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The Legend of Zelda: Breath of the Wild |OT2| It's 98 All Over Again

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So, I finished Zelda: Breath of the Wild today and I had some fun, but I have already played better games.

I like the free open world, where you can go wherever you like. But after some time I just didn't have enough motivation to explore it, because there is not much to explore. The world is huge, but quite empty and repetitive. You only get to see some enemy camps, but they aren't a huge challenge and after some time I just went by, because they weren't worth the effort.

Why? Because of this stupid weapon durability. I don't have an issue with weapons that degrade after some time like in The Witcher 3. But here the weapons break constantly, which is annoying, because you always need a replacement. But it's even more annoying when you go out of weapons during a bossfight and can't fight on. Even bows are breaking, because you are shooting arrows. During the water dungeon bossfight I ran out of arrows, which made the boss a HUGE pain in the ass.

The combat system is ok, but nothing special. IMHO a good evading system is missing. The current one is not good enough and only usable in boss fights. In normal fights it's just not that helpful. And even at the end, when I had 16 hearts some normal mobs could kill you with 1-2 hits. What the fuck? Why do I even care to collect hearts then?

The story itself is also not good, it's just the usual Zelda-story, which is maybe good for a Zelda game. But most other games have much better stories, especially because Link is just a hollow puppet without emotions.

All in all I had fun with it, because the freedom is really nice. But after some time I grew tired of it, because the game is not giving enough reasons to explore the world. Add to that the boring story, the stupid weapon system and the improvable fighting system and you get a game which is quite good, but IMHO nothing special.

7,5 / 10
enlighten us
 
enlighten us

Horizon: Zero Dawn, Yakuza 0 or Kingdom Hearts 2.8 Final Chapter Prologue just to name a few that I played recently. Going back a little further also games like The Witcher 3 come to my mind or the first Mass Effect.

It's just my opinion, if you like the game more, it's fine
 

Speely

Banned
Just wandering and gathering materials for set upgrades and hunting dragons and lynels all night was SO fun. Having opened up the entire map, going back through and finding stuff along the way was extremely satisfying. Lots of updated/stronger enemies that surprised me and I finally got into a
Molduga
fight... Whew. Really fun.

What started as a simple hunt for ingredients quickly escalated into a really good adventure. I am still in awe of how well this game can make that happen.
 
It's been over a week since I finished the game and I still can't put it down. After 95 hours I'm discovering new areas, including a stable I had never seen, new special types of horses, new shrines, new weapons, new quests, new everything.

I'm now doing side quests and discovering shrines along the way.


One of the few games in my lifetime, where I wish I could erase from my memory and discover all over again.
 

jariw

Member
I like the free open world, where you can go wherever you like. But after some time I just didn't have enough motivation to explore it, because there is not much to explore.

OK. The more I play, the more I find. I'm 130+ hours now. Still not above 300 kook seeds, and lots of remaining side quests.
 

Charamiwa

Banned
Guys if you're like me and spent most of your travels climbing and paragliding, I suggest for end game stuff that you start taking your horse and follow the roads more. I've been rediscovering the map that way. Yesterday I took my horse through Faron Woods all the way down to Lurelin Village and it was so cool, the road through the jungle is great and you can really appreciate the handcrafted world.

As a bonus I also make campfires on the side of the road when night or rain comes, I cook the stuff I just caught... I'm really trying to play differently to appreciate the world even more and bring it back to a human scale. When you're constantly in the air flying from a point to another you can lose a bit of that.
 

Zedark

Member
Guys if you're like me and spent most of your travels climbing and paragliding, I suggest for end game stuff that you start taking your horse and follow the roads more. I've been rediscovering the map that way. Yesterday I took my horse through Faron Woods all the way down to Lurelin Village and it was so cool, the road through the jungle is great and you can really appreciate the handcrafted world.

I agree, I took a stroll through Faron woods yesterday for fun, and it really struck me how different the game feels when you stay on the roads as opposed to climbing every mountain you see. I definitely is a nice change of pace, and I even discovered new locations (just a
stable
, but still nice to find) by sticking to the roads.
 
So, I finished Zelda: Breath of the Wild today and I had some fun, but I have already played better games.

