Blade & Sorcery

Blade & Sorcery

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Losing weapons
Sometimes when I get through a level, my sword gets lodged inside a corpse and flies off the map into oblivion.
With the new 1.0 update, I noticed these weapons don't return to my sheaths, or to my stash, meaning now both of my swords have been lost to the nothingness. Is this a glitch? I cannot imagine you planning for this and saying "welp, now you have to buy a new one". At tier 1 they are already really expensive for the rewards I'm pulling in. I can't go replacing my weapons every time one of them decides to banish someone to the shadow realm. I'm still completely without armor.
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Showing 1-15 of 35 comments
DeadlyKittin Jun 18, 2024 @ 9:03am 
1, if you lose a purchased weapon, check the item book in the home.

2, you cannot take weapons from dungeons/arenas to your home

3, Money wont be an issue the more you go, make sure to check and loot every room, and do "arena" missions
BornDepressed Jun 18, 2024 @ 9:04am 
I checked the book. The book doesn't recollect the weapons.
DeadlyKittin Jun 18, 2024 @ 9:07am 
Originally posted by BornDepressed:
I checked the book. The book doesn't recollect the weapons.
I'd make a bug report on our discord then, discord.gg/bladeandsorcery
Raxxiorr Jun 18, 2024 @ 9:44am 
how to lvl up your spells?
DeadlyKittin Jun 18, 2024 @ 10:06am 
Originally posted by Raxxiorr:
how to lvl up your spells?
play the game
Menzue Jun 18, 2024 @ 10:18am 
Originally posted by DeadlyKittin:
1, if you lose a purchased weapon, check the item book in the home.

2, you cannot take weapons from dungeons/arenas to your home

3, Money wont be an issue the more you go, make sure to check and loot every room, and do "arena" missions

Wait it wasnt a bug that you can't bring enemy loot back? Why? That seems incredibly silly to go out looking for treasure and loot but force despawn any loot that I can use instead of sell...
DeadlyKittin Jun 18, 2024 @ 10:19am 
Originally posted by Menzue:
Originally posted by DeadlyKittin:
1, if you lose a purchased weapon, check the item book in the home.

2, you cannot take weapons from dungeons/arenas to your home

3, Money wont be an issue the more you go, make sure to check and loot every room, and do "arena" missions

Wait it wasnt a bug that you can't bring enemy loot back? Why? That seems incredibly silly to go out looking for treasure and loot but force despawn any loot that I can use instead of sell...

because it'd ruin the balance of the shop entirely.
Sure you could "sell" weapons for cheaper that are labeled "stolen" but in the later dungeons, you'll absolutely understand why this isnt the case
Menzue Jun 18, 2024 @ 11:52am 
Originally posted by DeadlyKittin:
Originally posted by Menzue:

Wait it wasnt a bug that you can't bring enemy loot back? Why? That seems incredibly silly to go out looking for treasure and loot but force despawn any loot that I can use instead of sell...

because it'd ruin the balance of the shop entirely.
Sure you could "sell" weapons for cheaper that are labeled "stolen" but in the later dungeons, you'll absolutely understand why this isnt the case
If the later dungeons have good weaponry to the extent it's an issue to bring it home, I don't see how its resolved by not letting you keep them, I'm not going to settle for bad weaponry just because thats only what im allowed to "keep," rather I'm going to just throw a rock at the first person I see and take their weapon to use for the stage. I see this as more or less a topic of QoL and verisimilitude than balancing.
Last edited by Menzue; Jun 18, 2024 @ 11:52am
Sushin Jun 18, 2024 @ 12:17pm 
2
Originally posted by Menzue:
Originally posted by DeadlyKittin:

because it'd ruin the balance of the shop entirely.
Sure you could "sell" weapons for cheaper that are labeled "stolen" but in the later dungeons, you'll absolutely understand why this isnt the case
If the later dungeons have good weaponry to the extent it's an issue to bring it home, I don't see how its resolved by not letting you keep them, I'm not going to settle for bad weaponry just because thats only what im allowed to "keep," rather I'm going to just throw a rock at the first person I see and take their weapon to use for the stage. I see this as more or less a topic of QoL and verisimilitude than balancing.

It was a debate we had internally and we're still thinking about it while reading the comments people have about 1.0. We chose this for a number of reasons based on where we were at in development, not because we thought it was the perfect solution but because it seemed better than some alternative ideas.

