curl-6 said:
HoloDust said:
BotW "dungeons" revolve around runes that you get in first few hours of playing - there's nothing really that you learn much after that helps you in said dungeons. I stopped using any of the runes after 10-15 hours, unless some shrine or "puzzle" forced me to. Only thing I had to use was climbing, the game simply forces you to at certain points - and you know what I think of climbing in BotW.
I wanted it to change as well - just that I wanted it to have better designed open world and to keep classic dungeons. It failed me in both. As for stellar critical and commercial success - Skyrim had it as well. Yet, it's generally regarded among TES fans as the worst TES ever (aside from maybe Arena).
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The game's goal of freedom would be contradicted if certain dungeons could only be solved with abilities you're supposed to stumble upon dozens of hours in. But the more you explore, the more you learn about how to manipulate mechanics like fire, electricity, and wind, thus teaching you how to solve the puzzles and situations that employ these elements. For example, once you learn that all metal objects conduct electricity, this opens up solutions to electricity-based puzzles in certain shrines and the Desert Divine Beast. There was a video I can't locate now of a player who used stasis to get a chopped down tree to boost them up to the top of Akkala Keep without having to fight their way to the top through all the patrolling guardians. Techniques like electric AOE, fire updrafts, freeze chaining, bomb parrying, etc also have applications in boss/mini-boss fights.
The most hardcore fans of anything tend to be a vocal minority that's impossible to please. Nintendo were clearly better off embracing a reinvention that not only made BOTW one of the highest rated games of all time, but has propelled the series to heights of success it never reached in the past.
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As I said, I stopped using all runes fairly early in game, it wasn't even intentional decision like with Power Armor in FO4 - I just didn't find them that useful. As for freedom - there is nothing wrong coming to some location and not having proper answer for it...that's been in CRPGs for as long as they existed. But I guess devs these days consider mainstream market to be too fragile for something like that.
I guess we'll never agree on this one - which is fine. Apart from MM that I couldn't get into at all, I consider BotW to be worst 3D Zelda - I'm not that of a hardcore fan, there are IPs that I like more (Fallout and Tomb Raider) that got totally ruined, yet I'm fine and if anything I can at least expect with reasonable certainty for Nintendo to improve on this formula or some day change it again.
Wyrdness said:
HoloDust said:
As I said, all I hear is lalala, it's fun, so what, fuck inconsistencies. I watched my son yesterday trying to stand on the crate and to use Magnesis to lift himself up. Of course, he couldn't do it - it defies physics of the game, cause Magnesis is not similar to Levitate spell. Yet, when you put something under it and Magnesis that, you can suddenly lift it all - and that is inconsistent physics. So you can pretend it doesn't matter and that it's nitpicking all you want, cause honestly mate, I don't give a toss.
As for Morrowind, you apparently haven't played much of old school RPGs, cause Morrowind has combat that's been around for decades and that is still used. But you don't seem to have much experience with RPGs if you don't know difference between real time RPG stat based combat and action-RPG combat.
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I'm giving you the responses your argument warrant simple as that I look forward to your thesis on Gandalf's staff and how it at times doesn't adhere to real world physics.
I've played old school rpgs I just recognize that going forward systems have to evolve and be more practical and Morrowind's was flawed, the's a reason why games still using these systems aren't mass market or on any radar and that is because it only appeals to a tiny group of purists who don't want things any other way, fact is the are stat based games that don't have you comically standing in place for several minutes swinging like a blindfolded loon. Even Kotor a game that used a dice like system back during Morrowind's era didn't have the player doing that.
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No idea what you're talking about - KOTOR has chance to hit, you need to improve your attributes and get feats to be able to hit more often.
You don't have to go that far into past, D:OS2 was just there around the corner, all stat based.
Also, that is level 1 character with only 5 points put into Long Blades in that video - yeah, completely representative of Morrowind combat. /facepalm
You don't seem to understand that there is market for RPGs and there is market for action-RPGs. Bethesda dumped the first for the second. And these days, most action-RPGs can't be even called that, since genre devolved into action-adventures with RPG coat of paint.
Here's an example how a proper RPG would treat climbing in Zelda:
Depending on your Strength and Climb skill, you would get modifiers. If you have some special gear you would get bonus. If you're encumbered, either by armor or by weight, you would get penalty. If it rains, there would be penalty. If someone's attacking you while you're climbing, you'd need additional check against your Will. Every 3 second there would be check performed against difficulty of what your climbing, so if you fail you would slide down a bit...just like you slide down when it rains in BotW.
This approach would give you option to make build that is good at climbing, thus allowing you to go to places where, let's say, heavily armored knight focused on combat, can't get so easily or at all without going through enemies.