Much faster climbing with all three pieces AND a useful, climbing friendly set bonus.What's the set bonus for having all 3 pieces of the?climbing gear
Much faster climbing with all three pieces AND a useful, climbing friendly set bonus.
EDIT: Sorry, misread. Set bonus is.climbing stamina up
enlighten usSo, 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
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.
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.
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'm really curious to find out which games are ten out of tens to you.
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.
- 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.
- 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.
weapons acquired fromChampionare technically 'unbreakable' but they require a lengthy recharge after enough usescompleting dungeons. 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.like the Master Sword- 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.
- 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.
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.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.
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 thebut 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.Master Sword
-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-lookingChampion's Weaponsso you may not have use for these weapons anyway." They are also outclassed by various weapons in the game, particularly theMaster Sword, so while they are special at the beginning, they just tend to end up as house decorations once you get better stuff."savage" lynel gears
- 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.
The way the game seems to be set up, the standardI 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 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.
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.
- 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.
- 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.
weapons acquired fromChampionare technically 'unbreakable' but they require a lengthy recharge after enough usescompleting dungeons. 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.like the Master Sword- 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.
- 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 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.
It's garbage like the goron people and their cityAbout 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.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.
Nah, that sequence was pretty fun actually.It's really good stuff. It's just that everything and everywhere else is better than the death mountain sequence.
There I said it.
It's really good stuff. It's just that everything and everywhere else is better than the death mountain sequence.
There I said it.
The AI did its job?what's the problem this that sequece?
it was reather easy and harmless,the AI did its job too
So I just got my secondFirst I got theDivine beast/powerThe secondGerudo and that seems like a cool offensive option.. I think theRito wind ability seems like it'll be really useful for exploration and general travellingdivine beast dungeons in general are quite good for the length they are and the manipulation mechanic is really enjoyable.
Let's go OT3!
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
The AI did its job?
Was yours Sonic?
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.
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.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.
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..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)
Why is OT3 not up yet?
Zelda stories always have been basic, did you expected to play this game as story driven like Last of us ?
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 ?
The AI did its job?
Was yours Sonic?
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.
Well now I don't feel like I'm the only one going incredibly slow about this!Update
- 40 hours approx
- 4 towers
- 1- 30 shrinesdivine beast
- 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.
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh what game were you playing because he stays still when spotted. The escorting also becomes trivial if you are observant of your surroundings.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.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
Nah, that sequence was pretty fun actually.*hides*
There are no problems, it just didn't wow me as much as the others. Hell even non- main story areas are more imaginative/engaging than death mountain.what's the problem this that sequece?
it was reather easy and harmless,the AI did its job too
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh what game were you playing because he stays still when spotted. The escorting also becomes trivial if you are observant of your surroundings.