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Possible change to the Oro System


.Zel
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Now personally I feel like the Oro System in its current form is fine as it is, since it rewards melee play and makes those who fight long range to move in close to confirm their kill i.e absorb the Oro. Still many feel that it is not fair as one can simply go around collecting Oro's without getting any kills to claim the top spot. To be honest that does seem like an issue that needs to be addressed. Some players will do whatever they can to claim victory in the easiest/effortless way.

Adjustment:

Normally players will not be able to absorb any Oro unless they have gotten a kill, if they have gotten a kill then they will have 10-15 seconds(duration can be adjusted) to claim the Oro. In other words, That will be the duration a player will be open to claim Oros, not only their Oro but any Oro. 

It won't completely stop Oro stealing, but it will certainly reduce the number of people able to steal Oro and keep anyone who can't get kills from gaining any Oro.

Will the time stack on kills? It would be fair if it does but only by 5 seconds(duration can be adjusted)  per kill if the initial timer is still on. In such a case there is 7 seconds or less remaining on the timer then the next kill should give 10 seconds to go claim the Oro.

Overall the duration should be balanced on giving the player enough time to claim the Oro from their kills.

Edited by .Zel
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51 minutes ago, .Zel said:

Normally players will not be able to absorb any Oro unless they have gotten a kill, if they have gotten a kill then they will have 10-15 seconds(duration can be adjusted) to claim the Oro. In other words, That will be the duration a player will be open to claim Oros, not only their Oro but any Oro.

Will the time stack on kills? It would be fair if it does but only by 5 seconds(duration can be adjusted)  per kill if the initial timer is still on. In such a case there is 7 seconds or less remaining on the timer then the next kill should give 10 seconds to go claim the Oro.

Oh, please.
Oro theft is rarely a significant factor in deciding end-of-match rankings. It's a molehill that has been grossly exaggerated by inexperienced players.

Here are scoreboards from my latest five Annihilation matches:

Spoiler

0f60c11ff3.png1607ce23ff.png29acc25af7.pnge11d88f3f6.pngd48f7aa982.png

Notice how Oro-kill disparity only makes a difference for one player in one of these five matches, and that player only moves up two ranks (equivalent to 2 oro).

Conclave does not need an overcomplicated Oro-collection limiting system to regulate a mechanic that is performing fine already.

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