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More Ilshenar Champions Please

Pinco

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Here is my thought:
Ilshenar champions are much more funny than fel ones since the paragons makes them harder giving a totally different playing.
Unfortunately there are only 2 random + lord oaks and the random ones when re-activated generates the same champ you have killed in 90% of cases :(
So having more altars will give us more chances to have different kind of champs. Also changing the random making able to exclude the last killed would help a bit...

Would be nice if the Ilshenar champs could drop something different than the Felucca side ones in order to give also a reward in doing them :D

I think Felucca champs are become boring for 3 reasons:

1) If you don't have a business in selling SoTs or PS and your characters are completed there is not much uses in those things.

2) The very big risk in Felucca is not losing the PS or SoTs or just time but the frustration:
People who raid the champs do not steal your PS, they steal the champ itself.
So if I spend 3 hours to kill all the spawns I'd like to kill the champ just for my personal satisfaction, then if someone kill me and/or steal everything it's fine.

3) If you exclude Lord Oaks, the spawns are too easy on Felucca. Lord Oaks is hard just because the area blocks the movements and slowing you.
 

Kylie Kinslayer

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I understand what you are saying in principle, but I think the number of spawns in Ilsh are fine as is. 3 different areas in Ilsh for champs with two of them being random is ok with me. I am happy they even added the artifacts to the Ilsh side, when they did that ALOT of folks were upset that it was being talked about, let alone done. There are several other Champ Spawns around in the Trammel ruleset tho:


Twisted Glade Champion Spawn - UOGuide, the Ultima Online encyclopedia Dread Horn Area
Meraktus the Tormented - UOGuide, the Ultima Online encyclopedia Labrynth Area
Sleeping Dragon Champion Spawn - UOGuide, the Ultima Online encyclopedia Tokuno

and in my opinion THE HARDEST of them all....

Pestilence Champion Spawn - UOGuide, the Ultima Online encyclopedia Bedlam, you want a challenge? Hit this one :D
 

Pinco

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I understand what you are saying in principle, but I think the number of spawns in Ilsh are fine as is. 3 different areas in Ilsh for champs with two of them being random is ok with me. I am happy they even added the artifacts to the Ilsh side, when they did that ALOT of folks were upset that it was being talked about, let alone done. There are several other Champ Spawns around in the Trammel ruleset tho:


Twisted Glade Champion Spawn - UOGuide, the Ultima Online encyclopedia Dread Horn Area
Meraktus the Tormented - UOGuide, the Ultima Online encyclopedia Labrynth Area
Sleeping Dragon Champion Spawn - UOGuide, the Ultima Online encyclopedia Tokuno

and in my opinion THE HARDEST of them all....

Pestilence Champion Spawn - UOGuide, the Ultima Online encyclopedia Bedlam, you want a challenge? Hit this one :D
I have already did all of them thousands of times :D
Basically having some new champ in ilshenar would revive this areas... also a champ in malas would be great...
Maybe something like an harrower that requires all the skulls of the trammel champions or an endless champ that became harder and harder....
 

Ludes

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Hey Pinco, since you can handle Bedlam... would you go get me some Academic Books?

I'll buy them from you.
 
F

Fayled Dhreams

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Here is my thought:
Ilshenar champions are much more funny than fel ones since the paragons makes them harder giving a totally different playing.
Unfortunately there are only 2 random + lord oaks and the random ones when re-activated generates the same champ you have killed in 90% of cases :(
So having more altars will give us more chances to have different kind of champs. Also changing the random making able to exclude the last killed would help a bit...

Would be nice if the Ilshenar champs could drop something different than the Felucca side ones in order to give also a reward in doing them :D

I think Felucca champs are become boring for 3 reasons:

1) If you don't have a business in selling SoTs or PS and your characters are completed there is not much uses in those things.

2) The very big risk in Felucca is not losing the PS or SoTs or just time but the frustration:
People who raid the champs do not steal your PS, they steal the champ itself.
So if I spend 3 hours to kill all the spawns I'd like to kill the champ just for my personal satisfaction, then if someone kill me and/or steal everything it's fine.

3) If you exclude Lord Oaks, the spawns are too easy on Felucca. Lord Oaks is hard just because the area blocks the movements and slowing you.
How about ...

When you set a champ sequence off, you can't get out of ilish UNTIL it is finished?

lot of griefing potential at that point, sure ...
But I'm weighing it against players that bit off more than they could chew ... follow?

Just brain storming ...

Good old rock'em sock'em the champion SOLO player,
decides to go kick the hornets nest yet again (pick a champ)
oops! out of some resource, again ... no problem, go home/bank and restock, again; like always.

OOPS! >the game is broke! call a GM! Post To Stratics!< ... I wasn't expecting THIS !!!

