Weapon durability but no way to repair

>weapon durability but no way to repair
What were they thinking with this shit mechanic?

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They weren't thinking much of anything.

Because it's better than repairing weapons. I played Dark Cloud, that game was ass.

>ammo count but no way to reuse fired bullets

The idea was to make weapons into a consumable, they give you tons of them so it shouldn’t be an issue, but tons of people (like me) are hoarders and hate using consumables because we might need them later on, so you end up trying to hoard weapons and not use them
They didn’t understand gamers mentality

honest answer?

they were thinking
>hmm we have this huge fucking open world but there's literally no reason to explore it constantly
>once they find a good weapon they don't need to continue searching for another
>ah, we'll just make them lose their good weapon immediately, then they have to explore more!

and that's how you get the number 1 spot on every list

You can get infinity of any weapon without killing a single mob if you know where they are. I just have a ton of weapons as a backup but I always just use the weapons of the enemies I kill. Every hit staggers the enemy anyway so why the fuck do you even care what weapon you use.

Nobody ever complains about durability in Dead Rising
If Zelda made the weapons actually interesting, nobody would complain here either. Instead you just have like 4 weapon types with the same moves and little variation.

It's an awesome, game enhancing mechanic, that coincidentally filters ADHD action-fag virgins.
Imagine actually having to use your heads and focus on adventuring.

You go get more. That's the gameplay loop. It gives you incentive to explore and restock. Part of the challenge is taking out an enemy encampment and come out with more than you went in with. It's incredible how many autists this game filtered.

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They were thinking to filter low IQ fags like you.

Zoom zooms don't even know what Dead Rising is.

Also the entire world is your "weapon" in the BotW. ADHD Souls-homos are just literally too casual and stupid to even begin to attempt utilizing things like physics and elemental interactions - or something even more haram in their minds: AVOIDING conflicts.

>no way to repair

Why the fuck would you give a shit about repairing? Arr you going to skulk back to town to fix a broken sword rather than just pull out a new one or pick one up off the ground?

BotW shitters constantly expose themselves as fucking retards.

Christ that image didn't age well lmao

Ok now bear with me and hear me out; but what if, instead of that they put in interesting locations and dungeons like the entire previous (gradually declining) series?

>NOOOO I CAN'T ADAPT AND IMPROVIZE IN A SURVIVAL GAME!!
>I HAVE TO ""MAIN"" ONE WEAPON FOR THE WHOLE GAME!!!

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>pick up gun
>fire all bullets in magazine
>gun explodes and can no longer be used again

your hands are the gun, the weapons are the bullets

In Dead Rising you are picking up chairs and shopping carts to throw at endless swarms of zombies. It didn't feel like you were using "weapons", but rather anything in your surrounding that you could get your hands on. Sure you could find a gun shop or a place that sells blades, but again it felt more like I was just looking for something to help me survive moment to moment so weapon durability felt more natural and less annoying.

>dug to the center of the earth and fought an army of skeletons to make this shit
>it snaps and disappears while I'm using it to cull a chicken
REEEEEEEEEE

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actual brain dead analogy

even Minecraft lets you repair weapons

Then allow me to fist-fight

There's actually a few games that have that. I just used a gun in Destiny 2 that does that.

the durability shit only matters very early in game and barely noticeable by mid to late game. really overexaggerated how easily weapons break.

Did Dobson come back?

Why do people complain about weapon durability so much in botw? It was such a non-issue for me. I would regularly throw away perfectly good weapons to pick up better ones.

Just bee yourself

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It would've been nice if you could break down other similar weapons to repair one you liked I guess

The lack of dungeons did suck, but the locations all around the game were actually interesting. You would have to actually play the game to know that though.

>What were they thinking with this shit mechanic?
Giving you an actual reason to explore its dead empty world by crippling your ability to fight without searching for new shitty weapons to use.

Weapon durability is a design choice that has traditionally been employed alongside dungeon crawling.
Where the gear at hand plays into the preparation before heading into the next dungeon crawl, or whatever equivalent the game might have.

