Some remarks... > The behavior for the leveled weapons already exists, one of the random > quests has an item Ruggillis Wisker or something and it has been improved > 127 times so no player char can wear it. I didn't knew that item. I'll check it. > As we already have discussed the progressive way would be more difficult to > implement That is only your point of view, not mine. > and partial improvement is really annoying/stupid (drop a level and loose > the ability of hitting fire with your weapon???) Experience: Knowledge acquired by a long training and observation (Larousse). So I think partial improvement is not that stupid. And it already exist in some way in the game with spells: spells are getting stronger with your experience; drop a level and you may become unable to cast some spells. If you accept the idea for some abilities, why can't you accept it for others ? It is of course only my opinion; but if you ever read Fantasy or played "table" RPG (not computer RPG), you certainly already encountered such behaviour. > You do not have to guess if it would consume you, it is a feeling the player > gets when trying to apply the weapon. This may be true for some items - but would it be for all of them ? Some weapons could be intelligent enough to keep that secret (an magical identification would then be needed). Again, it is not an original idea: The One Ring is a well-known sample of an item consuming the wearer without warning. Also remember I never said the dark side of the item could not be discovered: identification by a powerful wizard could be possible for example. > The two second last are good ideas. The last is somewhat useless quest topic > in crossfire, since money has no meaning in it. When you get to level >20 > you get more money than you can ever spend so you keep dropping it to > somewhere or store it to chests infinitely. The fact that money has no meaning is a problem that should be corrected, and I know the problem for quite a long time. I was just giving common samples often found in Fantasy litterature. > PS. read at least 10 last messages on thread before starting to comment on > individual messages... this one is quite long already and most things have > been quite throroughly discussed, explained and justified I always read all messages that I receive before starting to answer. Maybe you think anything has been said on a particular subject, but never forget that anyone can have a different idea about it. And I never expressed my own ideas on this subject before. Some points may now be 100% clear and justified for *you*, but not for anyone. I am sorry to ask questions that could have been answered before, but if I put them again, it is because I think there are still things to say about it. >> I haven't looked at the new scripting; could that be used to have a >> scripted object that gives out bonuses based on the details of the >> character applying it? If so, then there could even be a Ring of the >> Fireborn that only gives the full bonuses to a Fireborn player (or gives >> the bonuses at a lower level). > we probably don't want to use scripting for 'simple' things (simple things > being values that do not change). I agree with that. Common code should stay in C. Maybe we can test things with scripts and, if they proove to be useful, implement them in C ? > I just think it would be pretty annoying to have a pile of 30 items and not > really know the full strength of any of them until you are of appropriate level. I agree with that. Just an idea I got when reading this: identifying powerful items could be a good goal for a quest. That message is quite long. I'm sorry if reading it is boring for most people, but I think everyone has the right to express his own opinions, boring or not. Chachkoff Y.