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mZuzek said:
Shiken said:

Actually weapon durability takes away from exploration.  They were all over the place, and why would I explore for a god tier weapon just to have it break later on?

Having said that, there were plenty of other reasons to explore however.  What an actual positive about it would be is that it forced you out of your comfort zone.  You had to try new styles that may have been written off and more closley manage your reaources.  I will say that some of the weapons should have had BETTER durability, but overall I did not mind it for these reasons.

You're not supposed to be exploring for "god tier" weapons. The reward of exploring the game is just more weapons, that's why the durability system is so important. If weapons didn't break, getting more weapons would be pointless. The whole game is designed around this system, it makes every weapon you get meaningful, because you're more than likely going to burn through them all.

That isn't to say the game couldn't work without a different reward system, it totally could. However, they decided to go with this reward system and for what it is, weapons breaking are crucial to the game.

Personally, I never had an issue with weapons breaking, if anything I thought that mechanic added a lot of fun to the game.

Of course the point isn't to find "god tier weapons", I never said it was.  In fact this was the entire point of why breaking weapons did not promote exploration.  No matter what you find, it will just break.

And never once do you need to explore to find wrapons outside of the starting area.  Once you get into the meat of the game, enemies provide you with everything you need as you encounter them.  In no way does that promote exploration, which was never the point of the breakable weapons to begin with.  The durability system is to make the player manage their resources and try many different ways to play.  Exploration is an entirely different beast.



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