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Zelda: Breath of the Wild "Tweak" Wish List

Mista Koo

Member
-Add anti-rain gloves to the climbing gear, or make a new anti-rain armor.
- Add a drop button to quick select. When you try to pick new equipment you can quick select and drop something and it will automatically replace it.
-Add more UI options, primarily a mode with only the health and the mini map.

-Make the whistle button call your horse from the stable within a specific region. Maybe have each horse registered to one stable so that you would have to register a horse with each stable to have access to a horse everywhere.
-Make each inventory category in one page, so that the right analog always changes the category.
-Make the equipment storage as big as Link's.

-Automatically skip cutscenes within a short window, if you are cooking a bunch of meals or upgrading a bunch of armor at once only show the cutscene once.
 
Mostly more automation. Switching to full armor sets quickly. I shouldn't have to take a picture of something I've already picked up to add it to the Sensor to train the sensor on it. For non-shrine things the sensor should be directional, or at least have a directional option.

I also would like to see some more major tweaks.

The quest weapons should all act like the master sword. I shouldn't have to quest back to a location to restore them or spend money (diamonds no less) to do so. It just leads to me agonizing about using them since they need to be repurchased due to OCD.

Also more durability in general on weapons would be really nice. That said, I don't really ever run out of weapons.

If it doesn't (I really don't know), Ancient weapon proficiency should equate to Guardian weapon proficiency.
 
I appreciate Nintendo's quirky animations as much as the next guy, but when upgrading armor and inventory, they really need to give you a way to completely skip the animation sequence, even more so than the "press x to skip" way it's currently done.

Like, show the animation the first time per "session" and then every subsequent upgrade in that "session" should just be a menu-based notification.

This is honestly my only QoL issue with the game as it is.
 

Mr-Joker

Banned
I really hope that Nintendo will;

-Let me disable weapons durability, such a stupid mechanic that add nothing to the game other waste the player's time and effort in securing a powerful weapon only for it to break later down the line.

I don't even fight Lynel because I don't see the point.

-Increase statsis recharge time, it doesn't last long against enemies so I don't get the long recharge time.

-Let me either disable or change the language for the voice acting without having to change the text or do it via the system menu. The voice acting that plays in dungeons just pulls me right out of the game.

-Better dungeons, I have done two dungeons and they were short and waaaay too small compare to the dungeons of old left me feeling really disappointed as the game tries to build up hype with the dungeons but fails.

-A proper Dungeon map, the 3D dungeon map is far too confusing and I struggle to understand it.

-A chest in Link's house where Link can store unlimited number of weapons, bows and shields.

-Kill Hestu and the Korok.
 
1. Weapons that are more durable. I understand the new angle they wanted to achieve with weapon degradation but I'm often in the spot of running past enemies in the world because I want to save my good Weapons for fighting the dungeon bosses.

2. Less frequent rain. It's so infuriating spending a good portion of time scaling a cliff, just for it to rain at the top.
 

jotun?

Member
For non-shrine things the sensor should be directional, or at least have a directional option.

The sensor is always directional, for shrines and everything else. The signal is strong when you're moving toward the objective. Run in a small circle to easily figure out which direction something is in. You can also do that, then move some distance perpendicular to the signal direction and do it again in order to get a sense of the distance and actual position by triangulation

It also works on three dimensions. So if the signal starts to get weaker as you approach something, or isn't full strength in any direction, it's a sign that the objective is above or below you

-Let me disable weapons durability, such a stupid mechanic that add nothing to the game other waste the player's time and effort in securing a powerful weapon only for it to break later down the line.

I don't even fight Lynel because I don't see the point.

Lynels are the source of some of the best weapons and especially bows in the game, and their body parts are important for armor upgrades. If you fight them right (their own bows are the strongest weapon against them), you can come out way ahead in equipment.

Lynel fighting tips:
For best results, use a Lynel bow for its multishot capability. At long range, it's helpful for getting headshots because you can miss to the side a little bit and get a better chance of an arrow landing. Up close, think of it as a shotgun for massive damage.

Wait for an opportunity to hit with a headshot. Best is after he shoots fireballs or after you parry a melee attack. Do NOT try to headshot while he's charging at you, because it's really hard. After landing a headshot, he'll go down stunned for several seconds. This is enough time to run up to him from a fair distance away and still do some good damage when you get there.

