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Jimquisition: Weapon Durability, Fanbase Fragility (Mar. 13th, 2017)

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Mr-Joker

Banned
As stated before I agree with him on Weapon durability, it's one of the worse part of the game, the second being Zelda's shitty English voice.

I did a moderate test of strength and I lost a weapon while doing that and I picked up a cool guardian ax and not long after I found a Major test of strength shrine and I went and did, my swanky brand new guardian ax broke during the fight and I wasn't too happy about that as I worked hard to get it in the first place and instead of it being a reward the games decides to punish me for using a strong weapon against the guardian, it felt like a total waste of my time.

Furthermore if a game has to resort to weapon durability as a mechanic to encourage players to experiment with their weapons then they have failed and could have easily found a better way of doing that by having that certain enemies are easier to defeat with the right weapons.

As for the second part of the video, yeah there's no excuse in attacking someone because they don't share the same feeling about the game as you did. It's childish, pathetic and gives the fan base a bad name though Jim did acknowledge that those people don't speak for the whole fan base and that it isn't mutually exclusive to one fan base.
 

Spukc

always chasing the next thrill
The reason weapons break is cause you have different areas.
Being able to walk anywhere. You could fetch a weapon from a difficult area,
And after that basically faceroll all over the lower level parts.
A weapon breaking keeps you from doing it.
And it balances the difficulty.
Better weapons in harder areas.
It is a game design you hate at first but completely understand later on.

I can't even imagine zelda without this gameplay element.
Somehow looting weapons from enemies is really satisfying.
Also the fact that you are showered in weapons make this an non issue.

here are some weapon spoilers if you cant live with this fact.
there are weapons in the game that can be fixed and a weapon that only semi breaks and fixes itself.
 

Lanrutcon

Member
10 out of 10 has never meant perfect otherwise there's no point in even using a 10 point scale.

It really doesn't make sense to me, but if 10/10 just means "it's the best X we have atm" and not "this is a flawless game" then I'll admit I was wrong.

But since the people actually making those scores on their own scale invented their own individual scales, maybe you should interpret them how they intended them to be instead of applying your own scale?

I'll do that then. But if every score is based on a completely difference scale with completely different interpretations then why does a 7/10 matter then? It might as well be red/bunnies or Jim's Interpretive Dance Collection/2.
 

Mohonky

Member
He has an excellent point.

How is Zelda Breath of the Wild a 10/10 game if it features a fragility system like it does?

No, he has an objectively incorrect point.

Consider the game design; it's a massively open world. You will come back and revisit areas as you explore. Due to the nature of game design and the way you start out, your enemies are weaker and brandish weaker weapons than the more resilient enemies you'll encounter in other areas of the map as you explore further.

Weapon breakage acts as a dynamic scaling to the difficulty of enemy encounters. When you defeat more difficult enemies who wield more powerful powerful weapons, you are now effectively on the same footing as the enemies you are encountering in that area by having a weapon of equal capability. This doesn't happen drastically, as you move from one area to the next, the enemies slowly become more powerful, as do the weapons you find, so you are never hopelessly underpowered. The important thing here is also that you are never ridiculously overpowered either. If weapons didn't break, or you could simply repair them, then you would end up with an arsenal of high powered weapons that would simply destroy enemies easily as you venture back to areas of the game where lower level enemies with lower tier weapons exist, thus negating any perceivable challenge in revising areas.

What you find instead, is you keep a few high power weapons for areas when you know you'll venture into areas with high level enemies and use lower power weapons in areas with lower level enemies because weapons capable of defeating those enemies will remain in abundance.

It's a balancing act that prevents encounters from every being too difficult or too easy.

There's nothing wrong with people not liking any game for whatever reason. If people don't like this system, that's fine too, but it's implemented for a reason.

What is irking about Jim is his shouty, "I'm fucking right, this is never fun and fuck everyone else who didn't pick up on it." It's his usual shtick of being a pompous self righteous ass. He doesn't discuss or court any form of discussion, he simply talks down on anything he doesn't agree with or like and this is just his way of presenting things. As a 'journalist' the entire point is that you look at all angles. Jim could never see far enough past his need to jump on the subject and turn it into another one of his little tirades to actually consider the implementation of the system.

