You should give me actual examples, I cannot justify the cost of an abstract item.
Actually, while digging for examples I found that there is a good consistency in prices
![Huh ???](https://www.pinkpetal.org/Smileys/DarkB/huh.gif)
I guess that purchasing power of Gold in the game got messed up in my head somewhere.
If you want to, you could calculate prices for items automatically based on their characteristics and rarity.
There will be more levels after 100.
That'll prolly make stuff worse.
And it will hurt low level characters a lot in the very beginning, just like you feared. Less than -80, but still.
But if it will be applied gradually, it won't hurt them so much.
I agree, but
not for max values, that's why I've added stats_max functionality you've proposed. They already go up every level just when leveling up, are supposed to be guided by base traits, many items offer huge bonuses to them, PLEASE lets not add normal traits to the mix,
mild and direct on application increases will do just fine...
Just adding to a stat ever so often on level-up is already HUGE advantage, normal level addons and items advantages and the basetraits should be more than enough to provide good max range for those increases and even leave room for training.
That's additional work for me
With mod fields working as I described I don't need that because everything will be clear as it is.
Really? So you will be able to tell how a combination of
1 or 2 basetraits with
leveling up and with the combination of
x amount of normal traits and with the possible items (which they will often auto-buy + auto-equip), training, events and game progression will effect the character at x level?
![Shocked :o](https://www.pinkpetal.org/Smileys/DarkB/shocked.gif)
That sounds bogus to me and I know that system from inside out...
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I am going to take a look at items issues tonight, since Gismo has finished with the designs and I have already took out at least 3 difficult "sub"issues while adding functionality to his GUI.