Champ Spawns vs Town Invasions - Printable Version +- UO Lost Lands Forum (https://uolostlands.com/forum) +-- Forum: General (https://uolostlands.com/forum/forumdisplay.php?fid=24) +--- Forum: General Discussion (https://uolostlands.com/forum/forumdisplay.php?fid=7) +--- Thread: Champ Spawns vs Town Invasions (/showthread.php?tid=537) Pages:
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RE: Champ Spawns vs Town Invasions - Skrap - 11-02-2015 (11-02-2015, 08:28 PM)Myrnae Wrote: Here's my (.02 cents) thoughts Jack.. So much yes. RE: Champ Spawns vs Town Invasions - Jack - 11-02-2015 (11-02-2015, 08:28 PM)Myrnae Wrote: Here's my (.02 cents) thoughts Jack.. I'd be more likely to increase the platinum price for things than reduce the plat drop frequency. I like that platinum drops more frequently as it feels more rewarding than rates we had 6 months ago where it felt like platinum barely dropped. I will make it so the boss is only announced within the town that is being invaded, otherwise some players may not even realised it has spawned. RE: Champ Spawns vs Town Invasions - Blaise - 11-03-2015 I think something similar to the Halloween style would be a nice hybrid of TI/Champs. Perhaps restrict towns to a single invasion per day so any single town doesn't get overrun for ages. Maybe have some towns specifically off of the list to allow for new players to attend business freely regardless. Continue to announce invasions with the town criers. Perhaps make the initial waves a bit less heavy with spawn/no casting spawn in early waves. RE: Champ Spawns vs Town Invasions - Abyz - 11-03-2015 I think plat drop and price of items is actually right on target. The flow is fairly slow and there are a lot of items on the vendor to get. It will take a ton of game time to get the stuff I know I want. Nerfing the plat rate and/or prices will be a big downer. It's fine as is. RE: Champ Spawns vs Town Invasions - manto - 11-03-2015 (11-03-2015, 06:33 AM)Abyz Wrote: I think plat drop and price of items is actually right on target. The flow is fairly slow and there are a lot of items on the vendor to get. It will take a ton of game time to get the stuff I know I want. Nerfing the plat rate and/or prices will be a big downer. It's fine as is. completely agree RE: Champ Spawns vs Town Invasions - Boss - 11-03-2015 (11-02-2015, 08:28 PM)Myrnae Wrote: Here's my (.02 cents) thoughts Jack.. TI's are good! I personal like Champ spawns because this promotes guild activity, was never ment to be a mass shard event. To reduce the plat drop across the board would just further more push people away and hate the fact that everyone before farmed 1000's of it and now they have no chance. as for the shard annoucements im neutral. RE: Champ Spawns vs Town Invasions - Doberman - 11-04-2015 I voted for town invasions. I think you can have both, though. TI bosses could drop skulls for harrower. The skulls could also be used to spawn champs in dungeon locations(that would not otherwise spawn). The TI system is great for getting randos together. RE: Champ Spawns vs Town Invasions - yakka - 11-05-2015 Well I can see champs being good for guilds or small groups to hog if they choose. Nothing says plat has to be a drop from them, just different types of loot. Maybe on the lines of mini boss. Not to make you do more work but couldn't new terrain be made for the champ location instead of standard dungeons. Make components needed to launch the champ spawn on specific mobs only. This way for example one item only small % chance on drakes, a different item only drops on daemons etc. so you have to farm different areas to get what is needed to launch. I like the standard TIs but can see a form of champs as being a plus also. Can never have too much pvm activity or too many pvp events. RE: Champ Spawns vs Town Invasions - Swunk - 11-05-2015 (11-05-2015, 12:32 AM)yakka Wrote: Well I can see champs being good for guilds or small groups to hog if they choose. Nothing says plat has to be a drop from them, just different types of loot. Maybe on the lines of mini boss. Not to make you do more work but couldn't new terrain be made for the champ location instead of standard dungeons. Make components needed to launch the champ spawn on specific mobs only. This way for example one item only small % chance on drakes, a different item only drops on daemons etc. so you have to farm different areas to get what is needed to launch. I like the standard TIs but can see a form of champs as being a plus also. Can never have too much pvm activity or too many pvp events. well now i agree with yakka.. i like that kind of system. kind of reminds me of the bosses in 2009 post-apocalypse mmofps/rpg fallen earth. a few years ago they made it so you'd farm certain mobs to actually get components to craft a lure and then you would go to a specific location and use the lure and a group could fight the boss for a chance to loot cool looking items. so, that idea minus the whole crafting thing.. or with crafting.. idk.. sounds really good for summoning champs. RE: Champ Spawns vs Town Invasions - CosmicScale - 11-18-2015 I agree with Yakka too. I would encourage (and this may be too coding intensive) having champs spawn in unused t2a areas or other places where they don't get in people's way during normal use of the dungeon, and having them drop little or no plat, but having them drop other useful stuff to justify their existence. |