Upgrading weapons vs getting new ones

Reavenator

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This is a topic I was thinking about for a while.

What is better, in your opinion? having weapons (or armor, for that matter) that you can upgrade, like in Suikoden or Dark souls, or to constantly replace them with better ones, like most RPGs do? and why?

The main problem I can think about with upgrading equipment, at least if the weapon is fixed, like in Suikoden, is that with weapon replacement, you can have all kinds of weapons with different effects, while with a fixed, upgradable weapon all you can modify is the damage. In order to avoid that, I'm also thinking about having different enchantments you can add to weapons, stuff like lifesteal, increased critical hit chance, elemental damage, etc.
 

deilin

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A more static weapon can be fine if it get better attacks along the way, else you have to depend of other skills or magic for variety.

I have projects using both cases.

If a static weapon, though, I find you need to put a lot of focus on its importance.
 

Kes

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I prefer the different rather than the upgraded from the point of view of the developer.  It means  the player can have some strategic choices - for example, to go for more ATK with the obvious power weapon, or to use one with a lower ATK but some other advantage.  It then allows for greater variety in enemy skills, stats etc.
 

Valkyriet

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I would vote for separate types of weapons as well. Sometimes, with upgrades, it might be difficult for the player to keep track of the number of options available per weapon or armor, and can also drive them to frustration (speaking from experience). Additionally, separate weapons provide a sort of aesthetic appeal, I think. Of course, that depends on whether or not your current upgradable weapon/armor changes appearance every time you upgrade it.
 

Engr. Adiktuzmiko

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If you go static, I prefer having no equipment altogether...
 

Reavenator

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I prefer the different rather than the upgraded from the point of view of the developer.  It means  the player can have some strategic choices - for example, to go for more ATK with the obvious power weapon, or to use one with a lower ATK but some other advantage.  It then allows for greater variety in enemy skills, stats etc.
 That can be fixed by being able to modify a weapon, though.

I would vote for separate types of weapons as well. Sometimes, with upgrades, it might be difficult for the player to keep track of the number of options available per weapon or armor, and can also drive them to frustration (speaking from experience). Additionally, separate weapons provide a sort of aesthetic appeal, I think. Of course, that depends on whether or not your current upgradable weapon/armor changes appearance every time you upgrade it.
Yes, that is something I'm worried about. I don't want to make it too  complicated. Just a single upgrade path and 1-4 enchantment slots don't seem that complicated on paper, but we'll see when I try to implement it.

As for the aesthetic appeal, since the only difference between the weapons will probably just be their icons, it doesn't really matter too much.

If you go static, I prefer having no equipment altogether...
I never planned all the equipment to be static, just the weapons and maybe the armor (the main piece) too.

Anyway, thanks for the feedback, guys. I'l try to implement upgraded weapons and see how it works out, if I decide it's tedious / too complicated etc I'l just take the more traditional route.
 
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HumanNinjaToo

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I have been thinking on this subject alot myself because I am beginning database work in regards to equipment soon. I am partial to have upgradeable equipment but I don't want to have a limit of one equipment set per character either. You mentioned Dark Souls in the OP. I like the basic premise of how their equipment system worked. While it wasn't perfect, it offered a variety of gear and allowed the player to build up that which they liked to use. I'm going with a similar system in my own game.

Of course then you have to think about how to make each piece of equipment unique enough to warrant its own existence. I've been playing around with incorporating ex- and sp- parameters into my equipment design in a meaningful way for a while now.

I'm glad to see you going for the 'upgradeable' way of things. Maybe you'll keep us posted as to how it goes?
 

Reavenator

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I'm glad to see you going for the 'upgradeable' way of things. Maybe you'll keep us posted as to how it goes?
I'm afraid I'l have to disappoint you: I'm not really making any progress with my game, because I just can't decide on the story. I already thought of the world, or at least the core parts of it, and the main characters, but I still can't decide on what's actually going to happen in the game. So until I get that out of the way, I won't be able to test the mechanics properly.

If I do manage to get something together, though, I'l post it on early feedback.
 

Sol Fury

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I personally go with upgrading (like Suikoden) since my cast have a few characters who used named / storied weapons, one in particular has a story arc where he breaks his sword, has a new one made for him that he infuses with his magic, and then has that one stolen and gets his original given back to him by his girlfriend, who had the original remade. It's an arc that wouldn't have the same impact if there was the segregation between story and mechanics - especially as said stolen sword turns up in the hands of a rival, and it is meant to be a big deal, which is lessened if you're thinking "big deal, I tossed that in my inventory three towns back".

What I have been kicking about instead are accessories that add effects - some add elemental attributes, some add status effects, some perhaps sacrifice attack power for another effect. Basically finding a way to offer that variety of weapon effects while keeping the upgrade options, and as mentioned, some of the strategy in choosing the right weapon with the right effects for the situation. I need to tinker about some more to truly work it out, though.
 

Omnimental

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My tastes have been moving away from constantly replacing gear, especially with how it's usually handled in games (the capital city only has copper swords, because that's where you started, but the poor villiage of dirt farmers has adamantian blades, because they're near the end of the game). In fact, that whole concept doesn't really make much sense to me. If you have the technology to create steel swords, why would anyone ever bother making copper swords for anything other than decoration?

Honestly, I prefer games where your weapons are upgraded mostly for plot reasons, and your equipment changes are more handled via accessories and situational equipment mods.
 
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My tastes have been moving away from constantly replacing gear, especially with how it's usually handled in games (the capital city only has copper swords, because that's where you started, but the poor villiage of dirt farmers has adamantian blades, because they're near the end of the game). In fact, that whole concept doesn't really make much sense to me. If you have the technology to create steel swords, why would anyone ever bother making copper swords for anything other than decoration?

Honestly, I prefer games where your weapons are upgraded mostly for plot reasons, and your equipment changes are more handled via accessories and situational equipment mods.
I agree in that I prefer a non-linear approach to worlds, not arrive at a town of copper, then a town of iron and then a town of steel.  Fantasy worlds should be segregated landscapes of diverse peoples for the most part. A town could however have predominantly copper because they have not learned where or how to mine iron and as such only acquire it through meteorites. They could have some steel because of a trade with a more advanced blacksmith in a different region.
 

Mysticphoenix

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I prefer upgradable equipments. Especially, weapon with slot where you can put cards or gems.
 

Dirge

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I like having options - if I have a weapon, I can invest materials in it to tweak it to my playstyle. If you're doing upgrades, make sure there's a choice of upgrades that are all balanced. That said, if I have a seriously powerful weapon and I run into an enemy that is resistant to it, having backup weapons is also awesome. A smattering of both is my favourite - upgrade the heck outta your weapon, but also find stuff that could really come in useful.
 

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