Can you fix the champ reward delivery?

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Decidion
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Can you fix the champ reward delivery?

Post by Decidion »

According to the Wiki...

"If you did any damage to the champ you will receive Powerscrolls (amount is dependent upon how many people defeated the champ) in your backpack. "

Well I know from experience this just isn't true. Twice in the last two nights, once at Barracoon (3 people there) and once at Neira (5 people there), I did not receive a single PS. Both times I did at least a tiny bit of damage, although I am sure it is a tiny bit. My lone pet cannot keep up with the folks that always show up to these with packs of mules or nobles and swarm the champ the second it pops.

But I am sure I do at least a tiny bit of damage before they take the champ down...
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+Rayne
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Re: Can you fix the champ reward delivery?

Post by +Rayne »

Though your character might have attempted to fight the champion, if he misses, it will not count. You must make a connecting hit. You must also be in range of the champion (I would estimate 10-12 tiles maximum). You must also be alive at the moment the champion has died. The system will work if you are within these important parameters.

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Re: Can you fix the champ reward delivery?

Post by +Colibri »

Some more clarification - in the scripts it's written that it either needs to be angry at you, or you need to be successfully angry at him, hehe. So if you have your pets out, and they do all the fighting, you won't get anything.

Also note that this status goes away very soon (a minute or so), so it's best to simply do some direct hitting yourself on the champion when it's near death.
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Harabakc
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Re: Can you fix the champ reward delivery?

Post by Harabakc »

Unless you changed the scripts there are only 6 scrolls. If one person does half and 2 other people split the other half of the damage chances are each of those 3 will get 2 each and no one else will get anything.
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Re: Can you fix the champ reward delivery?

Post by Decidion »

Thanks for the clarifications :)

If what Harabakc says is true, then I guess it is pointless if you are only doing a Champ for scrolls and there is more than 6 people at the spawn...
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Re: Can you fix the champ reward delivery?

Post by Kaervas »

Warning, long and boring post pertaining to a system that works just fine for the most part (as long as all participants are decently geared, skilled, and *mannered*).
These suggested changes are just idiot-proofing to ensure that unscrupulous, lazy, or otherwise immoral people are no longer able to abuse the champ reward system to receive disproportionate gains.
Summary for those who can't be bothered to read:
  • Rewards for champ are based on total performance over all waves, less emphasis on champ "boss"
  • Performance weighted based on difficulty of each wave
  • Scaling minimum performance threshold required to receive powerscroll, penalizes slacking/incompetence/swarming
  • No gold explosion - automatically and evenly split between all participants as checks directly to backpack
On to the elaborations:
The changes below only apply to the champion spawns which use the 6 scroll distribution system based on damage dealt to the actual champ boss (that is to say, most of them aside from MotA, Apoc, Blood Clan).

Powerscrolls should be distributed based on performance over all 16 candles (total damage dealt for each participant), and not just who deals the most damage to the actual champ boss.
"Performance" would also be weighted based on the waves. Knocking off lots of creatures in the early waves is still significant, but the same amount of damage dealt to the tougher creatures in the later waves is worth more. Regardless, high performance throughout the entire champ will pay off.
  • Wave 1: 10%
  • Wave 2: 15%
  • Wave 3: 30%
  • Wave 4: 40%
  • Champion: 5% (this is already far more than the effort expended to kill the boss is worth)
After taking all the modifications into account, the six top damage dealers would receive one scroll each.
For groups of less than six people, the scrolls would be split like so:
  • 1 person: all 6 scrolls to one person
  • 2 people: 3 scrolls each
  • 3 people: 2 scrolls each
  • 4 people: 2 scrolls to the top 2 damage dealers, 1 each to the other 2
  • 5 people: 2 scrolls to the top damage dealer, 1 each to the other 2
If a participant did not deal at least (100 / (2 * number of participants)) percent (minimum 10%) of the total damage dealt during the entire spawn, they would not receive a scroll even if they would otherwise be eligible.
The spawn would be handled as if that person was not a participant, possibly leading to a different split of scrolls.
This is to penalize people who do not/cannot pull their own weight, and also to penalize swarming a champ with so many people that the content is trivialized. It can result in a champ awarding zero scrolls if so many people were present that nobody dealt 10% of the total damage output.
Example:
  • 4 people are present at the spawn.
    This means anyone who does not deal more than (100 / (2 * 4)) = 12.5% total damage will not receive a scroll.
    If the performance of the people is like so:
  • Person A: 128 lore druid, dealt 50% of overall damage
  • Person B: 120 lore druid, dealt 25% of overall damage
  • Person C: Pet user, dealt 20% of overall damage
  • Person D: Incompetent, dealt 5% of overall damage
    The scrolls would be split between A, B, and C, who would receive 2 scrolls each.
Note that this system still favors soloing. To those who can do so, it is no different from the current system. It merely reduces the risks of unfair play for those who have no choice but to group up, or prefer to group up while doing champ spawns.

