Bad Idea :::
I don't mind if there's ten thousand different weapons in a game, but, there are ways that people make and name their weapons that I hate! this is what I don't like to see :::
- Toy Sword + 1 Atk (why does a warrior carry around a Toy sword?)
- Wood Sword +2 Atk
- Brass Sword + 3 Atk
- Bronze Sword + 4 Atk
- Iron Sword + 5 Atk (boring....)
...
- Gold Sword + 11 Atk (predictable...)
....
Osmium Sword + 16 Atk (seriously?)
....
Uru Sword + 30 Atk (Now you're just stealing!)
Good Idea :::
This is what I'd rather see :::
- Arming Sword + 1 Atk. + 1 Def.
- Longsword +2 Atk. + 10% Critical Rate.
- Rapier +2 Atk. + 25% Counter Attack.
- Spatha + 3 Atk. - 50% Evasion.
.....
- Cold Steel + 5 Atk. Cold Element.
.....
- Butterfly Effect + 10 Atk. Missing an attack increases Critical chance by 100%.
....
- Tizona +30 Atk. Legendary Firebrand. Fire Element. Attacks set enemies on fire.
there are two things that make the second list better than the first.
1) Weapons that aren't named after just base elements that are gradually stronger than the other. Making such a linear naming pattern may seem easy and simple to remember, and its way faster, but it is boring, and gets old fast. treat your player's intelligence with more respect please and trust us to not immediately get turned off because our first weapon isn't named 'Rusty Sword'
2) Each weapon doesn't just add a slight increase in attack. Each weapon actually offers something useful. you could get offered the Longsword, Rapier, and Spatha at the same store at the same time, and make it just cheap enough to afford two of them. All three weapons are no more or less useful than the others and you can even encourage player experimentation by allowing them to try out several weapons or armors before settling on one.
Sure, the Ultimate weapon is a little...ultimate, that's its purpose! Those things should be special!