were given even more incentive to share accounts. Decay hits every player with same power so it's naturally optimal to focus on only one character.
Knifewrench wrote: Tue Oct 13, 2026 7:36 pm Conclusion once again uninformed pve'ers were posting nonsense because uninformed and got real silent once corrected. :roll:
u got corrected, why u stopped the shit talking? is it because u realise u just made a big clown out of urself? next time stick to pve forum where they dont have the pvp knowledge to call out ur Bshit.
No, I've just logged in after 2 days. I want to thank you for bumping my post every day, you keep it alive and you allow more people to see it. Devs also pay more attention to posts that are being warmly discussed.