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Hiku said:
Goodnightmoon said:

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.

Ah, so that's how the Master Sword works.
But in your case, the system I mentioned would still work right? Since you can still continue to break weapons if you want to.
As for people who would save the more powerful weapons, it would need some tweeking. And also needs to make the Master Sword feel more unique.

First off I thought of additions to the system that I think would make it more interesting, and promote breaking weapons.
- Weapons start dealing a bit more damage as they get close to the 0% (Break) threashold. Perhaps around the 20% durability mark. This will encourage people to use them close to their breaking threashold, but avoid breaking them by accident if they want to keep them.
- One or more special occurances happen when you break a weapon. Suggestions:
1.) As they break they leave behind materials you can use to craft new weapons. That way you'll want to break a lot of weapons to see what kind of rare materials they'll leave you.
2.) Breaking a weapon temporarily increases the damage output of other weapons. The effect stacks if you break another weapon in time before the buff has worn off. The degree of the attack buff varies depending on the quality of the weapon you broke. Breaking a twig would give the lowest attack buff, while breaking the Master Sword would give the biggest.
3.) You recover a certain amount of Hearts as you break a weapon.

It could be something else. But from the ones I mentioned, I think #1 and #2 are especially interesting. And that leads me to the Master Sword.

To make it stand out as something special again, aside from giving the biggest attack buff when breaking, I think the reversed would add an interesting option for strategy. Breaking a certain amount of weapons within the allotted timeframe causes a unique power up to the Master Sword alone. Perhaps something like shooting blade beams like it usually does when you have full health (can it do that in this game?), and changing its appearance/color temporarily.

This way you can decide if you want to start the battle with the Master Sword and use it to power up another favorite weapon you have, or sacrifice a number of weapons to power up the Master Sword and have it end the battle.

Option 2 looks like the best one but that would encourage you to break your weapons even more, which is what the game is already doing, so why it needs any changes? It works already fine, I concede you that it would make the durability less fustrating for some people since they get an inmediat reward for breaking them, but it would also need to be balanced again, because you can get enormous amount of power from breaking 14 of your weapons in a row lol I like how you are trying to think on something that gets everyone satisfied but honestly I think with a bit more of resistence on the weapons and starting with more inventory space that would already solved the problem from most of the minority that disliked it.