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SvennoJ said:
mZuzek said:

Hard disagree with them undermining the act of discovery. Discovery isn't about becoming stronger, it's about finding something new. I had no issue with the new stuff breaking when I used it, that was part of the fun, you have some time with each weapon and then it's time for something different.

I also wouldn't necessarily agree BotW is a "reward-based game", but I get your point on that one. The reason weapons were the odd one out is because they needed to have some kind of reward for everything you do in the game. If weapons didn't break, getting more weapons would be pointless unless they were better than what you already have - because they break, every weapon matters, so everytime you find a weapon (all the time), that's a good reward.

You know one thing I find myself constantly doing in just about every open-world or RPG game? Stopping to sell or drop the dozens of useless items I've acquired in the past hour or two. It usually takes quite a bit, just going through the inventory and getting rid of all that junk. It's boring. And not only is it boring, it kinda nullifies the entire reward system when all the loot you get is just a bunch of crap you'll never use.

In Breath of the Wild it was rare that I ever stopped to drop items I didn't need, and even if I had to do that, I could do it in a fun way (throwing weapons at enemies) which instantly breaks them and can be useful. This is why weapons break, it makes every weapon meaningful regardless of whether they are or aren't the best.

Also, this wasn't intentional from the devs, but the weapons being the "odd one" out also made them the only balanced thing about the game. When it comes to hearts, stamina, inventory, and especially food and gear, the game allows you to take everything too far and become way too overpowered, which is the main reason why the late game is nowhere near as fun as the early game.

I had to stop all the time to manage inventory. After every battle, what to drop, leave behind, what to pick up. That was the least enjoyable of the game. I left a trail of discarded crap all through the world lol. Mainly because my inventory was severely limited the first 70 hours yet after that it was still way too much inventory management for my liking.

I really enjoyed the loot system in Fallout 4. You could take quite a bit and sell all the scrap to build with! That was brilliant. It made me want to collect junk from everywhere. In BotW I left behind a world full of litter, discarded broken items. In fallout 4 I cleaned up the entire map and build giant skyscrapers with animated light displays. (Not that that would make any sense in a zelda game)

Discovery is indeed not about becoming stronger, but it is about experimenting and discovering new ways to do things. Items breaking after 5 to 8 hits stifles that kind of discovery. They don't have to last forever but there's a whole range between 5 hits and unbreakable. You could get or make stringer weapons in the end game (can't remember exactly how) which balanced it a bit. Instead of needing to have 6 of the same on hand, 2 or 3 would be sufficient, leaving more room for fun and discovery.

Sorry I didn't see it earlier. I agree on that.

There are some ways they could have tackled the issue...but it would have required some changes in other systems as well, like the inventory. For example by limiting the invenoty (yes, even more) but giving you the ability to store weapons and equipment at stables. Giving you the option to repair weapons when broken and maybe set a time limit for the weapon to be ready for use again.