Repairing said gear is often not even an option. The idea is that the gear you head into the dungeon with is supposed to be able to carry you through the dungeon. With whatever gear you may find within the dungeon serving as a lifeline extender. And your gear running out prematurely would simply mean that you prepared poorly, and or misused the gear you went in with.
And even in games where you can repair your gear, such as with items like repair dusts or whatever, such items are typically rare or otherwise at least not meant to carry you through an entire dungeon.

Now BotW is sorely lacking in both dungeon crawling and any kind of extended survival scenarios, so the above scenarios almost never apply. Making BotW's weapon durability a bit unconventional.
But the whole, weapon durability + constant repairing of weapons, was never conventional. The only games that did that were MMOs that just aimed to add needless busywork, and games with confused design philosophies like Oblivion and Skyrim where the weapon durability is so lenient and so superfluous that it serves no real purpose, while still making the players having to bother with the constant maintenance of them.

There is nothing wrong weapon durability as a concept.
BotW's implementation of weapon durability is pretty unconventional.
The constant repairing of equipment is neither needed nor desired, and if you disagree then it's likely just because of poor or misplaced implementation of weapon durability in the first place.

It'd be pretty cool if BotW2 had actual dungeons and stuff, with enemies, that you had stock up and prepare for in order to get through them reliably.

The ruined labs and that one town with a water fountain someplace west of Hyrule Castle were pleasant surprises. The issue is that there wasn't anything interesting besides environmental assets. If there were more enemy types like Gibdo/ReDeads or people surviving in the badlands other than travelers on roads, it could have been great. Instead I get a Topaz. Yippee.

It is really to force exploration and force using different weapons instead of sticking to something. I don't think repairing weapons is so bad a mechanic it would break this. Just make it so that some of the more powerful weapons that can be repaired are harder to find. Or make a system where you can forge your own modified weapons if variety is the problem. There's a ton of games that have better systems than what Zelda offers. You could even make repairing or building a weapon a thing you don't need to go to a specific location for.

The thing with durability is that it's not even a problem with difficulty. You can find weapons scattered everywhere. Shrines though often contain the same ones as loot over and over again so their durability is a non-issue, but I'd rather not have to keep tossing and collecting weapons. It becomes annoying when you don't have enough slots, and in order to get more you need to participate in a fucking collectathon. I understand keeping the inventory small and simple but it gets old.

At least like someone said though there's ways to use the environment instead of weapons, but many times there aren't really many things you can do other than fight shit.

No thanks I'll just play in 4K 120fps with a durability mod on PC.

if finding another of the same sword would just recharge the sword i have instead of adding another item to my inventory it wouldn't be as bad

>It becomes annoying when you don't have enough slots, and in order to get more you need to participate in a fucking collectathon. I understand keeping the inventory small and simple but it gets old.
I hope BotW2 opens up your inventory and lets you select an item to replace the new one with on the spot whenever you open a chest or whatever while your inventory is full.

Goku super saiyan, goku base,
Can't into perspective, really can't into perspective

I didn't like it, but it made sense. Look at any other RPG/open world/etc and note the way it does equipment drops. If it's not an improvement it's just vendor trash. So They figured instead of making it so you have to go back to town to offload/deposit weapons you weren't going to use, they'd just make every weapon have a chance at a purpose by making them break. Think about how you play pretty much any other RPG - you go out, do some adventuring, go back to town when your bags are full, repeat. They still wanted you to find and improvise weapons without having to constantly break up the exploration.

My biggest problem is that they used weapons as rewards for exploration/puzzles too much and they never felt like a reward because they were so temporary. that just added to how unrewarding exploration felt like in general, everything you could find that wasn't a korok seed or a shrine was only a temporary benefit.

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Yea Forums is so fucking stupid. Repairing would make the system so much more tedious. Do they not realize that?

