You know they just “didn’t think about that”
Let’s not forget that the outposts all have defensive turrets and oil pots, but no one cares to build or upgrade them because sitting on a fully stacked Astra or Luna means that you mostly lose out on kill steal points or healing done.
What’s the point of structuring the outposts for capture and defense play when the scoreboard does not reflect that playstyle?
Changing the scoring to reflect kills is the first step, but removing points earned for killing NPCs should also be priority. Keep the PVE aspects in the mode, but make them secondary to the overall gameplay. Players won’t chase for PVE kills and brutes if they didn’t give so many contribution points.
The amount of Azoth received from said PVE activities should also be reduced and azoth should also be obtainable from kills and damage just like with war Battle Tokens.
None of this is that hard. Just make it so knocks give the kill and not the finishing of the person on the ground (exact same way PUBG did their change, it fixed a lot of issues for that gameplay will do the same here.) and make capturing stuff give points. Then listen to feedback and see if you want to add any of the other stuff later. But those 2 things are the only musts in everything that people have been talking about. And if you change to much at the same time you might go to far.
This isn’t the only issue with OPR. But let’s be honest here. This is the easiest issue to address/fix. Simply reward takedowns the same as kills. It’s that simple. This can be done quite easily for dev’s of your skill and magnitude. Then… Then maybe you can look at other serious issues like for example the total lack of balancing teams. Honestly I’d like to see you folks make a whole new PvP exclusive arena. With balanced teams ie heals, tank, dps, bruisers, ranged. That compete in an arena without these redonkulous brutes or any other ai for that matter. Just team play. There’s so much you can do. Look at Guild Wars 1 Hall of Heroes map rotation. They had a whole series of maps for teams to compete within. Look around there’s fantastic examples out there in the gaming / pvp world that can inspire your team to do better.
Can we get someone to look into the time it takes to cap points? It should take much less time to cap a point if you have more people on it.
Please just remove the “knocked down” thing all together in all of pvp. You get instantly killed 95% of the time anyways, so it makes no difference at all.
I am a huge PvPer especially in BGs. Practically spent years of my life in BG on MMOs. I used to talk about OPR all the time before it launched with excitement and glee, was stoked when it launched and played it tons the day it came out.
The next day, however, after the glow of a new BG settled I started to notice how poor my position was. That I was getting a reduced reward for the same efforts of taking points and defending bases. At the time I figured something was wrong, these developers surely didn’t set up the BG to punish you for playing objectives.
I noticed that healing was being scored and PvE “Jungle” activities were getting points.
It was my understanding that this was not trying to be Alteric Valley. Alteric Valley is a PvP mode within WoW that has PvE objectives. You try to kill the bosses and the PvP you encounter is to prevent you from achieving this goal.
But instead the set up is like that of Arathi Basin with several points to be captured. Arathi Basin’s main loop is taking a point and holding it longer than the opposing team.
OPR SEEMED like AB with PvE options to REINFORCE your base, PUSH the ENEMY base or LOCK the scores. This all seems in line with the objectives you have laid out.
BUT YOU SCORE IT COMPLETELY AS IF IT IS ALTERIC VALLEY! (making PvE activities the focus)
In fact by SCORING PERFORMANCE you are actively forcing people to certain play styles to gain standing. They are not PLAYING THE OBJECTIVES.
The day after OPR came out I brought these issues up to my company and was simply met with “maybe you should play healer”, “this is how I jungle”. Maybe they had no faith in AGS to fix this? In any case it was a relief to see other people sharing my perspective on the forums.
FURTHERMORE! - Why am I being scored in a PvP BG? What is this a math test? Am I in the mage tower again?
I qued up to the PvP BG to enjoy engaging in Player Versus Player combat. I am playing on a team, not trying to outperform my comrades. This kind of “game mode” just leads to the topics being brought up here in EXCESS like kill stealing or ignoring the forts altogether.