It's ok to not like it, but he makes a clear statement about the system that is extremely one dimensional. Some of his rants come across as justifiable, but on the whole I find the guy hard to take seriously when his ego gets out of control and his pulling his authoritarian rants on how everyone else is wrong. I'm sure many teenagers and some young adults find his sweary anti-establishment rants amusing, those of us that grew up just find it immature and boorish.
 
I'll do that then. But if every score is based on a completely difference scale with completely different interpretations then why does a 7/10 matter then? It might as well be red/bunnies or Jim's Interpretive Dance Collection/2.

A 7/10 only matters because people have a weird investment in seeing something they enjoy receive praise by people they don't know or care about.
 
Maybe dpad down should have been a quick menu for foods. I found the inventory standard. I liked that I could auto organize outfits.

What bothers me is the scrolling though pages of food, materials etc to get to the section i need. Makes me not bother to switch for the unique armor bonuses as much as I'd like too. Not a huge problem, just a minor annoyance all Zelda games have had to some extent.
 

SomTervo

Member
There's also no point in using a 10 point scale if no game can ever possibly get a 10/10.

Every single game ever made and every game that will ever be made has flaws. No game is ever, ever going to be truly perfect.

There is literally one outlet that does do this, iirc. A German one - they have never given a 10/10 in their long history. (Zelda got 9 which is super rare.)

It's best to imagine review scores like recommendations of purchase.

"Should i buy this game?"

"10/10, yes you should"

Like an absolute 100% recommendation.
 

A.J.

Banned
I'm pretty half and half on the weapon durability. He should have made a video on the rain stopping your climbing. A much more frustrating mechanic.
 

hank_tree

Member
The reason weapons break is cause you have different areas.
Being able to walk anywhere. You could fetch a weapon from a difficult area,
And after that basically faceroll all over the lower level parts.
A weapon breaking keeps you from doing it.
And it balances the difficulty.
Better weapons in harder areas.
It is a game design you hate at first but completely understand later on.

I can't even imagine zelda without this gameplay element.
Somehow looting weapons from enemies is really satisfying.
Also the fact that you are showered in weapons make this an non issue.

here are some weapon spoilers if you cant live with this fact.
there are weapons in the game that can be fixed and a weapon that only semi breaks and fixes itself.

This has been covered. The weapons that can be repaired have such a high cost that it's basically worthless.

Also there's a tonne of other ways to manage the difficulty scaling.
 

Hasney

Member
I'll do that then. But if every score is based on a completely difference scale with completely different interpretations then why does a 7/10 matter then? It might as well be red/bunnies or Jim's Interpretive Dance Collection/2.

It shouldn't as long as the vibe of the text in the review actually goes along with it and this one pretty much does. I don't agree with his opinion on the game, but I'm certainly not shouting that he's wrong either like some crazy folk have been. At the end of the day, all reviews are 100% subjective opinion and he found things that stopped him from having fun where I and it seems other reviewers didn't.
 

NotLiquid

Member
I like it when nightfall happens and enemies go to sleep, leaving their weapons far away at a distance.

I can sneakstrike enemies for easy kills, still have time to kill them while they're running for their weapons if I accidentally wake them up, or I can just sneak in and steal their weapons with them being none the wiser for it.
 

Totakeke

Member
I did a moderate test of strength and I lost a weapon while doing that and I picked up a cool guardian ax and not long after I found a Major test of strength shrine and I went and did, my swanky brand new guardian ax broke during the fight and I wasn't too happy about that as I worked hard to get it in the first place and instead of it being a reward the games decides to punish me for using a strong weapon against the guardian, it felt like a total waste of my time.

Load a save file. Seriously.

What if I used a potion during my fight and I failed? Total waste of time? What?

If you won you would have gotten way better weapons.
 

SomTervo

Member
What bothers me is the scrolling though pages of food, materials etc to get to the section i need. Makes me not bother to switch for the unique armor bonuses as much as I'd like too. Not a huge problem, just a minor annoyance all Zelda games have had to some extent.

