>quest giver rewards me with his unique weapon upon clearing hist long questline>it's shit>it's absolutely trash>worse than the weapon I was holding even before I accepted his questHow do we fix this?
>>3902911Make marrying 14 year olds the norm again.
>>3902914Is everyone in this board a hebephile?I'm gonna throw up
>>3902916>implying it's just this board
>>3902911witcher 3?
>>3902916Every Black Soulsfaggot, Undertranny/Deltatroon, Sequelfag, Trailsfag in this board are those type of people
>>3902911Get rid of crafting. For some reason every RPG dev decided they needed to let players just make items that are better than those they can get any other way.
>>3902911>How do we fix this?1. Make it a scaling weapon. Starts out weak, gets stronger, forms a skill niche at high level.2. Make it expensive. Like, REALLY expensive. If your game's economy isn't botched, its sell would go towards tangible player progression.3. Make it a gimmick weapon. Low damage but ignores armor. High damage but requires a specific build to be useful. Assign an active ability to it like map reveal or a vendor with higher prices.4. Make it significant for the narrative. NPCs start to recognize you, you get discounts in shops, unique vendors become available, a sidequest that lets you recruit a coll character becomes available. You can even make it a cursed object that draws powerful enemies while equipped, and if you manage to defeat them with it, drops a lore dump of sorts that give more information about the main quest or the world in general.
>>3903013>1absolutely fucking not>2the player already did the quest chain and learned a valuable lesson, they don't need a pity prize>3moving the goalposts>4You have to be 18 or older to post here
>>3902911To be fair, it makes sense that he has worse weapons than you.
>>3903019>the player already did the quest chain and learned a valuable lesson, they don't need a pity prize... if the situation didn't need fixing, why the question then?
>>3903023and no money
>>3902911It has a specific rare quality that makes it VERY desirable for crafting, such as a high amount of slots, an unusually rare or unique ability, and so on.
>>3902988i mean, i wanted to be able to create my own equipment for a long time while playing rpgs, Why not? Pay a blacksmith to make you a sword of eternal fuckall... The problem is the reward. Just give me money or materials.
>>3902911Scale weapon strength to current level problem solved.
>The best weapon in the game isn't the legendary sword transposed from the soul of the greatest enemy. It's the cheap as bonk you get right out of the tutorial. I like the Souls games but shit like this kind of gives me tinnitus
>>3903179Too boring moveset. The jumping power attack in DS1 was fun as hell.
>>3902911you rang?
>>3902911You drop it on the floor in front of him and walk away.
>>3903179toothpick with toothpick ring better
>>3903227hey now, that's roleplaying. we don't do that here.
>>3902911Make it have an unique enchantment or ability. Tie the best weapons/gear to quest rewards.
>>3903193Perhaps but damn if it wasn't effective
>>39030135. It's temporary. It's an overpowered weapon designed to be taken after a future quest is completed. It could be great at just obliterating your enemy's mana, which is perfect for the boss.
>>3902911Itemization in games suck.>first sword, 8 damage>end game wooden stick, 16799 damage + 404/s dot over 1 week
>>3903714Only in shit games that abuse itemization as loot spiral and sole content because creating a slot machine with rpg coating gives you 1200h of "content" for the work of a 20h game with real content.Note how most games which are good at real content have excessive loot schemes mysteriously absent. Its almost as if the game not consisting solely of timesink is eliminating 90% of such gamedesign problems mentioned by the OP.
>>3903716All true, the absence of excessive loot doesn't guarantee a good or great itemization. Imho swords should be similar to each other minus the magic properties they have. One dungeon raid netting 87 swords is bullshit. You can't carry 10 swords without some cloth or tool, yet alone do acrobatic shit with 87 swords. More realism would work wonders. Money should be scarce the when game and it usually buys everything.
>Enemy has 20 HP>Sword does 10 damage so enemy dies in two hits>Upgraded sword does 15 damageWHY DO I EVEN FUCKING BOTHER!!
>>3902911Fix to itemization is unironically linearity. The moment you give players freedom to go around doing things in whatever order they want they'll fuck up your fine tuning.