"HeeHee!" cry the stratics posters "Should have read the publish notes!"
"They >Finally< got around to reworking the loot tables and spawner points !!!"
Rejoice fellow player!
You must re-learn and re-adapt!
shake things up fellowplayer ! Get out of your pre-programed macro Rut !
Come over to Fel where the paragons now run rampant at harrower spawns ...
and No-one can kill you when your fighting one!
and if-when /they >hit< /You ... the paragon JUMPS THEM!! ENRAGED that they interfered cowardly in a somewhat "honorable fight"

*shrugs*
Just brain storming ...

Loot tables and spawner points have LONG needed a rework.

/agreed? :party:
 

Pinco

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Hey Pinco, since you can handle Bedlam... would you go get me some Academic Books?

I'll buy them from you.
if was that easy... the accademic book are camped by scripters like all the major arties, the chances to get one without being one of them is extremely rare :(
I've never seen one since when they have added it :/


How about ...

When you set a champ sequence off, you can't get out of ilish UNTIL it is finished?

lot of griefing potential at that point, sure ...
But I'm weighing it against players that bit off more than they could chew ... follow?

Just brain storming ...

Good old rock'em sock'em the champion SOLO player,
decides to go kick the hornets nest yet again (pick a champ)
oops! out of some resource, again ... no problem, go home/bank and restock, again; like always.

OOPS! >the game is broke! call a GM! Post To Stratics!< ... I wasn't expecting THIS !!!

"HeeHee!" cry the stratics posters "Should have read the publish notes!"
"They >Finally< got around to reworking the loot tables and spawner points !!!"
Rejoice fellow player!
You must re-learn and re-adapt!
shake things up fellowplayer ! Get out of your pre-programed macro Rut !
Come over to Fel where the paragons now run rampant at harrower spawns ...
and No-one can kill you when your fighting one!
and if-when /they >hit< /You ... the paragon JUMPS THEM!! ENRAGED that they interfered cowardly in a somewhat "honorable fight"

*shrugs*
Just brain storming ...

Loot tables and spawner points have LONG needed a rework.

/agreed? :party:
there can be several choices to avoid the steal of a champ in felucca, but many of them are not doable since they can become unfair advantages for certain people.

The only thing I can think about the champion (trammel and felucca) is this:

- The reward (PS/Replicas/Skull) should be assigned only to who has fought the entire spawn.

- If all the players who have summoned the champion die (or just leave the champion area), the champion disappears and you lose 1 spawn (an entire set of red skulls) and only the one who has summoned it can re-summon the champion again. If they don't succeed in a short time (15 min?) the champ will be reset.

This 2 points allow 1 important aspect: only the one who have really worked on the champ can get the reward and the chance to fight him.
This will encourage the raid when the champion IS OVER as it should be.
This will discourage random players to go and try to do a bit of damage just to gather the chance of getting the final reward.
 

aarons6

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if was that easy... the accademic book are camped by scripters like all the major arties, the chances to get one without being one of them is extremely rare :(
I've never seen one since when they have added it :/




there can be several choices to avoid the steal of a champ in felucca, but many of them are not doable since they can become unfair advantages for certain people.

The only thing I can think about the champion (trammel and felucca) is this:

- The reward (PS/Replicas/Skull) should be assigned only to who has fought the entire spawn.

- If all the players who have summoned the champion die (or just leave the champion area), the champion disappears and you lose 1 spawn (an entire set of red skulls) and only the one who has summoned it can re-summon the champion again. If they don't succeed in a short time (15 min?) the champ will be reset.

This 2 points allow 1 important aspect: only the one who have really worked on the champ can get the reward and the chance to fight him.
This will encourage the raid when the champion IS OVER as it should be.
This will discourage random players to go and try to do a bit of damage just to gather the chance of getting the final reward.

i agree with this.. the people who worked up the champ from start should be the only ones who get anything when the champ is killed.

it should be based on party. so the entire team should be in the same party.
that way late comers can join the party and still be ok..

anyone who raids, or just joins in gets nothing but in the way.

champs have become more of a hide and wait until the champ pops up then zerg in with a bunch of people at the last second. heal the champ up to 100% and the start killing it to get the scrolls, this should never be allowed.
 

Kylie Kinslayer

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champs have become more of a hide and wait until the champ pops up then zerg in with a bunch of people at the last second. heal the champ up to 100% and the start killing it to get the scrolls, this should never be allowed.
I ain't really ever been big on PvP. That being said, the reason scrolls were started in Fel was to give Trammy's *raises hand* a draw to go to Fel. Getting raided, having the Champ stolen, healed up and losing the scrolls was by design, and a good design at that. When it happens you have 2 choices:

1- Sulk home, lick your wounds, and pout about losing the Champ and scrolls

OR

2- Rez up, Heal up and defend what you think is yours.

