Ok, I have a few thoughts on this idea, after reading the initial few posts.... I'm not gonna go over the whole topic, due to laziness and the fact that my usually-low patience level is even worse tonight, so forgive me if I mention things that others might already have thought of.
This is an issue I've had alot of thoughts about though; I've been complaining about the Upgrade Stones for awhile in general.
First of all, there's the way that the characters are randomized.
I know this isnt exactly a new idea. It's been done in western RPGs for a very long time; you get a character with randomized stats, and then usually you then take that character and add points to them, before you then use them. Alot of people seem to think that this system works.....
.....which absolutely baffles me, because it DOESNT. At all. Not even close.
The proof of this? Is the concept of "re-rolling". That randomization doesnt matter; most players are going to sit there and just re-roll until they get EXACTLY what they want anyway. And usually, in most games, these stats are important enough to warrant that. Alot of RPGs that do this are VERY difficult, so, if you're trying to make a wizard, and you keep getting guys with low Intelligence stats, for instance, are you going to USE those guys? Probably not, because not having the right stats can kill you pretty fast..... so the usual sentiment is "why bother using that guy? I'll just re-roll until I get a GOOD one." Heck, the system is SO broken that players will sit there and do this FOR AN HOUR, and they consider this to be NORMAL. What..... the heck.
If the players are going to re-roll the hell outta the game ANYWAY until they get what they want, WHY RANDOMIZE IT IN THE FIRST PLACE? All it does is make them spend silly amounts of time doing something that really is unusually stupid. They'll get exactly the stats they want anyway, so wasting time literally IS the only concievable function of such a mechanic. It does NOTHING else.
Even I've found myself doing that occaisionally in this game, during the sort of situation where I know I need a pretty specialized character for something..... but the game keeps creating ones that, based on their starting stats, will not work. I'm sure I'm not the only one that's dumped a couple characters into lava pits just to save time. And I haaaaaaaaate doing that. Talk about ruining immersion!
On the other hand though: Randomization of SOME sort makes some sense. These people are survivors, and each one has different skills and experiences. The Ilari dont just jam some pieces together and MAKE new survivors to get them perfect, no, they have to choose carefully from what they have, right? And this same logic applies to most games that do this sort of thing. Those guilds that give you all those quests in dungeon-crawler RPGs dont have some sort of wacky factory that just craps out a perfect adventurer/wizard/rogue/paladin/janitor with the push of a button. No, they'd be getting people coming in offa the streets, and they have to consider the wide range of differences between these people.
Of course, while that idea sounds great on paper, again, in-game it usually just leads to re-rolling.
So on one hand..... I like the idea of NOT having to re-roll characters due to the RNG. But at the same time randomization is a big part of a game like this, and it does MAKE SENSE.
.....so how in the heck could we keep BOTH ideas, and have it actually work? Having players be able to choose stuff for the loadout they want.... so that they dont have to die immediately in a certain task just because the RNG went "NOPE!", and so they dont have to re-roll because of it, but also having some of the randomization that permeates the entire game?
.....I havent the foggiest clue. I'm not one of the developers. I'm just throwing concepts/ideas/opinions out there and hoping one of them accomplishes something. And also hoping one of them makes some semblance of sense.
As for the upgrade stones themselves..... the idea of just using their effects at character creation makes sense..... because that's how it works right now ANYWAY. I have SO MANY of these. When I die and get a new character, I pick one, they spawn, and I just right-click the stones and select upgrades. They may as well not exist.
At the same time though, I appreciate the IDEA behind them; they represent character growth, as that individual character goes out and experiences the adventures and challenges of the world. So that you HAVE character growth at all, and arent JUST growing the continent/civs powers, while the characters remain absolutely static. At least, that's how I imagine this was SUPPOSED to work, but for various wacky reasons it so far really hasnt.
I'd be all for the idea of some alternate form of character specific growth, if some good way to do it can be found that doesnt lead to grinding, or trivialization of any game element. Again, I have no freaking clue what such a method might be.
And finally, I definitely agree with the idea of adding a couple more stats. I really like the idea of character specialization in this game; even with JUST the three stats that there are now, it's possible to do it, and it helps. But adding say, two more stats (if you can come up with two important/useful/balanced ones to add) would increase this even further, and add more potential combinations and options. I've always thought that having JUST three stats per character seemed a little low.
Anyway, there's my lengthy, rambling thoughts on this. I hope they made sense. I'm not so sure they did, lol.