OPR Serious question. AGS answer please

It is a very strange statement, from experience if I capture a point I am not always earning any point.

Anyway, the thing is again if you play objective, harass and not especially do kills you have no point.

As a guy who still miss a lot of arrows, who prefer to harass and block ennemy teams out of points if I do not do KS I can usually end with “you should participate more in the game, you earn nothing mate”.

Let’s be honest, today when someone is down everyone is trying to finish him (me too to be sure to reach the famous threshold)

2 Likes

We’re definitely aware of this and we agree that capturing and defending the control points should award players with score points for doing so. This is a change we want to make in the future but it’s a bit more involved, so we don’t have a timeline for this change to share with you at the moment.

5 Likes

One of the big problems with New World today, and I know the devs must have read this several times here on the forum, is that the kill count doesn’t go to whoever knocked the player down, but to whoever finished him on the ground. This is pretty ridiculous. You strive to beat the other players in PvP, you manage to win the fight, but an archer or a musketeer who stayed there at the base watching everything from the top of the tower gets his kill for free.

This goes for both OPR, Siege War and Open World. Hope we have a change soon on this.

4 Likes

nerf void gauntlet scream

3 Likes

@Chardis

Have you guiys considered possibly scoring kills and assists equally and as one combined kill/assist stat?

Without it your always going to have on side complaining they are being robbed.

I call this my “kill them all and let god sort them out” solution.

1 Like

A few suggestions:

Knock Downs should be worth more than the kill. At the very least they should be shown on the LB prior to the In Game Summary at the end. The player who got the knockdown tends to be the one who got the most damage on the person but either way that player is the one that took said opponent out of the fight.

Health of PvE rewards - Repeaters seem to have similar health to what they have in war, even though there are a lot less people and those people are a lot less coordinated. Brutes biggest problem besides the ‘Meatball Spam’ is that they have too much health even if they cost more now, their impact is huge. It is very hard to get 20 players who can’t queue up together in groups of more than 5 to focus down a brute, and half the time some new guy runs the brute far enough that he ends up retreating and gains all his health back. Rookie mistake.

That brings me to my next suggestion - Sure an MMR system would be nice or some way of joining an army of 20 to do a full 20 v 20 would be fun… but lets start simpler – How about the matchmaking system stops creating numerically imbalanced teams, even then feeding players to the team with significantly more players. I’ve had games where we started 18 vs 13, a player joins > 18 vs 14 another 19 vs 14 ??? another joins 19 vs 15 , ends up 20 vs 16 … It’s almost like its having trouble telling the difference in party’s sizes. Naturally if 5 more people join when its 18 vs 13 all 5 should go to the 13 side.

Triple Cap Bonus needs to stop the moment a player on the opposite team steps into a base OR the time to capture a point goes down based on how many points the enemy team controls because the triple bonus is insane amount of gains, it feels weird to be standing on a point for that long losing significant score even though you already technically have control of the point.

While the change with the door allowed players to get rewards when they were being spawn camped… it actually makes spawn camping even easier to be honest. On my server a few of us have been quite vocal about letting others participate in the game and not spawn camp because I dont like waiting in queue forever and that’s what happens when people dont have fun, and Im not saying this as someone who gets spawn camped that often, it is similarly as unentertaining to have the game lop sided in your favor. The best OPR games go down to the wire.

I know this is lengthy but one last suggestion - people are powder kegs to blow the Baroness up thereby killing her much faster than intended and in such dramatic percentages of health that it makes it almost impossible to counter… I dunno if that was intended but it is def OP ( I feel like I will regret spreading this further )

tl:dr

Knockdowns on Scorecard
Damage on Scoreboard (had lopsided games with 250k plus damage and less than 500pts)
Brute/Repeaters health lowered
Even out teams by giving lowest incoming players
The Spawn Camp door just makes it easier to Spawn Camp

thanks and its good to see you guys care

2 Likes

Although I agree with getting the kill on the scoreboard, that’s the only thing. Beyond that, it should be a team effort. And with that, score gained on a personal level should be equal to all. Having landed a single hit on an opponent, even if you died, should still reward you if the opponent is killed, as much as it should reward someone who kills the player.

Doing so, the fear of death / closed ranged combat will be taken away. Because as of yet, it’s just quickly unrewarding to participate in closed ranged battles. And plays a very important role in as to why many people even avoid PvP in OPR altogether.

This agreed strongly as well. Actually capturing a base and staying within the base should be rewarded. Capturing the base should be highly incentivized. I’d say give it a score of e.g. 200 to capture. For each second spent within a base you’re defending, tick on 1 point. It makes absolute zero sense to be able to capture a base and defend it within a match, to possibly not even make the reward point cut right now.

