Hot spot territory should just be rotating every 3 hrs, random with massive bumps on kills, pvp missions, and fort capture. Thats a simple addition they can do right now while everyone is levelling the pvp track which is driving the open world fun
And just to add, this also includes tuning down current open world pvp rewards mainly faction missions so everyones primary source of pvp leveling is OPR, arenas, hot zone contest.and in that respect id say hot zones should be every 3 hrs with a 45 min timer, 20 min warning to organise yourself
Yeah, open world just needs some underlying mechanism to highlight a specific area and this could be one way of doing that. Otherwise it just self dilutes itself. So much want, and I’m mostly a PVE player
OPR pvp exp:
The pvp difference between a „top performer“ and „bad performer“ should never be higher than 1k in my opnion, since the scoring system is still better for ranged dps than beefy frontline. If you are playing a tank for example, you are guaranteed to be last place in the scoring board, even though you can have great value in teamfights. Also heavy GA/WH can play an important role, but naturally are going to score less points than light ranged dps.
The main contributing factor for the amount of rewarded pvp exp should be time. If you are comming late into an OPR match, you should get points based on how long you have been in the game.
You also have to aknowlodge that gear difference is a thing in OPR. If you scrutenize „bad performers“ for low OPR points, you are most likely slowing players gear progression down, who need the gear progresssion the most.
“Top Performer”, means, playing Bow, or playing Heal, getting the top of the leaderboard… There are certain weapons which are underperforming, which concludes, they get bad XP.
I see how you meant it, and I think it’s good, but first, we need to balance weapons somehow
This could be trial tested simply by having a global announcement every 3 hrs that a certain zone wil be a hotspot, and faction missions and pvp kills are worth 2-3 times normal pvp reward value. Make fort uncaptured and only allow a single cap during the hot spot time worth 5000 pvp xp.
It will create amazing times.
To deal with low pop times getting too easy xp, it could be scaled based on how many players interact with the faction vendor and accept the quest, and leaving the zone clears your quest to stop artificially beefing up the rewards the same way you track players in an OPR
While everyone is scaling pvp you need to hit this now and not in 2 months
Played the most amazing OPR the other day, we locked out the third spawn of baron when they had 997 points and we have 925. Ended up having to take all three points before baron lock dropped or we would have lost.
I would like to see a dynamic side to it too, Game needs to understand how close a OPR can be and give rewards buffs for that as well.
swtor battle grounds gave points for defense, something OPR needs very much.
And I score much higher on leader Board these days playing Rat then I ever did as tank, something that is not really fair. Need tanks so Rats can work.
I do think healing is in the right spot and everything should be balanced around that. Making sure the point (exp, salt, shards, whatever) are for HEALS not overheals.
Also remove great cleave missions from that location or rework said missions
AS for resetting PvP track to zero, This is a bad idea as some people used the salt to make a few 100k coins, letting them do that again is just as broken. I am track 6 and have made 40k coins or so.
Hotspot territory or similar ideas have been posted a lot and I think that this is the way. New World’s glorious open world is one of its key selling points. Use it!
I absolutely LOVE your hotspot territory idea, but I don’t know if swapping every couple of hours would be too chaotic. Perhaps a longer rotation, like every 12 or 24 hours? Keeping it random, of course.
I like your OPR changes, but since I know the devs are watching this thread, I wanted to make an important point that should be addressed along with this change. I love solo backcapping, and I can’t count how many times I’ve won the OPR for my team with a triple cap giving us 200-500 points in a matter of minutes. But even though I may have been the key to victory for that OPR, I end up being closer to the bottom of the point pool, simply because capping outposts still does not give you a lot of points. I would suggest making two changes in this regard. #1: Drastically increase the amount of points that capping an outpost gives, and #2: dynamically scale the amount of points you get from capping an outpost depending on how many allies are also in the outpost circle. If you’re solo capping an outpost, perhaps give 100 points every 5 seconds. If two total allies are in the outpost circle (including yourself), give 50 points every 5 seconds. If 3 total allies are in the outpost circle (including yourself), give 25 points every 5 seconds. Something to this affect, to where solo capping an outpost can earn you a lot of points (as it should since capping an outpost is so imperative to your team’s win chances.) If we’re going to rely so much on a points system to give us dynamically scaling PVP experience, then the system needs to be fair to begin with. I believe this change will help make the point system more fair than it currently is.
instead of going wild with variations in points for x y z actions and incuraging certain playstyles by rewarding top players with the most crap, (aka stat padding) just keep it simple.
team is rewarded with a % based on how close the game was and be done with it.
the second you say top 5 players gets x% MORE exp will just cause people to not try and instead farm the crap out of damage or some other bs.
also can we talk about farmers that can singlehandedly repair a t3 door against 6 people simultaneously? (it was a split push but still amazing to see how long it took to take down a single door)
The expertise grind design specifically encourages undergeared players to go up against BiS max level players in OPR. Someone going to OPR to try and raise their expertise is absolutely going to underperform, plus the players on either side have no control over the possibility of a very lopsided match happening.
Not trying to derail your thread at all, I like the ideas here as well and think some sort of combination of all of these things (along with ranked) would make 2023 a hell of a year for Aeternum.
We had a 999-999 yesterday, was insane. I like the idea that the tighter the match score is at the end, both teams are rewarded more for the effort put in. A 999-999 scoring match is as close as it can get and both sides should feel good ya know?
completely agree. Give performance based BONUS rewards for OPR based on ranking. For tanks, increase the score awarded for “damage taken” or something of that nature. Though that would probably cause bruisers to all be top 10 every game. So, not sure the fix for that to not let tanks feel left out