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Hiku said:
curl-6 said:

- Plenty of games have bullets with specific charactertistics, even Zelda itself does with elemental arrows. It's the same concept.

You're acting as if I didn't literally mention exactly that, and why that doesn't change my point whatsoever.

"In some cases there are special ammo that give the weapon unique characteristics depending on which type you chose to load it with. But even then, the gun itself is very important."

That part of that situation is the same concept, except you're ignoring the gun. The main factor in what separates one attack from another in RE.
If the ammo is the weapon in Zelda, then what is the gun? You glosesed over that part, as well as just about 99% of every other comparison I made that contradicts yours.

Why is it that in your analogy, there are two factors on the Zelda side (weapons & durability), but only one factor on the RE side? (Just ammo. No guns exist apparently.)
That's not how you make an analogy.

If the ammo in RE is the equivalent to the weapons in Zelda, then what is the gun in RE the equivalent of?

curl-6 said:

You talk about sentimental value; that right there is the problem. People are getting attached to something that is by its very nature an expendable resource. This mindset just isn't compatible with the way the game is designed.

I explained why the game may not be designed that way (because there is a repair system in it, which suggests that we're not just meant to use up and discard everything unless we want to), but you just repeat your claim again, without explaining.
I even made a point about how there is a lack of explanation behind these reasonings to begin with.

And even if we pretend there was no repair system in the game, telling people how to feel about something as personal as sentimental value in games comes off as really tone deaf.

There's also the strategic aspect of saving weapons.

curl-6 said:

- I'm not telling people they have to like it. Hating it is a valid opinion. I'm just saying that thinking about the game in a certain way, a way that wasn't intended, is inevitably going to cause frustration. 


Throughout your life, how many times have you complained about a design choice in a game you didn't agree with?
Where was this energy then about "the problem is my mindset and playstyle"?

Is the problem also with my mindset and playstyle that I don't enjoy slipping down a mountain every time it randomly rains? Or is there an exception there where criticism can be valid, but for some reason not when it comes to the weapon breakage system?

I'm sure Nintendo didn't intend for you to feel frustrated with their releases either.

Yet you still complained about it.
And when a bunch of people were dogpiling on you for critisicing them, I had to remind them that people have different perspectives, and that they're not wrong for feeling the way they do. A mindset you seem to have forgotten now.

curl-6 said:

And the Master Sword is there because of series lore. And it too was made to "break" after a while so that you can't just lean on it permanently.

It would still be there for lore purposes in some other way under my suggestion. And where did I say a single word about relying on one thing permanently?
The fact that it's only a temporary break for the Master Sword but not for other weapons is exactly what I'm talking about. 

It doesn't seem like you even read half my post. Which granted is understandable as it was long. But if you're going to reply, then you should at least read through a post first.

curl-6 said: 

- Wanting to repair weapons in the first place goes back to the same mindset of getting too attached. 

So why not break the Master Sword permanently when you swing it a few times?  It can still have a presence in the story after it breaks in other ways. But the player loses its in-game abilities after a few uses.
If we shouldn't be attached to expendable items, which this would be from a gameplay perspective, then why not?

curl-6 said: 

It basically all comes down to this; the purpose of the weapons is to be expended. If you try to fight this design and get overly attached to them, you're only going to frustrate yourself. If someone genuinely wants to enjoy the game more, they most likely will if they just go of this attachment.

So then why have you not told yourself this in the past, instead of wanting change?
It will inevitably only lead to frustraton, as you said. You just needed a different mindset, and fall in line with what was intended.

And I already challenged your claim that all weapons are meant to be expended with the fact that there is a stamina replenishing system in the game. If we are just meant to expend and discard everything, why is that in the game? I'd rather hear your counter argument before you double down on it again. 

- There is no gun equivalent. The weapons are ammo in that they're an expendable damage dealing resource, that's all.

- If you're referring to Fuse, that's not for repair, that's for creating new weapons. It just adds hits for the resulting creation in the same way that picking up an all new weapon would give you new hits for said weapon.

I mean, you're free to get attached/sentimental if you really want to, but you're only setting yourself up for frustration, because that's not the way the game is designed to be played.

- The Master Sword only being a temporary break is a concession to its lore status. It was central to Zelda series to the point where they wanted to include it, but it couldn't be allowed to undermine the resource management of weapons by having infinite hits. It's current status is a compromise between these two principles.

- What's stamina got to do with the weapon system? They're two separate systems.

Last edited by curl-6 - on 19 May 2023