When you get up close to a stunned Lynel, the best option is to shoot him point-blank in the face. These 3x or 5x headshots will deal MASSIVE damage for very little durability cost. Depending on how far you had to run to reach him, you can get in 1 to 3 of these meat shots before the next step...

While he's still stunned, push in close to one of his shoulders, and you'll get a prompt to MOUNT him. Do this, and you'll get 5 free attacks with whatever weapon you have equipped. Attack speed is of no matter here, and for some reason these attacks cost no weapon durability, so switch to your biggest hitter.

After 5 mounted attacks he'll immediately buck you off. This is where you get another opportunity. While mounted, make sure you're targeting him with ZL. Immediately after he bucks you off, press ZR for some slow-mo bow time. You should be very close above and behind him at this point, and you can get off at least one more multi-shot bow crit on the top of his skull. Targeting with ZL is important because otherwise it will take too long to swing your aim around to the right direction.

There might be better ways, but this is how I take them down quickly with very little durability lost. A single bow can last for 2-3 Lynels, and the arrows they drop more than make up for how many I spend. I do usually use elemental arrows under the assumption that they do more damage (no extra effect), but I'm not 100% sure if that's actually correct.
 

atr0cious

Member
Having said that, durability is ridiculously low. Bows and shields are fine, but weapons should, at the very least, last long enough to kill a single enemy that's reasonably matched to your level. But I never felt that was the case outside of "durability up" weapons. Besides, it's not as if enemy weapons ever break (maybe they should).

One last thing about durability: give us a visible number! I hate it when I have to choose which weapon to keep, only to find out later the one I picked was 1 hit away from "almost broken".
Just have to say none of these scenarios really happen, especially since you never level up, so the same level enemy will always bokoblins, who will either start dying in one hit or take a little less than a "leveled" weapon to kill, just like on the plateau where a branch can kill 1-2 bokoblins before breaking.

And to your second point, unless you hold a weapon past the point where it says in the middle of the screen it's about to break or you hoard your weapons into a "higher leveled" area and only use your weapons on a lynel or hinox, that won't happen. Not to mention the flashing red background on weaker weapons. And I'm pretty sure all equal "leveled" weapons break three hits after the big verbal warning.
 

majik13

Member
- My main issue is basically the UI sound effects. I play on Pro UI so I am constantly opening the map and using the scope and both actions have a pretty elaborate jingle/sound and it can get really annoying and jarring after awhile. Usually I play at night when the family is sleeping, and since Switch isn't the easiest system to use headphones on, my wife will yell at me to turn it down from the other room from these constant UI sounds. these sounds should be something way more subtle and unintrusive.

- Also many other sound effects, kinda get repetitive after 100 hrs of play, not sure what an easy tweak would be, maybe more variety in the mundane sound effects, like picking up items sound, and other things like that. Maybe the sound changes a bit depending on what region you are in, or something. Just a minor annoyance. But Ive probably picked up a million things, and a lot of the time I'm just running mashing the pickup button, so I hear the sound a lot in rapid succession.

- a few instances where enemies reset while still fighting them, like the 2 bokoblins on horse back near the flight range, would be nice if they didnt keep resetting and being put back on their horses.

- Animals, and wildlife just disappearing in front of your eyes. I kinda understand why they do this, but I think it would feel a bit more grounded if they disappear only when they go behind something or when you loose visual track of them. Sort of like the
Dragons will stay flying
as long as you are looking at them, but if you turn away and then turn back then they will just be gone.

- Upgraded bombs I think regen too quickly, for this reason I feel I rely on them way too much and not my weapons. Though they do useless damage to most enemies. But I dont recall the last time I used a weapon on Skeletons, ChuChus, Keese, and wildlife, and most low level bokoblin

- Some items always pop up an item screen so matter how many times picked it up before. I think mainly just all the ancient pickups? Not sure why this is when every other item only does this once. Would be nice if they could fix that. (Or maybe its only when you search or examine an area?)

- I think there should have been some explanation are early acquired permanent item to explain links super human climbing ability.

Suggestions so far I like.
- Being able to drop weapons from the quick menu
- Having armor sets to quickly change a whole outfit.

I dont understand the want to buff weapon durability, I always have a full inventory of weapons. And so many weapons I have to leave because of a full inventory. Though I'm not a huge fan of having to manage inventory in general.
 

