OPR scaling mode

It would be nice seeing an OPR mode, where:

  • Armor/weapon gear score will be cap at 600 as well as lower gs item will be scaled up to at least 580 to create a fair playing ground for new and old players. the only difference between players is how big the perks combination of the armor that the players have obtained. - learn destiny 2

  • New map rotation to avoid boredom, and please be aware of map designs. Some should favor mage. Some should prefer muskets/bows and a specific playstyle. Giving players a sense of purpose to go for new things. Maybe extreme high map, river-covered terrain, and big jungle would be so fun.

  • monster should not:

  • stagger players; this creates a very frustrating experience.
  • Should be set in an appropriate area, not in places where it can randomly aggro players. Imagine trying to bait an enemy into an area to create a 1v1 situation then randomly staggered by a swordsman angry earth, I will definitely alt+f4.
  • there should be a server leader board for all sorts of stats to serve the pvp’s purpose:'flexing", it’s really simple yet has never seen developers implement the idea. Should include: winrate, kills, average output, the reward is a special title for every season that’s more than enough, maybe something such as

  • simplified shop system and auto equip items upon purchase or even a specific Hotbar for opr that players can customize. It is such a burden having to purchase items, open inventory, equip/use then switch items. very redundant. there should also be no need to kill a monster for some essence, it should be acquirable upon killing players.

  • more variety of consumables should be added.

  • turrets and different utilities should be adjusted to allow players who utilize them more capability to pressure the enemies for the team, such as healing totem, speed boost flag when used can improve surrounding players’ movement, cooldown reduction, tank items, life-stealing, teleportation portal, launchpad(maybe like an old-style one) so many ideas can be input into this to make the OPR experience actually fun. Please be aware that Opr is supposedly Pvp not, PvE.

  • Pvp, we are queuing for this game mode to fight people, not killing monsters 24/7. We could have gone to mine if we ever wanted killing monsters. There are good PvE objectives. There are unnecessary PvE objectives. Please differentiate that.

Hope my opinion is received.

3 Likes

yeah, just make this the “normal” que…

then make a “rated” “leader board” OPR where your company or 20 people together (a raid UI is needed at this point) can Que and GS isn’t limited to 600…

we all want a fair experience in OPR, but we cant ignore the grind for higher level gear (weird that it became a thing so early without more content added yet, anyways)

so the daily opr casuals can play, and hardcore can go play with other hardcore

why everyone wants balanced PVP in OPR … wtf …
All you have to do is receive material from the atitude rewards and you can constantly try to craft your BiS equipment. From the dungeons, you have BiS up to several weapons in the game in a few runs. Basically, this game gives everything for free without much effort in the game.
I grind and spend time in the game to be better than the others.
I want to join OPR and humiliate other players. The same goes for wars.
Exactly such behavior and retreat to cassual players means that all PVP players are long gone … Then everyone can cry, that there are dead servers, that it is controlled by one company, etc.

If you want to play PVP evenly, you are playing the wrong game. Start playing battle royal games …

and sorry for my bad English, but it’s not my native language and I’m just learning it

The difference between 590-625 isn’t why you’re losing fights. Doesn’t make any sense to kill the motivation for working on any sort of character development. Umbral shards would literally just be for PvE which would mean you don’t need to get them from OPR anymore.

As stated in the scaling, gear score should allow players to be even in the field, yet the differences between BIS and the average are the perk on the items. Thus, it creates a more level playing field between end game and beginning player (fresh 60 and end game 60 LVL players). Having a better perks combination will give you advantages, but it does not create a significant distance between the two types of players.

No amount of level 60 with the average of 500-550 gear scores would want to be one-shot by the same build level 60 end game players and still say it is an enjoyable experience doing that. The relevant skills should still exist to allow new players to turn the table. Currently, the gear score cap is at 625, but there will be more increases, which continuously creates an even more significant gap between end-game players and new level 60 players. The new world presented itself to players as one of the MMO games with appealing PVP systems, so the balance/fairness of gears should not be taken lightly.

I understand that many factors contribute to the player base’s bleeding. Still, just like end game players, a new player should also be respected and be welcoming, not be pushed away by the overwhelming/endlessly grinds to have a high gear score to catch up with the oldbie. Some players want to come and play opr for days, enjoying a particular game aspect. A new world is an open-world-sand box game; thus, the growth progress of a player should not be limited only to PvE aspects. Players should have options to choose different paths to grow. However, I believe gs’ gap is one of the reasons that hinder the experience of a portion of players(new one especially). For instance, some casual players will only come home after work and enjoy a couple of games before they have to spare their time for different tasks.

I did not claim anything about wanting PVP to be played evenly, there will still be a gap due to the uniqueness of items, but the scaledown in gs will allow the Pvp environment to be more healthy. New world is a unique game of its own. It is diverse itself from other games by having appealing designs and mechanics, so people want to play it. Telling them to move on and play different games is not a good decision. Having dev know that their players don’t like their game for specific reasons, so the developer will recommend that the players go for other games? No, that isn’t the brightest. There should be more communication between developers and their players to reach certain compromises to satisfy the parties within is more ideal.
edit/
I am only trying to propose changes only for Opr mode to make it more suitable for the casual players’ base. Your BIS gear will still be working in OPR. If you ever observed the settlement system it is really difficult for new players as well as other sides to turn around, thus, the stronger/rich will get richer while the weaker one will get very few opportunities. As the dominance of one side continued, that also means there is little to zero competition, and when a PVP game got no competition at all, PVP players will eventually leave because of lacking interest (to compete). It is definitely painful to see your power get reduced, but it is also crucial for the game development to be in a suitable state to have a good flow of old and new players, not making everyone leave.

The differences you are pointing out are between 590 and 625. I am trying to point out the gap between a freshly level 60 player with 500 gearscore trying opr. And I did mention the differences between BIS gear and average gears to be used for advantages. There are different activities for players to enjoy the development of their characters, in war, in an open world, and possibly in a non-scaled OPR mode light right now. But right now, there are no places for casual players who would love doing PVP stuff.

I mean you can be casual and do OPR and enjoy it. Not sure why this casual argument always pops up. If I work 10 hours a week should I expect a 40 hour a week check deposited in my account since I’m just a “casual worker”? You get out what you put in, if you don’t have the time to put in that’s fine just don’t expect the same results.

It would have to be drastic or subtle, thanks to the horrible weapon imbalance and wide, open-ended gear and gameplay diversity.

Make players pick a preset of gear from their faction vendor. It’s all 525 or 535 for the top stuff. Janky perks and stats, so there’s little to no OP advantage. Extreme? Yes, but we have to keep in mind it’s AGS. Everything they put in is bugged/broken and they leave it that way for long periods.

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