Why is it just one exp bar for individual weapons? In reality, the more you use a weapon, the more you learn the ins and outs of the weapon: the recoil, how much pressure to squeeze the trigger, reloading faster. In my eyes, the exp bars should've been flipped, with the continuous leveling bar on individual weapons (keep the low levels of "bonuses" to balance them out) and the overall weapon class bonuses single bar (or several smaller bars, because learning things about one weapon might translate to some things on another, but not all). This fits in with the idea of "special named weapons" from other NPCs in the game as well.
While not ideal, but to facilitate trading "favorite weapons" (and the above mentioned NPC weapon), why not have a system that randomly chooses from the bonuses acquired on the weapon by the previous user (they have to be on there before trading, otherwise it'll be like trading for evolution pokemon using a dummy account all over again) still be applied to the weapon when transferred? This is translated in the real world as knowledge passed by word of mouth about the weapon ("Watch out, my baby has a mean kick to her" or "The clip has a tendency to jam if you shove it a certain way").
I don't think this would've broken the game, and makes sense within lore/PVP. Also, to encourage "upgrading" to other weapons, stats would relatively scale so that it's semi balanced. You'd be comparing base stats in your head. Your levelled weapon might out dps the new weapon by a fourth or something (instant gratification), but in a couple levels time (for the new weapon) the new weapon would be stronger. Maybe the bonuses get weaker over time (ala Borderlands 2 Badass rank)?
Maybe we'll see this in a future update. Probably not though *shrugs* Any thoughts about why a system like this wasn't implemented?


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