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The strongest weapon in the game. Should it be mandatory or optional? If optional what requirements must the player meet to unlock it?

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Optional, and it must be crafted! The recipe itself isn't in the game at all, it's in the strategy guide that just points to a now-defunct website. The materials are all rare drops from tough enemies and when crafting you must do it at the right ingame time during the correct phase of the moon and the player must be facing the correct direction else it fails. The only hints for the time/moon/direction are all obscenely vague incomplete hints strewn across the entire game.



Also it should only give +5 damage to the next best weapon which is just in a chest in the final dungeon.
pianotm
The TM is for Totally Magical.
32388
Or...it can actually be worth getting, but just be a drop from an insanely difficult optional boss that you can't beat anyway unless you're already level 99 with the most powerful magic spells that make the most powerful weapon look like a toothpick.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Optional, for the people who are either completionists or just not that good at battling.
realchat though, here is how I've done ultimate weapons in the past:

In Demon's Gate the ultimate weapon, the Berkut, was basically obscene. It hit all enemies multiple times with a huge crit rate and was one of the few weapons that had no element so no enemy could resist it. Demon's Gate was very poorly balanced though and the power difference between the player and enemies was constantly swinging wildly in one or the other's favor and the Berkut solidly put it in the player's favor. Even the super bosses rolled to it. It's honestly boring, shooting a ton of doomexplosions isn't very engaging and it means weapon selection means nothing but I can see the appeal of having the ultimate weapon be exactly that. Especially in a dungeon crawler.

iirc the only ways to get it was a rare drop from the hardest enemies in the game. The side extra bosses didn't drop it and the super boss gives some credits and nothing else. Mind, this is Demon's Gate. The random encounters are harder than most bosses in that game. Like I said, very poorly balanced. I think there was a chest in the secret dungeon that had one too but I can't say that for certain.


In Altima the ultimate weapon in that is the Mystic Sword and it's literally lying on the ground on the world map until the player finds it. The only thing stopping the player from just grabbing it was being able to get there, once you got the right vehicle you could just vamoose there and grab the ultimate sword. However the Mystic Sword is no Berkut, it's just the biggest ATK stat stick in the game. Altima's equipment selection isn't half as interesting (or bizarre) as Demon's Gate so it's again just another slot in for best weapon except for casters who couldn't use its ATK stat. It doesn't wipe the floor with everything by itself either so it isn't as bad when the player can get it 10 minutes into the game.

There's no direct hint where it is, the best a player gets is "THE MYSTIC SWORD IS SOMEWHERE" and one hint that gives a general area to look. There's a few hints in the game to indicate what tiles can hold items instead of checking confirm on every map tile, but then the player just checks every lone tree tile and finds everything anyways.



In future games... I'll post about that later if I remember. Gotta get work done.
Optional. And don't make it the reward for completing the hardest boss or toughest dungeon in the game. Nothing more aggravating than getting the best thing in the game but there's nothing left to actually use it on.
Optional it is. I wasn't going to make it a drop from a super boss for the very reason SgtMettool stated. I might make it the reward for completing a side quest.
Marrend
Guardian of the Description Thread
21806
I don't think I've ever made a game where all weapons were not eventually available for purchase. This might occur sometime at the end-game, but, they're available!


Though, now that I think on it, there might have been a game, possible made in XP, or in my early days of VX, where I stashed an accessory that doubled EXP behind a stupidly powerful, possibly immortal, boss. On the other hand, some of those games in that era of gammak had an NPC near the end-game that literally turned money into EXP, so...
Not having a "strongest" weapon, but having many viable strong weapons!
Well there are strong weapons in the game. One for each weapon class. But there are also a lot of hidden weapons as well.
author=GreatRedSpirit
Optional, and it must be crafted! The recipe itself isn't in the game at all, it's in the strategy guide that just points to a now-defunct website. The materials are all rare drops from tough enemies and when crafting you must do it at the right ingame time during the correct phase of the moon and the player must be facing the correct direction else it fails. The only hints for the time/moon/direction are all obscenely vague incomplete hints strewn across the entire game.



Also it should only give +5 damage to the next best weapon which is just in a chest in the final dungeon.

Don't worry, at least one person gets this :P
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Put it in a CAVE
Put it in a location near the end of the game that you can't return to, and a certain character has to be in your party for it even to show up. And of course there's no way to get it if you miss it the first time. :D

But yeah, I like ultimate weapons that tie into the stories of the characters that wield them. This way you get a nice story bonus for completing the quest as well as the mechanical reward. They should also be totally overkill for the main story quest but almost essential for the post-game.
I always liked it most when they were optional but tied up with a character quest that gives each character arc a solid end.

Your brave hero who has daddy issues has to go visit his dying father and make amends, where his father gifts him the blade he forged from the fires of hell on the day hero was born.
The rebellious elven princess/thief finally goes home and accepts her responsibility to becoming queen to her people then raids the treasure room.
The zany jester has to finally kill the person who murdered her parents, taking the soul-stealing sword from his body and releasing her parents souls from it.
The humourless soldier needs to visit his sister when she has her first baby and gets to name the child, where-by his super-awesome-spear or possibility unlocks it's final form now that his heart has been opened once more.


You know, that kind of thing. X3
I liked FFV's approach to things! Lots of big strong weapons, each designed for a specific class, all in the endgame, the majority of them optional.

FFVI did a similar thing, with all the best strongest magic/weapons as optional side quests in the end game, often tied to resolving a character arc. It's satisfying.

I would advise not having the strongest weapon be mandatory.
It'd be lovely if it just didn't exist at all! The further into the game you go, the more diverse your arsenal becomes, forcing you more meaningful choices -- nothing stops the game from throwing a slew of overpowered weapons at you, but none of which are the absolute best over the others.

I also agree with crafting -- but none of that "recipe" bullshit every game nowadays seems to do, crafting with recipe is really just buying with materials as the currency -- Let the player craft their own weapons by imbuing particular characteristics to the weapon with specific materials! FFX did this in a great way! Then ruined it by having ultimate weapons. At least it didn't have ultimate armor so you had to make it yourself~
Then you can sprinkle these materials endgame and give the player stashfuls of them for defeating side bosses.

I hate having equipment as the reward to the strongest boss in the game though. Honestly, it should be a little cutscene, a new area (with no gameplay) that offers some insight on the plot of the game, something like that. (because Proof of Omegas are also really boring! And trophies are shit.)
Avoid the Metal Blades conundrum. No weapon should outshine another, or the rest of your equipment. I agree with limitations like MAYBE the ultimate weapon should be restricted to the MC, or it should be like the daggers in Is It Wrong to Try to Pick Up Girls in a Dungeon? and it should be a special item that levels up with the character. Or like the legendary weapons in Fable 1 and 2, with a set damage output but able to be customized with augmentations or the likes. But every item and weapon in the game should be equally viable or useful.
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