I like the free open world, where you can go wherever you like. But after some time I just didn't have enough motivation to explore it, because there is not much to explore. The world is huge, but quite empty and repetitive. You only get to see some enemy camps, but they aren't a huge challenge and after some time I just went by, because they weren't worth the effort.

Why? Because of this stupid weapon durability. I don't have an issue with weapons that degrade after some time like in The Witcher 3. But here the weapons break constantly, which is annoying, because you always need a replacement. But it's even more annoying when you go out of weapons during a bossfight and can't fight on. Even bows are breaking, because you are shooting arrows. During the water dungeon bossfight I ran out of arrows, which made the boss a HUGE pain in the ass.

The combat system is ok, but nothing special. IMHO a good evading system is missing. The current one is not good enough and only usable in boss fights. In normal fights it's just not that helpful. And even at the end, when I had 16 hearts some normal mobs could kill you with 1-2 hits. What the fuck? Why do I even care to collect hearts then?

The story itself is also not good, it's just the usual Zelda-story, which is maybe good for a Zelda game. But most other games have much better stories, especially because Link is just a hollow puppet without emotions.

All in all I had fun with it, because the freedom is really nice. But after some time I grew tired of it, because the game is not giving enough reasons to explore the world. Add to that the boring story, the stupid weapon system and the improvable fighting system and you get a game which is quite good, but IMHO nothing special.

7,5 / 10

Man, couldn't disagree more. I think exploration is constantly rewarded and the open world is the best in gaming. Just navigating it is fun due to the excellent mechanics, but there is always something to discover. Towns, ruins, shrines, towers, mini-bosses, Koroks, memories, mazes, special islands and woods, enemy camps, giant skeletons, mini-games like Shockball, marches, different environmental conditions etc. For someone who dislikes almost every open world game (GTA, Witcher, almost everything from Ubi) due to the lack of worthwile exploration, interactivity and adventuring, BotW is a godsend.
The fact that the game never forces you to do anything and basically everything is up to you, not just in exploring but also in the way you tackle problems, is liberating.
Maybe at the expense of a complex story, but Zelda never had those and the game doesn't need one. I like that the story supports the open-ended gameplay, instead of forcing you to go there and there because the story dictates it and forces you to watch tons of cut-scenes.
Combat is fine, probably the best it's ever been for a Zelda game with more agressive enemies, a dodge and parry system that works perfectly fine, cool powers that can manipulate the world at any given time and turn the combat into a sandbox as well and a ton of weapons and armours. As for the weapon-breaking, again I don't really get the problems. Some weapons are sturdy as hell, there's always other weapons in your inventory or enemy weapons to pick up, arrows can be bought at multiple spots so you can have tons and I just find it a ton of fun to switch (no pun intended) tactics on the fly. I also like the throw a broken weapon to do extra damage mechanic, it's a clever touch.
They're probably gonna remove it in the next game due to the whining and I'd be sad to see it go.

A score of 7.5 for such a masterful game seems so low to me that I'm really curious to find out which games are ten out of tens to you.
 

random25

Member
So since the durability system is so divisive, I think I've got some ideas on how to make it far more palatable rather than replace it entirely. The way I see it, it's basically necessary to make this game as open as it is without making the game a full RPG with stats and shit but not breakable by simply going to Hyrule Castle and grabbing the best weapon there.


  1. Implement certain needed QoL improvements such as being able to compare and replace weapons after opening a chest, and radial menus for switching equipment. This is one area I'm legitimately shocked that the devs overlooked.
  2. Start Link off with a "Hero's Sword" and a "Hero's Bow", both of which don't break in any fashion, but the downside is that they both start with 1 attack power. This essentially makes them emergency weapons. The upside is, however, you can upgrade them by collecting a certain number of special collectables littered around the world, mainly through chests in enemy camps and generally exploring the world, but more rarely in shrines. You can eventually max them out to the point where they render most weapons obsolete, but that will take quite a while. Fortunately, acquiring them all would probably also be easier than getting all the shrines. They can also be customised in terms of looks as you go, so you can make your sword and bow look fucking rad if you want.
  3. Champion
    weapons acquired from
    completing dungeons
    are technically 'unbreakable' but they require a lengthy recharge after enough uses
    like the Master Sword
    . A reasonable compromise, I think, in terms of making them more 'special' and more used while simultaneously making players unable to rely on them all the time.
  4. Link can also collect 'weapon mods' that can be used to upgrade the durability and attack power of lower-ranked weapons. They can't be removed once attached, but they return to your inventory when the weapon breaks, with the caveat that you can't equip them to another weapon for a decent amount of time.
  5. Certain tools like torches and sledgehammers have their own inventory slots, but are also functionally useless as weapons outside of outside the box thinking. They mainly exist to facilitate creative gameplay and certain non-combat purposes.

