Refreshment.01
Member
i don't share the polarized views. Think that there are reasonable suggestions from people that request some adjustments. As well, i congratulate Nintendo for giving the player a way to deal with difficulty progression in a first playthrough, something necessary that was abscent from the past 3D Zelda games.Or you don't use durians and truffles. They shouldn't have to dilute the mechanics when you can easily just not touch them.
I do want a survival mode, but for hard mode, the cooking mechanics are fine. I'm usually down for mods and different configurations of games, but BotW is so open and allows you to do so much, I don't see the point in forcing anything that can't already be done.
"Don't use it" is not always a valid answer. In this case the phrase dismisses integral aspects of game design like balance and difficulty progression. i don't know how you classify "game balance" as "game diluting". A good balance gives a player incentive to learn and use all the tools the game puts at his disposition. The way cooking works now is opposite to that since it's always beneficial to go for the cheap and high vitality recepies mostly as long as the ingredients are available (which there are plenty) while other ones are never used.
This line of thinking "Don't use it the game is perfect as it is" would have us playing Zelda games with forced collection marathons, more linearity and less emphasis on exploration. Not to mention wonder what a fighting game community will think of such idea for a game with balancing issues.
Remember debates like this in Zelda threads that were about improvements to the formula. Funny enough many of the important changes in BotW fall in line to criticism i' ve made years ago and behold, we now have the more critically acclaimed game in the series after almost 2 decades.
i sincerely don't know how someone would reach such a conclusion.The collecting and cooking is really fun in BOTW but it's designed in such a way that you never have to ration your ingredients, can carry a glut of already cooked meals and eat them mid-combat with no penalty.
It's hard to feel like you're fighting against the elements when it's a self-imposed challenge. I also don't think it's fair to frame balancing an overpowered game mechanic as "dilution."
The sad part, is that the game has the potential to be a lot better with what amounts to variable tweaks. We are not talking about the "give us 8+ Twilight Princes Dungeons and shrines with unique assets and themes", just adjustments that don't require much work same for testing.