Letting you keep weapons from the dungeon, for instance, lets you acquire a number of items from the shop for free, giving you quite a bit of value and negating a lot of inventory from the shop, letting you speed through quite a bit of the content we have to offer. So why even sell them in the shop if the only people who buy them will be baited into doing so and then regret their purchase? Should we remove weapons from the shop to stop that? That feels unintuitive to me.

The other issue is, players would be motivated to go into dungeons with no weapons so they can min/max their gold by finding the most valuable enemy weapons, which also defeats the purpose of the shop. Excessive looting is not the gameplay I wish to encourage. We could lower the value of sellable weapons, but then you can't get your money back on weapons that you actually did buy.

There are definitely good solutions to this issue, but better solutions would likely take more time and testing than we had. I'm open to know if there's solutions just around the corner that we just didn't consider, and overall I do appreciate the critique on this. It is something we will value moving forward for sure.
Last edited by Sushin; Jun 18, 2024 @ 12:26pm
Alstor Jun 18, 2024 @ 12:29pm 
Originally posted by Sushin:
Originally posted by Menzue:
If the later dungeons have good weaponry to the extent it's an issue to bring it home, I don't see how its resolved by not letting you keep them, I'm not going to settle for bad weaponry just because thats only what im allowed to "keep," rather I'm going to just throw a rock at the first person I see and take their weapon to use for the stage. I see this as more or less a topic of QoL and verisimilitude than balancing.

It was a debate we had internally and we're still thinking about it while reading the comments people have about 1.0. We chose this for a number of reasons based on where we were at in development, not because we thought it was the perfect solution but because it seemed better than some alternative ideas.

Letting you keep weapons from the dungeon, for instance, lets you acquire a number of items from the shop for free, giving you quite a bit of value and negating a lot of inventory from the shop, letting you speed through quite a bit of the content we have to offer. So why even sell them in the shop if the only people who buy them will be baited into doing so and then regret their purchase? Should we remove weapons from the shop to stop that? That feels unintuitive to me.

The other issue is, players would be motivated to go into dungeons with no weapons so they can min/max their gold by finding the most valuable enemy weapons, which also defeats the purpose of the shop. Excessive looting is not the gameplay I wish to encourage. We could lower the value of sellable weapons, but then you can't get your money on back on weapons that you actually did buy.

There are definitely good solutions to this issue, but better solutions would likely take more time and testing than we had. I'm open to know if there's solutions just around the corner that we just didn't consider, and overall I do appreciate the critique on this. It is something we will value moving forward for sure.

Hi there! I have a couple ideas. I don't expect you to do any of this obviously, but since it seems you're looking for a solution I figured I'd offer some ideas.

1. Continue the route of 'stolen' goods. Allow us to sell them, but maybe to a "fence" NPC who takes a cut of the profit, thus explaining why looted or 'stolen' items are worth so much less.

2. Make items we loot from enemies worse than real purchased counterparts. These weapons have seen use, so maybe they're damaged/rusted/poorly maintained. Maybe as a result of this their tier is lowered by 1. As a result, they would not only sell for less, but a player would have a reason to purchase a weapon over just looting one.
Menzue Jun 18, 2024 @ 12:31pm 
I do understand the team's concern of the shop becoming redundant due to weapons being obtained via other methods, but if I may ask, is this not already an issue due to enemies having better weaponry than you?

From my point of view, taking the better weapon away from the player doesnt solve the issue. In this current situation, at the start of every run a player can use their rusty shiv to kill the first enemy of the level and now they have an unrusted burial sword to use for the level. Does this not also make the shop redundant? Taking the unrusted burial sword away at the end doesn't solve this issue, it just means I dont get to take it home.
All that changes is that on the next level the player will do the same thing of using the rusty shiv they get to keep in order to stab the first enemy that has a much better weapon.

I don't even see it as a min-maxxing or powergaming method, it is just the sound, logical choice to make when you have much worse weapons and there is a far better option resting on the ground.
Entranced Optics Jun 18, 2024 @ 12:35pm 
Originally posted by Sushin:
Originally posted by Menzue:
If the later dungeons have good weaponry to the extent it's an issue to bring it home, I don't see how its resolved by not letting you keep them, I'm not going to settle for bad weaponry just because thats only what im allowed to "keep," rather I'm going to just throw a rock at the first person I see and take their weapon to use for the stage. I see this as more or less a topic of QoL and verisimilitude than balancing.