It's not perfect, but I think it'll make it easier to make players think of breakable weapons as 'disposable' rather than stuff they need to hang onto. While it also does add to the number of collectables, it also ensures that camps with chests are something players are more inclined to raid.

Maybe this thing and other potential ideas to improve/replace the durability system deserve their own thread.

I feel like the weapon durability is a problem for some players in this game because it takes them out of "traditional combat" wherein when you see a group of enemies you just draw your sword and shield and start swinging like how combat system works in most action games. I personally don't see a problem with the weapon durability system because of a lot of reasons that the game itself offers to the player.

I'll agree with these points you mentioned:
- QoL improvements. The most necessary would be to easily remove shields and bows to the inventory especially when you want to pick something new and the inventory is full. It's easy for the weapon because you can mostly discard them by throwing, but a similar system should also be there.
- Weapon mods, but different from what you have in mind. I think that system introduces a certain complexity which can be time consuming in terms mixing and matching mods. What I think instead is to permanently infuse stuff to add buffs like what you'll get late in the game. Think of it like "cooking the gear" that adds buffs like durability up or attack up to a weapon, but once upgraded you can not upgrade it again. Just needs a little commitment from the player since upgrades and materials for upgrades cannot be taken back.

I disagree with the other points:
- A Hero's Sword is basically the
Master Sword
but with unlimited durability instead. You'll start to stop bothering with other weapons once a weapon that good and does not break is in your inventory. Why even have a weapon inventory if you already have that good of a weapon in the first place? Same thing with a Hero's Bow.
-
Champion's Weapons
can be pretty much re-crafted anyway. Many think that the requirements for re-crafting those are "expensive" but they are easily obtainable. The required base weapon just exists on that region (sometimes just within the village), diamonds can be obtained by various means and flint/wood is pretty much everywhere. Besides, the village chiefs are pretty much right when they say "you already have a cool-looking
Master Sword
so you may not have use for these weapons anyway." They are also outclassed by various weapons in the game, particularly the
"savage" lynel gears
, so while they are special at the beginning, they just tend to end up as house decorations once you get better stuff.
- Both torches and sledgehammers, while having a special utility, are still effective weapons, so I don't really see the need for them to be in a separate category. A burning torch is as useful as a fire rod with just a limited range and a sledgehammer can destroy a Talus easily. They still have their substitutes anyway so you can live without them, but they are pretty handy so it adds some strategy to your inventory management.
 
I really don't know what you guys are doing to have weapon durability or lack of arrows be an issue. I'm not taking special care for any of those two things and I always have so many options available to me, in fact my weapon set just keeps getting larger and better all the time. I really do think that most people having issues with this game's stamina or durability systems must be playing this game wrong or just suck and burn through their stuff too quickly.
 

Firemind

Member
OK. The more I play, the more I find. I'm 130+ hours now. Still not above 300 kook seeds, and lots of remaining side quests.
The problem is that the koroks aren't meaningful rewards at some point when it requires 20+ for an upgrade. Spirit orbs are basically heart pieces that require too much hassle depending on the shrine. Some puzzles just aren't clever and you'd wish the shrines were more integrated into the world instead. Some of them are thankfully which are usually the more clever ones too. Some even are character driven like the Kakariko orb quest. I like that they've given variety to the shrines but I would have liked more of these. Most shrines are just dull.
 

Zedark

Member
I feel like the weapon durability is a problem for some players in this game because it takes them out of "traditional combat" wherein when you see a group of enemies you just draw your sword and shield and start swinging like how combat system works in most action games. I personally don't see a problem with the weapon durability system because of a lot of reasons that the game itself offers to the player.

