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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

SvennoJ said:

- I found the bow in BotW rather finicky to use, wasn't my favorite. But I did use it often.

- My bows hardly ever broke as I didn't use them much.

What? :D

Okay SvennoJ, you are that kind of player who likes a full immersion and to some degree likes to put limitations on yourself to make it a better experience. All right, good for you. But I think there is not much for you to complain about when it is not the game that limits your enjoyment, it is your own restrictions.

I always hate it in Starcraft when the game doesn't allow me to win with Zerglings only. I just love Zerglings the most and they are my favorite, plus they're cheap. Terrible game design if you ask me. I also hate all the random items in Mario Kart. Super dumb game design imo. Would be much better with items turned off entirely like in a real racing game.



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GoOnKid said:
SvennoJ said:

- I found the bow in BotW rather finicky to use, wasn't my favorite. But I did use it often.

- My bows hardly ever broke as I didn't use them much.

What? :D

Okay SvennoJ, you are that kind of player who likes a full immersion and to some degree likes to put limitations on yourself to make it a better experience. All right, good for you. But I think there is not much for you to complain about when it is not the game that limits your enjoyment, it is your own restrictions.

I always hate it in Starcraft when the game doesn't allow me to win with Zerglings only. I just love Zerglings the most and they are my favorite, plus they're cheap. Terrible game design if you ask me. I also hate all the random items in Mario Kart. Super dumb game design imo. Would be much better with items turned off entirely like in a real racing game.

That's me all right. The random items are why i don't play Mario Kart and in Wipeout I never used weapons either, just the speed up boost, dropped all the rest straight away again. I even quit GT7 online racing because too many people rather play bumper cars instead of race by actual racing rules.

A game relying on fast travel is not OK though. It should be optional, not part of the game play loop if you ask me. That's just bad game design. Death stranding offline without using fast travel was an amazing experience. Then played it again online which was also fun, just a lot messier with all the random stuff from other people appearing. Much faster though not having to build all the roads yourself, but also didn't feel like much of an accomplishment.

Anyway, I'll see how far I get in TotK without fast travel, just want to get off this damn sky island first. Not my favorite place to explore, plus the whole map is already known. I need my fog of war :) Filling in the map by actually going there is so satisfying! It drove me to explore every little nook and cranny in Forbidden West, including outside the boundaries. Sky Island is just confusing with overlapping islands, needs a 3D map!

Kakadu18 said:
SvennoJ said:

1, Not only but yes, using knives and alternatives to conserve ammo when possible. I found the bow in BotW rather finicky to use, wasn't my favorite. But I did use it often. Mostly wished I could use those bow slots for weapons though :p My bows hardly ever broke as I didn't use them much. Just a waste of inventory space! Same with the shields. Never understood the use of them. They break too fast when using them for their intended purpose, ie blocking. So I just learned to dodge better instead of swapping shields as well. Then when you get better shields at the end I was long past using them. More inventory space wasted!

If you perfectly block the shield doesn't take any damage. Theoretically you can use a shield throughout the entire game without it ever breaking.

Btw, you can place 300 markers in the game. You definitely didn't use all of them for shrines.

How do you perfectly block? Is that the same as dodging then?

And yep you're correct, there are all the other markers you can place. I do remember using them to mark fairy fountains and Lynel spawn spots.



SvennoJ said:
GoOnKid said:

What? :D

Okay SvennoJ, you are that kind of player who likes a full immersion and to some degree likes to put limitations on yourself to make it a better experience. All right, good for you. But I think there is not much for you to complain about when it is not the game that limits your enjoyment, it is your own restrictions.

I always hate it in Starcraft when the game doesn't allow me to win with Zerglings only. I just love Zerglings the most and they are my favorite, plus they're cheap. Terrible game design if you ask me. I also hate all the random items in Mario Kart. Super dumb game design imo. Would be much better with items turned off entirely like in a real racing game.

That's me all right. The random items are why i don't play Mario Kart and in Wipeout I never used weapons either, just the speed up boost, dropped all the rest straight away again. I even quit GT7 online racing because too many people rather play bumper cars instead of race by actual racing rules.

A game relying on fast travel is not OK though. It should be optional, not part of the game play loop if you ask me. That's just bad game design. Death stranding offline without using fast travel was an amazing experience. Then played it again online which was also fun, just a lot messier with all the random stuff from other people appearing. Much faster though not having to build all the roads yourself, but also didn't feel like much of an accomplishment.

Anyway, I'll see how far I get in TotK without fast travel, just want to get off this damn sky island first. Not my favorite place to explore, plus the whole map is already known. I need my fog of war :) Filling in the map by actually going there is so satisfying! It drove me to explore every little nook and cranny in Forbidden West, including outside the boundaries. Sky Island is just confusing with overlapping islands, needs a 3D map!

Kakadu18 said:

If you perfectly block the shield doesn't take any damage. Theoretically you can use a shield throughout the entire game without it ever breaking.

Btw, you can place 300 markers in the game. You definitely didn't use all of them for shrines.

How do you perfectly block? Is that the same as dodging then?

And yep you're correct, there are all the other markers you can place. I do remember using them to mark fairy fountains and Lynel spawn spots.

Parrying with the shield. You perfectly timed hit with your shield against an enemy's attack. What do you think how people parry guardian lasers in BotW?