1 Like

We were just having this conversation last night in fact the words of my friend Seclusve was “it makes no sense in every single other game I have played whether it was Apex, Call of Duty… (he named a bunch more) the person who gets the knock gets the kill credit” but obviously you’re a melee player, Muskets + Bows have plenty of trouble finding angles to get the kill shot once a player is downed… I swapped from bruiser to bow mid war because I got the movement bug last night & I had at least 20 knocks but only 11 Kills. I feel like melee players taking other melee players kills is way more frequent as someone who’s played everything but healer in OPR several times. Whoever happened to be swinging at the right moment is a weird qualification for who “killed” the enemy. When you use great axe you’ll swing knock them down, in order to get the kill timed right you have to dodge so the downed animation happens in that time before you can actually kill just so the timing of your next swing doesnt go too soon cause by the time you swing again after that if anyone else is around they already eliminated the downed enemy.

Also completely off topic note: The scoreboard… currently it is pretty common to consider the highest placed finish that isnt a healer is the actual highest placed on your team, because healers ALWAYS (even not so great ones) get the top slots.

  • What to do for certain regarding OPR solutions:
  1. Reward kills ONLY upon putting an opponent into the downed state.

  2. Make the powder kegs not damage Baroness. LAST HITTING BARONESS MUST REMAIN.

  3. Just ditch the Brute altogether and spare us from more grief.

  4. Damage matters, and so it should be rewarded no different than healing.

  5. Do more to stop spawn camping (invuln window upon walking out of door).

  6. Kills should continue to give your team points toward the 1000 needed to win.

  7. Capping should give individual score.

  8. REMOVE THE EXPLOIT ALLOWING PEOPLE TO CLIMB THE WALL AND BYPASS GATES.

1 Like

Yesterday I was on a “dominating” OPR team. We won the OPR around the time Baroness spawned. I had 5 “assists” because other people took the killing blow on them. I also stayed on a point for the capture time while the zerg ran to the next point. As a result of the game being relatively quick, I (and probably 10-15 other players on the OPR) didn’t have enough points to actually get credit for the OPR because we won so quickly. This experience is terrible.

3 Likes

@Trinsian

They have all ready announced scoring changes are coming to OPR.

Maybe do some research first???

But have they actually taken into account the extremely short timer on a dominated OPR, or are the values you need to hit the same whether the match is 7 minutes or 45 minutes.

2 Likes

@Trinsian

They said they were going to start scoribg damage similarly to how healing currently works.

I have been in matches where the score has finished 1000 to less then 100 as a healer and never had a problem qualifying for the reward.

When I run others specs and i see thats where the game is headed i switch to PVE and focus on the mines or dryads as it’s the most likely way to qualify…

Scoring changes should alleviate your issue…

That also depends on if they actually scale “participation” based on game duration.

Currently, it still stands that 500 score means that you were active and deserving of a reward. So long as the length of the game is not factored in, I doubt that the average 1000 - 100 game will allow anyone besides the top 5 on the winning team to receive their cache, coin, azoth, and gypsum even with these changes.

It is imperative that the Devs tweak that facet to account for team imbalance and blowouts. There’s nothing worse than playing “too well” and winning so fast that you have nothing to show for it. Wasted time for both teams is something that does not encourage people to requeue.

Nothing wrong with the brute. They added required azoth. You have to kill the brute. It’s quite simple. If you want pvp arena ask for it.

1 Like

Ya let me be the gazillionth person to suggest that. Big brain moment over here.

And ya, let’s kill the brute, deal with his attacks and all the while get shellacked by the enemy team encroaching upon us. :drooling_face: “Just kill brute.”

Any competent team is going to punish you for killing the Brute since it takes too long and, oh wow, look at that, they spawned a Brute on the other side of mid?!?!?!? Guess we can just take care of that one too and over and over and over. Are you seeing the pattern here?

2 Likes

It doesn’t take long to kill the brute. It goes down fast with a little effort. They do need to make them not reset health after long chase.

Maybe, just maybe, had someone on your team placed a brute on the other side they wouldn’t have two. I know, I know, big brain moment.

Also, they raised the azoth cost to 750 to give you more time to deal with it.

The real problem is the kill hungry elite pvpers not playing the objectives properly.

Capturing a flag, or part of the flag, should also reward contributions. A valid method of playing is to sneak to the furthest base and try to capture it without being caught. Despite capturing the base several times & distracting the enemy team (they need to keep backtracking to defend the base), I quite often end up with only 0-3 kills, and not enough points to earn the end of game reward.

Can you talk to the team about capping points? Takes too long. With 1 person capping it’s fine but it should go much faster if you have more people on the point.

2 Likes

Yes, this is what every OPR player wants in the end of the day!!! Two brutes absolutely brutalizing every player inside the fort by sending in the spiciest of meatballs to hit a 300 Perfect Score while finessing the most insane 7-10 splits on this side of Aeternum. Who do you think will win?!

Ya, resetting health is one of several issues with Brutes along with the insane leash length they have in general, their bizarre aggro that on a whim makes them want to chase the local mailman up to Moon, the stupid game of Tag it likes to play, and the fact that one team can spawn a Brute on either side… just stupid af.

If people want to see or mess around with Brutes in NW, go to Myrkguard or Mines and troll around with a musket. Everyone else who wants to play the PvP game mode without headache would appreciate it if Brutes were left out of the OPR equation.

3 Likes