Re: Shame revamp, better hunt loot etc. all is well BUT how about some LOVE for craft
I have this crazy theory that every publish cannot have boosts for every "profession" in it.
Therefore, everytime a publish is published, someone will complain "how about some love for X".
And I am not sure what teh OP is looking for here:
Some reason to Roleplay a crafter?
You can, however, it is my belief that many players already either have a crafter themselves, and thus do not need anyone else to craft for them, or they have a friend who has a crafter and can make them whatever they want/need.
I have quite radical views on crafting in online multiplayer games.......
I have always disliked crafters being used for self sufficiency. That is, players using their fighters (whether PvP or PvM...) as their main playing character and then, "on a side", using crafting characters to "aid" their main, fighting character.
One change that I would like to see is an incompatibility with crafting if at high levels, say above 80. On the same one shard, that is. This way, a player could experience high end crafting on one shard but high end fighting on another shard and this off of 1 single account.
That is, one can still have 7 characters, and one can have mixed fighters and crafters but only up to a max level of, say, 80 on the same one shard.
If one wants to exceed this level on the same one shard and, say, reach 100 or 120 in crafting skills, then the fighters could not go, say over 80.....
Bottom line is, the account can either excel on the same one shard in crafting
or fighting but not on both...
This way, players would either need to have 2 accounts to have both at high levels on the same one shard or, with 1 account, have to rely on other players for needs at high levels of those skills on that given one shard.
The real problem is that most often it is not fighters who are played as mules at the service of crafting but it is the other way around, crafter characters used as mules to fully cover the needs of the main, fighting characters so that one does not need to rely on others.
The way I see crafting in an online multiplayer game, I would like to see fighters to have to depend on crafters (other players' crafters, that is), just like crafters are wanted to have to depend on fighters.
It is called CHOICE OF FIELD, IMHO.
Want to play fighters ? Go for it and have a fighters account on that one shard.
Want to play crafters ? Go for it and have a crafting account on that one shard.
Want to play both on the same one shard ? Sorry, cannot do it at least, NOT excel in both on the same one shard off of 1 account, got to choose EITHER ones.....
Of course, unless one gets a second account which would be a good thing for Ultima Online also since it would mean increased revenues.....
Why having to make CHOICES sounds such a terrible thing to do when it protects a role to play ?
This way, it would no longer be possible to play crafters as mules merely to support fighters' mains.
That would again create more interaction among players playing fighters and players playing crafters on a given shard and would help rebuild comunities and all that.
Also, it would in no way limit the players' possibility to experience different fighting and crafting roles since they could do it within certain limits and boundaries on the same one shard and definately excell in either one on different shards.