AgreedI absolutely hated breakable weapons. It was a terrible choice.
I know, that's why I said comically breakable. They went so far.You do realize that real-life swords can actually be really brittle and fragile, right? If you parry a sword blow with the edge of your own sword like in movies, your sword's cutting edge actually would shatter and break off. Swords would snap in half mid-battle all the time. The medieval swords that survived to the modern day are generally ceremonial pieces that never saw battle.
No durability. The way Genshin handles weapons basically tackles the weapon complaints I had with BOTW, as follows:What's the deal with Genshin? That game has durability of some sort?
No it encourages you to actually go through your weapons.It'd be a hell of a lot better.
Make them unbreakable, and then play about more with values like damage numbers, swing speed, stagger effects and weapon length on different weapons to make them worth experimenting with and searching for.
All the current system does is encourage waiting about for the recharging sword so you don't have to break anything unnecessarily.
For example: all "spears" share one inventory. You select spears, you use spears until you're out of spears, grabbing a spear adds it to the spears stack.Weapons should be treated more like ammo:
Automatic swap once one is spent, automatic sorting when grabbing a strictly better one, different "functionality" weapons using separate slot funnels, small inventory but more drops.
On the other hand, would people really complain if they went for a more classic gameplay loop and ditched breakable weapons? I bet it would still get hundreds of GOTY noms.Yes and I hope it's one of the things they ignore the vocal minority on for BOTW2
Probably, but I still hope they don'tOn the other hand, would people really complain if they went for a more classic gameplay loop and ditched breakable weapons? I bet it would still get hundreds of GOTY noms.
It'd be a better game, I hope the sequel ditches breakable weapons.
I guess you still would, but the different types, rather than duplicate weapons. It's such a long game that another one could value from having some streamlining options, like autoeqipping duplicates before they shatter.
What's not to understand? Collecting new weapons and tools along the journey was a huge appeal in previous games that's mostly just gone.
You get all your tools up front and any weapon you get is a disposable item. You don't have to care about that but its not difficult to understand.
Although, to be fair, I wouldn't be opposed to weapons only partially breaking and becoming useless until you repair them instead of losing them completely. I think that would work too.
On the other hand, would people really complain if they went for a more classic gameplay loop and ditched breakable weapons? I bet it would still get hundreds of GOTY noms.
Yeah, that's a good point, I hadn't thought of that. I still think breakable weapons are the best choice given how the game is designed, anyway.
Make the weapons upgradeable, have enemies drop crafting resources to make them better so you have to fight to upgrade your weapons to take on more powerful enemies.What is your solution to prevent the player being supremely overpowered for the majority of the game by completely coincidentally stumbling across a powerful endgame weapon?
That's the question you need to answer to remove weapon durability.
Make the weapons upgradeable, have enemies drop crafting resources to make them better so you have to fight to upgrade your weapons to take on more powerful enemies.
There wouldn't have to be areas blocked off by monsters you can't defeat plenty of open world games get around this by scaling enemies to your gear/level. Besides that was just an idea I thought of off the top of my head I'm sure a proper games designer would be able to come up with a much better solution to get rid of durability anyway.That sounds worse than what is in the game though? They explicitly wanted to avoid any sort of grinding for weapon or weapon materials. That also implies effectively a level system and areas blocked off by monsters you can't yet defeat because you didn't grind for weapons hard enough elsewhere, which was absolutely against everything BOTW aimed to be.
There wouldn't have to be areas blocked off by monsters you can't defeat plenty of open world games get around this by scaling enemies to your gear/level. Besides that was just an idea I thought of off the top of my head I'm sure a proper games designer would be able to come up with a much better solution to get rid of durability anyway.