Akuun

Looking for meaning in GAF
Increase climb speed slightly. Make your climbing speed when you have one piece of climbing gear the default speed.

Turn off weapon durability on interactive objects in shrines. Breaking weapons purely from hitting switches is not fun.

Make champion abilities start recharging after each use.

Manual sorting of equipment in your menu.

A recipe book.

A way to sell or cook multiple items at once, or at least with less button presses.

Make special mounts storable, at least in some places.

A visible number value on durability.

Add a way to repair, or at least temporarily reinforce a weapon or armor so that it takes less durability for a while. Like putting gel on your sword or something.

Make the d
ragons drop more than one item
per pass. Farming them is tedious.
 
-Postman's outfit that increases movement speed
-Armor sets change visually with each upgrade
-Exotic Stable for things other than horses
-Guardian mount that can be
purchased from cherry
 

Mista Koo

Member
lol at all the "remove durability" posts.

I shouldn't have to take a picture of something I've already picked up to add it to the Sensor to train the sensor on it. For non-shrine things the sensor should be directional, or at least have a directional option.
Yep. Maybe not directional, but much clearer.
 

The Hermit

Member
I really hope that Nintendo will;

-Let me disable weapons durability, such a stupid mechanic that add nothing to the game other waste the player's time and effort in securing a powerful weapon only for it to break later down the line.

I don't even fight Lynel because I don't see the point.

-Increase statsis recharge time, it doesn't last long against enemies so I don't get the long recharge time.

-Let me either disable or change the language for the voice acting without having to change the text or do it via the system menu. The voice acting that plays in dungeons just pulls me right out of the game.

-Better dungeons, I have done two dungeons and they were short and waaaay too small compare to the dungeons of old left me feeling really disappointed as the game tries to build up hype with the dungeons but fails.

-A proper Dungeon map, the 3D dungeon map is far too confusing and I struggle to understand it.

-A chest in Link's house where Link can store unlimited number of weapons, bows and shields.

-Kill Hestu and the Korok.

So you want a different game?
 

Lizardus

Member
People complaining about durability, how far are they in the game? There is a reason why most of the "hard" enemies in the game wield weapons. Its so that you can refill your inventory after an encounter.

Using headshots and sneakstrikes consume little to no durability.

Are you guys seriously running out of weapons that easily?
 
Are you guys seriously running out of weapons that easily?

Seriously. Once I reached the mid-game, I never ran out of good weapons. Molduga gives 1-2 chests containing royal weapons when you beat it, and you shouldn't need to break more than 1 weapon beating it. All Hinox give you 3 royal weapons once you're far enough in the game. Stalnox give 1 elemental weapon plus 2 other good weapons when you beat them. The Yiga Clan members are especially good weapon sources, since none of them are particularly tough, and you can get Demon Carvers and Windslicers from them. The only enemies that took me a couple good weapons to go through are Lynels, silver enemies and Major Test of Strength Guardians, all of which drop good weapons to replace the ones you broke.

I can understand complaints about weapons not breaking fast enough or them leading inventory management issues, but I'll never understand how anyone could run out of weapons.
 
- Some items always pop up an item screen so matter how many times picked it up before. I think mainly just all the ancient pickups? Not sure why this is when every other item only does this once. Would be nice if they could fix that. (Or maybe its only when you search or examine an area?)

This only happens when you get an item through means other than picking them up off the ground.

I agree that they could just have the smaller prompt instead of the pause + pop-up for those cases, though.
 

Nyoro SF

Member
People complaining about durability, how far are they in the game? There is a reason why most of the "hard" enemies in the game wield weapons. Its so that you can refill your inventory after an encounter.

Using headshots and sneakstrikes consume little to no durability.

Are you guys seriously running out of weapons that easily?

You can clearly tell who's only played a few hours and who has actually made it through a lot of the game because of this lol.

When I beat the game I had 5 royal broadswords, despite lots of use, they just wouldn't break.
 
You can clearly tell who's only played a few hours and who has actually made it through a lot of the game because of this lol.

When I beat the game I had 5 royal broadswords, despite lots of use, they just wouldn't break.

You've got to be kidding me. At 200+ hours in, I go through probably 4 or 5 royal broadswords per hour. And that's in between breaking claymores and spears. Getting a "durability up" one is nice, though, they last much longer. Maybe 3x?
 

