Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
you could even go as far as to make a barron quest system where even though weapons may sell less the barron might want something specific and giving that to him can offer various rewards. (also with a cooldown and a time to complete, maybe make it refresh daily or by completing a couple of dungeons) of course these are all suggestions I just came up with while writing this, if warpfrog doesn't do it I am sure a modder will at some point
other then that I have enjoyed the update so far
It is a QoL discussion on whether you should get to keep the weapon you found or whether you have to brutally stab the first guard with a rusty knife at the start of every stage.
Not very seamless or immersive, in my opinion
I think the right way to do this would be, like others pointed out, make them sell for less (player can only bring 4 weapons back anyway so whats the big deal?) and on top of that, if you want the shop to be a core thing, then make MORE items (some of them rare) to make the player actually interested in BOTH looting and the shop!
Finding a cool sword you want to keep to use and then having it taken away just to find out you have to save up money to buy the exact same sword in the shop just feels like getting cheated