This is annoying. I see no problem with swapping weapons, shields, bows and arrows - but dropping shields and bows needs a button, and scrolling through all the materials/items gets tiring.
 

Tomeru

Member
The reason weapons break is cause you have different areas.
Being able to walk anywhere. You could fetch a weapon from a difficult area,
And after that basically faceroll all over the lower level parts.
A weapon breaking keeps you from doing it.
And it balances the difficulty.
Better weapons in harder areas.
It is a game design you hate at first but completely understand later on.

I can't even imagine zelda without this gameplay element.
Somehow looting weapons from enemies is really satisfying.
Also the fact that you are showered in weapons make this an non issue.

here are some weapon spoilers if you cant live with this fact.
there are weapons in the game that can be fixed and a weapon that only semi breaks and fixes itself.

That is a weak argument for it if I ever heard one. The better design choice would've been to let enemy lvl scale with yours. That way, the loot would mean much more than it does. Also, the reason you are showered with weapons is because they break easily, not the other way around.
 

Spukc

always chasing the next thrill
This has been covered. The weapons that can be repaired have such a high cost that it's basically worthless.

Also there's a tonne of other ways to manage the difficulty scaling.
i suggest you to actually continue playing the game before saying this.
It is rather easy.
 

Nepenthe

Member
I'll do that then. But if every score is based on a completely difference scale with completely different interpretations then why does a 7/10 matter then? It might as well be red/bunnies or Jim's Interpretive Dance Collection/2.

The same reason the 9s and 10s mattered to people who were invested in seeing the game not do as well for whatever reason, the same people who keep insisting that this game never would've gotten the acclaim had it been an original franchise because I guess Zelda just can't be good?
 

jariw

Member
You literally cannot change weapons without pausing, what are you talking about? Running away literally changes nothing, and would still interrupt the flow of combat? It's a sting on immersion because the entire game world literally stops while you are forced to pick something new to work with, which breaks the flow of combat and just feels janky and bad - at least, in every single game I've ever played, so maybe Zelda is miraculously somehow different and it feels natural for the enemies to stop moving while you do some quick inventory management, who knows.

It's something that could be easily fixed by just having the game auto swap you to your next weapon in your inventory if your current one broke, ooooorrrr I dunno, maybe making weapons slightly more durable so that you don't have to worry about them breaking on you while you're in the middle of fighting a bokoblin?

During all the hours I have played the game, I have almost never encountered what you're describing.

If you're in a bokoblin camp/encounter, there are usually loads of weapons lying around, or the bokoblin has a weapon.
If you hit a bokoblin and the weapon break, the bokoblin usually drops its weapon from the impact. So it's just to run and pick up and grab that weapon most of the time.

There's no requirement to stop and switch to another weapon. Link runs faster than the bokoblin. Link can run and get a new weapon nearby easily.
 
The reason weapons break is cause you have different areas.
Being able to walk anywhere. You could fetch a weapon from a difficult area,
And after that basically faceroll all over the lower level parts.
A weapon breaking keeps you from doing it.
And it balances the difficulty.
Better weapons in harder areas.
It is a game design you hate at first but completely understand later on.

I can't even imagine zelda without this gameplay element.
Somehow looting weapons from enemies is really satisfying.
Also the fact that you are showered in weapons make this an non issue.

here are some weapon spoilers if you cant live with this fact.
there are weapons in the game that can be fixed and a weapon that only semi breaks and fixes itself.

seems like a more rewarding system than something like Oblivion (or a lesser extent Skyrim) where enemies just scaled to match your level.
 

AESplusF

Member
Souls doesn't drop weapons every enemy encounter.
Yeah but it's not Souls, and is balanced around adventure and loot progression, so that's fine.
True, but it does dampen the classic excitement of finding new weapons, not to mention it's really not ideal to be pausing the game during action combat imo.
You're welcome to think that, I am no big fan of it either, however the points that speak for it are still valid and it was the game designers decision to make it so. You won't be able to change that by complaining, so how about trying to work with the system as is and use other stuff than just melee weapons, I said it already: Boomerangs and Bows don't break that easily, Link changed quite a bit compared to the other Zelda games and he has incredibly powerful tools at his disposal with the slate, why not use them instead of only going melee?
It's a criticism, I'm pretty sure that's an acceptable thing to do, I'm not going to bitch and moan about that issue all day because BOTW has plenty of brilliant design choices, especially stasis.
 

