tiger_eye wrote:I agree, Aquillion. The economic system has never been ToME's strong suite, and, along with items and inscriptions with finite charges (which are being phased out), is probably the main aspect that does not adhere to ToME general design philosophy of eliminating tedium, grinding, and unnecessary boring mechanics of the game. As I understand it, the price of gems increased a while back to make them a main source of income (as well as gold drops) for the player instead of selling items. This was a good half-measure, but I think ToME should go all the way and only allow the player to sell gems.
If I may diverge for a minute to share a different type of playing style...
I've played several under-leveled characters that skip most non-essential zones. They usually fight the Master at clvl 12-16 and go to the Far East at clvl 20-25. Most die in Dreadfell or an Orc Pride, or to a summoning trap or dreadmaster. None get the Transmogrifier chest. And you know what? I don't miss it at all. It turns out ignoring items is even more convenient than transmogrifying them. Don't need an item? Leave it for the next weary adventurer. After playing like this, I now find the Transmogrifier chest tedious (but it is, of course, less tedious than hauling items back to shops to sell).
Under-leveled characters have a greater reliance on items, so it can be very important to buy items from shops, which means these characters have an incentive to make money. I still lug around lite items to sell, such as rings and amulets, infusions and runes, and ammo, which, along with gems, provide sufficient income. My latest character had 400 gold and 600-700 worth in gems at the end of the game, and he probably purchased over 2000 gold worth of items. The point here is that, um, buying items from shops is a nice option to have, but selling items (except for gems) is stupid. Transmogrifying items is stupid too; I'd much rather the Transmogrifier chest do something passively.
Also, currently, the new Lost Merchant "special" items for a "special" cost incentivizes transmogrifying (or selling) every single item the player come across, which I think encourages tedium. How many hundreds or thousands of items do you think you Transmogrify during the course of a game? I'm sure it's a lot, and it constantly interrupts the flow of playing the game.
So, back to suggestions. Let me list-ify 'em:
(1) Only allow selling of gems
(2) Don't allow selling any other items (a corollary to (1))
(3) Don't allow items to decay (er, just because

)
(4) Don't actively transmogrify items for gold. Make it passive or activated for something else (like accessing something from the storage room every 500 turns or so), or get rid of the Transmogrifier altogether.
(5) Gain fortress energy some other way, such as a passively with gained experience (as someone else suggested elsewhere) or via gems.
And, as a final thought that wasn't worth list-ifying, I actually don't mind the current encumbrance system. It keeps me honest and makes it so I don't haul around everything that I may in some conceivable situation have some small need of (although I tend to do this anyway

). I'm not strongly opinionated on this, though, so I wouldn't be against encumbrance being changed if a reasonable alternative were proposed.