It's the limited ammo version of melee weapons
Not at all.
Running out of ammo doesn't permanently break your gun, does it?
The weapon may be temporarily unsuable, until you refill the ammo.
I like limited ammo in games like Resident Evil.
I don't want my Magnum to permanently break just because I reached 0 ammo with it though.
It promotes more tactical and thought out combat than just button mashing. All this while not forcing the player to not button mash if they want to, with the caveat of the weapon constantly breaking on them.
You can promote usage of a variety of weapons and strategies without permanently breaking them.
- Cause a temporary stat debuff on a weapon that you've used for a certain amount of consecutive attacks, which wears off once you have used another weapon for a certain amount of attacks.
- After using a weapon for a certain amount of attacks, buff (temporarily) another weapon in your inventory.
- Have the weapon be unsuable at 0 durability, but allow it to be repaird at some NPC later.
The problem with weapons permanently breaking for me and why I hate it, is because when I find some cool weapons, I don't want to waste them on some weak enemy, so I end up saving them for another time. Which ends up being never.
I have the exact same issue in every game with this kind of permanent weapon breakage system (like certain Fire Emblem games), and Megalixirs in Final Fantasy games. Gotta save them for a reallly tough boss. And then I see the end credits without ever using one.
That's just my personal preference, but I'm definitely not the only one.
The other day Moist Critical said the exact same thing about the weapons in BOTW/TOTK.
He ends up never using them.
Last edited by Hiku - on 18 May 2023
So I think a different system would have been better, as that could both satisfy players who want want to be encouraged to change weapons and strategies, while at the same time not ending up never using them because they don't want to waste them at the wrong time.