By using this site, you agree to our Privacy Policy and our Terms of Use. Close
vivster said:
AngryLittleAlchemist said:

You're completely overblowing the Durability mechanic. I was *consistently* finding better weapons than I previously had. It's not like you get 4 ultra powered weapons early in the game and then they just break. Pretty much every weapon that breaks is in high quantity or has a better equivalent. Most of the better weapons in the game have more durability anyways. 

What are you talking about? I haven't explored *all* of the game yet but I've explored a lot of it and it never restricted where I went. Unless you're talking about rain or snow and heat. In which case you just make an elixir for Snow and heat or make food based on it, or use a fire weapon or ice weapon on wildlife. The raining can get annoying but it only rains consistently in specific areas(there's a tropical area which ... is obviously going to have rain, and the Kakariko Village pretty consistently has rain). There's not a lot of places outside of that though. Again I'm not saying your wrong, i'm just curious how these are so big in your mind. The thunder is probably my biggest problem with the game tbh.

It's not overblown because it's a mechanic that no one would miss if it wasn't there from the beginning. Its uselessness is what makes it so much worse. If you add on top of it that the game relies on you to switch weapons constantly and then does not have an intuitive and quick weapon switch system you have an insult to player.

I specifically refer to the rain. The cold and hot mechanics are nice additions that encourage you to explore, gather items and craft stuff.

BOTW has a great and gigantic world to explore and to do it efficiently I will sweep areas in order and methodically. I cannot do that when the game tells me to arbitrarily wait ten minutes to continue my exploration or just to fuck off. That's a horrible thing to do and it adds nothing to the game but annoyance. You cannot hand the player a gigantic toolbox at the start of the game and then arbitrarily decide on random chance when he is allowed what tool to use. That's just terrible game design. Maybe if they made some kind of weather report so you can plan accordingly or gave you the tools to climb wet surfaces it would be different. But as it is now it's just another annoyance thrown into the game with no sense or reason.

But see *this* is why I can't see why you hate the game or think it's like , the bane of Open world fun. Literally there's two areas with consistent rain, maybe one more I haven't discovered. I'm not trying to excuse it but it's not exactly game breaking, like 90% of the world has no rain(at least I've never seen it in a cold or desert world, and the grass lands almost never have rain). It's pretty much just the tropics. 

 

I don't agree. I'm not a Zelda expert or fan, far from it, but to me Zelda games have always had a problem with exploration where you're only rewarded with rupees or heart pieces - which after a few chests become entirely meaningless. Essentially exploration in the old Zelda games is hardly properly rewarded, but I think Majora's Mask was *getting there* with the masks or sword(which was also in Ocarina but eh). The durability mechanic, along with the introduction of new weapons, encourages exploration. Without the durability mechanic, players would keep the same weapons almost the entire game if they found a great weapon early on. And then they'd be like "What the heck!?!?!?! This enemy doesn't die from my soldier's broadsword??? Game is bugged dood! Can't even kill this guardian dood!" Now I know you and another user talked about earlier how a game shouldn't use weapon breaks as a way to make the player experiment with different weapons. But Breath of the Wild is closer to a survival game, than most games themed around realistic survival mechanics. Duration feeds into exploration which feeds into the first really interesting chest loot in the Zelda series which leads to more exploration. It's a way to teach players to explore without forcing them to. I also like using weapon break tactically. It's *soooo* satisfying to through a sword at the face of a goblin to make them shoot across the ground and fall down a cliff, or to make them drop their weapon as they fall over. I don't think the system is perfect, but I think it fits the tone with the game a lot. It's artificial sure but I think it works well for the world. Could be a little better, not that bad though. In fact it's honestly almost perfect.

A great example of this is that one time I went to this stable just out of Kakariko village and I overheard these two dudes talking about a poem that was cryptic. I paid them to telll me more, then I went to dualing peaks thinking that the poem told me to go there. After getting a boat and playing pirate for a while, I landed on shores to try and scout this illusive cave and find the treasure. No quest markers, no big hints - and the river was even split in two meaning I had to use my own mind to take a risk and decide which route to follow the water(it was flowing from both directions). So I found the cave eventually and it had this awesome as flame sword that did 22 damage + flame damage, and at the time I was using weapons with like 12 damage. I was so happy I freaked out. At first thinking about how it was so cool made me not want to use it, but I started to use it. It was much more durable than I imagined but I was getting to a point where it was evenly matched between other weapons. As long as you keep exploring, you pretty much will almost never have a favorite weapon. 

I agree though, the amount of weapons you can have at once is kind of weak. Feels like a bit too much of a restrictive.