Re: Ingredients for Imbuing, I invite the Developers to please consider the following
Perhaps it's how I read things, but before folks start jumping, please consider that maybe your concerns are exactly what the devs hopes to address?
ie instead of a single source of ingredients, the same ingredients will be made available using different methods so that anyone can get them?
If that is the case then I would not have a problem with that.
Each play role will be able to get the needed ingredients through their preferred or, if you will, better inclination and skill way.
Fighters through hunting their usual targets and crafters when gathering their resources for their business.
In that case to each their own. I am good with it.
Still, I would like for this game to see a deeper division of playing roles.
I can understand that now it ain't possible to tell to players who have 6, 7 slots and soulstones to go back and just use 1 character. It would be unrealistic.
Nonetheless, "if" there is a desire to bring to Ultima Online again a better division of roles, we could introduce a new resource : "time played most on a given template when in game....."
I will explain this better.
Let us imagine, that Design would like in this game crafters be more crafters and fighters be more fighters. And within that, also have subdivisions like Mages be really Mages, Archers be really Archers and so forth.
So, since we cannot reduce the characters' slots nor take away soulstones how do we get there ?
Trhough incentives........
For example, we take the average monthly time (or if preferred, weekly time) played by a player on a given shard and see how that actually played time is used up as far as what "roles" are played.
The bonus for playing a specific "role" is set, for example, at 70% of played time (but could well be higher if preferred).
If a player played the previous week X hours, then by playing 70% of those X hours using the same template (say an archer but it could be the same with any other template), the player gains a bonus for "sticking to play that role" which could be extra actions unlocked only to those who REALLY play that role, or perhaps a better use of that skill like, in the case of an archer, higher accuracy when shooting, or ability to use special arrows or bolts not available to players not playing that given skill as often, whatever.
Any good incentive which make it worth to a player willing to be an archer AND play an archer most of the time spent in game.......
Of course, swapping skills on and off a soulstone would erase all the time credited so far and one would need to credit it again before gaining the extra bonuses.
Of course, the special bonuses should be received not for merely using 1 skill, but all of the skills pertaining to that playing role.
For example, in the case of a Bard, merely using Musicianship and, say, Discording would not grant a bonus or, perhaps, ONLY for discording.
Using ALL 4 bardic skills and sticking to them (Pure Bard) for that 70% of time when in game (Musicianship, Discroding, Peacemaking and Provocation) would be the best combination for a Bard to get the best extra boost when sticking to play this role for the most part of the time spent in game.
The result of this would be seeing more real roles played in the game like Bards who are Bards, Mages who are Mages and so forth.
By the way, if wanted incompatibilities could even be set for mixed templates through negative effects.
For example, let's say that a Tamer/Bard/Nox/Necro template is not seen as proper as a playing role, this Mix of skills could receive penalties for using it all mixed up.
Players would still be free to use it if they wish so, only with penalties.....
There do are ways to bring back role playing in Ultima Online without touching the number of slots nor souldstones, these ways are through inncentives and bonuses when sticking to playing a specific role most of the time in game.
Same thing with crafters and fighters.
A player sticking with playing crafting roles for 70%+ of the time in game would earn special ability to craft things otherwise not possible to be crafted or increase the success rates and all that.
I would really like to see a division of playing roles back in UO as this game, also because of soulstones, is sliding into having each individual player just be able to do everything on one's own which just kills, IMHO, that interaction among players so many like to speak about so often......