Arttemis

Member
You can clearly tell who's only played a few hours and who has actually made it through a lot of the game because of this lol.

When I beat the game I had 5 royal broadswords, despite lots of use, they just wouldn't break.

Over 210 hours in, and I hate the durability system. It prevents me from creating a stylized outfit because the weapons I think look the coolest with certain armors are much lower level, and therefore lower in durability. I'm walking around with 1h swords doing 82 dmg, but I'm pissed because the game won't let me get any fun out of using any particular gear I want:

  • Stealth armor set with Windcleaver, 2h Eightfold blade, and Demon Carvers.
  • Desert Voe armor with golden scimitars, spears, and Radiant Shields.
  • Barbarian set with Dragonscale maces and axes, and boomerangs.
But... those items are a bitch to get and break within a single fight against a Silver Bokoblin.

What I would love to see added:

  • End game - After breaking a weapon, its pieces get put into a new inventory tab that is associated with a quest chain the leads to a blacksmith (or blacksmith ability) so you can craft any specific weapon you want on demand.
  • End game - A durability potion so you can wield your favorite items (like the sets I listed above) without spending an hour to collect them all only to see them break after 5 minutes of combat.
  • New Game Plus - Start over, but your Korok Seeds and Compendium entries transfer over (seeds unlock once you rescue Hestu, Compendium once you unlock the camera)
  • IMPROVE HORSE RIDING MECHANICS
  • Multiple save slots per account (and better title screen)
  • Ability to choose voice actor language
  • Ability to cook meals in batches.
  • Interact with animals, and tame a dog, fox, squirrel, deer, etc to follow you around
 

Nyoro SF

Member

I can 100% understand a complaint if you want to play a more fashionable game or stylish one. But that's clearly not what people in the thread earlier were complaining about and the ones I were pointing out. They want to hold a god weapon for the whole game, or do the typical worthless RPG climb of tossing out an inferior weapon for a new one with a new stat number, or the even shittier grind of constantly visiting a blacksmith

You've got to be kidding me. At 200+ hours in, I go through probably 4 or 5 royal broadswords per hour.

At 150+ hours in, I didn't even come close to doing that. Are you just engaging in constant combat, all the time? Are you using shock arrows and abilities liberally?

At around 50 hours in, I was having trouble because weapons weren't breaking fast enough. Only Lynels are the exception because they were the only opponents that actually caused me to burn through 3+ weapons at a time (unless I used an Attack+ banana meal, then maybe 1 weapon would break).
 

majik13

Member
1)
You can tell Nintendo is new to modern day open world games. They did an amazing job with this game but these cosmetic issues are an annoyance I'm sure they'll fix in a future game.

I don't know, most modern open world games tend to not have great menus. Some are able to tighten up later after launch though.

- Add in bulk sale and buy options. When I know I have a bunch of stuff I want to sell, it's tedious to spam through dialogue options per every transaction. If I could just highlight multiple items I wanted to sell and then determine their quantity in one big action, I'd be a happy camper.

O h yes please, so tedious to sell stuff, so many text bubbles to click through, and then you can accidently leave the sell menu.
 
store the weirder mounts at stables. I dont care if its "unrealistic" and the npc reactions could be funny.
would also be nice to be able to call them from any flat terrain like in the past games instead of having to go visit a building
 
You've got to be kidding me. At 200+ hours in, I go through probably 4 or 5 royal broadswords per hour. And that's in between breaking claymores and spears. Getting a "durability up" one is nice, though, they last much longer. Maybe 3x?

I still have like 3 royal broadswords in my inventory from a Hyrule Castle run I completed a week ago, you can definitely make them last by using them when they are most needed rather than just all the time.
 

En-ou

Member
You've got to be kidding me. At 200+ hours in, I go through probably 4 or 5 royal broadswords per hour. And that's in between breaking claymores and spears. Getting a "durability up" one is nice, though, they last much longer. Maybe 3x?

you have got to be kidding me. you must be plain bad at combat.
 
you have got to be kidding me. you must be plain bad at combat.

I haven't died since the first day. Please, let's not do the "you're doing it wrong" bullshit. It's a game you play how you want to play. I'm perfectly fine at combat. It's quite an easy game. And durability is, as you can see, by far the top complaint. Someone claimed people "are only a few hours in", and I refuted it. That is not the case.
 