I'll agree with these points you mentioned:
- QoL improvements. The most necessary would be to easily remove shields and bows to the inventory especially when you want to pick something new and the inventory is full. It's easy for the weapon because you can mostly discard them by throwing, but a similar system should also be there.
- Weapon mods, but different from what you have in mind. I think that system introduces a certain complexity which can be time consuming in terms mixing and matching mods. What I think instead is to permanently infuse stuff to add buffs like what you'll get late in the game. Think of it like "cooking the gear" that adds buffs like durability up or attack up to a weapon, but once upgraded you can not upgrade it again. Just needs a little commitment from the player since upgrades and materials for upgrades cannot be taken back.

I disagree with the other points:
- A Hero's Sword is basically the
Master Sword
but with unlimited durability instead. You'll start to stop bothering with other weapons once a weapon that good and does not break is in your inventory. Why even have a weapon inventory if you already have that good of a weapon in the first place? Same thing with a Hero's Bow.
-
Champion's Weapons
can be pretty much re-crafted anyway. Many think that the requirements for re-crafting those are "expensive" but they are easily obtainable. The required base weapon just exists on that region (sometimes just within the village), diamonds can be obtained by various means and flint/wood is pretty much everywhere. Besides, the village chiefs are pretty much right when they say "you already have a cool-looking
Master Sword
so you may not have use for these weapons anyway." They are also outclassed by various weapons in the game, particularly the
"savage" lynel gears
, so while they are special at the beginning, they just tend to end up as house decorations once you get better stuff.
- Both torches and sledgehammers, while having a special utility, are still effective weapons, so I don't really see the need for them to be in a separate category. A burning torch is as useful as a fire rod with just a limited range and a sledgehammer can destroy a Talus easily. They still have their substitutes anyway so you can live without them, but they are pretty handy so it adds some strategy to your inventory management.

I agree with this analysis. I found that the weapon durability pushed me to vary my weapon usage, and I never felt it was unfair or really hindering my gameplay. Besides, in my playthrough I kept having an embarrasment of riches in terms of new weapons: I often had multiple powerful weapons and I had to choose to drop one in order to hold the stronger one.
 
I definitely like |OT3| Your Free Time Is Badly Damaged

It works because it's a great game with a very annoying flaw that should have attention drawn to it imo. Nothing Stops This Rain is fantastic too and probably a better title in itself, but rain (while absolutely annoying) wasn't as big of an issue as the weapon durability.
 

Dryk

Member
I really don't know what you guys are doing to have weapon durability or lack of arrows be an issue. I'm not taking special care for any of those two things and I always have so many options available to me, in fact my weapon set just keeps getting larger and better all the time. I really do think that most people having issues with this game's stamina or durability systems must be playing this game wrong or just suck and burn through their stuff too quickly.
The way the game seems to be set up, the standard
Traveller/Soldier/Knight/Royal
sets are literally everywhere and deviations from that are rare treats. My inventory at the moment is a
Great Thunderblade, 4 Royal Claymores and 14 Royal Broadswords
. Bows and shields are similar.
 

jariw

Member
The problem is that the koroks aren't meaningful rewards at some point when it requires 20+ for an upgrade. Spirit orbs are basically heart pieces that require too much hassle depending on the shrine. Some puzzles just aren't clever and you'd wish the shrines were more integrated into the world instead. Some of them are thankfully which are usually the more clever ones too. Some even are character driven like the Kakariko orb quest. I like that they've shaken up the shrines but I would have liked more of these. Most shrines are just dull.

Personally, I don't play BotW for the rewards themselves.

The reward for me in BotW is discovery. I play it for the fun of finding hard-to get shrines and new variations of the Korok seeds puzzles. I'm currently "collecting" 45 Korok seed for a new Meele slot, and that's fun since I can grab the Korok seeds whenever I discover them.

I also have more than 30000 rupees that I want to find things to spend them on. I will still do the side quests, because they generally let me discover new things or new fun NPCs. Not for the rupee rewards.

