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Forums - Nintendo Discussion - Unpopular opinion (on the internet): BotW and TotK's weapon durability feature is one of these games greatest mechanics

Kakadu18 said:
SvennoJ said:

especially with the axe. No idea yet how to make new ones (fuse flint to a stick?) but they don't last all that long, especially with trees resetting all the time lol.

Isn't it obvious? There are stones lying around that are shaped in a certain way. Just fuse them with a stick. You can also fuse construct horns with a stick since they cut. Only spears won't cut trees down.

Hmm no it's not obvious, but thanks for the tip. I'll look out for triangle shaped rocks. How to make a stick next. It seems the bundle of wood is just good for camp fires.



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I always thought weapon degradation was one of the least interesting mechanics in BOTW. Don't really love it or hate it. Doesn't change how i play. It's just something that's there. I hate it when people try to hype it up as this amazing game mechanic.

Last edited by Eric2048 - on 21 May 2023

Eric2048 said:

I always thought weapon degradation was one of the least interesting mechanics in BOTW don't really love it or hate it. Doesn't change how i play. It's just something that's there. I hate it when people try to hype it up as this amazing game mechanic.

I mean yeah. No reason to hate it or hype it. But it is useful for the game to make you try a bunch of different weapons. So it's a cool feature, not perfectly implemented. If there was no weapon durability they game would be a bit less cool. If this feature was improved a bit the game would be ever so slightly better. But yeah no reason to hype it as the coolest thing or the worst thing, its just a good thing.



160rmf said:
HoloDust said:

I have yet to find one (and I went really high) were I can Ascend from Depths, though, from what I understand, they are exception to the rule. Had a fun time yesterday in Depths (though it does starts to feel samey after a while), but was really bummed I had to use fast travel to get back to surface.

Ascend do makes sense from getting out of Depths, pity there isn't more places to use it - though I think it would be better if they went with how D&D treats passageways to Underdark.

Crafting a balloon is also a way to get to the surface 

Thought about it, never tried it though - can it actually get to the surface before it disintegrates? Naturally, I'm not even thinking of using batteries, seems like waste of resource for that...



Slownenberg said:
Eric2048 said:

I always thought weapon degradation was one of the least interesting mechanics in BOTW don't really love it or hate it. Doesn't change how i play. It's just something that's there. I hate it when people try to hype it up as this amazing game mechanic.

I mean yeah. No reason to hate it or hype it. But it is useful for the game to make you try a bunch of different weapons. So it's a cool feature, not perfectly implemented. If there was no weapon durability they game would be a bit less cool. If this feature was improved a bit the game would be ever so slightly better. But yeah no reason to hype it as the coolest thing or the worst thing, its just a good thing.

lol less cool how about about making better move sets for link, and better combat instead of just focusing on different weapons, and fusing that all have the same attacks for the most part, when you look up games with great combat zelda is never on any list, it's like the weakest aspect of the game.



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Steal the enemy's weapons or find more korok seeds. It's been 6years and you're still crying.



Nov 2016 - NES outsells PS1 (JP)

Don't Play Stationary 4 ever. Switch!

Zelda is my child hood. It was that sense of adventure and mystery, long weekends and sleepovers with friends and family wondering through caves wondering where it will take you.

The golden age of kids films where an adventure can be round the corner. Like Labyrinth, Princess Bride, Flight of the Navigator, Goonies, Willow etc.

Zelda has always been about that traditional simple story of a innocent hero rescuing an innocent princess and subsequently saving the world. Simple and cliche one might say these days, but it was the journey. About how no puzzle was too difficult, but was enough to make you think a little and feel good about it.

Where walking off path would reward you with a new world and new characters and rewards with more puzzles and great fights.

I want to experience the journey without having to manage inventory. Rather than having breakable weapons, I rather they create dungeons that are well hidden that reward you with different weapons and you are forced to use them due to great combat and enemy design.

E.g. Fire enemy, use your water weapon. Enchant your boomerang with earth or water to bring down flying enemies that are hard to reach and when they are soaked you can slash away.

There are more intelligent and fun ways to force a weapon change than breakable weapons.



