You should give BotW a try.i mean... i do have a Switch and I did mention I got BOTW on Switch too... I just decided to play Genshin Impact first.
Genshin isn't my first gacha game either. 🤷♂️
Let's not jump to accusations of lying just because you don't understand OP's thought processes on what game to play...Yup... he's lieing. It's so absurd the I doubt he has BoTW. You have a wii u but not a switch. You play geshin impact even though yiu have BoTW at home? Or OP is crazy or he is lieing. I do believe in the 2nd choice.
It can absolutely be criticised and isn't flawless, but I do think that there are some people who make sweeping statements about it who might not understand how integral it is to how the game and its world has been designedI get what they want players to do. Doesn't mean I can't hate it. Though I get the impression that the weapon durability to some is a flawless system that no one can criticize.
Sorry for the post, reading now, it felt offensive. I don't understand people who spend money on a game and go play something else. It's your money, your work you know? Anyway, try the game and forget other people's opinion. What really matters it's your opinion. I really like BoTW, but I do understand people who see many flaws in it.i mean... i do have a Switch and I did mention I got BOTW on Switch too... I just decided to play Genshin Impact first.
Genshin isn't my first gacha game either. 🤷♂️
Also, people who say "weapon durability is a problem" don't really understand game design, or they're not really able to see how it feeds into the design of the rest of the game
Weapon switching was cumbersome and could definitely do with improvement.Haha, no, the weapon durability was terrible for me. It made the early game fun as you scrambled for any weapon you could find, but it was a drag on the rest of the game as there were never exciting rewards to find and you couldn't form any attachment to your weaponry. The UI to manage a shit ton of these weapons as they kept breaking was also terrible for flow. Nintendo is usually pretty smart about usability and general design but this aspect was really bad.
If you think it's so great and nothing else could ever work let's just wait and see if BOTW2 has the same exact system or if they add in permanent weapons.
Spoiler, they're going to add in permanent weapons.
Weapon switching was cumbersome and could definitely do with improvement.
However, whether they have a different system in BotW2 is neither here nor there if the game itself has a different design philosophy in any way. Plus BotW *does* have permanent repairable weapons, one from each major city and the master sword.
Haha, no, the weapon durability was terrible for me. It made the early game fun as you scrambled for any weapon you could find, but it was a drag on the rest of the game as there were never exciting rewards to find and you couldn't form any attachment to your weaponry. The UI to manage a shit ton of these weapons as they kept breaking was also terrible for flow. Nintendo is usually pretty smart about usability and general design but this aspect was really bad.
If you think it's so great and nothing else could ever work let's just wait and see if BOTW2 has the same exact system or if they add in permanent weapons.
Spoiler, they're going to add in permanent weapons.
You quoted me, but cropped away the part where I said it's fine not to like it, and then told me you don't like it
My mind works in mysterious ways... the more people tell me something is oh, so great the more I get convinced it is not essential to me.
If you think Genshin is some definitive replacement for Breath of the Wild, you are very dead wrong.
In Breath of the Wild, you have absolute freedom with where you want to go, and what to explore. No resin, no level gating, and no Paimon gating. Also the stretch of land which you explore is way, way more vast than what Genshin currently offers.
But most important of all is the amount of creativity you could do with BotW's chemical system and the toys which you have at disposal. You can make totally unorthodox solutions to problems with what they give you and it works! Genshin's "reactions" system, on the other hand, feels very canned.
You can see this right away with Dragonspine and comparing the first area of BotW in the plateau, where you reach a cold area and Link starts to freeze. In Genshin, you can light torches which dot the area, or try to hit one of those Crimson Stone things, but for some stupid reason having Xiangling and Gouba spouting fire everywhere does not count as giving you heat. You have to either activate canned spots to receive warmth, or cook one type or particular food: Goulash. (Or follow heat Seelies.)
In Breath of the Wild, there are no set up tiki torches, no canned way of tackling heat. Instead, any heat source you generate and create is considered a viable source of staying warm: Light a club on fire to make a torch? That's legit. Just make sure it doesn't burn out completely! Set enemies on fire? They're considered sources of heat, too! Just don't get yourself killed!
Use food buffs? That's a solid solution as well! All you need are some peppers and add them to a reciepe dish you may or may not have discovered, and you can make any dish a cold-resistance one, too!
Have a flaming sword? You're pretty much set! Just don't forget not to overuse it on enemies or else it will break.
Oh yes, and you can make your own campfire in BotW as well.
So yeah, it's...entirely different. Genshin is much more an MMORPG with some BotW trappings, but it does not completely inherit all of it and exploration is gated until the developer tells you it isn't. BotW leaves you to your own devices, but there is less canned or obviously flagged puzzles and the solutions that you come up with aren't also constrainted to how the developer wants you to solve it.
