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Zelda Breath of The Wild 1.3.0 Patch is out!

Adam Blue

Member
Play the Wii U version, you can edit saves and put higher durability on your weapons.

Speaking of Wii U saves - Is there a way to transfer saves to another profile? My toddler wants the master sword, but he likes to play through the first tower and restart the game (i helped get far at one point too). I figure if I can get him the whole world to access along with the MS, he'll just spend his time exploring and experimenting - which is amazing to watch him do!
 

TheMoon

Member
Speaking of Wii U saves - Is there a way to transfer saves to another profile? My toddler wants the master sword, but he likes to play through the first tower and restart the game (i helped get far at one point too). I figure if I can get him the whole world to access along with the MS, he'll just spend his time exploring and experimenting - which is amazing to watch him do!

No.

How do I download the patch and the DLC? It didnt auto download

Platform would help. Switch has the option literally right there. Hit +/-.

Wii U usually just has to remember that you're actively playing the game, meaning you have to boot it up if you haven't done so in a few weeks. Then close, then boot again.
 

Panajev2001a

GAF's Pleasant Genius
I seriously don't get how some people think having one unbreakable weapon would somehow diminish the game.

What does having breakable weapons do aside from forcing the player to constantly switch/try new weapons?

By the time you get the Master Sword you will have tried a ton of different weapons/types.

Being able to use one weapon that didn't break isn't going to suddenly break the game.

You can't even sell weapons or anything so no exploit/money thing, the only thing is let you use the weapon and not have to constantly switch weapons, which is more of a player choice then anything game breaking.

Apparently in a game about freedom and emergent gameplay you must FORCE people to try variations of the same weapon after say a steel broadsword shatters in thousand pieces because of a few hits against unarmored enemies and wooden shields.
 
Play the Wii U version, you can edit saves and put higher durability on your weapons.

If I may ask, what editor do you recommend? I don't mind dealing with weapon durability from time to time, but I've heard that it is so severe in this game that I think I'd go crazy with how quickly things break. If there really is a way to just tone down the durability (though I might also just like turning it off anyways), I'd appreciate if you could let us know what it is and possibly point to a guide of how to set it up.
 

jmizzal

Member
No.



Platform would help. Switch has the option literally right there. Hit +/-.

Wii U usually just has to remember that you're actively playing the game, meaning you have to boot it up if you haven't done so in a few weeks. Then close, then boot again.

It was Switch I remembered how to go to the game menu with + now
 

atr0cious

Member
Apparently in a game about freedom and emergent gameplay you must FORCE people to try variations of the same weapon after say a steel broadsword shatters in thousand pieces because of a few hits against unarmored enemies and wooden shields.
Good thing this doesn't happen then, especially a broadsword.
 
I seriously don't get how some people think having one unbreakable weapon would somehow diminish the game.

What does having breakable weapons do aside from forcing the player to constantly switch/try new weapons?

By the time you get the Master Sword you will have tried a ton of different weapons/types.

Being able to use one weapon that didn't break isn't going to suddenly break the game.

You can't even sell weapons or anything so no exploit/money thing, the only thing is let you use the weapon and not have to constantly switch weapons, which is more of a player choice then anything game breaking.

Because it makes all the breakable weapons in the game absolutely pointless to use. In a game where items are finite, this disrupts the game and takes the fun out of it all. At least its self regenerating which is a good compromise.. Not to mention master sword does 30 damage by itself and 60 in special scenarios. And it will do a full 60 damage with significantly more durability if you beat the DLC quest.
 

MUnited83

For you.
Speaking of Wii U saves - Is there a way to transfer saves to another profile? My toddler wants the master sword, but he likes to play through the first tower and restart the game (i helped get far at one point too). I figure if I can get him the whole world to access along with the MS, he'll just spend his time exploring and experimenting - which is amazing to watch him do!
I'm not 100% sure but I believe that can be done, yeah.
If I may ask, what editor do you recommend? I don't mind dealing with weapon durability from time to time, but I've heard that it is so severe in this game that I think I'd go crazy with how quickly things break. If there really is a way to just tone down the durability (though I might also just like turning it off anyways), I'd appreciate if you could let us know what it is and possibly point to a guide of how to set it up.
This one : http://www.marcrobledo.com/savegame-editors/
For a tutorial(it's very simple) on getting homebrew on the Wii U you can check the GAF thread ( http://www.neogaf.com/forum/showthread.php?t=1215749 ) then use Saviine ( https://gbatemp.net/threads/release-saviine-wiiu-savedata-tool.399833/ ) to extract the saves.
 

Stiler

Member
You have one unbreakable weapon.

Ok and? One unbreakable weapon that you get late game that makes perfect sense LORE wise in a zelda game that it'd be a special weapon...

Because it makes all the breakable weapons in the game absolutely pointless to use. In a game where items are finite, this disrupts the game and takes the fun out of it all. At least its self regenerating which is a good compromise.. Not to mention master sword does 30 damage by itself and 60 in special scenarios. And it will do a full 60 damage with significantly more durability if you beat the DLC quest.

