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| If I could fix something in UO,it'd be... If you could fix something in UO,what would it be? |
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#25 |
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Join Date: Sep 2006
Shard: Lake Superior.. the only shard in the system..hehe
Posts: 117
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Re: Camping Champ Spawns
I find it odd... many pvpers will say they should not have to pvm to get items on their own... aka doom... yet let a pvmer say they shouldnt have to pvp to get a item (120 power scrolls) what is the reaction/saying that the pvpers post?
having to be forced to farm gold endlessly to pay 24 plus million for some 120s.. or having to pay real world currency is a load of bs... are 120s really needed in pvm? not less you dont care about wiffing at the wrong moment more often than not... Peace |
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#26 |
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The One & Only Bandit King :)
Join Date: Jan 2006
Shard: Pacific
Posts: 6,450
Thanks: 12
Thanked 42 Times in 33 Posts
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Re: Camping Champ Spawns
pvm'ers dont need 120 power scrolls. It doesn't take much to defeat a monster's AI in uo. How someone gets their gold is not a concern to me, so long as they meet my price.
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#27 | |
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Join Date: Jul 2007
Shard: Atlantic
Posts: 78
Thanks: 0
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Re: Camping Champ Spawns
Quote:
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#28 |
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Join Date: Jun 2007
Shard: Pacific
Posts: 49
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Re: Camping Champ Spawns
I don't think ghost cams are much of a problem, never did really. However, since they put in this "fix" of exorcism, it should work everywhere in dungeons/t2a, unless there is a corpse on the dungeon/t2a server. The main reason that everyone has a problem with champ spawns is that they have to work for their reward. For instance, if a pvp guild has controlled the champ spawns, most likely the rest of the guild didn't just give them that opportunity...they earned it through fighting, organizing, and being better/larger/more experienced, etc. Now, lt's look at Doom, where there is no real challenge, jsut the random luck of the draw as to whether you get an artifact and whether or not it is one of the "big" ones. I guess my point is that while any guild has the opportunity to try to control champ spanws and thus powerscrolls, there is no way to control Doom, which has helped to cause the rampant inflation we currently experience, along with the various dupes/bugs that allowed people to amass huge quantities of gold. I'm just saying, their whole idea with champ spanws was to provide a type of resource control through pvp, yet they effed it all up by placing even more valuable items without any of the same types of controls.
I hope that some of this was at least a little bit on topic, I feel like I was rambling. |
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#29 |
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Join Date: Jul 2007
Shard: Great Lakes
Posts: 432
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Camping Champ Spawns
I think the devs should create guild quests in which a guild has to have a party of so many members online to start a quest. Kinda like the noob hag quest only much more difficult and a lot of fighting. The rewards would be great and would also teach newer guilds the teamplay aspect.
Imagine you wait around for hours for that damn 5th guildmate to get on so you can do the guild quest. It starts out you have to raid the solen hive and and collect some quest items. next you must protect Cove from an Orc invasion. the city must stay safe and no npc's killed for 20 minutes exactly (quite a task for only 5 players) after you fend off the orcs you recive some kewl loot, but it isnt over yet. in that new loot you find a map to a location where the orc hordes hideout is. You find the location only to discover the cave is full of deamons the orcs resurrected in an attempt to scare you away. After defeating these brutes you recover your quest item. A deed to a customizable guild flag that can be placed ontop of your guildhouse. Or a unique robe bearing your guilds name for every participant. Or even reward everyone with a skill scroll depending on their participation. This makes it so only a guild can can do the quest and where and how the quest goes and located is completely random. Keep the champ spawns and the peerless but give trammel guilds a chance to prove their teamplay. |
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#30 |
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Join Date: Jul 2007
Shard: Great Lakes
Posts: 432
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Camping Champ Spawns
And I forgot, and skill scrolls you would get in this so called guild quest im talking about would be minor...more like non combat skill scrolls. Really good skill scrolls like Mgaery +20 should be fel champ spawns only.
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#31 |
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Join Date: Jul 2007
Shard: Great Lakes
Posts: 432
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Camping Champ Spawns
BTW...trammel doesnt mean easy...its a type of boat...
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Power is not given, it is taken! |
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#32 |
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He's Fing Matt Damon
Join Date: Dec 2007
Posts: 1,068
Thanks: 32
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Re: Camping Champ Spawns
Why must people always say 'the definition of trammel is easy?'
The definition of trammel is 'a hindrance or impediment to free action; restraint' |
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#33 |
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Join Date: Jun 2007
Posts: 859
Thanks: 158
Thanked 31 Times in 27 Posts
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Re: Camping Champ Spawns
Greetings... i play on Catskills and we do champs spawning when we feel like it.
![]() Risk vs reward... makes sense. Fight reds to defend spawn... makes sense. ilshnar/tokuno Champ spawns should give alac. scrolls. one thing not mentioned on this thread... when we pvp, 90%+ of the pvpers use speedhacks, a lesser % uses medic scripts, a lesser % uses sdi/double casting/fastercasting hack... my guild found a way to stop them... we use team work and tactics... good luck to you all! |
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#34 |
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Join Date: Dec 2007
Posts: 2
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Re: Camping Champ Spawns
To be perfectly honest, i think that the fact that champs only producing scrolls in fellucia is a great idea. It produces a aspect of competition into the game. The best guild wins. What has happened on europa is that all the blues have banded together to do champs in fellucia, due to the sheer size they cannot be beaten. if the blues on your shard can get over there differences and band together to champ then you will no longer have trouble getting scrolls.
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#35 |
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Join Date: Nov 2006
Shard: Baja
Posts: 9
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Re: Camping Champ Spawns
Spawn is lighter now than it once which makes it easier to light the candels but the boss is so much more difficult that it takes a very long time to kill it. This encourages the camping and allows it to be easy for a guild to over the spawn at the end. The results is that the raiders to have a definate advantate and the people that do the work often are not getting the reward. People can log on, take over a spawn in a couple of minutes, finish the boss and take the scrolls. Raiders are fresh and focused on the raid where as the spawners are tired with depleted resourses and focus on killing the boss.
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