What should I do about this rarity system?

Each weapon in my game is assigned a rarity, but the rarities aren’t uniform in how they are assigned. It’s been two years since they’ve been added, and there are over 200+ weapons… Some weapons that are generally stronger than others, have more abilities, or simply deemed as cooler have higher rarities.

You are also able to buy the in-game currency with Robux to get stronger weapons, but I’m going to remove that because it makes the game P2W. It also takes away from the way that you progress in the game, by getting stronger weapons.

I think I’ll remove currency-related microtransactions and make it so that the main way of progression is by getting stronger weapons. This is my first time planning a huge game, and in many other instances, I did not take a proper structure into consideration. But how can I make a proper structure for weapon rarities? Are there any weapon-rarity structures from other games that I can use as a blueprint?

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I mean, I personally would do something insane, and make rarity depend on how rare an item is. Insane thought, I know.

Anyway, you’ve given us barely any information, so I can’t really say much, but I said this to another game:
Having a rarity system in a game where all you can do is buy weapons without rarity being an actual factor is plain stupid, because at that point the rarities mean absolutely nothing but to be a flashy visual.

If your game is just buy weapons whenever, I’d just say to remove the rarities as they’re meaningless.

The reason I say remove them is because there’s not really a good way to balance progression with them. What if you want to add a weapon that’s beyond the final rarity? Creating 50 million different rarities again, removes all point in having them.

Good point. So then should I just make stronger weapons have higher prices, but make it so that every weapon is avaliable at all times?

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I guess I failed to explicitly mention the fact that rarities have different percentages, each item slot in the shop getting randomized, with higher-tiered weapons being rarer. It’s just that the rareness of a rarity itself isn’t uniform if that makes sense.