Johnw1104 said:
Areym said:
Well, rarely do weapons break as frequently as they do in BotW (at least to my knowledge) I'd say its a valid concern for anybody who has played Dark Souls, TW3, etc. Obviously, they each handle it differently but there's an expectations that your weapons will last you a while.
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pokoko said:
From my vantage point, it's the other way around. There are no perfect games. Every game has something that some people don't like. With most games, they disagree and it's no big deal. Everyone accepts that preference is a thing. However, with Zelda, I can't recall running into a situation where so many people are so angry and eager to prove that other people are wrong for not liking this or that. It's like they've been personally insulted.
'Weapon durability' hasn't blown up into a big deal because of the people complaining about it, it's blown up because of the people who are upset that other people are complaining about it.
It's something that some players consider a negative. Those who insist that Breath of the Wild has to be perfect need to get over it.
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The thing is I'll fully recognize that it's unfair and unreasonable to dismiss the preferences of others, and I do try to remind myself of that constantly. My point, I think, is that this discussion has been blown so far out of proportion as people have fixed on it as the primary criticism of the new Zelda game.
I really think it's more impatience than anything, as it ceases to be a problem after only a few hours into the game, and where I'm at I routinely have to leave behind awesome weapons despite a drastically expanded inventory as I always have a full stock of weapons and, as you improve, the gear continues to scale along with you (lately I've been getting ++ items that do absurd damage).
As someone who probably gets more sentimentally attached to in-game items than 99% of people (you should really see my banks from WoW, I still have every set ever, my first epic, my original gear etc lol) I understand that notion of wanting to keep an item. The breaking weapons are one of the driving forces of the game though, keeping you hunting for more gear and such.
To me, there's one improvement that could be made: very rare items that are quite strong but, while still breaking eventually, can be repaired at great expense. A this point we do have reward items that can be replaced, but they're so weak that they're not worth carrying.
Either way, it's hardly an issue, but the way it's being discussed it's as if it's a game breaking feature.
Also, for the record, I certainly don't think this is a perfect game. Heck, I made a thread about it yesterday lol: http://gamrconnect.vgchartz.com/thread.php?id=226761&page=1
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The unique weapons are not bad. If you notice spears are like 30 at highest damage, and the unique is like 27 or something. The greatsword weapon is like 60 and that fits in line with high end greatswords. And so on. They aren't OP, but they are not underpowered.
Wright said:
RolStoppable said:
Inventory is limited in BotW. You start out with eight slots for weapons and by the time the average player is going to face Ganon, the inventory is going to have ~15 slots. There is no huge arsenal to build. There is also no real unique weapon, except for the Master Sword (which repairs itself).
What happens in practical terms is that players save strong weapons when they initially find them, but then start using them when they realize that it isn't a rare weapon. Repeat this process a few times and after a good amount of time spent with the game, players begin to realize that all weapons can be replaced, so there's no fear of breaking anything anymore.
You also need to remember that weapon durability in Zelda wasn't a problem until one reviewer out of well over 50 said it is a problem. Since then it has been blown out of proportion because people who wanted to see faults in Zelda finally got something to latch on. They had to endure perfect score after perfect score for ten days, but then finally somebody delivered.
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Well, I don't have an issue with it particulary (which is why I put "issue" in my original post), because I do like weapon durability as stated by myself earlier with Dead Rising example. The thing is, you kinda lampshade what I'm saying: weapons lack personality. You come to a point where you don't fear breaking it because there's no attachment to the weapon; the uniqueness is lost. If everything can be replaced, then it also means everything is forgetable, to a degree, outside the first time you find it and keep it for only hard enemies like you said.
This fact doesn't really have to be blown out of proportion or anything, but that's something that comes with the territory with weapon durability of such extent like the one in Breath of the Wild. Going back to Dead Rising, you don't have any attachment to a chair that breaks in ten hits because, well, plenty of other things to grab on the go if it happens. Breath of the Wild just chooses a gameplay system that, while making combat enjoyable, doesn't really emphasize uniqueness of weapons, which at one point doesn't make you thrive to look for them but just wait for them to come for you through enemies.
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But this is Zelda. There is only one real improtant weapon, and that is the Master Sword. The very fact that as you said all the other items lose their identity makes the master sword that much more iconic in the game.
You don't want to make a game where the ultimate weapon becomes outshined by others. That always bugged me in RPG's where in the main story you get hinted at about this ultimate weapon, and it is the weapon that is on the coverart, or has huge story significance as the ultimate weapon, ect. Yet you can go to some optional dungeon or boss fight that gives you weapons that dwarf that one. Or do some colloseum fighting and get rewarded with some insane sword. WTF are these people doing with a weapon like that. Always worrying about like MMO problems of endgame or whateve ryou call it brings this about.
This Zelda solves that problem, by not having essentially an endgame. YOu start the game out wiht final quest. Head to Hyrule Castle, beat Ganon. It doesn't tell you to get master sword or anything else. It's essentially engame the instant you leave the plateau. You can head to the final boss if you want, or start doing optional stuff to beef up, max out, 100% complete, whateve rou want to call it. You know basically the point you reach in a typical RPG where they say "NO turning back point" where you can head to fight final boss and beat game or go off and do all things you missed, side quests, optional bosses/dungeons, ect to power up, level up, explore world, 100%, ect. BotW is just basically in this endgame point the whoel game. And even heading to hyrule castle you can turn back whenever you want. I have a few times now gone and cleared out a few more rooms each time exploring, looting, reading, memories, ect. Not going to go see Ganon yet though.