Champ Spawning rules

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+Neptune
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Champ Spawning rules

Post by +Neptune »

From the Codex
6. Spawn sharing
a. If there is more than one player at a spawn, the players must take turns. Once a player kills/tames a monster or takes/steals an item, he or she must go in the back of the line and wait for others to get their turn.
b. If you come to a champion spawn that already has 8 or more red candles, you must ask the players that were already there for permission. You may join and start killing the spawn only if they approve.
This seems to be starting to become more of an issue lately... I am getting reports constantly of people being asked to leave.. or more to the point is new arrivals not asking to join an in progress champ...

This rule will be enforced more stringently and if you caught disobeying this rule.. some penalty will be enforced.

If you are infringed upon and the person did not ask you to join, and you are past the required red candle level... advise the person that you have the champ under control and that their help is not required. If they do not leave, get a screen print (if you know how) of you asking them a second time and also of any subsequent responses the person makes and post those screen prints on the forums for staff to see. The situation will be addressed when a staff member sees the post and is available to speak to the involved player.

Also, remember... PMing a staff member is not the fastest way to get a problem addressed... use the Page system. If multiple staff members are on, and you PM a single Staff member, then only that one can acknowledge you, and if they happen to be AFK, your request can not be found by the remaining online staff.
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Re: Champ Spawning rules

Post by +Colibri »

Thank you +Neptune.

Just a note, I know that it can be tough to see how many candles there are if there's the druid grove on the altar, so I plan on making a special sign that we will then put outside of the champ area (where players usually come in) so that you will be able to see right away if it's taken or not.
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Gund
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Re: Champ Spawning rules

Post by Gund »

I like this set of rules and have tried to abide by them. It is an unfortunate consequence of this rule, however, that high-powered druids can easily solo and hawg champs. Perhaps I am just bitter that I can't solo much, but I like sharing the champ a bit and making it a group activity. Just gets a little old seeing the druid surrounded by trees and maxxed mules doing nothing more than spamming volcano to solo a champ.
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Champs reset time.

Post by Highroller »

Yeah I am one of those druids that can solo a lot of the champs. However I have no problem sharing champs with others and it took a lot of work to develop my character/gear to the point where I could do it.

However with so many new people getting to point where they do champs its getting insanely hard to find a champ thats up. A few days ago I went to like 5 or 6 champs before I found one up. Col any chance of making the reset times shorter or putting more champs out there like you did for MOA?

As for people not asking or listening to the people that started the champ I have seen a solution on another shard. Entrance to the champ area was through a moongate. When lvl 8 is reached on the champ, additional people can't enter the gate unless they are invited by people already in the champ area. This forces the issue :o)
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Re: Champ Spawning rules

Post by Undertaker »

i believe colibri is working on something like that highroller (right colibri?) haha... some kind of barrier or somethin, i forget... unless i was dreaming while on the forums.... :mrgreen:
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Re: Champ Spawning rules

Post by Sorgon »

Like the gate idea alot. I also have looked for champs ALOT lately and havent been very lucky finding them. And when I have seen active champs most have quite a few people there. Except one that had 2 people that werent at one candle yet and still diddnt want me to stay.....to me it seems that now that we have grown, people are getting very greedy about the champs that are up.

Edit: spelling and grammer is bad very late.
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Re: Champ Spawning rules

Post by Highroller »

Yeah I have after asking or in one case being cheered when I appeared at a champ and cast trees stayed to the end and then gave the other people the Power Scrolls I got at the end. In 2 cases they were some nice 120's. So I like to think I am part of the solution vice being the problem. (lol)
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Re: Champ Spawning rules

Post by Undertaker »

another good reason sorgon... we've already had ppl banned for a day becuz they violated the champ rule (i can name one) haha, this is like the Supply and Demand... except, well not really... but the champ thing IS getting annoying, since the shard growth from the 20 somethin milestone (not sure which one i got) were at what, 80-110 avg ppl online? might as well add pvp in if theres not gonna be any champs, etc added soon... greed is also part of the 7 deadly sins :P
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Re: Champ Spawning rules

Post by +Rayne »

It seems that Undertaker was simply reading our minds, as we had just discussed this solution, among others, about 1 week ago.

