I dont know about you but it feels kind of tedious to me making so many items, mainly equipment, that only end up being used for one span or section of a game, or until something "better/stronger" comes along. That weapon you found way in the back of an out of the way dungeon that has an added effect that can one-hit most normal enemies might seem pretty sweet... until later when you realize its pretty weak against newer enemies and its effect dosent activate often enough to outclass the weapons they're readily selling at the new towns store which are almost twice a powerful. It would have been great if that sweet one-hit-KOer could have somehow scaled so as to be useful later in the game, right? At this point in MVs life, there probably is a plugin out there that can do this, but as someone who's lite on the programming aspect of gamedev, I like to find ways to do things without plugins, at least at the present time. The best way I can think to make weapons in MV sort of scale as the player advances in the game is to, instead of giving the weapon an attack rating, give it an attribute that increases the actors stats by a percentage, and giving the weapon/armor special effects that might make the weapon/armor more attractive than another depending on the situation. Have any of you given any thought about this subject? What solutions have you come up with? Do you think its unnecessary? Why?