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Hiku said:
curl-6 said:

- There is no gun. The weapons are ammo to be used, that's all.

There's a gun in RE though. And it's kind of a big deal.
You can't make an analogy to Zelda's weapon system without including the most imoportant weapon aspect from RE's system.

That's why the analogy you guys made never worked.

curl-6 said:

- 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.

That is not what I 'm reffering to.

There is a way to fully repair durability on most weapons (Amiibo weapons cannot be repaied for some reason, etc.) as long as it didn't reach 0.
There are NPC's in the game that do this for Link.

It can be a tedious process if you want to repair many weapons. Because the NPC's will have to be respawned. But the system is there, so you could theoretically use the same weapons throughout the whole game.

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.

It's not like I'm doing it on purpose.
I would have loved to use all the cool weapons I found in Fire Emblem games instead of seeing them rotting in my inventory while the credits roll and I just used Bronze/Silver weapons the whole game.

- 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.

But the game opens with the sword being broken.

(It's in the trailers and promotional material, so I don't consider it a spoiler.)
If they can break it in the beginning, they could break it later as well.

A common suggestion is that weapons should get a similar treatment where reacing 0 durability makes the weapon unusable, but not permanently gone.

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

Yeah, my bad. I meant to say durability replenishing system. Referring to the NPC's that can fix Link's weapons.
I'll edit that part of the post.

But it sounds like you were not aware that there is a repair system in the game that you can use over and over. (Even if cumbersome.)
You can look it up on youtube.
Do you still think they absolutely intended for players to not be attached to any weapons then?

- I didn't make the guns breaking analogy. I just pointed out that no, it's not the same because the weapons in BOTW/TOTK are themselves an expendable resource more like the bullets.

- That's not part of the game's primary gameplay loop though, it's tucked relatively out of the way so that many players aren't even going to come across it. Its inclusion at all is kinda at odds with the other 99% of the experience, and that is actually one aspect that I do consider a minor flaw.

The core combat loop on the other hand is built around constantly cycling through weapons as they quickly break and are replaced. So yes, I still think that you're not meant to get attached, because if you were, the game would've facilitated this through weapons lasting much longer and repair being a major feature, like in something like Witcher 3.

- I was referring to its implementation in BOTW; I can't comment on TOTK yet, since if there is a point where it is reintroduced, I haven't reached it.