Harrower change suggestion?

Discussion in 'Renaissance Discussion' started by Rabbit, May 2, 2016.

  1. Rabbit

    Rabbit Member

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    Don't hurt me, but maybe this could be a better system for harrowers on UOR.

    How about an immediate 200 plat to whoever turns in the skulls combined with an immediate serverwide system message announcing that a harrower has been spawned.
    1 plat per damager to first harrower
    1 plat per damager to tentacles
    10 plat per damager to true harrower
    Hard cap of 800 platinum to be dropped by true harrower, tbd by damage done. (Thats top 80 damagers)



    It takes organization and effort to obtain the skulls and spawn the harrower. This system would reward that effort with a hefty lump of plat to be divveyed up however the harrower spawner deems fit.
    The server wide announcement would bring back public harrowers, and let tons of players in on the fun, but with a smaller reward. The reward could still be > 30 plat for the people that heard the system message and bring 3 clients. All the while keeping total plat dropped by a harrower to around 1,000.

    I think the fun the community had during public harrowers is being under valued currently.

    TLDR: New harrower payout structure that
    1. Rewards those who farmed the skulls
    2. Brings back public harrowers
    3. Maintains the plat hard cap on true harrower.
    Last edited: May 2, 2016
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  2. Erlkonig

    Erlkonig Well-Known Member

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    Decent enough suggestion... 5 man champ crew could split the 200 + score in each round for a total of 52 plat each.

    Honestly I was quite happy champing and getting 60 total so the current system which I have netted 200+ plat 3-4 times a night is ludicrous.
    My original suggestions + some new ones:
    1. Instanced event 20 per character max 10-20 people. You earned the skulls you should get the rewards. PKs + thieves had plenty of time to mess with you while you were farming the skulls.
    2. Only those in star room when skulls are placed can get plat but others can wipe them / steal from them.
    2a. Perhaps a sigil type of effect can be applied. If you kill an eligible person you gain their eligibility (& it is stackable? now that is some risk vs reward for you!)
    3. Remove the Harrower / only source of plat are champs, amibs, events, welfare.
    4. Keep the current system but cap the plat @ 20 per max 50 characters.
    5. Area of effect war zone (no stat loss) - actually allow people to contest Harrowers + weekly, random, and announced Harrower events
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  3. bart simpson

    bart simpson Well-Known Member
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  4. Alice Asteroid

    Alice Asteroid Well-Known Member
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    If you got my name from the post I made in that thread then you also read my idea. Posting again would be redundant.
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  5. wylwrk

    wylwrk Well-Known Member

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    I did that already. The response was atrocious.
    The issue is as it is with most things here, 3 accounts.

    I will not be participating in the champion system here.
    Last edited: May 5, 2016
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  6. Heretic

    Heretic Well-Known Member
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    I guess I've never mentioned that I think the system is broke. My sole concern is that it doesn't become a source of disproportional richness to a very select group of players independently of their skill levels. As disproportional I'd say 250 platinum per person, as that thread only tried to foment. I think high skill and work should be rewarded, but not in ways that it expands an already wide edge between the richest and the poorer for the sake of economy health and opportunity - as 250 platinum a sit would be. The harrower before took the same amount of work and rewarded 20 plat per person. That to 250 would be just too much. That was my point.

    As it's not proven or seems to be a real trend that people are doing all harrowers four ways to achieve this 250 platinum per person, for now it doesn't seem to be a problem then. But I think it must be monitored carefully to avoid any huge discrepancy as I mentioned before. That's all.
    Last edited: May 5, 2016
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  7. BlackEye

    BlackEye Well-Known Member
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    I deny to share any thoughts about this anymore. I have been accused of the worst bullshit by Telamon and threatened to be silenced. I guess I have like 10 unanswered forum threads of ideas, bug reports and polls. So there enough out there already. But I realize that most voices here dont matter.
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  8. Arnold Lutz

    Arnold Lutz Well-Known Member

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    My favorite idea was always linking all 3 accounts one person has, so that only one account and receive the reward. As stated in a previous thread, Chris said this is not a possibility, so that sucks.

    My only other best option would be increasing difficulty, to require more people and more time for the actual fight. This will be conflicting though. Because more people doesn't always = better chance to kill. Smaller organized groups, with fewer people in voice or working together can accomplish more the majority of the time. On one hand it will make it so its harder (but that makes elite groups even more elite) but it will take longer and maybe people would think "its worth what it gives you."

    My difficulty increase idea would be something like:
    Phase 1 - first 50% life same skill set as one random champ, 2nd 50% different champ.
    Phase 2 - Tenticals because it is never super easy, and does require team work/time
    Phase 3 - first 50% life same skill set as one random champ, 2nd 50% different champ.
    Example - phase one you fight harrower with Barcoon/semider skills so your using pets all the way to 50%, while hes spawning adds, then all the sudden he starts life draining your pets and you have to kill adds and get them off while controlling the harrower, and polymorph to dmg.
    Phase 2 would be just like we know now
    Phase 3 rikktor/meph you have to keep your pets away from EQ, but control him with BS so you need chars w/o all there control slots filled with pets to BS, then switch to a DPing melee harrower like meph where you can bring pets back in.
    All the champ randomly assigning to a different period of the fight, different for each spawned harrower. All the while still having the pull effect the harrower currently has.