Kakadu18 said:

Parrying with the shield. You perfectly timed hit with your shield against an enemy's attack. What do you think how people parry guardian lasers in BotW?

Ah parry, my Achilles heel in gaming. Yeah F those guardian lasers. I can never get the timing right for parry actions, hence I gave up on the Souls series. Doesn't matter what game. It's odd I can time dodging but not parry. My success rate on parry is about 10% lol. Maybe I should think of it as playing tennis, I did get through Wind Waker with hitting the orbs back and forth.



SvennoJ said:

Anyway, I'll see how far I get in TotK without fast travel....

Not far, I'm afraid - getting out of Depths pretty much relies on using Fast Travel.

I get your pain, I hate fast travel as well, and very few games have it done properly so that there is meaningful setback to using it.



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HoloDust said:
SvennoJ said:

Anyway, I'll see how far I get in TotK without fast travel....

Not far, I'm afraid - getting out of Depths pretty much relies on using Fast Travel.

I get your pain, I hate fast travel as well, and very few games have it done properly so that there is meaningful setback to using it.

There are several spots in the depths through which you can leave using ascend, but not from everywhere is it possible.



Its okay to have weapon durability but botw did it the wrong way . The weapon durability in botw was far too quick. It didnt add additional strategy. It made you feel that it was done to compensate for terrible ai. You know adding artificial difficulty rather than making you rely on actual skills. If you wanted the mechanic where you get to try different weapons,f then they could have designed enemies to have a weakness on a certain weapon or a immunity to some.



dane007 said:

Its okay to have weapon durability but botw did it the wrong way . The weapon durability in botw was far too quick. It didnt add additional strategy. It made you feel that it was done to compensate for terrible ai. You know adding artificial difficulty rather than making you rely on actual skills. If you wanted the mechanic where you get to try different weapons,f then they could have designed enemies to have a weakness on a certain weapon or a immunity to some.

You start off with saying it does not add strategy and you end up saying indirectly that it forces you to be strategic. 

And both in BotW and TotK a lot of enemies have weaknesses against certain weapons. 

Your entire post reads almost as if you haven’t played any of the games and only go by what negative posts on internet say. 



The durability system was not done well, at least in botw. It happened way too often, and it forced alot of people to just play the game with weaker weapons just because they wanted to conserve the stronger ones. It is not that hard to get strong weapons in botw, but it can indeed be very tedious, and not everyone wants to deal with that. This idea of "don't get attached" is so stupid. Believe it or not, sometimes people want to do more then 10 damage at a given point, but don't want to bother with getting a replacement. I don't want to have to restock my entire weapon inventory just because i decided to fight a lynel.
I like durability in fire emblem, because the way it's handled works with the genre. Since generally, it is not hard to restock on weapons, especially in later games, the issue then turns into if you want to conserve, for example your silver lance or just use it for the boss of that map and save an extra turn or 2 since that extra turn can be devastating for you, and hope you can replace it sooner then later, and even then, that system is not liked by everyone. The difference in botw is whether or not you want to spend more time killing that lynel or have your stronger weapons break and having to go spend time getting a replacement.
TOTK improved durability by making most of the importance lie with the fusing, so the importance on which weapon it is matters less, even though it does still obviously matter.
What's pissing me off about this thread is that many people on op's side, acts like the way they play is the correct way, when a game like BOTW is supposed to be played in many different ways. There isn't supposed to be a "correct way". If a system forces you to play a specific way, especially when the game is supposed to be open world, then that is not good. Maybe you like the system, but if it's a system that gets in the way of so many people, then maybe it's not a good one.



Raider said:

The durability system was not done well, at least in botw. It happened way too often, and it forced alot of people to just play the game with weaker weapons just because they wanted to conserve the stronger ones. It is not that hard to get strong weapons in botw, but it can indeed be very tedious, and not everyone wants to deal with that. This idea of "don't get attached" is so stupid. Believe it or not, sometimes people want to do more then 10 damage at a given point, but don't want to bother with getting a replacement. I don't want to have to restock my entire weapon inventory just because i decided to fight a lynel.
I like durability in fire emblem, because the way it's handled works with the genre. Since generally, it is not hard to restock on weapons, especially in later games, the issue then turns into if you want to conserve, for example your silver lance or just use it for the boss of that map and save an extra turn or 2 since that extra turn can be devastating for you, and hope you can replace it sooner then later, and even then, that system is not liked by everyone. The difference in botw is whether or not you want to spend more time killing that lynel or have your stronger weapons break and having to go spend time getting a replacement.
TOTK improved durability by making most of the importance lie with the fusing, so the importance on which weapon it is matters less, even though it does still obviously matter.
What's pissing me off about this thread is that many people on op's side, acts like the way they play is the correct way, when a game like BOTW is supposed to be played in many different ways. There isn't supposed to be a "correct way". If a system forces you to play a specific way, especially when the game is supposed to be open world, then that is not good. Maybe you like the system, but if it's a system that gets in the way of so many people, then maybe it's not a good one.

Every game has a core gameplay loop. BOTW/TOTK's loop is designed around weapons being an impermanent resource that you use and replace in a constant cycle.

If that's not for you, then the game's not for you.

If someone genuinely wants to enjoy the game more, then adjusting expectations and engaging with it as intended is one possible solution. Or just play something else. Whatever works.