Lanrutcon

Member
It shouldn't as long as the vibe of the text in the review actually goes along with it and this one pretty much does. I don't agree with his opinion on the game, but I'm certainly not shouting that he's wrong either like some crazy folk have been. At the end of the day, all reviews are 100% subjective opinion and he found things that stopped him from having fun where I and it seems other reviewers didn't.

You are probably the most level-headed son of a bitch in this thread.

You should probably leave before the rest of us drag you down :/
 

Wallach

Member
i suggest you to actually continue playing the game before saying this.
It is rather easy.

Yeah... it's not an issue of them being expensive at all. It's not convenient for sure, which I think was super intentional. But if they would allow it I would have walked out of a town with an entire inventory of those weapons.
 

atr0cious

Member
Jim Sterling has always laid out his points in the Jimquisition in a clear,concise and critical manner. Sure he hams it up for some giggles but the dude understands games critique. The people saying hes being controversial for clicks are way off the mark. I'm not a huge fan of weapon durability but if it is implemented properly, as with any system, it can work. I haven't played BoTW so I can't comment there.
He does when it comes to consumer issues, but in this review he apparently didn't even know shrines show up on the map. All of his gameplay complaints could be boiled down to "think harder" and then he'd complain he shouldn't have to.
 

Spukc

always chasing the next thrill
That is a weak argument for it if I ever heard one. The better design choice would've been to let enemy lvl scale with yours. That way, the loot would mean much more than it does. Also, the reason you are showered with weapons is because they break easily, not the other way around.

i am pretty sure nintendo took a real good look at your idea.
But somehow they went for item durability.
Seems rather silly to ignore this amazing game only to this "mistake"
 

NotLiquid

Member
That is a weak argument for it if I ever heard one. The better design choice would've been to let enemy lvl scale with yours. That way, the loot would mean much more than it does. Also, the reason you are showered with weapons is because they break easily, not the other way around.

Scale with what, health? Your current inventory?

That's kinda silly. That defeats the purpose of improving your character and getting better stuff in the first place, and it also removes the schadenfreude of getting rid of lower level mobs easily when they show up since higher tier weapons degrade slower on lower tier enemies.
 

CronoShot

Member
This has been covered. The weapons that can be repaired have such a high cost that it's basically worthless.

Also there's a tonne of other ways to manage the difficulty scaling.
I would like to hear them.

Also keep in mind the open world design. You can go anywhere on the map almost immediately after you start.
 
This is the most fun combat system Zelda has had, though skyward sword did great with it's motion controls. Actually having to think outside of mashing a button, having to recognize what weapon both you and the enemy are using and what attacks are possible with both. Do you go for a quick fight with big damage while sacrificing defense, take a shield and go for parries, or use a spear and get quick damage at a distance. Even dark souls, it's just about rolling through the attack and managing stamina, especially since you can hold onto the same weapon the entire time, to ensure max efficiency.

If you don't want to do all that, cool, but that's on you, not the game.

You could use that excuse for any game review. Any reviewer could criticize any mechanic for being 'bad', score it accordingly, and then you could dismiss the reasoning behind that criticism as being 'the player's fault for not enjoying it', since it was an intentional part of the game design.

For example, say a game doesn't allow saving but once every hour. A reviewer notes how obnoxious that is and how it isn't fun, scores it 7/10. But then you could say, that mechanic is intentional. The game is much more intense that way, causing the player to make decisions based on making it to the next checkpoint.
 

MTC100

Banned
I guess no one likes the prospect of their favorite weapon dying on them while fighting, I really hated the way the swords and armor were damaged in the Witcher 3, it was just a bore to have those stupid repair kits in your inventory at all times or to visit a town to get the stuff repaired. Sure, you've gotten swords left an right from humans you'd slay along your way however they rarely had good weapons with them, that on the other hand were essential to survive in this game on a moderate difficulty setting.

