How about instead of buying and selling a weapon you have a weapon that grows more powerful and gains more abilities with more enemies that you kill?
How about instead of buying and selling a weapon you have a weapon that grows more powerful and gains more abilities...
the sword would look dumb
why not just slash harder with more strength
What incentive would there be to spend more money if you only have to buy the weapon once?
You'd unlock a sword transformation according to how many particular type of enemies you killed, and each transformation would have incredibly different stats and effects. But it would be the same sword technically.
You obviously wouldn't buy the sword. You'd get the sword through the story in like the beginning or something. You'd probably still spend money on armor and stuff.
Romancing SaGa 1 tried this, it didn't work.
Vagrant Story tried this, it didn't work.
SaGa 3 DS tried this, it kind of worked.
It's not really a good idea unless it's an action based game with defined characters, like in Tales of Destiny's case.
Some of the later SaGa games like Minstrel Song or TLR have similar sub-upgrade mechanics where your weapon would get small +1/+2 bonuses depending on how much you use it, but the way you want it doesn't really work all that well in a turn based context, many games already tried and it lead to a shitload of problems.
disgaea item world upgrading counts
Seems like that would either lead to grinding or the game being too easy
Because power creep is located in equipment you can change instead of permanently added to the base character like most leveling systems?
Hello WoW
like the kotor 2 lightsaber crystal named after the player?
I think they tried this in Fable 3
or at least Molyneux talked about this, I didn't play it
at any rate, you would just end up playing a monk, then, because your sword increasing in power based on kills would just be another way of your character increasing in power based on kills
>customization and change is bad
You don't like RPGs, do you?
That's exactly how it works in action games with stat progression. In RPGs having a leveling weapon would be redundant, and overall less fun than getting to change the look (or even fighting style) of your build.
Learn to read.
I guess?
>missing the point this hard
Never mind.
Dark Cloud does something like this but the weapons you can evolve your weapons into depends on the stats it gain when you feed items to it
different items give different stats of different amounts, or even more than one at a time
Vincent's final weapon in the very game that picture is from does just that. Death Penalty.
I mean, you replied to my post with a post agreeing with me and then acted condescending about it.
I WANA BE A DANCING FROG
basicly the beams in metroid but I see where youre coming from, could be cool if its added upon
Whether you meant it or not OP a weapon that is similar to what you mentioned actually exists within the game in your screenshot.
Vincent's Ultimate Weapon: Death Penalty; actually gains strength depending on the amount of Enemies Vincent has killed through the game. There is actually no limit to this so the Damage can break the damage calculation formula and kill any enemy in one hit, including the final boss Safer Sephiroth and both superbosses.
Tales of Destiny 1. The only worthwhile weapons were Swordians, which grow in strength and gain abilities. And you start with them basically. All other weapons didn't matter.
How do I get into SaGa? I liked Alliance Alive
literally vincent's ult weapon
...Shield Hero?
What is the Onimusha series?
Bravely Second did that.
Cave Story
Dark Cloud has that kind of system and it is pretty neat.
You basically kill enemies with your weapon to gain exp and feed it monster materials to upgrade it to a higher form.