Lastly there would be no gold explosion, instead the gold would be automatically counted and assigned to the backpacks of every participant who dealt more than 5% of the total damage during the entire spawn, as a bank check, in an even split.
The gold is evenly shared regardless of performance since every participant still spends time on the champ, the gold is the reward for the time involved, the scrolls are the scaling reward granted for effort.

This would mean the people actually advancing the champ (properly geared druids, for example) would be most likely to get their fair share of the reward, and the ones who just aim to steamroll the boss when it spawns get very little, if at all, unless they also pull their weight during the 4 waves of mobs.
This change is still unforgiving to those who have only poor pets and/or no druid gear, but let's face it - they do very little to advance the champ anyways compared to those who either have druid gear or good pets and the knowledge of how to use them effectively at champ spawns. If they want a chance at a good cut of the rewards, they have to follow the normal progression of power and shape up a little before champing (eg. purchasing some solid pets which are champ-viable, BODing for druid gear and obtaining a druid book, working Necromancy so they can Wither-bomb if the druid book is too expensive, leveling a whirlwind+area effect+hit spell weapon as a crowd-killer).
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Re: Can you fix the champ reward delivery?

Post by Chroma »

You know what? Why don't we just take your word for it. I am sure that I and just about everyone on this god forsaken server are not going to read that post, because it is just to damn long. Haha.

Thank you for the info by the way.

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Re: Can you fix the champ reward delivery?

Post by Nomadix »

I like what you have suggested Kaervas.

Progressive gains for actually doing stuff is the way to go, and that people SHOULD and NEED to follow the progression of power, ie. actually getting your skills/gear/pets/etc. up there before champing (which is an 'end game' thing that a lot of noobs want to just skip to and be able to do right away).

I wish trees would only heal your party members and not everyone with +karma, that'd make the 'leechers' actually work for it (but that's a whole other post). Some people also can't fathom that it's possible to do a champ WITHOUT druidness, like you mentioned wither-bombing or plain ol' hally+whirlwind+hit area+area effect spells.
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Re: Can you fix the champ reward delivery?

Post by Decidion »

Nomadix wrote:Some people also can't fathom that it's possible to do a champ WITHOUT druidness, like you mentioned wither-bombing or plain ol' hally+whirlwind+hit area+area effect spells.
A few guild members and myself have been doing the lesser champs (MOA & Barracoon) without Druid spells, Necro spells or direct melee, just using mediocre pets. Yeah its tough, but its also challenging, and we can do it.

However, as soon as an uber player or two comes to the spawn, they beat us out of nearly everything, even though we are working hard (probably harder) than they are with our crappier equipment and pets.
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Re: Can you fix the champ reward delivery?

Post by BlaZe »

I'd like to say I'm surprised, but coming from Kaervas that post was actually shorter than some of the others I've seen from him. :P

I think that's a great idea, splitting up the scrolls based on overall damage rather than just the champion, but the gold.. eh, I don't know. It's a lot easier for someone to say "zomg I didn't get any gold" or "I only got 10k" if nobody can see how the checks are distributed.

If the gold drop does get changed into checks, then I'd suggest a "Champ Overview" screen that displays shortly after the champion is killed. This would display some general info about how it went: Time taken (with a small reward for besting a previous time?), player's attended and how many kills, deaths, tokens, gold, what candle each joined the spawn at, % damage done and what (if any) powerscrolls they were rewarded with. This would prevent the argument of "well I deserved more gold since I was here longer", as others could point out that they did less damage or died 10 times.
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Re: Can you fix the champ reward delivery?

Post by azure »

I started doing MOA champs after about a week on the shard. Before the newbie champ. For the new players, it is possible to do it with blade spirits and energy vortex. Time consuming, but very possible. I use pets at some spawns and trees at some spawns, if someone else is there already, I leave. The only thing that I have had a problem with is that I have died while doing a champ with other people, and the champ dies while I am dead and I get nothing :(.
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Re: Can you fix the champ reward delivery?

Post by Kaervas »

@ Blaze:
The gold could be split accurately in terms of damage dealt, following the same weightings for the waves as the powerscroll distribution. That would actually be fairer.
Either way, the check system is primarily to prevent one guy dropping a picky and running away with 90% of the gold - the automatic split makes this flat out impossible. It reduces any potential foul play and saves me from having to see lines and lines of ridiculous back and forth mud slinging in world chat.
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Harabakc
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Re: Can you fix the champ reward delivery?

Post by Harabakc »

The real question is does Blood clan drop anything at all yet?
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Re: Can you fix the champ reward delivery?

Post by Decidion »

Another champ fight, and I know for a fact I damage the champ, and no scroll. There were only four of us at the champ, so I am still perplexed why I would not have gotten a scroll. I was alive when the champ died, and close enough that piles of gold were falling on my head. I just think it is either buggy or there is some other factor people don't know about.
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Re: Can you fix the champ reward delivery?

Post by Decidion »

More of as a test than anything else, I just went and solo'd a MOA champ. I never died, and was close enough to get some power scrolls, however I only got 2.

Shouldn't I have gotten 6 scrolls?
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