Don't like the zerg? Try to find enough folks to out zerg the zerg. Yeah it ain't fair, but that's just like life... gotta learn to deal with it and roll with the punches.
 
F

Fayled Dhreams

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if was that easy... the accademic book are camped by scripters like all the major arties, the chances to get one without being one of them is extremely rare :(
I've never seen one since when they have added it :/




there can be several choices to avoid the steal of a champ in felucca, but many of them are not doable since they can become unfair advantages for certain people.

The only thing I can think about the champion (trammel and felucca) is this:

- The reward (PS/Replicas/Skull) should be assigned only to who has fought the entire spawn.

- If all the players who have summoned the champion die (or just leave the champion area), the champion disappears and you lose 1 spawn (an entire set of red skulls) and only the one who has summoned it can re-summon the champion again. If they don't succeed in a short time (15 min?) the champ will be reset.

This 2 points allow 1 important aspect: only the one who have really worked on the champ can get the reward and the chance to fight him.
This will encourage the raid when the champion IS OVER as it should be.
This will discourage random players to go and try to do a bit of damage just to gather the chance of getting the final reward.
mmmmm, yes ... good direction

Brainstorming still ...

How about putting some form of disadvantage or "cost" upon the raiding PvPers?

As it is (in a simple glance) The originators of the spawn face TWO dangers ...
Working the spawn to champion popping AND the inevitable raid
(not so inevitable if the game is so barren that Solo players (even rarely) can expect to pull it off alone)
Still, those who started the quest KNOW there are two battles to be fought ...

The "PvPers" are faced with only one "challenge"
Waiting for the spawners to pop the champ, and wear themselves out during >that fight<
and then, as you say ... "surprise them" heal the champ and fight their way out ...

Clearly, from my "game strategy / theory" the PvP end requires less planning and effort ...
and/or the PvM requires twice as much ... all depends on how you want to "map" it.

I would LIKE to map with an eye towards BOTH ...
The Ilsih and the Fel champions system.

On the ilish side ... how could we disadvantage the "late comers" to the busting of the pinata?
 

Pinco

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mmmmm, yes ... good direction

Brainstorming still ...

How about putting some form of disadvantage or "cost" upon the raiding PvPers?

As it is (in a simple glance) The originators of the spawn face TWO dangers ...
Working the spawn to champion popping AND the inevitable raid
(not so inevitable if the game is so barren that Solo players (even rarely) can expect to pull it off alone)
Still, those who started the quest KNOW there are two battles to be fought ...

The "PvPers" are faced with only one "challenge"
Waiting for the spawners to pop the champ, and wear themselves out during >that fight<
and then, as you say ... "surprise them" heal the champ and fight their way out ...

Clearly, from my "game strategy / theory" the PvP end requires less planning and effort ...
and/or the PvM requires twice as much ... all depends on how you want to "map" it.

I would LIKE to map with an eye towards BOTH ...
The Ilsih and the Fel champions system.

On the ilish side ... how could we disadvantage the "late comers" to the busting of the pinata?
On ilsh is much easier, just limit the access to the champion area after the second spawn to the ones who kill the spawn.
 
F

Fayled Dhreams

Guest
On ilsh is much easier, just limit the access to the champion area after the second spawn to the ones who kill the spawn.
mmmm, easy yes, desirable?
like an "instance"?
okay, IF the late comers can start their own ... but
If Not? gonna make the "firsties" dance to a timer to keep them from hogging the spawn?
Hogging as in intentionally dragging their feet so as to >prevent< others from that particular diversion?
thumbs down as far as looking feasible.

Howabout a spawn response that makes/allows them a path to earn their way into the champ?
sorry we were late to see your need, come let us slay the beast ...
oh my, seems we stirred up others asleep!
Lets to it then, you go right and we to the left ...

just brainstorming still ...
 
U

unified

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Here is my thought:

Take your character to a champ spawn naked, with an NPC sword. Now, there's a challenge. Don't have to make it harder for everyone else, just you. :)

Here is my thought:
Ilshenar champions are much more funny than fel ones since the paragons makes them harder giving a totally different playing.
Unfortunately there are only 2 random + lord oaks and the random ones when re-activated generates the same champ you have killed in 90% of cases :(
So having more altars will give us more chances to have different kind of champs. Also changing the random making able to exclude the last killed would help a bit...

Would be nice if the Ilshenar champs could drop something different than the Felucca side ones in order to give also a reward in doing them :D

I think Felucca champs are become boring for 3 reasons:

1) If you don't have a business in selling SoTs or PS and your characters are completed there is not much uses in those things.

