Simple solution to fix excessive ranged in OPR

double loot boxes for winning, keep the same rewards for losing

ranged that sit outside the outpost to farm dmg (score) usually leads to that team losing. I think this small change will incentivize players to either pickup different weapons or at least play to win

thoughts?

I had a similar suggestion:

Winner’s cache gets 3-4 items, loser’s gets 1-2.

Also, just go ahead and cut contribution points gained from damage and healing in half. It only takes 3k points to max out, anything beyond that is superfluous and a poor metric for judging actual performance.

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great idea, they could also increase score earned from capturing a point and attacking baron

you should also get the most points while being in a fort capping it, not from kills like it is currently

that would persuade a lot of players to actually help take a fort instead of stat pad

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This will not solve the problem. It only nerfs one group from deciding whether queuing is worth it.

Fix the points allocation and nerf healing. Those are the two things OPR needs. Moreso than any other thing.

And make groups queue only into other groups. No more dominating 20 randoms when you have pre-game knowledge and discord.

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I think creating a greater disparity between rewards from winning/losing will definitely have an impact on how people OPR. I also think that increasing score from capturing points/attacking baron would help.

I like the idea of premade vs premade OPR but don’t’ think that’s possible without cross server q. perhaps only allowing solo q until cross serer q is ready is the way to go

Healing is about the only thing that keeps the masses of range statpadders in check.

Bruiser is dominating our server. Range has become much less of a problem.

Most people are running full resil + shirking fort at this point and queing with bruiser/healer groups. The sustain is unmatched with good dps and stuns on top of it. Range is bad unless ur a no con musket god. At that point youre getting falsely banned anyways.

I think that you should only get points from damage when you’re inside the fort. If you want to pad your stats, get your ass up on the walls.

Sincerely,
Bow / Spear Player Who Gets His Ass Up on the Walls

Trees

Easier solution would be to not let range attack anyone in a fort.

Buff siege on forts and make it easier to make. Give the user of the siege weapon some sort of way to not get shot at. So they can legit just sit on the siege and farm range users.

Just scrap the current OPR and give us a new map and mode already.

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Go from some OPRs to no OPRs

Dont need to double winning loot. I’d be all in for double reduce losing loot.

So far the current difference its 500 PvP XP between losing and winning. The azoth and gold difference is like not existing.

But to reduce excessive ranged would need to change point system. I dont understand why Amazon are so stubborn to keep the current system mainly based on DPS.
The only bruisers/tanks u see in OPR are in premade party with healers.
Big majority only playing light and DPS builds to gather fast the 3.000 points then they dont care if win/lose as difference its small.

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I think a simpler fix would be change the scoring system; at the moment, dmg points are too high and point capture or contest is way too low

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If I can’t get loot for losing, where’s my incentive to sit on a rock and snipe people across the map?

lol, but true

Better rewards for winning to make it worth it.

Stop rewarding stat padding with personal score but playing objective, problem solved.

Rats be rats. If you need an incentive to be a rat, you aren’t a true rat.

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