A LOT of people que up to BGs as an alternative to “random open world” PvP, durability loss or the high stakes that come with WAR where you MUST BE at peak performance to even enlist.
People que into OPR looking for a experience which they can play with new builds, test out gear changes or even just find synergy with friends. This is difficult to do when you’re held to a standard, when every move you do is being scored.
What sparked me to even make this post was someone asking why it has taken this long for the devs to “respond” to this with actual conversation. This kind of situation makes it seem as if the developers DO NOT actually play their game and HAVE NOT PLAYED MMOs in the last 10- years. (If they play MMOs at all) What do you DEVS even play?
Why were you guys so lost on your Myrk runs and why don’t you SHOW US, as the DEVELOPERS, how we’re “SUPPOSED” to play OPR since we’ve completely misunderstood the story/goal of this BG.
To go off on a tangent on the “Myrk run” no one wanted to watch you guys “slog through Myrk” so we can see how bad you are at your own game or hear you silently push buttons. When a director does DVD commentary for a movie they made they don’t just “exist watching the movie” as some kind of feature they USUALLY give commentary.
They talk about the actors, they give us details as to why they went with certain production decisions; THEY GIVE INSIGHT! They tell us what movie inspired this shot, what author’s work they based the main characters on.
Are you catching my drift? It was simply as if they turned on a cam and were like “that’s what you wanted, RIGHT?!?!”
NO, we want YOU to tell us why YOU think it’s a GOOD DESIGN to put the THINGS IN MYRK that are in MYRK. Like the Commander that 1 shorts 15+ people including YOUR TEAM.
I don’t understand how you can create something, but you need other people to assess how wrong what you made is. Many people were able to identify the key issues within days. This SCREAMS a miscommunication or DISCONNECT with your core audience and really needs to be figured out.
As a PVP player I don’t want to see another PVE event in this game. Make OPR a PVP as much as possible, or give us PvP player a proper arena to play with rewards and progression. It’s a big joke how AGS treating PVP players rn.
I have a topic about this
Please help me to get devs attention also there.
While I agree with most of what you wrote, I do not here: Some players are pretty bloodlusty and you can outsmart them for it: If you manage to pull a strong player away from the flag he or she can’t contribute to capturing it. If you manage to even pull two or three of them, because they think they can get an easy outnumbering kill, but you keep evading them, you may have given your teammates a chance to capture a flag, because they outnumber the enemy at the point of the map where it really matters.
Hi Chardis,
Can you clarify what the initial vision was of OPR?
It seems obvious that capturing and defending points should generate score. It seems a bit strange that this has just now occurred to the development team.
What exactly was the vision here? Could you also comment on constructable objects within OPR, as they are all worthless… What was the hope with these?
chardis say something :’(
Elp tanks
please make sure that not only capturing a point is scored, but some contribution towards it even if the person gets killed in the process. It would be very unfair if a person spends 2 minutes fighting on a point just to die seconds before it is capped (or barely stepping out) and gets no score, while another steps inside seconds before it is capped, and gets all the rewards.
omg is that the way it is scored right now? Wow
Sure.
I see two ways to score in the same time:
A- Ticks per second. Who stay inside the circle will getting points
B- when it is captured or defended done more 100.
(we could change it and make the tick per second count similar as damage done. So who stayed inside de circle the whole time get 100% of the 100 points. If somebody get inside in the last second will score 1 plus 1%.
Why not remove the silly threshold? Just remove it. If they are afk you already have a timer to kick them. That way people can focus on playing. Winning team gets X, losing team gets Y
I think it is better score by holding the point.
Today 5 guys from my team just ran after a enemy and forgot the outpost.
I stayed inside the outpost capturing, after I captured I stayed inside to defend it. Until four enemies came and killed after a good fight.
I was playing OPR, the other dudes was playing Deathmatch.
AGS fix the OPR score and give us a deathmatch instance please.
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