Can y’all add some sandbags or trenches to the OPR map please?
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What spots in the OPR map would you find suitable for such a thing?
The map is just too broad, this would not fix anything. OPR needs to be replaced/rotated with a new map and mode. Preferably something a lot smaller and straight forward without PvE.
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I think the current map is fine.
but, a new less open map, which offers more protected positions, was interesting.
after the idea of adding protective obstacles is pretty good, especially since ranged players all use software to not have vegetation, and to be able to kill everyone with ease and better visibility than you.
We need new maps, not changing the current one!
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Just add new maps and problem solved.
I hate the same map from almost over a year!
With no more game modes to play…
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xin
August 30, 2022, 8:15am
8
No, the current map would still be broken. If anything do both. But this is easier than making an entire new map.
And who’s to say they wouldn’t repeat the same misstakes on the new map
Who will care about current map if we would get few new?
Please, bro, don’t suggest them what is easier. WE WANT NEW MAP. no changes, no comsetic shit, no more waiting!
I would like to see OPRs with “myrkgard” or “malevolence” or even “imperial palace” and “siren” type card rolls
the places already exist, it would simply be necessary to adapt to simplify.
less monotony, and each build could express itself differently depending on the place
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That’s actually pretty nice idea. To use locations we already have, cut out some area and make it separeted map for opr like it
New maps would be pretty cool. I’m just asking Pie_Gobler to elaborate on his own feedback. Thanks for your feedback as well however!
OPR enjoyer feedback, hope this helps
Ranged players farming score.
They refuse to play on points as it’s not rewarding for them, so they simply stay outside and farm their score by dealing damage. All they need is 3k score to guarantee max rewards, which is super easy to get by doing damage and they don’t care much about capping points.
Suggestion 1: rework scoring system. Make playing on points rewarding, make killing enemy structures rewarding, make defending home outpost rewarding.
OPR is not about damage, point influence is the most important thing. For example even as a ranged bow/musket player you can still flank enemy home outpost, back cap it, destroy enemy constructions - earn a lot of score for that.
Suggestion 2: give 2 OPR caches for wins, 1 for loss
Doorway fights in mid outpost: are boring. It’s literally about who gets in first and all you need 1 ice shower and 1 GA WH to hold it.
Suggestion: mid outpost should have 2 extra doorways on the sides (4 total) so that it’s a lot harder to defend and hold it as you get attacked from 3(4) directions not just 1(2). As well as extra summon portals.
Repairing T3 doors is too strong.
Suggestion 1: increase structure damage for summoned creatures; bear and ghost, so that you can’t out repair them and you have to kill the summoned creature in order to hold the door.
Suggestion 2: buildable/destroyable ladders that can let you into the outpost (allows for flanking playstyle)
Unlimited consumables (T5 honing stones, gemstone dust, oakflesh balms, health and mana potions)
OPR specific potions: we need cleansing potions, haste potions from wars. The map is quite big and people don’t wanna play running simulator and be able get back straight into the fight in seconds.
Suggestion : add EASILY obtainable HASTE potions.
This would allow for more strategic plays and dynamic rotations all over the map! This could help to avoid boring ZergVZerging and doorway fights.
system
Closed
September 20, 2022, 6:38pm
15
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