>>3903576I think people hate temporary awards. You see this whenever they barely tolerate weapon degradation.
>>3903723Algorithmic scaling is ugly af.
Another option would be limiting the ammount of powerful items, making them highly desirable... but who wants to play that?>>3903716You just described the Diablo series.
>>3903723>enemy regenerates 1hp per turn>10 damage weapon now takes 3 hits to kill>15 still kills in 2
>>3902911Fewer games should have crafting and annoying weapon scaling where enemies go from dropping "longsword" to "longsword +10 damage, +1% fire damage, 0.8% slashing resistance" every time you level up.I know people here like to hate on it for its allegedly undue popularity, but I think loot is something both Clair Obscur does well. Weapon tier lists and some obvious "best" choices exist, but for the most part weapons are side grades that enable different builds and playstyles. When you gain a new weapon it enables a character to play differently rather than being a straight up/downgrade.
>>3902911Just turn it into an iron golem
>>3902914fpbp
>>3903780Side grade is the way to go. Haven't played e33, how does it work there?
>>3903812anon probably referred to E33 generously feeding the player little alterations to the combat that remain as toggles for build experiments, but does so party-wide so there is never a party member left behind because of being benched. The bigger alterations, the weapons, require effort, but open up bigger "game-changing" builds for the characters. There is no arbitrary level 50 cutoff like with so many JRPG, the characters have a rather linear growth that fulfills player expectations when opening new plateaus of content throughout the game. E33 isn't perfect, but it maintains the steady risk:reward balance past the point other games crumble under their own weight.>>3903740Yes, it's no accident Diablo-likes tend to be the mainstream succesful titles for the bloated RPG umbrella. Diabloot is easy dopamine doses, but they all leave malnourished fans with shallow pools of understanding the games they play. Humans are wired for the pinata experience, so designers have to work around that if they want something aspirational.>>39029111) the weapon changes the playstyle2) don't reward weapons for questspick one
>Increase your damage to kill enemies before they kill you.>Increase your health to survive and kill enemies before they kill you.>Increase your speed to kill enemies before they kill you.>Increase your luck to kill enemies before they kill you.Is every RPG just a math riddle where you optimize your stats accroding to enemies Hp and damage so they die in the optimal number of turns?
>>3904208I see. Weapons come in set levels and can be fed xp (leveled?) to unlock skills. Got that right? Idk, this feels close arpg loot tables.>steady risk rewards before it crumbles under it's weightWell written and that explains why people crave the game. Their second game will be exactly that. Basically e34 with slthe same narrative structure and few new shiny things.
>>3904215>Is every RPG just a math riddle where you optimize your stats accroding to enemies Hp and damage so they die in the optimal number of turns?No. You're supposed to roleplay, build your character to be thematically-appropriate instead of munchkin min-maxing, and then make choices consistent with what your character would do. If you do this, you're doing the opposite of what you're supposed to do.
>>3902911>There's Weapon synthesis/upgrading/crafting in the game and said weapon is material for powerful items.>Characters stats growth and learned skills are tied to items and using the crappy quest sword give you better bonuses or specific, very powerful skill much earlier.>It's a meme weapon for easily entertained folks that want to watch their in-game niggas beating dragons with a golf club or frying pan.>Speaking of frying pan - if there are some non-combat elements in the game, make it useful for that. Roman legionnaires were trained how to use shovel in combat because they worked a lot with shovels... but it still was just a shovel. A cast iron pan applied to the head will do ok damage, but it's still better for cooking.>It's related to other quest.
>>3904215>>3904271Both to some extent.Pure RPGs are games of numbers, you make progress by making your numbers high enough to pass certain skill check or outdamage another boss. This means that there's always the "optimal" plays and methods to straight out break the game in half, but that's rather boring and tedious for most of the players.RPGs are games of imagination, the roleplaying happens in player's mind. That critical hit is just RNG doing it's job, but from in-world perspective it's just nigger fighter slashing through enemy's vital organ. Obviously autistically limiting yourself for no good reasons is lame... but hey killing enemies with a spoon because in your head it's your nigger fighter's favorite spoon will count as challenge run, that's something.