2) The very big risk in Felucca is not losing the PS or SoTs or just time but the frustration:
People who raid the champs do not steal your PS, they steal the champ itself.
So if I spend 3 hours to kill all the spawns I'd like to kill the champ just for my personal satisfaction, then if someone kill me and/or steal everything it's fine.

3) If you exclude Lord Oaks, the spawns are too easy on Felucca. Lord Oaks is hard just because the area blocks the movements and slowing you.
 

Pinco

UOEC Modder
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Here is my thought:

Take your character to a champ spawn naked, with an NPC sword. Now, there's a challenge. Don't have to make it harder for everyone else, just you. :)
maybe you can't belive it but I have already did those champ with a very low level char too :D
funny, but the fun is over when it turns on with the same champ again -.-
 

Sprago

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since this is a thread about the ilshenar champ spawns i gotta question because i just simply dont know ive never did one. but do these spawns give the skulls needed for summoning the harrower? and if not the skulls what do they give?
 

Kylie Kinslayer

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Nah, no skulls and no power scrolls. They do give the Champ Spawn Artis and low level trans scrolls tho.
 

Pinco

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since this is a thread about the ilshenar champ spawns i gotta question because i just simply dont know ive never did one. but do these spawns give the skulls needed for summoning the harrower? and if not the skulls what do they give?
All depends what's you are looking for... into the dogs pit of felucca where you get eated and you can bite someone, you can obtain a PS or a skull that worth less than what you can earn by farming miasma in the same time.... :lol:

If you want just a title and the true fun of doing a champion then you go to Ilshenar :p
 
Z

Zyon Rockler

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I don't want to get to far off track with this brainstorming thing and the question about the skulls got me thinking.

Why not take the skulls away from Fel and put them in the Tram spawns so that the Felly's have to come and do the Trammel spawns?

I would really like to see more spawns and not so much more complicated but more to them.

So, I agree, let's create some new stuff and why not force the Fel people to come and do these spawns? If we have to go to Fel to get powerscrolls and do The Harrower in Fel to get stat scrolls, why don't they have to come to Tram for anything? I mean it would cause the spawns to become more active.

I would like to see only one spawn run at a time. Maybe one in Fel and one in Trammel. They could also add something like more types of keys or new types of items where you might find the blade part of a weapon in Fel and in Tram you would find the handle. So, then you could have both of these items in your backpack, click on the handle and then on the blade.
 

Kylie Kinslayer

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Why not take the skulls away from Fel and put them in the Tram spawns so that the Felly's have to come and do the Trammel spawns?

Ummmm cause Reds ain't allowed in Ilsh. Let them hit those spawns and I am sure they would not mind either. But, then that defeats the whole reason folks are trying to get more drops in Ilsh.
 

aarons6

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On ilsh is much easier, just limit the access to the champion area after the second spawn to the ones who kill the spawn.
no tram is tram, everyone should be able to jump your spawn..

all you get is gold anyway and you cant be killed..


im also not saying the fel ones need to be limited too.. just something needs to be done with the healing of the champ to zero out the damage of other players so they wont get any drops....

maybe just make the champ not able to be healed at all.. that way someone comes in at last minute and kills you, you still have the chance to get something.
 

Pinco

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I don't want to get to far off track with this brainstorming thing and the question about the skulls got me thinking.

Why not take the skulls away from Fel and put them in the Tram spawns so that the Felly's have to come and do the Trammel spawns?

I would really like to see more spawns and not so much more complicated but more to them.

So, I agree, let's create some new stuff and why not force the Fel people to come and do these spawns? If we have to go to Fel to get powerscrolls and do The Harrower in Fel to get stat scrolls, why don't they have to come to Tram for anything? I mean it would cause the spawns to become more active.

I would like to see only one spawn run at a time. Maybe one in Fel and one in Trammel. They could also add something like more types of keys or new types of items where you might find the blade part of a weapon in Fel and in Tram you would find the handle. So, then you could have both of these items in your backpack, click on the handle and then on the blade.
1 spawn active at time? is insane...
Felucca raid chance: 100%
Trammel loot stealers arrival chance: 100%

There are basically 2 problems:
1) FELUCCA: people wait you doing all the hard work then kills you to steal the champion himself and nullify all your work (same level of luring monsters against people in trammel)

2) TRAMMEL: people wait you doing all the hard work then attacks the champion in order to get the same (sometimes better) chances than you to get the final reward.
The same thing happen during events with rare items, almost always arrives someone that by doing 4% damage get the rare item leaving you without nothing.

The main solutions is:
The rewards can be obtained only by who did at least 70-80% of the work (party/guild/or single players). This must be applied to every event monster/boss/champion spawn or everything else: rare items/artifacts should go in the loot instance of the top damager (always), low level items split randomly between everyone.
 

Larisa

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I didn't even read past *I've done every spawn 100's of times*

This saddens me.