    The difficulty would be fun, but would make it even more elite and not for the the average joe without a group. That doesn't seem to be what people want, it seems to be they want to be able to get plat just as easy.
    On the other hand, this could make it harder where 15+ people need to be there and take longer so the chance to be interrupted happens.

    Decreasing the value dropped might not be as big of a deal if a group couldn't knock out 4 or 5 back to back in less then 3 or 4 hours.
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  9. Caska VS Trees

    Caska VS Trees Well-Known Member

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    You know you could have just read the posts and you wouldn't need to tag anyone...
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  10. Xevec

    Xevec Active Member
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    I would like to see a more challenging harrower too, also if he could move/teleport that would help too I think.
  11. Xegugg

    Xegugg Well-Known Member

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    Copying my post that was from here
    http://uorforum.com/threads/request-for-comment-champion-system.11994/page-4


    Keep things how they are. It was tweaked before and hardly anyone did spawns. Now people are and let's put a halt to any incentive to do one again? The only thing that will happen, is you make all the plat hoarders which are players who have been here for a lot longer to demand a premium price for plat to go up considerably. The new player base you want to keep is only going to have to work harder and put in more time to obtain it. There will be less interest to do spawns or harrowers with these changes and is going to result in a less active server. People were getting on and everyone doing stuff together and I do think many people enjoyed that, now the plat changes because people were having fun being active. A spawn, harrower, fights, thieving, chaos, fun people were having at it.

    Don't change it.
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  12. Mes

    Mes Well-Known Member

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    In the picture Stavrogin posted I think I see 6 players. Three on one character each and the other three playing 2, 3, and 4 characters. If they split evenly they received about 166. Although I have no clue if they split evenly. I think it's Bogugh, Ron, TrojanCow, Bart, Iago, Cynic if I have the characters correct.

    here's some of my own data I'll contribute:

    [​IMG]
    11 players, 91 plat each

    [​IMG]
    6 players, 166 plat each

    [​IMG]
    6 players, 166 plat each

    [​IMG]
    7 players, 142 plat each

    [​IMG]
    9 players, 99 plat each

    And imo there wouldn't be any challenge to do this with less players. You just have to pick a time that the server is so slow that noone notices you. I think on the lowest end I've received about 80 plat. Even on the couple harrowers that enemies found and announced in IRC I still pulled ~140 plat personally but probably took home less after splitting with friends.

    So I think it would be fair to say that people are receiving less than 250 plat in general, but more plat than the 60 they may have been receiving a year ago. (Bearing in mind that 20 plat was the intention when this system was designed, although we may be so far removed from that now that it may no longer be pertinent.)

    As for what system I would suggest...probably a combination of capped award per character (like the old 20) and total payout (like the current 1000). So that in this scenario there could be 50 awards, but 15 characters can't go home with the entirety. As for how to handle people playing more than three accounts, I have no idea what is best, but an unfortunate precedence has been set for this kind of thing to have gone on for years here.
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  13. Heretic

    Heretic Well-Known Member
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    That's good data Mes, thanks for posting even if you didn't really need to.

    I like this concept.
    Last edited: May 5, 2016
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  14. One

    One Well-Known Member
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    .
    Last edited: Feb 5, 2023
  15. One

    One Well-Known Member
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  16. Dalavar

    Dalavar Well-Known Member
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    It's a super interesting idea to give a big plat award for the skull turn-in and then have a system message.

    As mentioned in the other thread, I think it's generally better for the economy now, with the overall platinum cap, than it was before. Less platinum entering from this means the platinum people get from killing gazers and slimes and opening chests is not diluted as much.

    But adding back in a char cap of 20 seems like another step in the right direction.

    Ultimately though if it's not profitable enough, no one will do it. And if it's too profitable, everyone will do it. Hard to toe that line...
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  17. Baine

    Baine Well-Known Member

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    Just cap individual characters' plat rewards like the good ol' days (10-20 per character.) Plat is supposed to be a RARE commodity and that's definitely not the case anymore.
    If your argument is to only reward those who actually earned the skulls, then make the Harrower instanced.
    Hundreds of platinum coins shouldn't rain from the sky during any single event. Period.
  18. Keza

    Keza Renaissance Staff
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    I dont care about the money part, but the Harrower is not that hard for an end-game type of boss. As Lutz mentioned, it would be nice if additional mobs were spawned. Idk about champs, but maybe a mix of things. Dragons at first, then balrons, then maybe ancient wyrms.

    This would add a good dynamic and require more players to complete the event. Might also give us dexxer lovers more value during a harrowrer :D
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  19. BlackEye

    BlackEye Well-Known Member
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    This bullshit will never be changed. Telamon is the most stubborn person I have encountered in quite a while. Let us see what it takes to destroy the economy, 10k plat (already achieved), 50k, 100k, 1mil platin?

    Honestly, I gave up my hope. The best solution is probably to join the crap gameplay (enjoy seeing your harrower raided in case you arent jobless like some other vets here), disturb the crap gameplay (happening around 10AM EST right now at least, can you make it?), or ignore it and live with the fact that you will be a medium wealthy guy forever independent of the actual gametime that you invest.
    Last edited: May 8, 2016
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