I blame MMOs and the like with how they conditioned players. I don't think BotW durability was perfectly executed, but the design ideas behind it all make sense and there's really no excuse for people to be shitting their pants with rage because they can't accept the slightest bit of change or discomfort. It can be greatly improved, but they shouldn't get rid of it if they're going to continue with this open world format. The launch of Elden Ring taught me a lot about Yea Forums and what kind of crybabies are really present here.

i haven't played botw even tho i could emulate. i don't like the idea of weapons as consumables. i do indeed want a 'dark souls' style zelda where i can be link with a halberd or mace. i think that would be the absolute tits.
if i ever get the free time, i should give botw a try since it's free to emulate. maybe you're right and the weapons system works for it.

Dark Souls 1 or 2 Weapon Durability was pretty good
I remember that if I skipped bonfires and REALLY slogged it out on my limited Favorite Weapon Durability, I would MAYBE have to use ONE Weapon Repair Dust
Which was fucking stellar compared to BotW

>>gun explodes and can no longer be used again
The gun doesn't explode, but it can no longer be used. Unless you find new ammo.

The gun is the same. It's just that instead of finding 3 royal swords, you find 3 boxes of ammo.
The actually tangential difference is that if you miss with the gun you lost the ammo, but if you missed with the sword, you didn't. At least if you didn't hit the environment or something.

I really get the feeling that weapon durability was a much bigger deal during development. But that they changed their minds at one point and made gear last super long.

>pick up bow
>fire specific amount of arrows
>bow explodes and can no longer be used again

nah theres a huge fucking difference you're missing because you're trolling. if cool and rare weapons break then you aren't getting them back any time soon. ammo is much more easy to find than a specific gun or weapon. kill yourself.

The best part of BotW is discovering ways to maximize damage output and conserve durability. It gets really fun.

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>find Master Sword
>profit

Weapon Durability shows the schizo nature of BotWs development.

Here's why it was a complete afterthought in terms of implementation. Because thematically, it works well with the game engine in mind, it allows for more fluid/chaotic combat where you're constantly trying to utilize your weapons at hand to take down your enemies, you're making that last "weapon broke" hit count that knocks the enemy to the ground and it just works really well with the fundamental design of the sandbox random gameplay.

Now here's where it completely fucks up and Master Mode only further highlights how HORSESHIT the durability mechanic was implemented with the games content.

Now this scenario is assuming the player has played 10+ hours already
>see a mokoblin cave
>see a purple chest
>immediately have to decide between breaking your Ancient+ weapons for a reward that the past 10 hours have told you will be nothing more than a fucking Opal or x10 arrows (not worth it at all)
>ignore the camp entirely

Extend this to the ruins, the colleseum with the Lynel in it (where the reward is ironically the fight with the Lynel and not the x100 rupees you get for getting to the top of the colleseum) and pretty much any combat encounter that doesn't have a Shrine as a reward. Btw I don't like Elden Ring and BotW is better.

Why is this a problem? Because the entire theme that Nintendo tried to put across is that "sense of adventure". When your main combat mechanic (weapon durability) forces you to question whether or not you should even fucking explore that "Mokoblin camp" or "ruin in the distance", you've got a MASSIVE problem.

It's why Elden Ring is a far better game also. Putting this at the end to see if the tendies actually read my argument and saw the comment where I said BotW is better or if they just skipped to the end of my post.

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this, and to force you to use links powers because apparently now link is fucking telekinetic

>if cool and rare weapons break then you aren't getting them back any time soon
And if that cool and rare minigun runs out of ammo then you aren't find new minigun ammo any time soon either. What's your point?
>ammo is much more easy to find than a specific gun or weapon
Wait what? Im fucking plying? Based on what exactly?
Rarity is entirely up to the developers and level design in question. It has nothing to do with the nature of the items themselves. There is nothing about firearm ammo that is inherently more common than a sword or whatever.

That fun tapers down when you realize you can just run past them due to how broken the climb mechanic is (yes even in the rain which isn't affected on towers).