Back when I was still around the Inu event arc was going on. Seeing people actually working together to do something was cool.

Doing spawns and things like that should be something you do with other people.

One reason I will not make a *sampire*

Everyone today is all about *solo play* pfft...that's boring..I'd play solitiare if I wanted to play a game by myself.

Why do people feel the need to solo everything?
 

Kylie Kinslayer

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1 spawn active at time? is insane...
Felucca raid chance: 100%
Trammel loot stealers arrival chance: 100%

Not sure about Europa or how the numbers are there for active players, but on Atlantic (which seems to be a busy shard by UO standards these days) you can get away with Fel spawns on occasion. As far as Tram ones, they can be ran easily in the day time usually with no interference.

As far as those that work the spawn up....

I remember at one time {think it was just prior to trans scrolls going into effect} those that work the lower levels of the spawn and continue through the champ stand a better chance at getting a drop, than those that just come along in third or fourth tier. Maybe that only applied to the SOT's though, I can't remember. I seem to remember the Devs or someone with design discussing it in a thread, or it was in the patch notes. I tried looking around a bit before I posted this but could not find it. Anyone else remember this or have a link to it?
 

Kylie Kinslayer

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I didn't even read past *I've done every spawn 100's of times*

This saddens me.

Back when I was still around the Inu event arc was going on. Seeing people actually working together to do something was cool.

Doing spawns and things like that should be something you do with other people.

One reason I will not make a *sampire*

Everyone today is all about *solo play* pfft...that's boring..I'd play solitiare if I wanted to play a game by myself.

Why do people feel the need to solo everything?

/signed


Folks wonder why "the game is dying" as some say. Duhhhhh because most could give a crap less about the main thing that drives these type games..... COMMUNITY!!!

reckon that's just our opinion tho :dunce:
 

aarons6

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I didn't even read past *I've done every spawn 100's of times*

This saddens me.

Back when I was still around the Inu event arc was going on. Seeing people actually working together to do something was cool.

Doing spawns and things like that should be something you do with other people.

One reason I will not make a *sampire*

Everyone today is all about *solo play* pfft...that's boring..I'd play solitiare if I wanted to play a game by myself.

Why do people feel the need to solo everything?
the main reason i try to solo everything is cause only ONE person gets the drop youre after.. thats it..

if when you get lucky and that special item dropped and the whole team/party/guild whatever got it then id be down to inviting more people along..

and this doesnt go with just champs.. anything that drops special artifacts.
 

Pinco

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I didn't even read past *I've done every spawn 100's of times*

This saddens me.

Back when I was still around the Inu event arc was going on. Seeing people actually working together to do something was cool.

Doing spawns and things like that should be something you do with other people.

One reason I will not make a *sampire*

Everyone today is all about *solo play* pfft...that's boring..I'd play solitiare if I wanted to play a game by myself.

Why do people feel the need to solo everything?
I'm not speaking about solo...
Solo things is boring unless is something really fast to do. Simply I like to have only few trusted friends instead of playing with huge guild of selfish people :p

Other than that is just a matter of principle. It's like if you are preaparing an expensive and complex food for hours then someone arrives and trash it before you can even taste if were good or not.

Those things are real criminal acts. Personally I have not the courage to do such things, requires a level of real malignity too high :D

However as I said noone should be able to take a rewards for something that they have not earned.
- If you kill a party then you steal a champion = lame act -> you get nothing

- If you leave the people to finish the champion then you kill the people to steal the reward = raid -> you get what you can steal.

Basically what I've described make fun both the parts. Actually stealing a champion is an unbalanced thing since pvm chars can't compete and they always lose. If they finish the champion the things will be automatically balanced: prey vs hunter instead of the actual elephant vs ant.
 

Larisa

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the main reason i try to solo everything is cause only ONE person gets the drop youre after.. thats it..

if when you get lucky and that special item dropped and the whole team/party/guild whatever got it then id be down to inviting more people along..

and this doesnt go with just champs.. anything that drops special artifacts.

Well...seeing as I haven't been able to upgrade to SA yet I don't know how the new bosses/champ spawns work.

But back in the day our guild would do..say Lady Mel 5 times a night until EVERYONE had a crimson, then we did it 5 times a night just for fun, same with the rest.

If you have 8 people doing something with you to get that *special drop* do it enough times so all 8 people get that item....if you're gonna do it over and over again anyway...
 
Z

Zyon Rockler

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Well you have 2 different extremes. I know it might sound insane but I am using logic. You see, 1 spawn is beginning, then a few minutes later another spawn begins. So, you have players that are trying to do these spawns.

At the same time you have raiders who have their stealthers out or their ghost cams or even their spies that are actually part of the guilds doing it.