>>3904368I suppose that's what's beautiful in rpgs as a genre - the somewhat open-ended nature of problem solving even in the most barebone rpg is giving players a lot of self-expression. But it's also too easy to push into one side of things too much - powerplay and overoptimize your run and things are becoming just math-solving problem, focus on roleplaying as le wacky spoon-wielding nudist just for the sake of "being different" and you look like a faggot.
>>3904364Another one.>Weapon is an option for otherwise underused or rare playstyle. They sometimes end being very broken, but only if you build your character in a specific way. A staff weapon with damage scaling with power of character's healing spells turns otherwise boring cleric into viable offensive character (even if worse than dedicated Fighter_ that still can heal.
>>3902911just make the unique weapon better
>>3903812>>3904216>Idk, this feels close arpg loot tables.There's a set number of pre-made weapons for each character, so you don't get randomly generated "sword of +3 fire brand with a water breathing enchantment" dropping every 5 seconds like an ARPG. Each weapon has 3 passives that may or may not shake up the character's for gimmick (each character has their own combat gimmick) and scales on different stats.A character might have one weapon that scales based on defence, and another based on luck (crit chance). Lune's gameplay loop is based on using abilities of different elements to build up resources that let her use extra strong damage abilities, but has weapons that grant her benefits for auto attacking or for sticking to one element or bonuses to her healing, changing her role. Verso has a special meter that gives him bonus damage and improves his abilities, but has weapons that do things like cap the meter at certain points in exchange for it decreasing less, gives you no bonus damage for easier increasing, or basically have you ignore his improved abilities to focus on massively buffing his base attacks.It's pretty fun deciding how you want to play a character once you've built up a good number of both weapons, passives, and unlocked skills. You can find items that let you reset your stats and abilities so the game encourages you to experiment.
>>3904388This. There's nothing else that needs to be done.
>>3902916You're a tranny
>>3902911I've thought about it before in the past, and what I'd do is to make it so that the quest reward is slightly more powerful than anything else you have access to at that point, and also give it a unique passive that makes it worth keeping around even if you got to it lateSomething like>(equipped) Crystal sword of kickass (64 weapon power)>Quest reward: Sword of hunting (68 weapon power, triple weapon power against beast enemies)If you do the quest at the intended point it's still more powerful than you had in all situations so you'll want to equip it because numbers go up, but it's still an obvious best in slot option against certain enemies if you do the quest much later with a sword that has 118 weapon power
>>3902911Opportunity costed crafting rewards.By which I mean instead of rare sword, you get a rare mithril ore or something. There's only so much mithril so not everyone can have the same tier of weapon or armor crafted and thus there is opportunity cost in gearing.Also gear enables playstyles instead of always being +x.Give an opportunity to breakdown weapons to reuse part of their crafting components or make gold really important too so you get something back from selling the older ones.
Artificial scarcity. You get mundane gear from loot and shops like +x gear. You get the really powerful stuff as boss drops, quest rewards ot at the end of main storyline dungeons.If there's a crafting system in place you can nerf it by limiting the bonuses and enchants you can put on your gear, requiring limited materials, etc. But people who care about crafting systems like to break the game by making uber powerful stuff, so that might not sit well in games with a crafting system.
>>3902911There are a few ways to ensure that doesn't happen, like having the game check your level or your weapon and giving you something good in comparison, but fundamentally I would not say that's something that needs to be fixed. Finding a weapon that's worse than what you have is ok. Quest rewards should generally be good for a level appropriate character, sure, and a lot of RPGs do somehow fail at that.
>>3902953>black souls>hebeOh anon
RPGs be like>Lv1 enemy has 10 hp and your basic attack does 5>Lv100 enemy has 10,000 HP and you do 5,000
>>3905514Quite literally chat GPT post
>>3905529>Reasonable opinion>Not overly long or verbose>Not filled with irrelevant informationKeep off the bath salts, man, not everything has to be chatgpt
>>3905828The post might be under 100 words, but it spends them all to say absolutely nothing, even if it's not a literal bot it may as well be>that happens sometimes and could be fixed by giving a good reward, but it doesn't necessarily need to be fixed