Of course kills mean something with regards to the outcome of the game. I’m talking about my reflection on my kills if they are group kills versus 1v1 kills. Groups kills give no reason to brag whereas 1v1 kills means you beat them on your own. I can routinely get 10+ kills in an opr but only 2-3 are 1v1 kills. The others are from a group fight. I don’t take any pride from getting a kill in a group fight. I just happened to get the final blow. If it’s not me getting the last blow, it would be just someone else in the group. But a 1v1 is different. So the 17 kills I show on the scoreboard in opr, only but a few mean anything to me. That’s why I say kills don’t really matter except in 1v1s.
Give the award to who earned it! Whoever does the most damage deserves kill rights. Make it right NW
Rewarding sure, but securing the most reward for clipping the last bit of health i don’t agree with. Like, you got two guys down by the fort duking it out like robot jocks and yes, of course beaning the guy at the right moment secures the kill. Absolutely.
But without guy A pummeling this guy he wouldn’t have went down. So his reward is an assist, even if he put work in.
It’s just uneven, i don’t like it. I would like to see increased contribution from standing on point, damage soaking like, there’s a lot of ways this could be improved, putting in the work should get the rewards.
I think OPR right now just super rewards ranged, i haven’t yet fallen prey to bow spear but eventually who knows.
Screw the tanks that make you cappable of making the damage and the healers that keep you alive . Forget getting a kill as a bruiser or melee dps if any kind of real dps as mage, bow or Dex is with you. Think it twice then post
I guess I just don’t care about OPR scores that much. I know I’ll hit my 3k and nothing after that has tangible value.
I am, however, very interested in winning. And winning gameplay doesn’t really show up on the scoreboard in any empirical way.
Last night is a perfect example. We were down 150-500. They had triple cap AND had just secured baron. I backcapped star (enemy side fort that game) with 1900 resources in my inventory. They couldn’t retake it and the field position a spawn point ion the opposite side of the map offered gave my team the leverage they needed to triple cap and win.
My score? about 6000. I think I got like 17th place or some such. But there was no doubt to anyone in that game who shifted that game and caused that victory.
Game after that, we steamrolled the enemy team, they scored about 40 points total. Game was over in 8 minutes. I had the #1 score in the game without attacking a single individual. Highest score in the match, didn’t actually contribute a single tangible thing to that match’s outcome. Doors on a fort and a brute summoning stone? None of that matters when the enemy team can’t leave their spawn.
This entire “problem” is rooted in a “me me me mine mine mine” mentality. People are only worried about their scores and not the outcome of the match.
If anything, we just need a completely new scoring system. LoL handled this well by creating bonuses for killing players that were on kill streaks. That guy with 20 kills hiding in the back finishing people off? Yeah, kill him and he’s worth a ton of points for your team now.
Probably won’t ever happen though. While much of OPR is stolen from MOBAs, like the last hitting mechanics and the Baron and such, the goal of OPR overall is creating a space where players can feel good about pushing buttons and feel rewarded for pushing buttons whether they win or lose.
That’s why players are selfishly focused on their scores and not figuring out how to turn a loss into a win.
For scoring purposes in pvp you shouldn’t track killing blows. It should just be assists and damage done.
Outside of that everyone who contributes a certain threshold already gets kill credit for rewards in the open world. Up to ten individuals give or take get rewards for non player kills and it appears to function that to get credit your group has to be one of the top groups dealing damage. This seems to work and function up to two groups of players getting kill credit.
This would fix also empoweremnt perk on muskets in opr as well. Because mostly they just last hit.
Then they’re burning massive cooldowns to stat pad. These decisions can lose wars and organized OPRs. Let them make the mistake you 2mil damage 0 kills 500 assists looks better than 800kills 10k damage
How old are u? Please dont feel offended, nor obliged to answer.
26 what’s up?
this post proves that people aim for their personal score rather than team results
It was addressed to thread creator, sorry for misunderstanding.
Unti l the game has some kind of pvp standings/rank system (not the tracks)…does it really matter what some scoreboard says in an instanced match?
they’re doing it to build mortal empower stacks. still a poor use of resources
I disagree only because opr is main bows, firestaffs and muskets.
Two of them excel at padding, and two excel and killing from range.
The bow does both.
Most damage does NOT guarantee you the win.
It will just reinforce this meta we have at the moment.
In my opinion, the scoreboard is what encourages opr to be in the state its in now and frankly its just not fun.
Now dont get me wrong, im a fan of bow but its overuse needs to be addressed.
Firestaff is another story. Technically one of the worse weapons in pvp but its sustained damage and easy to use kit does well in the hands of a casual player to place them high on the board.
I would like to see melee return with all classes being equally present in opr.
So a scoring system that encourages that is my choice.
Mortal empowerment or not I’m still happy when someone finishes the running away guy. Assists award the same points and as long as you are in the flow you shouldn’t care who gets the kills. Have some fun even not getting a stack because no one actually stole your money or lunch irl
OPR’s Baron hell yeaa xd
At least as often, the people with the most damage have the least impact on the kill.
What does the tank do? He might have fought well the whole game against 3 - 4 players and has no kills because a Bower shoots a hail of arrows into the clumbs? Bad idea!
I often have 1 - 1.2 kk damage in OPRs and only 5 kills. And you know what, I don’t care, the impact is more important to me than the kills and than the damage. I would never waste a skill if I know that the opponent will die without my doing.
Stats don’t matter, winning does.
100% agree.
If the system provided ways to track impact instead of value i feel the game would be played differently.
Everyones enjoys stat padding because more numbers next to your name on the board feels great. However, that measures value instead and is sometimes a false sense of accomplishment.
Ive placed first on bow doing tons of damage but got zero kills, and we lost.
“But who cares i came first, right.”
That’s what i feel needs a rework in the way opr and war is measured. Not for value but for impact.
Padding should not be incentivized.
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