Sure. I'm mostly thinking about buying. If you sell stuff to buy stuff, it makes no difference if everything changes proportionally. A dagger used to have a price of 10 according to lib/edit/object.txt. You could aim for that. Even 20 would be OK I guess, but it's much higher than that.
The thing to compare is what you can buy with gold drops. The question of the relative price of consumables vs weapons doesn't matter so much to me, but making boring weapons cheaper relative to rods or potions makes sense to me.
If after the price drop you decide that great stuff is too cheap, perhaps you should change to pricing according to the cube of value rather than the square. That would also fix negative values having positive prices.
Personally, I think price should be about production rather than value, so there's no reason my views should be consistent with what you're doing. I'm just looking at changes in gameplay since 3.0 that seem to me to be in the wrong direction.
The thing to compare is what you can buy with gold drops. The question of the relative price of consumables vs weapons doesn't matter so much to me, but making boring weapons cheaper relative to rods or potions makes sense to me.
If after the price drop you decide that great stuff is too cheap, perhaps you should change to pricing according to the cube of value rather than the square. That would also fix negative values having positive prices.
Personally, I think price should be about production rather than value, so there's no reason my views should be consistent with what you're doing. I'm just looking at changes in gameplay since 3.0 that seem to me to be in the wrong direction.
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