OPR scoring chart?

Hmm numbers seem kinda off. I built a spawn which is 120 resources and i got 200

Possible, but I’d suggest doing that a few more times to be sure.

I run a pretty regular route of PvE for the first 10 minutes (enough to secure baron with kegs and build a level 3 command tent) before I run and start pressuring forts. I’ll try and get some reliable data later and update my list but I usually stop caring after 3000 contribution points (which is the cutoff for max rewards win or lose).

No i don’t think so, it’s more like 100-200 damage is 1 point.

in a normally opr (not close a close game where the loosers have more than 800 points or we will be overrun so that on team have less than 200 points) i do so 400K - 600K damage per OPR and have so 4000 - 6000 points.

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Anyone here on el dorado and want to test with me?

So far any kind of DMG and Heals. DMG gives a bit more points than Heals.

This is why we have so many complains about ranged meta in OPR. Players like to pick easy way, pew pew from outside get 3.000 points and then they dont care anymore.

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You should get -500 for every door you close.
I would pay for that.

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Hey there, thanks for the question. I’ve included a breakdown of Outpost Rush scoring below. This scoring has been updated several times since we launched and we’re continuing to keep an eye on it as the game matures. Right now we feel it’s in a generally healthy state, but as we look at Outpost Rush contribution tiers and more in the future, we may make adjustments to ensure players are rewarded for contributing to their teams success!

Action Score
Player Kill 50
AI Kill 10
Ore / Rawhide / Wood Deposited 2
Azoth Deposited 1
Damage to Player 0.01 per point of damage
Damage to AI/Structure 0.0025 per point of damage
Damage dealt with Siege Weapon 0.005 per point of damage
Healing Done to Allies 0.0075 per point of healing
Assist 50
Capture Point Contest 0.05 points per tick (fully capturing a point is worth 90 points)
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Why there isnt DMG mitigation (DMG taken) scoring too? I think it would encourage players to play defensive builds too, not all to focus glass cannon dmg builds.

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i think that’s actually needed

Thanks for clearing this up.

Too bad this system, again, rewards players to be in front dealing as much damage to as many people as possible. How about tanks who’s defending fort entrance? How about players who are back capping?

Maybe it’s time to drop the scoring system and just give flat reward for winner/loser. Show players stats such as damage dealt, damage taken, kill, assist, healing done but no more of these points and no more ranking.

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200-3

Nah, everything doesnt need a score.

Could you also make a pinned forum and keep it updated as time continues?

Nah, youre able to gauge effectiveness of players that way.

We need to get points for Damage blocked and taken. This is really needed to make opr healthy, also possiblity to join as a raid gorup of 20 players who gonna fight another group of 20 players, that would be so cool, and we could have strategy etc. Please do it, thanks <3

thanks chardis

btw is there a particular mechanic to this?

50% damage dealt during the kill? last hit? does healing negate the effort taken, timer based?

also is this the same or similar points system for wars?

Hey Chardis. Thanks for the break down. Could you please consider increasing the capture point contest point gain? I believe that this would incentivise objective play which is sorely lacking in some games because of a desire to ‘stat pad’. If playing on the objective was by and large the strongest way to get ahead on the scoreboard, we could see more fun fights over them. Would love to see healing on par with damage done too.

MORE points for capping!
An example when the opponents came to their point for the first time only 5 minutes after the start of the match.

I would love if healing didn’t break all the time for performance summary.

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Yep same. I’m no padder. I run DE/SG/Orb with a rapier. I’d just like to see how well I did from game to game.