Blade & Sorcery

Blade & Sorcery

VonEvil Jun 18, 2024 @ 8:57am
Keep weapons
I was playing through a dungeon, taking and keeping enemy weapons because I assumed I would keep it afterwards to sell. I then finished the dungeon only to find I have no weapons except the one saved in the book. They should let you sell enemy weapons as another way to get coins and upgrade weapons
< >
Showing 1-11 of 11 comments
DeadlyKittin Jun 18, 2024 @ 8:58am 
We didn't allow this as it'd break the.. balance of the shop entirely
LunarSpaceDani Jun 18, 2024 @ 8:59am 
equipment found in crystal hunt pops out of my holsters when leaving a dungeon
is this intended or a bug? I know that weapons can be sold at the shop, I did it after the tutorial and it let me bring weapons found from there to be sold. holding the inventory orb (as I am calling it) clearly lists a value for that item when holding it so I would make the assumption that I can sell everything that I find including weapons.
Oroshi Jun 18, 2024 @ 9:13am 
I mean the value of sold equipment is already reduced, so why not reduce it a bit further for "stolen" gear but at least allow us to sell stuff we previously owned a copy of. It's not like we have infinite inventory space and can snag dozens of weapons per outpost.
Last edited by Oroshi; Jun 18, 2024 @ 9:14am
LunarSpaceDani Jun 18, 2024 @ 10:02am 
weapons marked as stolen could be sold for 1/4th of the buying value while the main way of getting money would be from dungeons and selling valuables. I don't think that it would break the economy of the shop because there can be multiple ways to nerf selling weapons, first being what I already stated by making the sell price very low, second could be by adding a maximum number of items that can be sold within a period of time, lets say that period is refreshed after completing a dungeon allowing you to sell more items, both of those suggestions combined would nerf it enough to not break the economy. you could even go as far as to add modifiers for this so maybe you can take weapons but not sell them (if you wanted to do a challenge run by only using stolen weapons) you can even disable or modify the selling price so each player gets to experience crystal hunt the way they want.

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
arthrfortune Jun 18, 2024 @ 10:11am 
Originally posted by LunarSpaceDani:
weapons marked as stolen could be sold for 1/4th of the buying value while the main way of getting money would be from dungeons and selling valuables. I don't think that it would break the economy of the shop because there can be multiple ways to nerf selling weapons, first being what I already stated by making the sell price very low, second could be by adding a maximum number of items that can be sold within a period of time, lets say that period is refreshed after completing a dungeon allowing you to sell more items, both of those suggestions combined would nerf it enough to not break the economy. you could even go as far as to add modifiers for this so maybe you can take weapons but not sell them (if you wanted to do a challenge run by only using stolen weapons) you can even disable or modify the selling price so each player gets to experience crystal hunt the way they want.

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
the moment you start playing the higher level areas you will understand, if you could just steal weapons and bring them out there would be ZERO point to using the shop aside from armor
LunarSpaceDani Jun 18, 2024 @ 10:37am 
Originally posted by arthrfortune:
Originally posted by LunarSpaceDani:
weapons marked as stolen could be sold for 1/4th of the buying value while the main way of getting money would be from dungeons and selling valuables. I don't think that it would break the economy of the shop because there can be multiple ways to nerf selling weapons, first being what I already stated by making the sell price very low, second could be by adding a maximum number of items that can be sold within a period of time, lets say that period is refreshed after completing a dungeon allowing you to sell more items, both of those suggestions combined would nerf it enough to not break the economy. you could even go as far as to add modifiers for this so maybe you can take weapons but not sell them (if you wanted to do a challenge run by only using stolen weapons) you can even disable or modify the selling price so each player gets to experience crystal hunt the way they want.

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
the moment you start playing the higher level areas you will understand, if you could just steal weapons and bring them out there would be ZERO point to using the shop aside from armor
hence why I said make it optional, it can be a modifier that the player has to enable themselves if they want to be able to do that.
Menzue Jun 18, 2024 @ 11:49am 
Originally posted by arthrfortune:
Originally posted by LunarSpaceDani:
weapons marked as stolen could be sold for 1/4th of the buying value while the main way of getting money would be from dungeons and selling valuables. I don't think that it would break the economy of the shop because there can be multiple ways to nerf selling weapons, first being what I already stated by making the sell price very low, second could be by adding a maximum number of items that can be sold within a period of time, lets say that period is refreshed after completing a dungeon allowing you to sell more items, both of those suggestions combined would nerf it enough to not break the economy. you could even go as far as to add modifiers for this so maybe you can take weapons but not sell them (if you wanted to do a challenge run by only using stolen weapons) you can even disable or modify the selling price so each player gets to experience crystal hunt the way they want.

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
the moment you start playing the higher level areas you will understand, if you could just steal weapons and bring them out there would be ZERO point to using the shop aside from armor
call me crazy but can I not just hit the first person I see in the back of the head with a club and take their weapon anyway while playing the higher level areas? I see it as more QoL and verisimilitude than a balance thing, if the shop cant offer me good things I'm not going to use the shop, I'm going to throw a rusty dagger into someones eye then take their weapon and use it for the level.
arthrfortune Jun 18, 2024 @ 12:41pm 
Originally posted by Menzue:
Originally posted by arthrfortune:
the moment you start playing the higher level areas you will understand, if you could just steal weapons and bring them out there would be ZERO point to using the shop aside from armor
call me crazy but can I not just hit the first person I see in the back of the head with a club and take their weapon anyway while playing the higher level areas? I see it as more QoL and verisimilitude than a balance thing, if the shop cant offer me good things I'm not going to use the shop, I'm going to throw a rusty dagger into someones eye then take their weapon and use it for the level.
as i said theres no point in the shop at that point. even if you can just club them over the head at least then you still have a reason to buy weapons, so you dont have to club them over the head (also the shop DOES offer you good things, including weapons better than the enemys have at the higher tiers)
Last edited by arthrfortune; Jun 18, 2024 @ 12:42pm
Menzue Jun 18, 2024 @ 12:46pm 
Originally posted by arthrfortune:
Originally posted by Menzue:
call me crazy but can I not just hit the first person I see in the back of the head with a club and take their weapon anyway while playing the higher level areas? I see it as more QoL and verisimilitude than a balance thing, if the shop cant offer me good things I'm not going to use the shop, I'm going to throw a rusty dagger into someones eye then take their weapon and use it for the level.
as i said theres no point in the shop at that point. even if you can just club them over the head at least then you still have a reason to buy weapons, so you dont have to club them over the head
I call it a QoL issue because the shop is already useless in this scenario. The balance of the stage is not changed by it, the player can already stab the first enemy in the eye with the beginning rusty dagger and take their weapon.
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.
sinkktothebeat420 Jun 19, 2024 @ 3:14pm 
Originally posted by DeadlyKittin:
We didn't allow this as it'd break the.. balance of the shop entirely
I can understand this, but after my golam fight I found a cool looking ancient mail weapon that really seemed like a reward for the fight, it was just lying there next to the defeated golam, but that too was gone when i was back at home, was that too not suppose to go with you, seemed to me like it was supposed to but idk.
KV Productions Jun 20, 2024 @ 8:41am 
Originally posted by DeadlyKittin:
We didn't allow this as it'd break the.. balance of the shop entirely

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
< >
Showing 1-11 of 11 comments
Per page: 1530 50