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Additional Starter Weapons - Printable Version

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+--- Thread: Additional Starter Weapons (/showthread.php?tid=11309)



Additional Starter Weapons - Sawrock - 07-18-2024

There should be a basic combat scythe (a polearm with slashing damage, such as sleigher) and a basic mace (a club-type axe with blunt damage- maybe with -5 crit since some clubs have that, but some other benefit to make up for it).

Alternatively, there should be a spearhead that converts piercing damage to slashing damage, and an axehead that converts slashing damage to blunt damage.


RE: Additional Starter Weapons - Autumn - 07-18-2024

If there's a scythe subtype, holding one should be an additional unlock requirement for Ghost.

The Wooden Katana should be considered to be thrown in the starting shop as well, and/or a wo-dao being made available in a shop.


RE: Additional Starter Weapons - Raigen.Convict - 07-18-2024

How about every class unlock weapon of a low level? Boxing gloves and wrench and a solblader compatible weapon maybe monk priest staff


RE: Additional Starter Weapons - Toffee - 07-19-2024

(07-18-2024, 07:41 PM)Raigen.Convict Wrote: How about every class unlock weapon of a low level? Boxing gloves and wrench and a solblader compatible weapon maybe monk priest staff
This just sounds like bloat to me. Not every promo class needs its weapon available at the start, imo.


RE: Additional Starter Weapons - Miller - 07-21-2024

(07-19-2024, 03:58 PM)Toffee Wrote:
(07-18-2024, 07:41 PM)Raigen.Convict Wrote: How about every class unlock weapon of a low level? Boxing gloves and wrench and a solblader compatible weapon maybe monk priest staff
This just sounds like bloat to me. Not every promo class needs its weapon available at the start, imo.

Why not? Having class unlock weapons available at the start makes the game more accessible to new players who don't know the game all that well. It doesn't really harm anyone to have it there.


RE: Additional Starter Weapons - Raigen.Convict - 07-22-2024

(07-21-2024, 11:06 AM)Miller Wrote:
(07-19-2024, 03:58 PM)Toffee Wrote:
(07-18-2024, 07:41 PM)Raigen.Convict Wrote: How about every class unlock weapon of a low level? Boxing gloves and wrench and a solblader compatible weapon maybe monk priest staff
This just sounds like bloat to me. Not every promo class needs its weapon available at the start, imo.

Why not? Having class unlock weapons available at the start makes the game more accessible to new players who don't know the game all that well. It doesn't really harm anyone to have it there.
Agreeing with Miller, and plus, do you know how many times I've had to grind and beg people for niche weapons to unlock a class? It's actually kinda nuts.  Korvara drop rates are not fair and the chances of you scoring a katana even if there's SO MANY is slim... Boxer? Just boxing glove... Hah, good luck man... Engineer's wrench? EXTRA GOOD LUCK! Solblader faith scaling weapon? Tomes don't count buddy, forever a soldier.
It's beyond irritating knowing what you need and grinding as a base class and in worse case scenario, both promos needing specific weapons to promote and leveling to the 50's while not having your promo classes due to weapon requirements... it happens too often. And begging players while it can work, sometimes doesn't...I've been in the scenario it doesn't many times.


RE: Additional Starter Weapons - Miller - 07-23-2024

(07-22-2024, 03:47 PM)Raigen.Convict Wrote: Agreeing with Miller, and plus, do you know how many times I've had to grind and beg people for niche weapons to unlock a class? It's actually kinda nuts.  Korvara drop rates are not fair and the chances of you scoring a katana even if there's SO MANY is slim... Boxer? Just boxing glove... Hah, good luck man... Engineer's wrench? EXTRA GOOD LUCK! Solblader faith scaling weapon? Tomes don't count buddy, forever a soldier.
It's beyond irritating knowing what you need and grinding as a base class and in worse case scenario, both promos needing specific weapons to promote and leveling to the 50's while not having your promo classes due to weapon requirements... it happens too often. And begging players while it can work, sometimes doesn't...I've been in the scenario it doesn't many times.

Just for your own clarity / future reference.
Wrenches and Boxer Gloves are in the casino shop. A wooden katana is easily craftable at the start.

To further elaborate on my own post though:
Having starter weapons for promotions helps give new players an indicator or incentive to try out certain classes, if I saw a boxer glove in the first shop in the game; I may consider, "oh hey, maybe there's some punching skill tree related to boxing?" similarly this may also apply to a weapon such as a katana. If two weapons of the same type exist, then you'd look for the differences in aesthetic/subtyping which leads to healthy assumptions. This isn't foolproof considering that you still need to know which base class has said promo; but it'd be a good way to nudge new players at the possibility of x/y classes existing along with helping players who don't know all the shops/crafting options along their way.



RE: Additional Starter Weapons - Snake - 07-25-2024

At best I'd see the wooden katana becoming a starter weapon. What I dislike is the small selection of starter guns. Not everyone wants to have a handgun early game.

It'd be more neat if we had other 1* items for Rifles, Scythes, Launchers and Shotguns. It would add to the game, rather than subtract.

I always will see 1* items as an introduction to the further gimmicks and item effects for what the weapon will be. Like for example, how axes suffer from low accuracy but higher power, swords being all-rounders, polearms being high hit but low damage, etc.


RE: Additional Starter Weapons - Poruku - 07-25-2024

I would like to see "throwing dagger" and "javelin" in the base shop. Totally terrible items but useful at level 1 for sure