Starting tonight we will be temporarily disabling the Harrower chamber while we complete work on a new reward system for the harrower champion. Over the life of the server we have always intended the champion system to be a high risk/high reward situation. However after watching the last few champion spawns it has become clear that with players running more and more public Harrowers the problem is being exacerbated a bit. We will start by reviewing the system as it works now. Players must defeat the 6 champions and collect skulls in order to summon the true Harrower. Players can earn 4-15 platinum during a champion spawn depending on their methods, how they are killing monsters and other factors. Attempting to use more than one account to earn a platinum reward from the champion is more of a challenge since the champions move around a great deal. The changes made to the base champion spawns over time have been successful and have for the most part deterred attempting to cheese a reward out of the champions death. Once the players collect all 6 skulls they can summon the true harrower. Once his first form is killed and the second phase begins the harrower becomes locked in place and summons a ring of tentacles. During this phase 50-100 players die on average. Most never recover their corpses. Once the tentacles are defeated the harrower maintains his static nature and he is usually swamped by players. The reward for a player being part of a kill on the harrower is 20 platinum. In the last 30 months the harrower has been summoned and killed 70 times. That is roughly one time every 2 weeks. There are 516 champion skulls currently in the wild. (Reference) Now for our analysis of how the system has evolved. During the last few Harrowers there have been a few core concerns of the staff. The sheer amount of players showing up to a public harrower is way beyond what the system was designed for. We may not be as large as OSI, but during a Harrower spawn traffic to/from the server triples. Additionally players are more focused on finding a way to somehow get 2 or 3 of their characters to qualify for the bonus platinum. This has been a subject of much contention in a variety of forum posts with misleading statements about how much gold someone is making per hour. Given that a harrower is run around every two weeks these statements are inaccurate. 3 years into the life of the server we have an economy in which items have a high value. Players strive for items to purchase in the platinum store and given the fact we do not have a donation shop they have to be earned. Common sense would indicate any system that allows these goals to be obtained would be mastered by the players. And like most things on Renaissance once a system breaks down or is not be used for its intended purpose that system will need to be addressed. This is not the first time this has happened (The whole champion system was disabled for 3 weeks a while back) nor will it be the last time the players master something that we create here. While most players have not mentioned this I have a great deal of respect for the players who put the time and effort into collecting the 6 skulls. The rewards from killing the harrower were meant originally to reward this accomplishment. I think everyone has witnessed how the public harrowers, the lure of platinum and the global teamwork that is going into these spawns has drawn us away from their true purpose. Now how do we proceed? To start we will be disabling the harrower spawn until we have addressed the risk factor involved in earning the platinum. We will be considering the following aspects for the new reward system for the harrower. Damage from the first phase, tentacles, and final phase will now be pooled into a single dataset to better determine who qualifies for a reward. Allowing the final phase of the harrower to be more mobile will be considered. The updated reward system will need to discourage players from inviting the whole server to defeat the harrower for the sole purpose of "free money". The update reward system will need to reward the effort expended by a player to defeat the harrower. The system will need to force players to choose between trying to use more than one account against not getting a reward at all. Review the option of developing new AI behavior or special attacks for the harrowers final phase. Require animal tamers to effectively manage their pets or face deductions for the amount of health that is drawn to heal the harrowers. The staff has been discussing these aspects for a few weeks now and we have a rough plan for an improved system that is already being coded. However we would like to hear from the players and make sure their concerns are incorporated into the final version. Note: Negative statements will be removed from this discussion. This is not the place to air your opinion regarding various templates, playstyles or the behavior of other players. This discussion is focused on improving the champion system and fairly rewarding the effort of the players who go through the trouble of summoning him.