Platy

Member
The amount of people asking for more durability or getting out with the weapon breaking is HILARIOUS. Do you guys also want survival games to have regenerating health ? That you start Rust or Dayz with an infinite laser gun ? xD

The only change I want for weapon durability is a better way to show said durability. I know there are 3 ways of "brand new", "used" and "near breaking". I would not complain about some bar or percent showing more.

Pet dogs

Allow to register every mountable thing in the stables

Recipe logbook

Upgrade ALL armors

More options of item sorting. Like by effect when cooked, amount you have and sold price

A way to "cook" arrows.

^ This is the only thing missing for the great cliches of survival games... crafting weapons and tools
 
Hey guys that don't like Weapon durability, did you also hate the time limit in Dead Rising?

It's a core part of the game; it wouldn't be what it is without it.
 

Lizardus

Member
I haven't died since the first day. Please, let's not do the "you're doing it wrong" bullshit. It's a game you play how you want to play. I'm perfectly fine at combat. It's quite an easy game. And durability is, as you can see, by far the top complaint. Someone claimed people "are only a few hours in", and I refuted it. That is not the case.

How? Do you go from enemy camp to enemy camp and engage them head on? Do you not pick up weapons? Did you expand your inventory? Are you using bows with headshots? Using bombs for lesser enemies like Stals, Keese and Chus? Using stasis+mounts+headshots for Lynels? Using bombs to "chop" down trees? using Master Sword for mining,cutting grass or other stuff? Using elemental weakness for OHKOs?
 

Platy

Member
Ah .. one more thing.

Is asking too much to show the DPS of regular weapons ?

Hard to know if a fast 10 damage spear is more powerfull than a slow 50 damage 2 hand
 
a few things i would like to see
- down button remappable to quick use of a determined item/food
- sheikah slate mp3 player, similar to Final Fantasy 15, where you can play soundtracks from various games in the series while out exploring
- reduce rain impact on climbing 25-40%, it should be difficult, but not impossible
- its been mentioned countless times, but recipe book/quick select for known recipes

and just to be greedy, id like a boat that i dont have to cheat to move in a reasonable speed
 

Speely

Banned
Improve the UI when picking up items. Just prompt an option to drop/replace an existing item of the same type or ignore.

Remove shield surfing damage to the shield. No reason for this. Adds nothing except the desire to avoid a really fun traversal option that in no way adds crazy advantage to the player.

Give Link a limited appetite. I have recently learned that his unlimited stomach capacity has an explanation in-game, but I really think the game would be better if there was a slow-filling gauge that represented Link's appetite and was diminished when you eat in proportion to hearts restored by the meal. Infinite meals feels a lil cheap imo.

Full button-mapping. FULL BUTTON MAPPING.
 
one more thing, change/simplify the non-pro interface

keep the minimap, but map the other items (stealth, weather, sensor) around the minimap circle

unable to do a mock up now, but i think you could make a very minimal circular interface and include all of those items
 
How? Do you go from enemy camp to enemy camp and engage them head on? Do you not pick up weapons? Did you expand your inventory? Are you using bows with headshots? Using bombs for lesser enemies like Stals, Keese and Chus? Using stasis+mounts+headshots for Lynels? Using bombs to "chop" down trees? using Master Sword for mining,cutting grass or other stuff? Using elemental weakness for OHKOs?

Holy shit, dude. Could you come up with any more examples of how I'm playing the game "wrong"?

Yes, now I see where I went wrong. I clearly didn't spend nearly enough effort trying to figure out how to avoid hitting things with a sword in a fantasy adventure game.
 

brad-t

Member
Holy shit, dude. Could you come up with any more examples of how I'm playing the game "wrong"?

Yes, now I see where I went wrong. I clearly didn't spend nearly enough effort trying to figure out how to avoid hitting things with a sword in a fantasy adventure game.

Many of the complaints about the durability seem to come from players that are either emotionally attached to their weapons or over-rely on certain weapons as a way of engaging in combat, and most of the suggestions to dilute it or outright remove it fail to acknowledge how critical the breakable weapons are to keeping the open world gameplay balanced.

I don't think there's any right or wrong way to play — that's kinda what I love about this game — but I also think it's up to the player to spend their resources accordingly in a game that makes it clear that weapons are consumable resources. While there are ways it could be improved (quick dropping plz), being annoyed at the inclusion of any kind of durability system almost on principle seems weird to me.
 
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