HoloDust said:
160rmf said:

Crafting a balloon is also a way to get to the surface 

Thought about it, never tried it though - can it actually get to the surface before it disintegrates? Naturally, I'm not even thinking of using batteries, seems like waste of resource for that...

Never tried either lol. I thought it would be possible bc of the NPC from that area, but on a second thought it's a long way down, if a balloon can reach that high it would be possible to reach the sky islands from the surface 

Last edited by 160rmf - on 21 May 2023

 

 

We reap what we sow

SvennoJ said:
Kakadu18 said:

Isn't it obvious? There are stones lying around that are shaped in a certain way. Just fuse them with a stick. You can also fuse construct horns with a stick since they cut. Only spears won't cut trees down.

Hmm no it's not obvious, but thanks for the tip. I'll look out for triangle shaped rocks. How to make a stick next. It seems the bundle of wood is just good for camp fires.

The trees also drop a sturdy stick



 

 

We reap what we sow

SvennoJ said:

I got a bit further, got the ascend ability last night after messing around in the cold. I got to the top the 'wrong way' so hadn't encountered any spicy peppers yet. A burning weapon keeps you warm too.

It would be nice if things were more stream lined, there are so many steps to things. Why can't I cook in bulk instead of 1 by 1, waste of time. Then the Zonai cooking pot is single use per meal. Every arrow has to be altered on the fly breaking the flow, everything feels designed to slow you down. Weapon durability is still a pita, especially with the axe. No idea yet how to make new ones (fuse flint to a stick?) but they don't last all that long, especially with trees resetting all the time lol. So now I have 1 inventory slot taken up by the broken master sword, 2 by axes, thus only 5 left for weapons that break rather fast.

I'm using the bow more now since arrows are quite abundant as well as construct bows. I rather melee but got to conserve the weapons :/ Kinda disappointed I couldn't fell the big tree. Hoping I could build with that or at least get some thick sticks out of it. Yet the axe just passes straight through.

Sure it's fun in a way and tries hard to make you feel clever. Too slippery to climb, glue a bunch of logs together to use as a ladder. Clever or turning a 15 sec climb into a 5 minute tree hunting and gluing task. Want to cross a gap, same thing. It's like the realized oh shit climbing everything is too 'easy' so lets break the land up into islands with surfaces you can't climb.

I want to check out the depths but this tutorial island is taking a long time and isn't keeping my attention for more than an hour. After finishing the Ascend shrine I looked at the 'path' to the temple and thought, not now, enough. It's more a resource management simulator than an adventure game so far. Plus I keep running back and forth, hard to recognize where I have already been without fog of war on the map. Not that it really matters as even a heavily defended chest that only unlocks after defeating the guards just holds a generic piece of amber. Not worth breaking a bow and rusty claymore for, plus food spend staying warm and healthy. Those encounters feel designed to consume your resources rather than offer anything worthwhile. (Sure more Zonai charging thingies, dunno what they are for though. At least they drop a replacement weapon and bow. Just got to find more food again)

I get the same feeling as TWD S&S Ch1 to Ch2. Pushing the unbalance further out of balance. But can't deny it's fun to play in the little moments, just like TWD S&S despite its flaws. It's just not as good as BotW was. And I'll never complain about the UI in GT7 again, tons of steps to get anything done there as well. TotK UI beats that hands down lol. Still looking forward to play more, in short burst at night. (I find it too hard to see the game during day time, the low contrast of the world doesn't work with bright sunny days)

The fps still drops too btw, it's weird and kinda random since the patch. Ultra hand will sometimes severely slow down the fps, yet turn a little further and it's smooth again. Resolution is bad while turning (I guess dynamic) very visible drop, and the stutter is quite noticeable. But that's right after playing Red Matter 2 on PSVR2 which runs at a rock solid 4K 120fps. Putting Zelda on right after that really shows how dated the Switch is.

I agree with a lot of this. I do find a lot of the survival elements to be unnecessarily tedious.  It's pretty standard for survival type games, but that's not what Zelda has been, traditionally.  I don't mind the weapons breaking though.

And, yes, the lack of contrast in much of the game is really starting to bother me. I don't understand why this is the case. I don't remember Breath of the Wild having this problem. 

Last edited by VAMatt - on 22 May 2023