I know UO and League of Legends are apples and oranges, and one of the reasons why UO and League are apples and oranges is because UO has client limitations. Even so, I think this recent "jungle timer" change by League of Legends could apply to UO. At the very least, I appreciate this sentiment, and I want to see it from UO. We want players to fight other players and not the game. When we look at how players have been utilizing jungle timers, that is, the timers we present currently which are mini map icons, the chat logs, they are actually resorting to notepad, mobile applications and third party programs to really make the best use of the jungle and play best. When we look at this situation, it's not really a situation we want, because we want the game itself to provide all the tools necessary to play at the best competitive levels. (around 2:30) One example for UO might be if Champion altars provided a Respawn Timer, an Idle Timer, and a "Last Challenged" Timer. The first would indicate when the spawn would respawn, the Idle Timer would start after a respawn, and reset after being "challenged," and the Last Challenged Timer would indicate how long its been since the candles were moved up. Or instead of going to the altar, maybe if you typed a command while in the region you could get a text output, like when you say, "I must consider my sins." I think that change would be useful for any region, Fel, or Ilsh. If PvP is a bit too much of a challenge, maybe clarity could be addressed at other regions. One thing I've always wanted to see was a Heartwood quest system which acted more like the modern Gauntlet system, in which you eventually accrue rewards based on persistence rather than pure RNG chance. In addition, I think it wouldn't hurt to see that process as it happens, to give legit players a carrot--even if that carrot is Ultima Online-ish, like, "You feel far away from an award, You feel a moderate distance from an award, You feel close to an award, etc."