1: Mod6 from what I’ve experienced at least at level 10.
You can’t make money unless you do loot runs not questing and dungeon exploring but loot runs. Item damage seems a tad high “Does fighter % to avoiding damage work still?”
2: AUCTION:
Prices are over inflated ways to fix it.
Set a max % an item can be soled for:
Base the % on the items price and level of the item.
Remove auction fees and timer: (Previously used to control price)
An item will sell to the first bidder that hits the items max % or sell to the highest if Max % is not met and timer runs out “when the item is put on auction and no bid is made it will be soled to the auction house at the starting bid after a set amount of time has passed money will be mailed to the seller.
Starting bid:
Will be set by the base value of the item + haggle modifier. The same way you do it now for selling items to the vendor.
3: Vendor Tables:
Some nights there is absolute nothing on them set a maximum number of inventory if the number is maxed items fall off oldest first if not they stay until soled or maxim innovatory is met
4: Bound items:
The new crafting system is nice but because every thing you make has to be bound there is no way to trade: set up a system for those times to be unbound when soled to auction or vendors and rebind on use of new buyer.