In BotW there are differences that actually benefit the overall gameplay. You can't repair your weapons everywhere or even on the go, once they're busted they are busted for good(most of the time). There is one major difference to the loot compared to the witcher however, that is making this system the better one: The stuff you loot from your enemies is actually pretty good most of the time and adequately tuned for the enemies you face in that area. You never feel helpless or weak only because your favorite sword is heavily damaged and all you could loot from your enemies are incredibly weak weapons that just doesn't cut it(literally).

Nintendo managed to put something in that is upsetting gamers but at the same time challenging them to rethink the way they play the game.
 
I like the system. Keeps me on my toes having to find new weapons and not get too settled with the ones I have. It also has the risk reward on good weapons. Do I use them now or wait till I might need it later. Without durability you would just be able to make the easy decision to use your best weapon constantly.
 

Lindsay

Dot Hacked
Dude, the quick menu in BotW often lasts literally less than a second. It's a miniscule pause.

Come back to the thread when you've played the goddamn game.
Do I need ta play the new Zelda to post in this thread?

Weapon Durability, Fanbase Fragility (Mar. 13th, 2017)
At least half of the thread title and video posted in the OP is in regards to weapon durability in games in general. I posted earlier about the few games I'd encountered this gameplay mechanic in an how I didn't like it. No one should have to have played every game with that mechanic in order to discuss it in a thread about it.

Anyhow less then a second is still longer then not at all. Real time weapon switching or even assigning weapons/items to say the d-pad has kinda been a thing for awhile now. Phantasy Star Online had a quick weapon/item select menu alllll the way back in 2000 on the now ancient Dreamycast tech. The action didn't pause, you were expected to evade baddies while you menu'd. In addition you could assign different attacks/items to 3 face buttons, and then R should+ the 3 face buttons for a total of 6, again all in real time. Shining Soul on the piddly lil GBA in 2002 let ya assign 3 weapons the the L should button and 3 items to the R shoulder button an let ya cycle through 'em in real time with no pause in the action. I dunno. Maybe all that can be said is that Sega (and many others) really does what Nintendon't?

They're different games using very different systems. It might annoy you, it might not, but you wont know until you actually play it.

Based on your posts though, I doubt you'll go into it wanting to like it, and it might just not be for you.
Theres stuff even in my favorite games that annoy me so its likely this would. Enough to make me not have fun? Prolly not on its own, but the general Zelda trappings, the open world, an who knows what else possibly would. Sadly(?) I'm in no position ta drop $400+ to see if I'm right or wrong. An even if I do get a Switch someday, with the way Nintendo game prices never go down I prolly wouldn't drop $60 to find out either.

enemies do scale with you
In BotW? Ya, then its totally not a game for me.
 

SamNW

Member
All of his gameplay complaints could be boiled down to "think harder" and then he'd complain he shouldn't have to.
His complaints about weapon durability, just as an example, cannot be boiled down to "think harder." They can be boiled down to "Jim doesn't like this system in general, and particularly dislikes the way it's implemented here."
 

SomTervo

Member
I like it when nightfall happens and enemies go to sleep, leaving their weapons far away at a distance.

I can sneakstrike enemies for easy kills, still have time to kill them while they're running for their weapons if I accidentally wake them up, or I can just sneak in and steal their weapons with them being none the wiser for it.

Yep, this is great, and again it's emergent balancing.

No weapons to fight with? Sleep until night, steel weapons from bad guys.

Get bloody creative.
 

jariw

Member
Furthermore if a game has to resort to weapon durability as a mechanic to encourage players to experiment with their weapons then they have failed and could have easily found a better way of doing that by having that certain enemies are easier to defeat with the right weapons.

The game already does that.

In BotW? Ya, then its totally not a game for me.

According to the Prima guide, the enemies scales with the number of kills. Being a pacifist will not scale enemies.
 

SomTervo

Member
This has been covered. The weapons that can be repaired have such a high cost that it's basically worthless.