I agree about the shrines themselves. Often, I find the shrine quests much better than the shrines. There are a quite a few Major Tests of Strengths shrines that I have saved for a later session. Will try to complete them with different kind of approaches.
 

Majukun

Member
So since the durability system is so divisive, I think I've got some ideas on how to make it far more palatable rather than replace it entirely. The way I see it, it's basically necessary to make this game as open as it is without making the game a full RPG with stats and shit but not breakable by simply going to Hyrule Castle and grabbing the best weapon there.


  1. Implement certain needed QoL improvements such as being able to compare and replace weapons after opening a chest, and radial menus for switching equipment. This is one area I'm legitimately shocked that the devs overlooked.
  2. Start Link off with a "Hero's Sword" and a "Hero's Bow", both of which don't break in any fashion, but the downside is that they both start with 1 attack power. This essentially makes them emergency weapons. The upside is, however, you can upgrade them by collecting a certain number of special collectables littered around the world, mainly through chests in enemy camps and generally exploring the world, but more rarely in shrines. You can eventually max them out to the point where they render most weapons obsolete, but that will take quite a while. Fortunately, acquiring them all would probably also be easier than getting all the shrines. They can also be customised in terms of looks as you go, so you can make your sword and bow look fucking rad if you want.
  3. Champion
    weapons acquired from
    completing dungeons
    are technically 'unbreakable' but they require a lengthy recharge after enough uses
    like the Master Sword
    . A reasonable compromise, I think, in terms of making them more 'special' and more used while simultaneously making players unable to rely on them all the time.
  4. Link can also collect 'weapon mods' that can be used to upgrade the durability and attack power of lower-ranked weapons. They can't be removed once attached, but they return to your inventory when the weapon breaks, with the caveat that you can't equip them to another weapon for a decent amount of time.
  5. Certain tools like torches and sledgehammers have their own inventory slots, but are also functionally useless as weapons outside of outside the box thinking. They mainly exist to facilitate creative gameplay and certain non-combat purposes.

It's not perfect, but I think it'll make it easier to make players think of breakable weapons as 'disposable' rather than stuff they need to hang onto. While it also does add to the number of collectables, it also ensures that camps with chests are something players are more inclined to raid.

Maybe this thing and other potential ideas to improve/replace the durability system deserve their own thread.

1)yes,some qol would be good

2)no,no,no,nonononono. no emergency weapons,that would make the entire system useless.Weapon durability is nothing but another currency of the game..nothing is free and everything is needed sooner of later,mthat's hee big strenght of the game and why you are pushed to explore and find stuff,nothing is useless.if you have a default weapon to always go to when you wasted your weapons,then it's useless...even just chopping down trees or breaking minerals will lost their place in the system economy (since usually you are spending durability to obtain them or using bomb but losing time and efficacy),since now you have an object that never break that makes them free.

3)no,no,no.what's the point of looking for new weapons if with this mods now every weapon is as good as it gets?again,weapon durabiity is a currency, but you have ways to get discounts (stealth,using environment,bombs etc.), that's the way the game pushes you to go and try and do new stuff,if you went into every encampment sword in hand and wasted all your weapons it's your fault for playing wrong.

4)weapon slots are ,again,another currency,that's the main reason why you actively look for korok seeds,if you didn't need to find those little bastards then the game would be really empty,but since you crave that "currency",like any other currency in the game really,even climbing a mountain only to find one seed it's enough of a proposition to let you spend your time climbing and exploring.
 

mrklaw

MrArseFace
I really don't know what you guys are doing to have weapon durability or lack of arrows be an issue. I'm not taking special care for any of those two things and I always have so many options available to me, in fact my weapon set just keeps getting larger and better all the time. I really do think that most people having issues with this game's stamina or durability systems must be playing this game wrong or just suck and burn through their stuff too quickly.

I just need more inventory space. Last night I was throwing away flame swords to make space for stuff
 

Wireframe

Member
So I just got my second
Divine beast/power
First I got the
Gerudo and that seems like a cool offensive option.
The second
Rito wind ability seems like it'll be really useful for exploration and general travelling
. I think the
divine beast dungeons in general are quite good for the length they are and the manipulation mechanic is really enjoyable.

Let's go OT3!
 

