tolu619 said: To those people who can't stand this mechanic, who say it's a deal breaker for them, I think you didn't give it a good try with an open mind, so you never got to see that it's not nearly as bad as you thought. Before I explain why I said that, let me point out that I would have preferred if the weapons were more durable. Maybe up to twice as durable as they are in the games. I don't hate the mechanics, I just think they went a bit too far with them. That being said, here's why I think you probably didn't give it a chance: |
What for those who didn't think it was a deal-breaker (since I played 170 hours) but find it an annoying mechanic that limits the fun in the game.
As I already explained earlier, it prevented taking all kinds of different weapons along to have them available for experimentation. Also needing 2 sets when the leveling got out of balance mixing easy camps which drop low level weapons, with attacks from high level enemies needing high level weapons to defeat.
Yes it was very annoying to always have the inventory full and have to choose what to drop every time you find something. It would be much nicer to have longer durability and finding the same weapon again restes the durability of what you are holding, with a small bonus on top when you already have a weapon of that kind with full durability. Not having duplicates in the inventory is an much better way to encourage experimentation, as well as having a bigger inventory to allow more different kinds of weapons to be carried along.
That would increase the flow of the game (not opening inventory every time to pick up a weapon, only when you encounter one that's different from all you are already carrying) give you more toys to play with and prevent simply keeping using the same type of weapon by filling your inventory with all the same high level weapons.
TotK is better with durability and so far it's just a minor nuisance to have utility 'weapons' like the axe and rock hammer break. But that's on the same level as Minecraft basically. The one thing that's still there is the find a new weapon, go look in the inventory again what to replace or leave it. But with the fuse system you can't simply say, you already have that base weapon, top up durability when finding it again. I guess you could restore durability of the fused one, which would make you experiment more with different base types of weapons. (And not end up carrying only heavy sticks or traveling spears along for example) One other nuisance is that you have to go into the inventory to select the weapon and destroy the fused part before being able to replace the end part. Dunno why it simply doesn't add a confirmation pop up when trying to fuse a different thing on a weapon. A simple want to replace press A or B would be so much easier.