ProdigyOsi
Grandmaster
Let me start by saying that I believe that PVP is an integral part of large-scale UO PVE (i.e. champs, invasions, & boss mobs). I also believe that a guaranteed chance of reward for sustained participation only facilitates and encourages that PVP.
What I am suggesting is that Relics and Champ Rares*, if dropped, will drop to a player’s bank box instead of their backpack (yes, I know this has been suggested, keep reading). The percent chance to receive these items should be based on your overall score and should be awarded even if dead or away from the spawn when the champ falls. Score would need to decay if you have not generated points, or are away from the spawn, for a given period of time.
At the same time I think that Powerscroll distribution should remain unchanged allowing last minute PVP and/or control of the champ at the end to have its benefit too.
I believe that these changes will:
*Loot tables may need to be built out to support this change.
Discuss and flame away.
What I am suggesting is that Relics and Champ Rares*, if dropped, will drop to a player’s bank box instead of their backpack (yes, I know this has been suggested, keep reading). The percent chance to receive these items should be based on your overall score and should be awarded even if dead or away from the spawn when the champ falls. Score would need to decay if you have not generated points, or are away from the spawn, for a given period of time.
At the same time I think that Powerscroll distribution should remain unchanged allowing last minute PVP and/or control of the champ at the end to have its benefit too.
I believe that these changes will:
- Encourage sustained PVP throughout a champ to maximize your chance at relics/rares.
- Minimize, but not eliminate, the benefit of last minute zerg rushes.
- Embolden players who are “cretin that they will just be PKd” to actually go out and participate.
- Increasing the number of champs at which you can certainly PK them.
- Incentivize players to start champs and remain active throughout in order to achieve a high score.
- Penalize those players who recall out or give up immediately after PVP starts.
- Cater to both styles of play so that everyone has fun doing what they like to do on UOForever (even if you’re opinion is “the right opinion” and everyone else is just an #affected trammie noob who needs to realize that PVP is all that matters… or a zerg pvp asshole who has no life and lives in his parent’s basement…).
*Loot tables may need to be built out to support this change.
Discuss and flame away.
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