How does it take the fun out of the game to have a weapon that doesn't break?

OOT, Windwaker, etc were just fine with no weapon breaking, almost any open world rpg out there from Witcher to Elder Scrolls are fun and enjoyable without weapon breaking, it wouldn't magically make the game no fun if you have a late game weapon that didn't break.

The only thing it would do is let you play without constantly switching weapons, that's it. There's no money exploit or anything that makes it trivial aside from no longer having to switch weapons.

In a game about freedom to me having a weapon the player can choose to use if he/she wants to should trump something like forced weapon switching, especially after you've spent hours upon hours trying them out because of this already.
 
All these people complaining about breaking weapons whereas I had the opposite problem: too many weapons. I was getting so many weapons that I always had to stop to throw away the weaker ones to make space.

I know, right? The Major Test shrines give you 2-3 Ancient++ weapons each. Never had an issue with weapons outside of the very early game.
 
How does it take the fun out of the game to have a weapon that doesn't break?

OOT, Windwaker, etc were just fine with no weapon breaking, almost any open world rpg out there from Witcher to Elder Scrolls are fun and enjoyable without weapon breaking, it wouldn't magically make the game no fun if you have a late game weapon that didn't break.

The only thing it would do is let you play without constantly switching weapons, that's it. There's no money exploit or anything that makes it trivial aside from no longer having to switch weapons.

In a game about freedom to me having a weapon the player can choose to use if he/she wants to should trump something like forced weapon switching, especially after you've spent hours upon hours trying them out because of this already.

Witcher and Elder scrolls do indeed have issues with weapon balance and loot, yes. In both cases, a handful of weapons are head and shoulders above everything else, and once you get them you're basically just collecting loot to sell, which is boring.
 
I'm not 100% sure but I believe that can be done, yeah.

This one : http://www.marcrobledo.com/savegame-editors/
For a tutorial(it's very simple) on getting homebrew on the Wii U you can check the GAF thread ( http://www.neogaf.com/forum/showthread.php?t=1215749 ) then use Saviine ( https://gbatemp.net/threads/release-saviine-wiiu-savedata-tool.399833/ ) to extract the saves.

Awesome, thanks. No issues with Nintendo banning people who just mod single player games, right? Was thinking of also putting Nintendon't on, but I'm slightly wary since I don't want to get locked out of eShop or anything like that.
 

Panajev2001a

GAF's Pleasant Genius
Good thing this doesn't happen then, especially a broadsword.

I think you took me far too literally and missed or avoided the real point about gameplay freedom (swords can get destroyed way too easily though), but can you really play the game and feel that weapon damage is anywhere near realistic or logical?
 

Panajev2001a

GAF's Pleasant Genius
Witcher and Elder scrolls do indeed have issues with weapon balance and loot, yes. In both cases, a handful of weapons are head and shoulders above everything else, and once you get them you're basically just collecting loot to sell, which is boring.

Making weapons easily breakable should not be used as s gameplay/balance crutch or to justify having to carry and switch between different variations of the same club so to speak... and have more meat to then than just the weapons you can find (hint: so does Zelda :)).
 
Wish miscellaneous items could gravitate towards you automatically when nearby. Spamming Maze Island and killing Guardians for extra artifacts is a bitch when pieces fall into the gaps.
 

MrMephistoX

Member
Because it makes all the breakable weapons in the game absolutely pointless to use. In a game where items are finite, this disrupts the game and takes the fun out of it all. At least its self regenerating which is a good compromise.. Not to mention master sword does 30 damage by itself and 60 in special scenarios. And it will do a full 60 damage with significantly more durability if you beat the DLC quest.

Honestly it's the best build up to getting the master sword in any game save for maybe Zelda 1. Fun quest and discovering cool stuff like the creepy devil shrine make it slightly easier...or just invest in 100% hearts. I love how you can discover the sword but can't use it till you're worthy. Now that I have it I try not to abuse it.
 
All these people complaining about breaking weapons whereas I had the opposite problem: too many weapons. I was getting so many weapons that I always had to stop to throw away the weaker ones to make space.

The next level to this system is making weapons even more unique so you aren't just dropping 20 short sword for 25 short sword. Give them more properties and traits so it emphasizes the power less. Like the sword that fires the wind slices. The other thing is you need more enemies with more aggression so it is less trivial by nature.
 
Apparently in a game about freedom and emergent gameplay you must FORCE people to try variations of the same weapon after say a steel broadsword shatters in thousand pieces because of a few hits against unarmored enemies and wooden shields.

they call Odyssey an 'open' 3D Mario that emphasizes 'freedom' but then they FORCE me to jump
 
Making weapons easily breakable should not be used as s gameplay/balance crutch or to justify having to carry and switch between different variations of the same club so to speak... and have more meat to then than just the weapons you can find (hint: so does Zelda :)).