Whatever it is, they find out there is a spawn that is almost finished and they target this spawn. By the time they finish raiding and head over to the other spawn, 1 or 2 things will happen, they will either be finished with that spawn already and had been lucky enough to make it out or the raiders will have been able to raid 2 spawns.

So, my logic is simple. The reason the raiders were able to beat both spawns is because they were fighting those people seperately. So, they were 2 weak parties.

Now if there had only been 1 spawn, the 2 original groups could have decided to work the spawn together. So, you have a more substantial number of people to defend against the raiders.

Now of course a whole lot of other things come into play here, like Order and Chaos or having no same faction killing. There's alot of things that could be done to unite this strength.

But on the other extreme, we have your proposal which is basically rooms.

So, what that does is lock it down for whoever is there at the time. I think looking at it that way, your best bet would be to have a damage meter that caculates your hit point damage to the spawn plus 2 to the champion and then giving you a total number, say maybe 1 champ spawn you earn 100,000 hit points. So, that at maybe 500,000 hit points you're guaranteed a drop but could still have random drops based off the RNG.

Now, I know you seem to sound angry towards the people who come late to the spawns but you should value community, more so but I do agree there should be more benefits perhaps for people who iniate the spawn.

I think it was posted above this and it has been talked about before. The party system could also be strengthened. So, i'll propose another idea that might sound insane. What about mixing the party system with the arcane circle type champ spawn.

So, in order to do a champ or activate a champ, you have to have x amount of people in a party. Only those people can receive drops. Anyone else would have to wait until the next spawn.

So, you come and you stand in the alter circle before the champion is summoned and that's how you become a canidate for a drop. Then, damage plays a roll, through each level to the slaying of the champion.
 

THP

Always Present
Stratics Veteran
Stratics Legend
definate more replica plz..oh yes more more more of that highly duped stuff...make em replicas..oh yes ...all the 2 story statues and the scaffolds and ...and ...and....and... the list is prety big...
 

NuSair

Crazed Zealot
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Stratics Legend
the accademic book are camped by scripters like all the major arties, the chances to get one without being one of them is extremely rare :(
I've never seen one since when they have added it :/
That's not correct. I've gotten 8 sets of book on Atlantic the past 2 months.
 

Basara

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I didn't even read past *I've done every spawn 100's of times*

This saddens me.

Back when I was still around the Inu event arc was going on. Seeing people actually working together to do something was cool.

Doing spawns and things like that should be something you do with other people.

One reason I will not make a *sampire*

Everyone today is all about *solo play* pfft...that's boring..I'd play solitiare if I wanted to play a game by myself.

Why do people feel the need to solo everything?
Amen.

Of course, it doesn't help that the Devs keep making "PvP Balances" that seem to be designed to turn all weapon users outside Fel into Elven Sampires or Gargoyle Throwers (sampire or Whammy).

I've managed to solo ONE champ, and that was a Barracoon with a Greater Dragon, and with a character that is both a 120 tamer, and a 120 disco/provo Bard (gotta love jewelry and other skill equipment). Even then, I needed a couple people helping to get past the Rat mages (the stages before and after I did on my own). But, I actually felt that I'd accomplished something (I hadn't PLANNED on soloing it - my group just never showed up due to unexpected RL events). Sampires don't have that kind of feeling when they solo stuff.

I can only say one thing about the Bedlam champ, and it's a quote of Ozzy...
"EVIL, EVIL, ****ING EVIL!!!!"

I've seen parties of 10 fully trained characters experience TPKs there.
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
Here is the final idea for the brainstorming able to balance the situation in trammel and felucca:

The Efforts Points System:

- Each champs has 4 spawn, each spawn can give to each one who is fighting there up to 100 points.

- The points are calculated based on how many monster you kill vs how many monsters has been killed in that spaw. For example if 150 monsters dead in that spawn and you killed the 30%, you get 30 points.

- You receive efforts points just from the spawn but NOT from the champion itself.

- The final result is the sum of every points earned on each spawn.

- When the Champion die the rewards will be redistributed in this way:
* Skull to the top 1 player in the efforts points list.

* The top 3 players in the efforts points list are eligible to receive a replica.
Only 1 replica can be found per champion.

* The top 6 players in the efforts points list will receive the power scrolls.
If there are less than 6 players the PS are distributed in the following way:

(The first number is the amount received by the top 1 player in the list, the second is the top 2 in the list, and so on...)

6 players: 1 1 1 1 1 1
5 players: 2 1 1 1 1
4 players: 2 2 1 1
3 players: 2 2 2
2 players: 3 3
1 player: 6

- If someone leave the champion area for more than 5 minutes lose all his efforts points.

- If someone is out of the champion area when the champion die he will not be counted in the efforts points list.

