The RNG Problem, Enchantment System & Gem System “TOGETHER” (Update)

Yes, in fact I made it so that the negative effects only punish you when you play badly and not punish you just for Existing. I want cursed gem items to be stronger if you make fewer mistakes, and weaker if you make a lot of mistakes.

The idea is that after the player has inserted 3 gems, if the player wants more he must add a curse, he can choose based on his way of playing or based on the build like "I really want this extra positive mod to complete the build, What negative effect should I choose?”

The idea is that all curses offer the same difficulty, just in different ways so that each player makes different choices and we don’t always see the same curses like “lose health over time” or “irreparable” and devs should have a way to control how much individual gems are used, and balance them so that they are all used,

For more unique effects this is a nice approach and in fact I added two unique gems that do just that: “Unstable Minerals” and “Heavy Metals”.

I agree but adding the details allows for a better understanding of how the system works. I don’t expect everyone to read all the details but I hope that those who aren’t convinced and want to know more can read them to understand better.
I also think it was necessary to demonstrate that gems can replace enchantments (without it being a forced change), and in fact all the interesting enchantments are present within the system and there are also many new additions and some reworks.