Also there's a tonne of other ways to manage the difficulty scaling.

It's not just difficulty though. It's also encouraging players to use different weapons, use runes, use the environment, use stealth; to PLAY more, which is the point
 

Spukc

always chasing the next thrill
Yep, this is great, and again it's emergent balancing.

No weapons to fight with? Sleep until night, steel weapons from bad guys.

Get bloody creative.
I am so trying this.
Every damn play session i learn something new.
This game truly is one of the best.
 
You could use that excuse for any game review. Any reviewer could criticize any mechanic for being 'bad', score it accordingly, and then you could dismiss the reasoning behind that criticism as being 'the player's fault for not enjoying it', since it was an intentional part of the game design.

For example, say a game doesn't allow saving but once every hour. A reviewer notes how obnoxious that is and how it isn't fun, scores it 7/10. But then you could say, that mechanic is intentional. The game is much more intense that way, causing the player to make decisions based on making it to the next checkpoint.

That's not what that poster is saying. He or she enjoyed the mechanic. The vast majority of reviewers either did or were not overly bothered by it. Hence, the near universal critical acclaim.

In your hypothetical, the reviewer (assuming honest intent) would not be wrong for liking such a ludicrous save system, but they would almost certainly be in the smallest of minorities. Most would probably be safe in disregarding his or her opinion on the system, like with Jim's hardline distaste for Zelda's weapon durability.
 
Then we interpret the scores completely differently.
Yes, you do. As does every site that does scores. A 10/10, 5/5, etc. is merely the highest score a site can give. It means whatever their ranking says it means

"Masterpiece", "Essential", "10s aren't perfect since nothing is but they come as close as you could get in a given genre"
And so on

It doesn't, and never has, mean the game is perfect
 

Parshias7

Member
Any time I hear someone talk about their "favorite weapon" in BotW I get the same feeling I get when people complain about Mario Kart rosters.

They're just freaking skins, man!
 

Big0Bear

Member
I think that if this wasn't Nintendo people would be much more critical. The game is fun but not perfect. You have a giant world you can walk to anywhere you see other games have done this.

I'm waiting for Nintendo to finally make a black main ( someone who can appear in smash) character or....a black link but sadly both will probably never happen.
 

SomTervo

Member
Do I need ta play the new Zelda to post in this thread?


At least half of the thread title and video posted in the OP is in regards to weapon durability in games in general. I posted earlier about the few games I'd encountered this gameplay mechanic in an how I didn't like it. No one should have to have played every game with that mechanic in order to discuss it in a thread about it.

Anyhow less then a second is still longer then not at all. Real time weapon switching or even assigning weapons/items to say the d-pad has kinda been a thing for awhile now. Phantasy Star Online had a quick weapon/item select menu alllll the way back in 2000 on the now ancient Dreamycast tech. The action didn't pause, you were expected to evade baddies while you menu'd. In addition you could assign different attacks/items to 3 face buttons, and then R should+ the 3 face buttons for a total of 6, again all in real time. Shining Soul on the piddly lil GBA in 2002 let ya assign 3 weapons the the L should button and 3 items to the R shoulder button an let ya cycle through 'em in real time with no pause in the action. I dunno. Maybe all that can be said is that Sega (and many others) really does what Nintendon't?


Theres stuff even in my favorite games that annoy me so its likely this would. Enough to make me not have fun? Prolly not on its own, but the general Zelda trappings, the open world, an who knows what else possibly would. Sadly(?) I'm in no position ta drop $400+ to see if I'm right or wrong. An even if I do get a Switch someday, with the way Nintendo game prices never go down I prolly wouldn't drop $60 to find out either.


In BotW? Ya, then its totally not a game for me.

Your criticism was about Zelda's system, evidently. So i met you on those grounds. Goal posts are moving here.

My statement about playing the goddamn game was that your can't really understand the nuances or how well balanced the system is until you've played it. There is literally NOT another game that handles durability like this, particularly in terms of how it's balanced/integrated with the world.

And why does everyone keep moving the goal posts to include the weapon switching system? It's fucking nothing. A non issue. It's irrelevant to weapon durability.
 
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