I'm more aggravated about it giving the impression that there's weapon variety when most of the weapons are just reskins. I feel if it's going to be unique it should do away with "this weapon has a little bit more strength". Some weapons were cool though. Also I think in BoTW2 they should have some system to quickly switch selected weapons from your inventory without pausing the action. So that if you don't really use some of them most of the time they're not in the way, and so you don't have to do pausing like this which sure, it's forgiving, but it gets annoying.

If I run past them I can't get their delicious gems and monster parts.

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>Btw I don't like Elden Ring and BotW is better.
>It's why Elden Ring is a far better game also.

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>weapons abound and are easy to aquire
>NOOOOO NOT DURABILITY
The only argument to be made is late game when you don't want to using up durability for end game weapons on small skirmishes.

New Vegas lets you do that, actually

>And if that cool and rare minigun runs out of ammo then you aren't find new minigun ammo any time soon either. What's your point?
miniguns aren't cool, retard. the vast majority of weapons you find in a typical shooter will have ammo flowing out the ass.

>Putting this at the end to see if the tendies actually read my argument and saw the comment where I said BotW is better or if they just skipped to the end of my post.

if you knock them in the mud like you did in your prior webm, you can't either.

you're fucking stupid, I was on your side until then.

hook line and sinker

I literally don't get the joke. all he did was contradict himself.

Black moblins don't have gems, only monster parts. I normally mass drown/backstab/etc camps and leave the silvers/golds alive to whittle down myself so I don't have to awkwardly pan for the gems using a royal broadsword and magnesis.

Just make it so you have to explore to find materials to repair with dumb dumb

I get why he did it, people always say that "nobody has legit criticisms" of BotW and he just gave a pretty damn good one and just wanted to see if Nintendo fanboys actually look for arguments or just close their eyes to the critiques. He didn't even mention "shrine this" or "Korok that" which a lot of people are bored off. He gave a good explanation as to why the weapon durability completely messes with the motivation to explore the game world.

>>immediately have to decide between breaking your Ancient+ weapons for a reward that the past 10 hours have told you will be nothing more than a fucking Opal or x10 arrows (not worth it at all)
>>ignore the camp entirely
You can ignore it because it takes time to beat the enemies and because you don't really need the chest. But defeating enemy groups is almost always a net positive in terms of gear. Ignoring the chest itself, the enemies all carry weapons.
And unless you're playing on master mode, A Tier1 weapon will easily defeat a whole group of Tier1 enemies with half a dozen Tier1 weapons, or a few Tier2 enemies with Tier2 weapons. And a Tier2 weapon will easily defeat a whole group of Tier2 enemies with half a dozen Tier2 weapons, or a few Tier3 enemies with Tier3 weapons.

Yes the game does little to actually incentivize players to fight the mobs. But this idea that your inventory loses from you doing so is just pure bullshit.

>ammo count but you only lose ammo on successful hits and you always get back more ammo than you used

So again, why not just run past that black moblin?

Why the fuck would you want their weapons when the stuff in your inventory is all endgame stuff you're not gonna just toss around

>snow land
>volcano land
>swamp land
>and grass, with an approximate pop-in distance of 5 feet

>>>>>>>>>>>>>>>interesting

why not just run past every enemy?

Once again, op btfo. OP is always a faggot.

I love throwing weapons and using parry to knock weapons out of enemies hands.

Not just no way to repair, but no way to even see the weapon's durability. All you knew was either "not about to break in another 1-2 hits" and "about to break in another 1-2 hits", nothing in between.

Add to the fact that weapons and shields are about as durable as tissue paper, and it's literally one of the worst durability systems I have ever seen implemented in a game.

BotW was great, the rain and weapon durability was ass in an otherwise great game. Didn't feel like a good ZELDA game though with the lack of getting neat tools/items that allow further exploration and the lack of dungeons like previous Zelda games had.

Even Dark Cloud did it better. At least you could see what your durability was and repair them, there was even an auto-repair item.

Dark Cloud 2 went even further in fixing DC1's flaws by making it so when a weapon breaks, instead of it completely disappearing, it's stats just get reduced to 1 until you fix it.

Because I wanted to kill him and not get hit in the face by his weapon? It's like asking why I shot the bokoblin after, I wanted them to die as I explored the ruins.

