If you are not playing for fun, I would just leave as there is no point of getting frustrated and behave in childish manner.
There are much better ways of earning gold if you need it but outpost rushes supposed to be played for fun and gathering infos about diff builds plus getting better with pvp itself not for the azoth nor money.
yes hope they change that back especially bcs you allways have afk farmers in every lobbby where they just sit in spawn and the other thing is that 20v20 is totally random with who you play with and you have kids that dont listen to anything if fighting baron or anything else. you cant give people an disadvantage for randomsness if they try there best to win ! Plus people will just abuse anything to win what they are allready doing the fix didnt help the meta at all !
Nothing about this post is childish, and aims to provide constructive criticism to help create an environment in OR that can actually be enjoyed as a competitive experience.
I am sorry if you disagree, but I stand by what I said and my suggestions.
What strikes you as childish, though?
I don’t think the game mode itself will die as a result of this one change, despite the fact I don’t agree with the change. It could certainly contribute to the death of the mode if they decided adjusting rewards is their method of balance, rather than fixing the overarching issues with role selection and team balance.
Unless those 2 things are addressed, the mode will die, no matter what the rewards are.
Agreed, this was a terrible idea. I have no interest in doing OPR at this point because the afk farmers are still there. Why should I waste my time when I could earn more gathering resources?
This was such a terrible move, getting punished because my team is bad while my healer still makes 270 because his class is useful. While I am glad the hatchet and resilience perk fix, it was still better than now where healers and CC rain supreme all over. So much for outpost rush. I feel like this will make a lot of people stop queueing since losing means half instead of “slightly less” like the notes said.
I haven’t had time to play since the servers came back up- at half as you say - that puts the lower end of rewards at 90 coin on the losing side. Is this consistent with what you saw so far?
If so, that is a MUCH bigger deal, and feels a bit deceptive by calling it “slightly” less.
@Luxendra can you confirm the percentage the losing teams payout was nerfed by?
Instead of nerfing rewards, they should improve the game itself:
Lower the cost of upgrading an outpost (too many teams treat Outpost Rush like a deathmatch to go around zerg-killing everyone they can find and ignoring the strategic side of the event).
Let players level up weapons
Give players the option at the beginning of a match (before the ‘doors’ open) to respec into something new (for free – attributes and weapons). Let people try new builds for PvP.
Match teams based on previous performance. Split top players, split medium players, and split poor players into two teams (more algorithms for matching balanced teams). Balanced games are fun – unbalanced steam rolls are not fun (even when winning, though worse when losing).
Restore rewards, but kick an inactive player after a certain time. Losers who tried should be rewarded, but players that “AFK” should not be rewarded. And I mean AFK, now just from standing still and doing nothing, but also the ones that just run off and hide somewhere until its over. If they are upgrading an outpost, or dying alot, or in some way ‘trying’ – even if they are bad at Outpost Rush, they should be rewarded for trying (not discouraged from trying at all).
Amazon wants more people to play Outpost Rush. Reducing rewards (even if just for the losing side) doesn’t accomplish that. Improve Outpost Rush for a richer experience.
I agree wholeheartedly with your comments here. I agree players that are bad at the mode should still receive rewards and be incentivized to continue trying to improve.
By lacking meaningful contributions in the OP, I exclusively meant people who weren’t trying in some way or another.
While I agree that whoever made this choice needs to reconsider, I agree with their objective of trying to get more people involved instead of just AFK joining. But no, that person does not need to lose their financial income. They just need to solve the issue in a better way.
They should be working on keeping the mode alive, decreasing the rewards does the exact opposite. I play on a low pop server and the mode is already dead a week after it was enabled. If you sign up during peak server hours you’ll be waiting in the queue until you log off for the day, it’s ridiculous how the queue times are able to reach 3+ hours especially since Outpost Rush is such a vital source of endgame azoth.
They should not be fired over this choice. That’s extreme and unhelpful all around. This post is meant purely to be constructive criticism and not degrade the people working their asses off to give us something fun to do in our free time.
While I don’t agree with this decision, it should be a learning point in someone’s career, not a lasting blemish.
@LordLucian have you completed a match since the downtime to be able to confirm any part of the new payout range for a loss? Someone earlier reported it was half, which is even more excessive.