- If the champion is out and all in the efforts points list dies the champion disappears and restart from the beginning of the fourth spawn. Only the one who summoned the champion before can summon the champion again, and if they fail to do that in 15 minutes the altar will be restart from the beginning.

- If all in the efforts points list leaves the champion area for more than 5 minutes, the champion will restart from the beginning.

- If 1 or more (just not all) in the efforts points list is dead while the champion die, the reward will be placed in the last corpse.

- If you gain less than 100 points you are not eligible to receive a reward.

- If in one spawn you should gain less than 10 points, you get -25 points.

- Obviously the efforts points worth only for the current champion and when is over the points are resetted.


What happen with this system?

1) Who did the champion at least few spawn is eligible for the reward but can't receive it if it's not inside the area when the champion die so can always be killed or robbed by anyone.

2) Noone can steal the champion or just hit him twice to get the reward.

3) The fight between raid team vs pvm team will be much more fair. PvM team can learn to run, PvP team must learn how to prevents the run. At least all depends by number of both sides and by the ability of each one, not just by the fact that pvp can attack a pvm chars while they are already involved in a fight against the champion.

4) Everyone can win:
- PvM team can save at least 1 reward if they are more than 6 and at least 1 of them is able to escape.
- PvP team can steal enough rewards if they can kill as many of the pvm team as they can.

5) No more frustration for working hours to do the spawn without being able to fight the final boss.
 
P

pgib

Guest
... Why do people feel the need to solo everything? ...
There are a lot of reasons: time, challenge, greedyness, mood, bad past experiences and so on.

You have also to consider that fighting things is but a very small part of the game where you can interact with others.

The point is that if you make everything soloable (not just sampirable) people that likes to play together can still do it.

If you design things only for groups, people who likes to solo cannot do it.

Logically one would choose the first path 'cause that increases the playable styles. So we get the second.
 

Klapauc

Sage
Stratics Veteran
Stratics Legend
Why do people feel the need to solo everything?
This is not so for mages,bards and tamers, but if you play a dexxer in pvm you basically end up at peerless/champs because thats the only stuff that provides a challenge for a more or less finished char. Doesnt need necro or a sampire for some of them.
Could also ask back whats the fun in group hunts? There is really not much that is a challenge for a good group in uo. Most of the time its only heal dragon, cast collosus or ev and invis. Not my idea of fun.
 
Z

Zyon Rockler

Guest
I'm not sure if you've covered this in the idea or not or what the perspective is.

2 Points. 1. Before the champion starts, the group doing the spawn should have to be in the radius of the alter. Once you've summoned the champion everyone in that radius should go on the list for eligibility.

That is what should turn on the point gain system for you. Not doing damage.

Valor should be used on both sides to begin the champ.

Again, you will also still have takeovers of spawn but they will wait until level one is almost over. So, it would have to be before the champ begins, at the alter or people will still be able to take advantage of other players.

Point 2- The point system should carry over to other champ spawns.

If you have 3 top attackers every champ you do, for example: Top attackers points are 90, 100, 500. Without allowing it to carry over 500 will always win, getting the drop.

If you have a guy, for example, with a pea shooter taking out one spawn at a time and another guy using poison fields and area attacks and he's leading 90% of each level to its' doom, well then, the other guy with the pea shooter will have a disadvantage every time.

That's why we have soloists. So, if you raise the point cap and make it include 5 spawns, the lower scoring people will have a better chance to reach the same score level.

So, if someone doing massive points gets the drop, they reset to 0 but the other people are allowed to save their points, so that it is not unfair to them.

So, those are my thoughts on having points because some of us just do 10x the damage and if you group those people you can pull about 90% of the loot.

So, if you kill the boss and there was, for example, 1,000 gold, my team would pull at least 900 of that gp even though there may be 6 other people.

So, what are your thoughts on that? Is it that you want to leave it alittle unfair or do you believe there is a justified reason to allow an inbalance?
 

Pinco

UOEC Modder
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I'm not sure if you've covered this in the idea or not or what the perspective is.

2 Points. 1. Before the champion starts, the group doing the spawn should have to be in the radius of the alter. Once you've summoned the champion everyone in that radius should go on the list for eligibility.

That is what should turn on the point gain system for you. Not doing damage.

Valor should be used on both sides to begin the champ.

Again, you will also still have takeovers of spawn but they will wait until level one is almost over. So, it would have to be before the champ begins, at the alter or people will still be able to take advantage of other players.

Point 2- The point system should carry over to other champ spawns.

If you have 3 top attackers every champ you do, for example: Top attackers points are 90, 100, 500. Without allowing it to carry over 500 will always win, getting the drop.

If you have a guy, for example, with a pea shooter taking out one spawn at a time and another guy using poison fields and area attacks and he's leading 90% of each level to its' doom, well then, the other guy with the pea shooter will have a disadvantage every time.

