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Hiku said:
Goodnightmoon said:

Some people can have legitimate problems with the system, of course they can, in my opinion most of this problems comes from going with a wrong mindset, hoping the game plays like a totally different game insted of adapting to its style of gameplay, however, no, I wouldn't say every problem everyone has with the system is their fault, it doesn't, the balance of the system is not in the sweet spot for everyone, some think it should be less punishing, and while I disagree because to me worked perfectly, I can totally see why some people can have some problems with it, and there is some room from improvement too, in fact, if they balanced the game in a way the weapons last twice as they do I think less people would have that problem adapting to this sytem and the game would still mantain its particular style.

If you say it like that, that you think "most" of the issues come from approaching it the wrong way, then that's pefectly fine.
And I may be inclined to agree after playing the game, even if I personally may end up finding it more annoying than rewarding.

The way you worded it at first, it comes off as more generalized and absolute. Basically "If someone doesn't like this, they're just wrong because they made a mistake."

Having said that, and not having played the game, but listening to how people described the weapon durability system, I was wondering if something like "durability regeneration" could alleviate the problems some people have with it, while still satisfying people who enjoy being forced to rotate weapons.

It would basically work this way: Once the durability goes down, it slowly starts to regenerate very slowly. If you ever reach 0, the weapon will break. But if you stop right before 0, and switch to another weapon, you can keep your favorite weapons. While conciously chosing to break weapons you're ok with replacing.

Durability regenaration is what happens with the Master Sword, it breaks, but then it regenerates itself after a period of time, that makes it feel special.

Your system could work, it doesn't sound horrible, it still makes you act in a kind of strategic and creative way to solve problems but I don't think it will work as well, you see, in this game i'm often hoping to break a weapon because that means I have space for another, because i'm constantly finding cool weapons and many times I just don't have enough space for them, so that makes me want to use them more instead of keeping them to myself for the future.

Now, the game kind of forced me to think this way, but the thing is I enjoyed it way more because of it, I learned that weapons are like amunnition, when you want to save this ammunition you start to play with all the options the game gives you, making combats more variad, strategic and interesting, and I feel constantly rewarded for the new weapons I'm getting to play with, sometimes is a bad ass giant boomerang, other times is a sword that electrocutes the enemies, other times is just a freaking broom, but if they didn't break, I would just use the strongest ones because feels like the logic thing to do and probably I wouldn't even catch the ones with lower attack power, however, since they break and I know the game is designed with this in mind, I feel free to try them all, which makes the game feels more playful.

With your system not only the Master sword would feel less special but also people would just keep the strongest ones and constantly switch them in a way none of them breaks, it would actually change the way people plays it and probably it would require a different balance.