Yet uchars have different initial levels AND gain experience as the game is progressing.
Who gives a damn? rchars will guide the game and be drivers/fillers for it's most important parts. If someone wants to setup arena with 100 unique chars at lvl1 and cut through them by day 30, it's their business, I am balancing the gameworld with rchars, control of which I can count on...
You tell me. Why uchars have them? Why high level rchars at arena have them?
Uchars are there for player to form connections based on the original sources. Uchars have preset levels because most players may want to control that but Rchars are game's domain. They are the inhabitants that balance everything out at the end...
At Arena we need them cause it would not make any sense without high leveled chars. Neither will the game world at the end of a day.
And atm those levels == 1. See issue 152.
Yeah, I know, but they are not supposed to be lvl1, I just never got around to writing an algorithm to create new once cause it's a very complex issue that needs a lot of game world analysis and data which we do not even got at this moment. A lot of stuff needs to be taken into consideration there so the world doesn't get filled with (for example) 100 warriors when you really need/want SIW workers.
It's a complex issue, it'll take time to get that sorted.
I'm talking about starting levels for characters that are not needed as high level fighters at the arena and other places.
And:
==>
I am asking what you want those levels to do? To have a locked range on rchar generation is not an option, I need very high levels chars for Arena to work properly, maybe for some other part of the game as well. If you want to lock levels for chars that you can meet for interaction, I don't understand how you see the same static system working @ MC lvl 1 and MC lvl 100. It will be very difficult to find a low level rchar to hire at the beginning and almost impossible to find one that you don't have to train for 100 days @ MC lvl 100.
That all still doesn't explain two things:
1) Why should we have different ranges for different rchars?
2) Why do we want the same ranges locked thought out the game (as asked above)?
3) How is this better than having in game mechanic determine the range during gameplay?