That's why we have soloists. So, if you raise the point cap and make it include 5 spawns, the lower scoring people will have a better chance to reach the same score level.

So, if someone doing massive points gets the drop, they reset to 0 but the other people are allowed to save their points, so that it is not unfair to them.

So, those are my thoughts on having points because some of us just do 10x the damage and if you group those people you can pull about 90% of the loot.

So, if you kill the boss and there was, for example, 1,000 gold, my team would pull at least 900 of that gp even though there may be 6 other people.

So, what are your thoughts on that? Is it that you want to leave it alittle unfair or do you believe there is a justified reason to allow an inbalance?
The points system will be activated automatically when you start to kill creatures and the point should NOT be stored for other champions. This way who kills more get more, who kills less get less.

The solo thing is just a personal choice, remember that if you are in fell you can kill the others if you don't like they make points...

But let's do a real example of the system:

Guy 1 and Guy 2 starts the champ
first spawn: 30 points to Guy 1 and 70 points to Guy 2
second spawn: 50 points to Guy 1 and 50 points to Guy 2
third spawn: 40 points to Guy 1 and 60 points to Guy 2

now arrives Guy 3

last spawn: 30 points Guy 1, 30 points Guy 2, 40 points Guy 3

ok then the champion appears, the 3 guys kill it, and here we got the final count:

Guy 1: 30 + 50 + 40 + 30 = 150 points
Guy 2: 70 + 50 + 60 + 30 = 210 points
Guy 3: -25 + -25 + -25 + 40 = -35 points

Rewards will be:

Guy 1: 3 PS, 1 Skull, chance of replica
Guy 2: 3 PS, chance of replica
Guy 3: he has less than 0 points so do he receive nothing.


- This system will purely reward the ones who did more KILLS (not damage)

- Noone save their points. Points reset everytime you leave a champ for more than 5 minutes or just begins another

- This system rewards the efforts put in it. So if you are slow to kill is fair that you get less than others able to do much more kills.

- The idea of the 5th spawn probably just give more chances to the ones who arrives late than the ones who kill less... unfortunately if you kill less than everyone else you are using the wrong template...
If we exclude pure bards, warriors mages and tamers should be able to compete fairly without any big difference.

Obviously if you want the full rewards all the time even when fighting with friends or guild, this became a matter of avarice and there is no solution :p

This system just kick off the lamers who came to steal the champion or just come to hit the boss twice in order to get the rewards that IMHO is the greatest problem of this game (extended to all bosses and not just champions).
 

phantus

Stratics Legend
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Good idea Pinco. Been championing it for a while. The powers that be have the ability to do this. Warhammer's public quest system is pretty much what you describe and is a good system. It rewards those who participate through the entire spawn(quest.) In addition to keeping track it rewards the top participants with greater rewards and all that contributed a certain level less rewards. Also, if you were not in the top 10 it tracks this fact if you do the same spawn again and gives a slight boost in the next one. Just waiting for the champ didn't work and people tried.

It can easily be done. It remains to be seen if the UO development team has the ability to do something of any merit any longer. I certainly do not see this to be the case. They are either under staffed or under budgeted but there is something wrong when you can't put out any content and when you do it's rather little in comparison to what one would expect from a major MMO title. Much less one that requires a monthly subscription.
 
W

Woodsman

Guest
The devs said as part of their new player stuff they wanted to revamp the quest system, and like phantus said, they could use the Warhammer system as a model to work some of that in. I've enjoyed Warhammer's system back when I played.
 

Merion

Lore Master
Stratics Veteran
Stratics Legend
As much as I love your UI work, I have to give this idea a hearty "No!".

Ilshenar could use some new incentives to go there but just adding new champs isn't cutting it. Give them their own bosses and leave the champs to the feluccians.
 

Klapauc

Sage
Stratics Veteran
Stratics Legend
I think the rules at fel champs are fine and should be left alone. Fel was made for pvp action, and champs give a reason to fight and win something at the end. Nothing stops some trammel players to team up and go for scrolls. The only thing i think is worth serious thoughts is to remove the possibility to heal champs up. Would force the raiders to arrive earlier.

If you insist of doing it solo, just learn the live with the fails, im more upset if i manage to die to the spawn then when i get raided last second.

I would rather like to see the difficulty of some spawns bumped up a bit. Especially barracon, there are miners out there who could solo it. Also rikktor is basically not to hard now.
Im not arguing for buffing the spawn monsters a lot, but an increased chance for paragons both in ilshenar and fel would be interesting. A small chance for spawning an uber paragon champ that would require a group. Add a chance for a unique drop here and you got a reason for good group fights in fel and community hunts in tram.
 
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