The question is this:

Would you all as players mind that, when arriving upon a champ location there is simply a gate leading to the champ itself.

Again, this was one of many ideas that we have discussed, but one that I had actually suggested and others also said they had encountered this method in their previous experiences.

I will put up a poll in the development forum. Now, having said this, it is still a developmental situation, so please just choose from the poll as you prefer it and we will see what comes of it.

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Re: Champ Spawning rules

Post by +Colibri »

What i would like to do, is make:
- 1 more newbie champ, this one would be barracoon
- 2 more champs, one MOA and one Barracoon, where you would need to be under 2 months of account age to enter.

As for people invading, there would be a system that would register you as a participant of the champ, and if someone new would enter, all of the participants would receive a message whether to allow that new person to join. Should 75% or more vote yes, that person would be able to join.
O right, and if you wouldn't be accepted, you could hit the monsters as much as you wanted but they wouldn't get any damage :D
(Well there's many options to harm a monster, i couldnt include this into all of them, but let's say, you couldn't damage them with pets or spells or melee by yourself.)

Some scripting involved, but that would be a seamless integration of the rule in the actual game. So you simply could not damage the monsters or the boss, unless if you were accepted.

The gate idea would also work, ofcourse the gate would have to be scripted (not much less scripting than the above thing), but in my opinion kinda ruins the scene, coz then all of the champs would either be in a special dungeon or in a big grassy area.
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Re: Champ Spawning rules

Post by Gund »

Simply adding a gate or some other kind of barrier for joining a champ spawn may stop players from showing up late and getting scrolls for it, but this probably will not make champ spawns less camped. Before it sounds like I am bashing the staff here, I will just say that you guys have done an outstanding job. However, there seems to be a general imbalance in the game. For the most part, you have kept the standard OSI mobs while making the players considerably more powerful. This has resulted in a few problems:

-champ spawns are completed too easily, and therefore can be hard to find active or join
-too much money is being brought into the game without many mechanisms for it to be pulled out...causing inflation
-most dungeons are too easy, so some of the traffic that might have been in them is sent towards champ spawns

It is my opinion that the druid should be taken down a peg....but I also realize that the best way to become more powerful is to get a druid spellbook (via a donation :D ) and you guys both need and deserve some financial help for your time and equipment.

So there is just some food for thought that could extend past champ spawns.
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Re: Champ Spawning rules

Post by Undertaker »

Gund... it takes awhile to become a powerful druid, like myself... it took me approx 5 weeks to get to where i wanted... once you get a druid book, you dont become instantly powerful, man i was still dying at baracoon... you must not forget you also need lore clothing, which can be pricey, or not...

let me run down the cost for you (if i were to start over, and buy everything)

Druid book- 200 ED or 6 Million gold (at 30k per ed)

Animal Lore PS - 1 million gp

Lore Clothing- Need to be ATLEAST 128>, each lore point costs 200k (example: 1m for a +5 lore cloth)

So total as of now, you would spend- 9 Million Gold (considering if you bought 2 +5 lore peices)

Now... lets talk abuot armor... Druids take a large mana pool, and hp... you cant have 112 hp, an 16 dragons on you and expect to live... it takes 60 mana to cast Trees, and 80 to cast Volcanic Eruption...

And Not to mention you need 4/6 FC/FCR if you want to cast 7 VE's per tree... and recommended bracelet is the Ornament of the Magician, which can be roughly between 800-1Mil gold...

So your at 10M now... and you still dont have armor... you need hp increase, mana increase, not to mention max resists...

hmm... adding the costs up now... dang... heh... and tell you the truth, im still looking for armor to suit my perfection

Now if you went thru this process, you deserve to be a dam good druid... and just to repeat myself again, once you get a druid book, you dont instantly become powerful and pwn everything, it takes alot of work... and i did take a little offence when you said
Gund wrote:It is my opinion that the druid should be taken down a peg
it would really upset alot of the druids here to have all that effort, and work, AND Money dumped into being a good druid...

