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?
Not anymore though. Watch it die and qeues get into the 30 min range on high pop servers
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:
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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).
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Let players level up weapons
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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.
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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).
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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.
Grrr… Well, there goes the only way I was able to occasionally talk my PVE friends into joining me for an OPR.
Who ever made this choice needs to be fired.
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.
This is not the only thing they have botched. We want a good game, we need good developers.

The problem is that there are not enough ppl that only play for fun!
@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.
No I have not because I had to leave the queue after more than an hour because of my kids.
UPDATE:
I have completed an Outpost Rush game that finished 987 to 1000.
My team lost ( which I’m not too irritated by because it gives information).
Under the old payouts, we should have gotten 315 coin for finishing that closely.
Under the new payout, I received 180 coin.
This is far more than a “slight” reduction (by my math, 43%), and is ultimately an unacceptable change made purely to stifle players progress through reduction of income. Anything about “Promoting competition” is outlandish at best.
There is now no incentive to prolong the game if you start losing early on, or try to turn it around, as discussed earlier the winner is predetermined and random in almost all games of OR. With this insultingly low reward for up to 45 mins of your time, it’s better to get it over with quickly, and get into the next match and hope RNG designates you as the winner of the next one. This will lead to swaths of players in teams that start losing early on to “throw” the game, and ultimately result in far less competition than before.
@Luxendra is 43% the intended reduction? If so, why was this miscommunicated as “slight”?
I am from Hellheim EU , the most populated server and I used to play outspost rush atleast 7-8 times a day and on holidays even more but recent changes in the rewards of outpost rush has made it hard for me to even think about playing since the rewards are just not worth the torture I have to go through when there are afks in your team and youre already loosing majority of the times a day. Companies have already ramped up the taxes of house and only game mode that I played to earn gold and have fun is just ruined now since I dont have the urge to play it knowing I’ll probably have afks in team and 180 gold is just not worth my time and headache I have to go through for 30 min straight . Please revert it back because many are feeling the same.
I want to highlight this comment just to bring it up again. This is an incredibly important point. I am significantly more PvE than PvP. I’m not good at PvP and I get frustrated when my only other options for improvement are being stomped in open world runs (unless I’m in a group but that’s still not learning) and wars. Being unhelpful in wars hurts everyone involved; my company loses, I waste time, and I feel useless. Outpost Rush is a safe and effective way of easing me into PvP when there’s no huge loss when losing. It just doesn’t matter- and that’s exactly what I need to feel more confident. Making something this like less enticing for PvP newbies and/or those who want to avoid stress in open world/war doesn’t help Outpost Rush grow, it gets it ignored.