You idiots would have bitched about that too.

Ok fag. I don't steal shit like a nigger.

Botw isn't even the worst offender. That award goes too pic related.

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5 years of nonstop seething. for the love of christ, please find something else to do with your life.

user never forget that you're the one eternally bitching about people who don't like your game. i'm just casually discussing the mechanics, while this is your ENTIRE life. defending a pretty meh game made by a billion dollar corporation. pontificate on this, user.

>. But defeating enemy groups is almost always a net positive in terms of gear.
That's just a flat out lie, pic related.

I literally killed the Lynel at the bottom (going through unironically Ancient+ tier weapons) only to then work my way up the colleseum killing the moblins with the new weapons I JUST GOT from the Lynell only to end up getting this pathetic reward at the top, a few fucking moblin bones or whatever (don't even waste my time saying this is a "net positive" situation) and their significantly weaker dogshit weapons (Knight broadsword is what the bigger dudes had, which is dogshit).

So therein lies the problem. I ended coming out of that entire area with a net negative (weaker/worse weapons + an opal) when I could have left with a net postive (same weapons +opal) by simply avoiding everyone and running straight to the top avoiding everyone and opening the chest.

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>user never forget that you're the one eternally bitching about people who don't like your game. i'm just casually discussing the mechanics, while this is your ENTIRE life. defending a pretty meh game made by a billion dollar corporation. pontificate on this, user.

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>don't fill up your inventory with weapons bro
>just fill it up with weapon repair items instead
Worse system, now I'm watching the Weapon's HP more than my own.

Swords aren't firearms.

No idea, that's what i'm asking.
He wouldn't hit you if you literally just kept running past him

I accept your concession, and acknowledge the size of your wojak folder.

You are autistic and do not comprehend basic analogies.
>buy car
>car runs out of gas
>car explodes
The point is that human beings enjoy object permanence, people would rather have an object that can be recharged, refueled, repaired, rather than it being 1-use.
This is why a lot of games allow you to craft ammo.
This is why a lot of games allow you to repair your items.

You should not need a weapon durability system in order to encourage players to change items, items should fulfill unique gameplay roles that feel rewarding to use in different situations.
Weapon durability exists as a time/economy sink. it also provides avenues to upgrade the weapon instead of just repairing it.
Many good gameplay loops open up once you have a good design philosophy.

BotW's design philosophy has flaws and it's why people have negatively remembered the system.

>Why the fuck would you want their weapons when the stuff in your inventory is all endgame stuff
Because if you're in the end-game, then the enemies will be carrying end-game weapons. Have you even played the game?

The only weapons that would be preferable would be Lynel gear. Major Test of Strength gear. And stuff crafted at Robbie.
And if you've got a full inventory of that stuff then sure, then your inventory wouldn't have anything to gain from fighting a regular group of enemies. But most people don't max out their entire inventory with nothing but Lynel/TestofStrength/Robbie gear.
What's more the same principle applies to them. You can easily beat a Tier1 Lynel with Tier1 gear and get Tier1 Lynel gear that you can defeat a Tier2 Lynel with. Same with the guardians in the Test of Strengths.

Unless you're doing nothing but fighting the rare enemies that don't drop weapons, combat all but always ends in a net positive unless you're playing the game very unusually or doing something very wrong.

did you do a presentation on BOTW in high school buddy

Kek
Bore of the wild defenders are mentally ill

You can technically beat any tier lynel with any tier weapons and get a massive upgrade in weapon tiers for facing tougher enemies. Lynels will stagger from headshots, allowing you to mount them. Attacks dealt while mounted cost no durability, meaning you can kill lynels practically for free if your objective is to gather weapons.

No need to go on that that BotW tangent. I am not defending BotW. I just do not see much of a difference at all between picking up an ammo box and picking up a sword with limited durability. They're both things that'll serve you for but a limited amount of use, before you need to find replacements.
And BotW has nothing to do with that.

Breaking: BoTW fans are against right to repair