Nictel

Member
About to go to the Goron beast. Nobody ever talks about that power so I am curious what (not so exciting thing) it actually is.
 

ASIS

Member
About to go to the Goron beast. Nobody ever talks about that power so I am curious what (not so exciting thing) it actually is.
It's really good stuff. It's just that everything and everywhere else is better than the death mountain sequence.

There I said it.
 

zoukka

Member
Something great happened. I cried during this game. When the Legend of Zelda theme started to play during just a normal horse ride through a plain and at the same time rain started to fall... fuck.

Game is so beautiful at times.
 

Charamiwa

Banned
So I just got my second
Divine beast/power
First I got the
Gerudo and that seems like a cool offensive option.
The second
Rito wind ability seems like it'll be really useful for exploration and general travelling
. I think the
divine beast dungeons in general are quite good for the length they are and the manipulation mechanic is really enjoyable.

Let's go OT3!

I think the Divine Beast are genius and work on so many levels in this world it's ridiculous. The only problem is that they're not replacing traditional dungeons. To me it's fine, I've played through so many traditional dungeons already, but some people I feel criticize them for it.

In an ideal world
traditional dungeons would be the lead up to the Divine Beasts, and we'd get the best of both worlds.
 

Chaos17

Member
So, I finished Zelda: Breath of the Wild today and I had some fun, but I have already played better games.

I like the free open world, where you can go wherever you like. But after some time I just didn't have enough motivation to explore it, because there is not much to explore. The world is huge, but quite empty and repetitive. You only get to see some enemy camps, but they aren't a huge challenge and after some time I just went by, because they weren't worth the effort.

Why? Because of this stupid weapon durability. I don't have an issue with weapons that degrade after some time like in The Witcher 3. But here the weapons break constantly, which is annoying, because you always need a replacement. But it's even more annoying when you go out of weapons during a bossfight and can't fight on. Even bows are breaking, because you are shooting arrows. During the water dungeon bossfight I ran out of arrows, which made the boss a HUGE pain in the ass.

The combat system is ok, but nothing special. IMHO a good evading system is missing. The current one is not good enough and only usable in boss fights. In normal fights it's just not that helpful. And even at the end, when I had 16 hearts some normal mobs could kill you with 1-2 hits. What the fuck? Why do I even care to collect hearts then?

The story itself is also not good, it's just the usual Zelda-story, which is maybe good for a Zelda game. But most other games have much better stories, especially because Link is just a hollow puppet without emotions.

All in all I had fun with it, because the freedom is really nice. But after some time I grew tired of it, because the game is not giving enough reasons to explore the world. Add to that the boring story, the stupid weapon system and the improvable fighting system and you get a game which is quite good, but IMHO nothing special.

7,5 / 10

I feel that you messed up you character optimisation and though having a lot of heart will keep you safe, lol
Did you upgraded your best armors up to 4 stars at least ? By discovering all the fairies pond ?
With 16 hearts, advanced players instead complain that game became too easy because enemies don't do enough damage and wait for hard mode to have harder enemies.
Zelda stories always have been basic, did you expected to play this game as story driven like Last of us ? If yes, then you brought the wrong game.

Last thing, seriously normaly with 16 hearts you should've encountered weapons that have really high durability with really cool bonus or did you dodged a lot of fights and focus only on getting lot hearts ? Because at the point I'm in game, I'm even now using my weapons to mine because they've so high durability that I kept them for hours and that's the only way to use them since of so much in my inventory, lol

Well anyway, that's a good thing that you were able to keep that long with a game that doesn't really match your taste and style of gameplay that means something appealed to you and you might like next game.
 

Majukun

Member
The AI did its job?
Was yours Sonic?

you have plenty of time to make it do their move if your timing is correct,and it walks and stops exactly when you told him to..so i really don't see where the problem is...did it at first try without any problem,and i was dreading that part of the game since i had already seen some comments about it (goron's colossus was my last one)
 

jariw

Member
keep discovering new korok puzzle types and then feeling like an idiot cuz i know i've seen them everywhere. up to 205 seeds now.

That happens to me constantly. I love that the game keep saying to me, "well, you really weren't paying attention the last time you were here".
 

