>You literally level up by exploring
>Weapon breaking entices the player to explore to hunt for more weapons
>Player levels up in the exploration process
Why do brainlets still say weapon breaking is bad?
>You literally level up by exploring
>Weapon breaking entices the player to explore to hunt for more weapons
>Player levels up in the exploration process
Why do brainlets still say weapon breaking is bad?
>>Weapon breaking entices the player to explore to hunt for more weapons
this would be fine if there were more than four types to find and if the weapons themselves had more attacks/better movesets
>only reward in exploration is more weapons
gee i fucking wonder why "brainlets" think durability is shit
I would say outright bad just boring. Like mose open world games.
>Why do brainlets still say weapon breaking is bad?
LOL
>level up by exploring
more health or more stamina, neither of which become anything more than convenience
>entices to hunt for more weapons
It entices me to play as conservatively and blandly as possible to keep the weapons I have while cycling through actual trash, never actually using the power I'm attaining and never needing it in the first place, which begs the question of why it exists at all
>level up by this process
You "level up" by solving more korok puzzles and beelining to shrines. The only influence standard encounters have on you are from rupees and materials, both of which are only relevant for stockpiling arrows and improving your armor, which ends up only being for defense since you can achieve attack boosts through food instead and the climbing/speed armor don't need upgrading to give their effects
>Why do brainlets still say weapon breaking is bad?
Weapon durability isn't bad, but it actually shattering is laughable. The stuff in should just reach a null level where the actual damage returns to a low base and that's it. The quality of the sword should have a high multiplier if full repaired, once it reaches 0 there isn't any multiplier over a shitty base damage.
Only thing weapon durability like this did was just make me load up on imbalanced weapons in the game.
Also
>Fast travel points
>Health
>Supplies
>Horses
>Inventory
>Money
maybe if they didnt break after 10 hits and you could craft/buy one of a kind weapons after you break them (not just make a million outright, but buy/craft after it breaks so its not just gone forever)
that would make it worse user, because then I'd have to keep backtracking for my favorite weapon. KYS you obviously didn't play the game
I played it and beat it after about 45 hours and that kind of mentality already happens with the current system
You don't know what "level up" means in any sense of the word. Total failure of an analogy.
It's worse in the sense that it would be even more obnoxious to play around, but user is right, it would at least make the arguments FOR this shitty mechanic a little more grounded instead of the furthest reaches possible
>have weapon you like
>it breaks in 15 hits
>have to use shitty spear
>looks like shit and does less damage
>this is a superior mechanics because it "makes you get gud"
no, it's just annoying and selling a solution to a problem I never had in zelda games
What I wanted would have been something like this
>basic sword base damage 10-12
>at 0 quality it will only hit for 10-12 with a 1.0 multiplier you're basically slapping people with a stick
>could take it to a smith or repair it yourself up to some cap like x5 multiplier at full quality making hits do 50-60
>could further the multiplier with some gems for enchanting them
>sword can be repaired with dupes or raw ore
Would have been so much better than "lemme just hoard a bunch of dumb shit for every fight making it a whack whack whack" fest.
They probably never got good at choosing which weapon to use. The smart strategy is to always use up your worst weapon, so that your overall horde is constantly being improved.
You literally don't "level up" at all. Wtf.
Until you reach a point where most fights are downtrades in terms of weapon quality, so you just actively avoid fighting
>fast travel points
you literally only need towers visible from fucking mars, no exploration needed
>health
spot shrines from towers, get health
>supplies
kill animals, get meat
>horses
Control like dogshit, afraid of water, afraid of the tiniest slopes, might as well fast travel
>inventory
what inventory ? You have enough slots from the get go
>money
to do fucking what exactly ? you only need cold and heat resistant gear, anything else is pointless
Even at the beginning of the game, the smart thing is to avoid most of the camps. This isn't a game in which an extermination mindset is rewarded. Instead the player has to learn to recognize what the enemy is actually holding before deciding whether its worth looting. On top of that, the game isn't to just brainlessly kill everything in front of you, but to instead choose different strategies per situation, which means the player is inventing their own mini games on the fly.
The best feeling in the old Zelda games was getting an upgrade and realizing that for the rest of the game you now have this badass new damage boost.
In BotW it's like some asshole reverse engineered that feeling so that you suffer.
amen
This it's basically assassin's creed in that regard.
They confuse it with the inventory system being bad.
>Weapon breaking entices the player to explore to hunt for more weapons
Wrong, it makes you NOT want to use them as they break
But in the original LoZ they managed to entice players by giving items from dungeons that let them go back into the world and interact with it in different ways
So in BoTW is it like the reverse where they have to take things away from the player in order to give them a reason to explore???
>Why do brainlets still say weapon breaking is bad?
Mostly due to the brainlet factor I think. If the utter train wreck that is fenyx rising wont convince them about durability, nothing will, they're just too irredeemably retarded.
I'd agree with that, but maybe after beating the game and getting the house, maybe you could have something to make a weapon of your choice much more durable, if not unbreakable, so you could goof around with your favorite weapon after you had finished everything. I agree it isn't a problem during the gameplay, unless you are kind of a faggot, but I wish I could play with the giant boomerang forever.
>fenyx rising
>botw
2 failed designs. Play genshin and learn something about good designs.
Good weapons are fucking everywhere.
All the rhetoric in the world on how this system is justified does absolutely nothing to change the fact that it makes the game a fucking boring chore.
Posts like this spell out exactly why the system sucks ass but somehow warps into the territory of defending it.
Not into gatchashit, feng
Sorry the game doesn't have an easy "win" button for you to press. It's unfortunate you are being required to put in thought and effort.
>It entices me to play as conservatively and blandly as possible to keep the weapons I have while cycling through actual trash
Seems like a personal problem.
This is the thing that annoyed me the most. Finding shrines was fun for the puzzle in it, but all it made me want was proper dungeons that had multiple puzzles and rewards instead of 1/4th of a currency I could spend on either health or stamina. I liked finding heart containers randomly or from side quests but here you're lucky if you even get armor from side quests and getting the 1/4th currency isn't as fun at all.
The DLC dungeon is what I'm after but even that's way too short for what a dungeon usually is and all I got out of it was a completely useless motorcycle that I have to keep feeding to use.