I just wanted to give you the layout on what it takes to become a druid, and the cost of it, and show that it doesnt take 100k to be a powerful druid :mrgreen:

(prices may vary on the market now, then it did 6 months ago)
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Re: Champ Spawning rules

Post by KnitePrince »

Max camped champs... in my oppinion.... (lol) is not so badm if everyone is fighting for the champs, then I will just buy the PS's I need.
From personal experience, People tend to get protective of their favorite hangouts and hunting areas, this includes rare spawns and champs, and as they get further into the game, most skill sthey want maxxed, they are looking for things to do. Going to their fav spot, and finding a new player, or a few new player sthere is aggrivating, they leave, come back later, and they have been there 5 minutes, and two more newer players show up and start killing things, no consideration, or even asking, and things get ugly. I usually express my oppinion of such happenings and leave.. (although I am also a new player) and if aggrivated enough i page..
I quit going to do DreadHorn. the aggrivation is too much. I dont mind sharing a bit, adds some conversation and makes friends, which is what the game is about, buit not ONCE, did any of the people that showed up ASK, they just walke din and camped the spot they wanted... hence, I am done there. I even went there once, and saw it camped, so I turned to leave, and one of the people that was there ran over and TOLD me to leave.. NOW....
what has happened to people?
It is just a game, but, isnt making friends and having fun more important than getting that rare item that consists of pixels on the screen? Friends are for real, Items will be gone when the plug gets pulled out of the wall socket... eventually, if the arguing etc continue, Col will yank that plug out of the wall socket, because it isnt fun for him anymore.
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Re: Champ Spawning rules

Post by Undertaker »

that'll never happen... it will simply be the person to leave befor the plug will ever be thought about being pulled... :mrgreen:
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Re: Champ Spawning rules

Post by fingers »

Here are a few of my thoughts about Gunds post:
Gund wrote: -champ spawns are completed too easily, and therefore can be hard to find active or join
That is incorrect. Monsters here are stronger in fel then they are in trammel. Also, they seem to have all the same timer to target, so you have 8 dragons on your screen, they all turn at the same time at you, it is almost impossible to lure them one at a time to a remote spot.
Gund wrote: -most dungeons are too easy, so some of the traffic that might have been in them is sent towards champ spawns
I have been doing mostly the mage inquisition quest in the last month (and got apprentice stockings;-), therefore I pass long hours in the most difficult dungeons there is on this shard. If you think dungeons are too easy, i suggest you try Bedlam, Labirynth, Palace of Paroxysmus, Prism of light, Sanctuary or Blighted grove. Well my point is, having spent at least 200 hours there, I only saw two players yet: Bolo in Labirynth and Undertaker at Blighted grove. Too difficult dungeons make players avoid them.

And I do realize that it is hard to find a spawn atm. Well, for one thing, there is, at the moment, a very active player (plays at least 16 hours a day) that only does champ spawns, all day. And to be more effective, as we cant recall in Fel, well he placed all the additional characters of his account at champ altars, as ghosts. Obviously, not having to run to the different locations and being able to instantly have information on many champ spawn gets him an important advantage on doing them and having the timing down for the next one to spawn. I evaluate that this player does at least 60% aff the champs that can be easily soloed on the shard (fire champ, bio engeneer and blood clan are almost always active as they are very hard to do).

IMO, other than adding altars or making the spawn rate faster, the best way to give a chance to everyone to do champ spawns would be either:

-Adding a limit to one or two champ spaws per 24 hours for any acocunt (probably hard to make a script for this)
-Making it that anyone, ghost or alive, that logs out in fel facet gets teleported somewhere in trammel.(probably hard to make a script for this)
-Letting people mark and recall in felluca. Wich sounds to me the easyest solution.
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