Actually, I do am trying to discuss the topic, so much, that I am giving my reasons about "why" I think that these ingredients should be present in Treasure Chests in a larger capacity...
So far, I have not heard of any valid counter argument to those that I presented while trying to, precisely, "discuss" the topic....
Restating your opinion repeatedly is not a discussion; no matter how long you make your posts to make it seem factual
So here is your position as you've stated it so far:
As a treasure hunter, I want there to be more ML ingredients in the treasure chests, so that the number of ingredients gathered more closely matches the amount needed for actual crafting.
Fantastic, we've got your goal - this is the part you keep restating. Now, let's move on to what the requirements are. What is needed, be specific, to meet that goal? More ingredients, great - how many per chest? What type of chest/level should they be in? Should they scale to the chest level?
What we don't need is 2500 hundred word vomits that keep restating your goal. Move past the what and into the how.
Here is the opposing position:
As a developer, I want to provide an alternate method for players to gather ML ingredients without lessening the value of original methods of gathering, so that we are equally supporting multiple playstyles and outlets.
Now we have the developer's goal outlined. Now we can move into their requirements.
1) Keep the level of effort roughly equal between the primary and alternate method of gathering ingredients
2) Due to the ease of gathering maps, limit the number of ingredients to slightly less than the primary method to avoid destroying the ML ingredient economy.
Even without your requirements, we can see that the two positions are directly in conflict with each other. Now as part of DISCUSSION, we can each move our positions until we find something that comes closer to meeting the developer's goals but still moves the needle slightly to address your concerns. So what is that? Keeping in mind what the developers are trying to do - not argue that they're wrong or discount the direction they've tried to take - what tweaks specifically would help address your concerns without counteracting their position?
Let's see if you can do it in 100 words or less so people actually read it.
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What is needed, be specific, to meet that goal? More ingredients, great - how many per chest? What type of chest/level should they be in? Should they scale to the chest level?"
I DO have discussed all of the above, already.... at least to my perception....
By reading my Posts (
https://forum.uo.com/discussion/comment/29331/#Comment_29331) one can see how I have mentioned that, I was imagining as 2 to 3 per single ingredient (more ingredients' types per Chest CAN spawn) could be very fine, to my opinion, for the Artisans'
Supply Chests IF, then, Artisans'
Cache Chests could have them spawn in 5/6 quantities, 8/10 in
Horde and 10+ in
Trove Artisans' Treasure Maps for Mondain's Legacy/Imbuing Ingredients.
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As a developer, I want to provide an alternate method for players to gather ML ingredients without lessening the value of original methods of gathering, so that we are equally supporting multiple playstyles and outlets."
I think I "also" covered that.... here
https://forum.uo.com/discussion/comment/29297/#Comment_29297Where I tried to argue that, while I understood that resoning, I thought that the current (artificial) scarcity could be too drastic....
Stealing from Exodus Zealots (for ML ingredients) gives really very poor results, too much time consuming for the quantities needed of ingredients to get anywhere, fighting for ingredients' drops, really, is more intended (this more in Peerless as in Ter Mur, though) for good quality items rather then ingredients which come more as a "bonus" loot rather then the intended loot....
Regardless, and I also addressed this in the past posts, Ultima Online has moved forward since those mechanics/Hunts were Designed and now, those Craftable Artifacts which once were powerfull and usefull, now are no longer, unfortunately....
The more recent Legendary Artifact drops have made those craftable, saved a VERY few exceptions still worthy of being crafted, to some point, obsolete and largely no longer wanted...
Therefore, frankly, I do not see "why" the spawn of ML/Imbuing ingredients in Artisans' Treasure Chests should be tied to a (artificial) scarcity of the other playstyles and outlets from which they can be gathered from, which was Designed YEARS BACK when those Craftable items were, instead, quite powerfull and usefull... and wanted to have.
In doing so, that is, KEEP the availability of these ML/Imbuing ingredients artificially scarce, for Craftables which are no longer as usefull as they were, only makes the lives of Crafters more miserable... not only they end up with Craftable Artifacts which hardly anyone wants (saved a few, very rare exceptions as I mentioned....), BUT, in order to be able to make some of them as I mentioned with my Scrapper's Compendium example in various past posts, these Crafters have to endure inexplicable (for the poor results obtained in the quality and usefullness of the Artifacts crafted) and exceptionally time consuming efforts to gather the ingredients in the quantities required to get from the RNG that one item in a thousand that, finally, has the properties and the intensities which make that item, albeit STILL not competitive with the new Legendary Artifacts (or Event Artifacts) which may drop, at LEAST usable, to some point.
It was my understanding, that I DID address all of this in my past posts, to progress the Discussion on the topic....
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Now we have the developer's goal outlined. Now we can move into their requirements.1) Keep the level of effort roughly equal between the primary and alternate method of gathering ingredients"
As I mentioned above, I do NOT think that it would be advisable to MAINTAIN that scarcity between the primary and alternate methods of gathering those ingredients.....
This, because Ultima Online HAS CHANGED since those original, primary methods of gathering these ingredients where Designed and Conceived.
BACK THEN, Craftable Artifacts were indeed good, usable and of some power compared to Artifacts that would drop or where obtainable at Events. But now ?
Now, this is NO LONGER with the "new" Legendary Artifacts which have been progressively introduced into UO, either as drops from fighting Creatures, or from Events.
Therefore, is my argument, it would be a mistake to maintain such a scarcity by having "also" the alternative methods of gathering these ingredients be as low as the original, because it would further punish crafters who have ALREADY been hit hard by their craftable Artifacts no longer being (for the most part) of any real use, when compared to the newer Legendary Artifacts coming as drops or from Events.
And that is why I am advocating, using Artisans' Treasure Chests as a way to "ease up" a bit the now (to my viewing) depressing Crafters' life, by "upping" the quantities of these ingredients that can be gathered, so to "at least" make it possible for "some" craftable Artifacts, those which require a large number of ingredients to achieve a high number of items crafted so as to better engage the RNG to finally yield that 1 decent or half decent craftable artifact made in a thousand.
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2) Due to the ease of gathering maps, limit the number of ingredients to slightly less than the primary method to avoid destroying the ML ingredient economy."
"Ease" of Gathering Maps ?
It rather is the "other" way around, to my opinion.
And I also, already discussed this in previous Posts.
With 4 other Packages that can possibly Spawn besides Artisans, and with more then just a single Level Map which can spawn on a given Creature (not just a Supply Map), and a drop rate for Treasure Maps in general, which I understand might be as low as 1 in 100 of killed creatures, it hardly looks to me to be "that" easy to gather specific Treasure Maps that spawn ML/Imbuing ingredients....