It's a tool to make it so that loot feels valuable throughout the game. Basically every open world game - including Elder Scrolls and Witcher III - just turn into loot treadmills after an hour, where 90% of the loot is useless junk and you spend half the game sorting through your inventory dropping/selling stuff. I played Horizon a while back, and I'd constantly have it where I found a piece of equipment, and then spent 60-80 hours finding/selling random junk without ever getting anything better.

You can call it a crutch if you want, but I haven't seen a better system in an open-world game. The only examples that come remotely close are ones like the better Fallout games - which basically have a variation on breakable weapons in ammunition.
 

atr0cious

Member
I think you took me far too literally and missed or avoided the real point about gameplay freedom (swords can get destroyed way too easily though), but can you really play the game and feel that weapon damage is anywhere near realistic or logical?
It's a video game, this doesn't matter, as long as it works within the game design, which it does. If I can immediately go from the plateau, to killing lynels, which you can, there's nothing flawed about the mechanics. It may ruffle your comfort zone, but everything in this game has its place. The game allows more freedom than most any game, but it's still a game, so it also expects you to follow it's rules, which is why weather and day night cycles affect how you play. The game is built around moment to moment interactions, which would be dulled considerably if your "toolset" is set in stone. Having to forage for arrows, utilize weapons based on weather and environment, and the runes to manipulate objects in the environment allows for many more dynamic moments than just running around with the best sword in the game. It also invites a small constant challenge in weapon management and choosing when and what to use.
 

Speely

Banned
It's a video game, this doesn't matter, as long as it works within the game design, which it does. If I can immediately go from the plateau, to killing lynels, which you can, there's nothing flawed about the mechanics. It may ruffle your comfort zone, but everything in this game has its place. The game allows more freedom than most any game, but it's still a game, so it also expects you to follow it's rules, which is why weather and day night cycles affect how you play. The game is built around moment to moment interactions, which would be dulled considerably if your "toolset" is set in stone. Having to forage for arrows, utilize weapons based on weather and environment, and the runes to manipulate objects in the environment allows for many more dynamic moments than just running around with the best sword in the game. It also invites a small constant challenge in weapon management and choosing when and what to use.

I agree with this post. Granted, once you get the Master Sword and a couple Lynels and upgraded armor sets under your belt, this dynamic gets less important, as you are mainly just choosing your worst weapon to drop when you find a good one...

... So I am REALLY excited about playing a mode where it's a lot harder to get ahead of the weapon stockpile curve.
 

BigBusiness

Neo Member
Not sure how many people will care, but for those affected by the faulty battery indicator, this update seems to have totally fixed the issue for me.

Haven't powered down the Switch completely, but for the first time in 2ish months, the console is actually powering down a few minutes after it hits 1%.

Heard someone else online suggest the BotW 1.3.0 patch as the culprit, and I'm inclined to agree.
 

ksamedi

Member
Ive noticed you can skip the shrine speach (text) parts with x. You can also skip the cooking animation with x. Dont remember that you could do that before the patch?
 
It's a tool to make it so that loot feels valuable throughout the game. Basically every open world game - including Elder Scrolls and Witcher III - just turn into loot treadmills after an hour, where 90% of the loot is useless junk and you spend half the game sorting through your inventory dropping/selling stuff. I played Horizon a while back, and I'd constantly have it where I found a piece of equipment, and then spent 60-80 hours finding/selling random junk without ever getting anything better.

You can call it a crutch if you want, but I haven't seen a better system in an open-world game. The only examples that come remotely close are ones like the better Fallout games - which basically have a variation on breakable weapons in ammunition.

The next 80 hours? The game isn't even that long if you are actually progressing through it and just assuming you found something at the very beginning of the game there is no way you didn't find something better later whether that's a weapon type, outfit, modification, etc....
 
How does it take the fun out of the game to have a weapon that doesn't break?

OOT, Windwaker, etc were just fine with no weapon breaking, almost any open world rpg out there from Witcher to Elder Scrolls are fun and enjoyable without weapon breaking, it wouldn't magically make the game no fun if you have a late game weapon that didn't break.

The only thing it would do is let you play without constantly switching weapons, that's it. There's no money exploit or anything that makes it trivial aside from no longer having to switch weapons.

In a game about freedom to me having a weapon the player can choose to use if he/she wants to should trump something like forced weapon switching, especially after you've spent hours upon hours trying them out because of this already.
Because this isn't Ocarina of Time or Wind Waker or another open world RPG.
This is Breath of the Wild and resource management is a major part of the core gameplay loop.

Having an unbreakable weapon trivialises a major aspect of the game. Having to keep reserve weapons on hand while it recharges is a fantastic compromise.
 

TheMoon

Member
Ok and? One unbreakable weapon that you get late game that makes perfect sense LORE wise in a zelda game that it'd be a special weapon...

And:

I seriously don't get how some people think having one unbreakable weapon would somehow diminish the game.

=> There already is one in the game. The whole discussion is pointless. :D People who think that don't realize they're already proven wrong by the game they're playing and enjoying as-is. That is all.
 
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