TheCongressman1
Member
I think the option to return to the main menu is new.
Play the Wii U version, you can edit saves and put higher durability on your weapons.
Does double DMG when thrown I recall from...one of the tips maybe.They do the same damage on the shattering hit if you just keep meleeing, I believe.
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!
How do I download the patch and the DLC? It didnt auto download
It does double damage when you throw it because it shatters.Does double DMG when thrown I recall from...one of the tips maybe.
I think the option to return to the main menu is new.
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.
Play the Wii U version, you can edit saves and put higher durability on your weapons.
They need to fix the 1-3 second pauses when killing some of the giant moblins
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.
Good thing this doesn't happen then, especially a broadsword.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.
That also doubles the damage separately. Throwing + breaking does 4x damageIt does double damage when you throw it because it shatters.
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.
Ah, 4x damage makes sense. I was wondering if people who said 2x damage only meant double, because that would be the same as hitting normally.That also doubles the damage separately. Throwing + breaking does 4x damage
I'm not 100% sure but I believe that can be done, yeah.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!
This one : http://www.marcrobledo.com/savegame-editors/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.
Really? must have glanced over that.I mean they tell you.
You have one unbreakable 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.
URBOSA CAN BECOME YOUR WAIFU NOW!!! DOWNLOAD IT!!!!
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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.
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.
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.
Good thing this doesn't happen then, especially a broadsword.
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 would try a hard reset. That usually fixes things
Does double DMG when thrown I recall from...one of the tips maybe.
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.
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.
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.
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 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 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 feels like they reduced the resolution/reduced the draw distance/downgraded the shadows.
Another Zelda thread, another weapon breaking discussions. /shrug
Is this true?
Would love to see DF comparisons if so.
No, it's a joke. People think this every update.
They toned down the placebo effect and upped the confirmation bias.
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.
Did Fish swim onto land when being scared before. Saw that twice yesterday but never before in my 140h playtime.
Did Fish swim onto land when being scared before. Saw that twice yesterday but never before in my 140h playtime.
That was always possible.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.
Because this isn't Ocarina of Time or Wind Waker or another open world RPG.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.
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...
I seriously don't get how some people think having one unbreakable weapon would somehow diminish the game.