It was a debate we had internally and we're still thinking about it while reading the comments people have about 1.0. We chose this for a number of reasons based on where we were at in development, not because we thought it was the perfect solution but because it seemed better than some alternative ideas.

Letting you keep weapons from the dungeon, for instance, lets you acquire a number of items from the shop for free, giving you quite a bit of value and negating a lot of inventory from the shop, letting you speed through quite a bit of the content we have to offer. So why even sell them in the shop if the only people who buy them will be baited into doing so and then regret their purchase? Should we remove weapons from the shop to stop that? That feels unintuitive to me.

The other issue is, players would be motivated to go into dungeons with no weapons so they can min/max their gold by finding the most valuable enemy weapons, which also defeats the purpose of the shop. Excessive looting is not the gameplay I wish to encourage. We could lower the value of sellable weapons, but then you can't get your money on back on weapons that you actually did buy.

There are definitely good solutions to this issue, but better solutions would likely take more time and testing than we had. I'm open to know if there's solutions just around the corner that we just didn't consider, and overall I do appreciate the critique on this. It is something we will value moving forward for sure.

In my opinion, the whole point of VR is to immerse yourself. At the very least having this be an optional thing that you can enable (similar to damage multipliers and whatnot when you make your character) would satisfy both parties that want a more "hardcore" experience versus those that want a more "verisimilitude" experience. It seems so odd to take down a behemoth of an enemy and throw away the best sword you've ever seen because it was "stolen".

I think the issue of excessive looting is null when you consider Menzue's previous point. If the worry is that people will come into the fray without a weapon to make the most money possible, removing the ability to return with the weapons you find is not the solution. As pointed out by Menzue, if the enemy's weapons are consistently just stronger than your own, you might as well not engage with the shop experience at all and just bash the first person you find's head in with a rock, take their weapon, and use it for the stage.

Looting is a part of the immersive experience which is so important to VR games, much less your own highly-immersive sword-and-magic game. It just seems like such an odd decision to throw away immersion in favor of arbitrary balance in a game where you're already pretty powerful as is, especially towards the endgame. If it is that much of an issue, simply tweaking the sell values of objects in the shop would solve the issue, no?

At the very least this should be an optional thing for people like me who think that the forefront of my experience should be immersion, not balance.
BornDepressed Jun 18, 2024 @ 8:15pm 
Not sure how we got off on this topic when I originally just said my weapons have a tendency to "my people need me" a corpse into the hereafter.

I get not looting, and that's fine. I get the economy of the game gets better as it goes, and that's fine as well. Like one of you said, punch someone to death and take their weapon i you can't afford one, a rusty old shard of metal still stabs faces as good as the shiny enchanted sword. But my purchased products are vanishing without reclamation. All of the loot is quite cheap, at least at my part of the game, so affording a new sword to replace the old ones means I cannot purchase anything else.
Others are right as well, I collect apples from stages and they stack up meaning I've no need of health potions, which I find in the levels as well, so side items won't ever be much issue. Armor shouldn't just disappear should you fail a mission. But that isn't the current state of weapons.

I think they just need a button or function of some kind to reclaim purchased items into the book stash. Like, it checks your scabbards, and your stash, and then cross checks your purchased list and says "whoops, those aren't in here" and then replaces them.

Baron doesn't want to buy your cheap, unmaintained chipped and broken weaponry. That's what the piles of relics and silver are for. You can't yank the armor off bodies, it doesn't fit and who is he going to sell it to anyhow covered in blood and tears. But useless decorative crap from an ancient era? Worth every coin. Nerds will buy that ♥♥♥♥ like funko.
WWicked Jun 18, 2024 @ 8:53pm 
I'd love the option to possibly convert a weapon, but mostly because i'd love to hear Baron say, "a little scratch here, a little scrape there, and a finishing buff and there you go a nice brand new weapon never owned by anyone especially not that guy whose head you cut off or whatever".
sol Invictus Jun 18, 2024 @ 9:38pm 
The game is downright unplayable for me. Doesn't matter which weapon it is, when I go to swing at a enemy my arm extends to 60 feet into some ♥♥♥♥♥♥♥ cave wall while some blond chick bludgeons me to death with a club while another dude is shooting fire balls up my ass.
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