Firemind

Member
Personally, I don't play BotW for the rewards themselves.

The reward for me in BotW is discovery. I play it for the fun of finding hard-to get shrines and new variations of the Korok seeds puzzles. I'm currently "collecting" 45 Korok seed for a new Meele slot, and that's fun since I can grab the Korok seeds whenever I discover them.

I also have more than 30000 rupees that I want to find things to spend them on. I will still do the side quests, because they generally let me discover new things or new fun NPCs. Not for the rupee rewards.
They don't have to be super rewarding. They just need to be more varied. Take Majora's Mask. Some masks are simply decorative, but some fundamentally change the way you play the game. And you were collecting them because it eventually unlocks the final mask which lets you be the ultimate badass. There's not really an equal reward in BotW. The only one I can think of is Revali's Gale. The Sheikah Slate upgrades aren't life changing. The ability to time stop enemies feels more like cheat mode than something actually cool.

Upgrading armor is a step in the right direction but most set bonuses are just slightly stronger versions of existing properties. It'd have been more fun if some set bonuses would give you, say, offensive properties like electrocuting anyone who touches you, or unlimited stamina, or the ability to use a two-handed weapon with one hand. What they did now is that you need to change armor because it's too hot or too cold or that the women town won't allow you to enter. They're a barrier and it's obnoxious rather than fun.
 

Numb

Member
you have plenty of time to make it do their move if your timing is correct,and it walks and stops exactly when you told him to..so i really don't see where the problem is...did it at first try without any problem,and i was dreading that part of the game since i had already seen some comments about it (goron's colossus was my last one)
Let's make escort quests even worse by making them huge,slow,on a narrow pathway,goes back to last checkpoint if a breeze touches his butt leading into fire from the sky..

Escort quests have always been trash
 
Zelda stories always have been basic, did you expected to play this game as story driven like Last of us ?

No, but other Open World RPGs show that even those games can have a good main story and interesting side quests. Just take The Witcher 3, which is IMHO the best RPG to date. Nearly every sidequest is more interesting than the main quest in Zelda.

Last thing, seriously normaly with 16 hearts you should've encountered weapons that have really high durability with really cool bonus or did you dodged a lot of fights and focus only on getting lot hearts ?

Of course I had those. But they are IMHO still to soon damaged.
 

Lilo_D

Member
No, but other Open World RPGs show that even those games can have a good main story and interesting side quests. Just take The Witcher 3, which is IMHO the best RPG to date. Nearly every sidequest is more interesting than the main quest in Zelda.



Of course I had those. But they are IMHO still to soon damaged.

Why I got bored after 20hr and can't bear in witcher 3 ... even it has a good story
 

Mik2121

Member
Update

- 40 hours approx
- 4 towers
- 1
divine beast
- 30 shrines
- 54 korok seeds
- 4,400 rupees

Finally ready to move on from the Zora area. Will head north east to get the upper right corner of the map.
Well now I don't feel like I'm the only one going incredibly slow about this!

- 55+ hours
- 6 towers (I believe)
- 2
divine beasts
- 53 shrines
- 67 korok seeds
- ~2000 rupees (spent a ton buying the whole armor set at
Goron City
)
 

HawthorneKitty

Sgt. 2nd Class in the Creep Battalion, Waifu Wars
Let's make escort quests even worse by making them huge,slow,on a narrow pathway,goes back to last checkpoint if a breeze touches his butt leading into fire from the sky..

Escort quests have always been trash
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh what game were you playing because he stays still when spotted. The escorting also becomes trivial if you are observant of your surroundings.
 

Majukun

Member
Let's make escort quests even worse by making them huge,slow,on a narrow pathway,goes back to last checkpoint if a breeze touches his butt leading into fire from the sky..

Escort quests have always been trash
I can understand totally not liking the type of 'mission'. but as an escorts mission it was fine and everything worked as it should, at least for me.
 

Lilo_D

Member
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh what game were you playing because he stays still when spotted. The escorting also becomes trivial if you are observant of your surroundings.

Complaint like this made me laugh
Just game is not for everyone, it so obvious in the environment you can kill the sentry so easily, I don't feel it's a escort mission at all
 
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