It just requires a different mindset. It's a comparison that's been used a lot that it almost sounds cliche now but I found that if you approach weapons more as ammunition as you would in a shooter it becomes much easier to deal with - sometimes you get a super weapon that only has 5/6 shots with no refills, otherwise you're just finding more ammo for your loadout. As you said, the UI for changing weapons needs a massive overhaul to allow you to remain in the flow of combatThe repairable weapons required quest materials. It wasn't worth doing.
The master sword became my tree chopper because I didn't worry about breaking it. The weapon durability system made the master sword, strangely, seem less powerful and important.
This idea that you have to shuffle dozens of weapons that'll break in one fight each in order for this game to work is bizarre. No other game requires this cumbersome awful system and it's never explained why BOTW needs it.
I remember the first time I killed a centaur dude. He dropped a cool unique looking sword. It was gone in two fights. It's a buzz kill.
What exactly is your thread trying to accomplish?
LmaoI get ya, OP. After watching Boss Baby I too lost all my interest in watching the Godfather
It just requires a different mindset. It's a comparison that's been used a lot that it almost sounds cliche now but I found that if you approach weapons more as ammunition as you would in a shooter it becomes much easier to deal with - sometimes you get a super weapon that only has 5/6 shots with no refills, otherwise you're just finding more ammo for your loadout. As you said, the UI for changing weapons needs a massive overhaul to allow you to remain in the flow of combat
As for why BotW needs breakable weapons, other people have explained it a lot better in more depth both around the internet and in some posts here throughout the year but for me it's all about the design philosophy. The game wants you to go out and explore the world and have a reason to do so - a new powerful weapon could be anywhere. If you already have the most powerful weapon in the game, some people have no motivation to explore or try out other types of weapon.
It's still 100% fine for this to not work for you, but the open world in-game would be far less engaging and interesting without something new and potentially powerful sitting around the corner rather than just collectables that don't have any gameplay impact. I'm not saying it can't be improved upon as there are numerous changes I'd like to see made but I don't think you have to throw the baby out with the bath water.
I hear you.My mind works in mysterious ways... the more people tell me something is oh, so great the more I get convinced it is not essential to me.
Look, I get you don't like the system but there's no need to be condescending about people disagree with you ("I won't claim you don't understand game design, but...").If you just enjoy the "weapons are ammo" angle for any reason, that's fine, I won't claim you don't understand game design or anything, but the idea that the only way to have a rewarding world to explore is if low value ammo is littered everywhere (and at the expense of actual loot being anywhere) is wrong and it's disproved by... many other games! Ammo isn't fun loot to find.
And then you reach endgame. And then you're forced to farm Oceanid/Devalin drops. And then it becomes grueling!I think BOTW is overrated, have always said that.
I know the two games aren't exactly the same but I have had way more fun playing Genshin.
What exactly is your thread trying to accomplish?
The truth about BotW is that it isn't a traditional Zelda game, they took the basic concept from the first Zelda game back in 1986, and made a modern sequel. You haven't played anything like it, the hype might make you think you know anything about this game, but until you have spent some time with it, you don't really understand that it is essentially your own experience through Hyrule. It's not about being a Zelda game, or about being a 10/10, it's about having your own unique adventure.
Play the game or never play the game, but you haven't experienced it, because you picked up a fp2 game that styles itself like BotW.
The repairable weapons required you to get materials and turn in a quest each time. It wasn't worth doing.
The master sword became my tree chopper because I didn't worry about breaking it. The weapon durability system made the master sword, strangely, seem less powerful and important.
This idea that you have to shuffle dozens of weapons that'll break in one fight each in order for this game to work is bizarre. No other game requires this cumbersome awful system and it's never explained why BOTW needs it.
I remember the first time I killed a centaur dude. He dropped a cool unique looking sword. It was gone in two fights. It's a buzz kill.
You make it sound like people aren't hyping up GI all the time.My mind works in mysterious ways... the more people tell me something is oh, so great the more I get convinced it is not essential to me.
You explicitly said no one who disagrees with you understands game design and I was responding to that bone headed statement.
Does it? I picked it up at Wal-Mart on clearance last year for the novelty. It was like $20.
The fact that weapons are expendable is meant to encourage experimentation. Discovery and experimentation are the two things that BotW does best. You're encouraged to try different weapons and use them in unorthodox ways. If weapons didn't break, a vast majority of people would have never stepped outside of their comfort zone. It's by design. Maybe they were a bit aggressive in their attempt to get players to experiment but it was a deliberate choice. If you adjust your mindset, it can be quite liberating to figuratively and literally let go of your weapons. The weapons, like most of the "loot" in BotW, are meant to be used. They have so many systems in place that you would never interact with if you just stuck with the same couple of swords throughout the entire game.If you just enjoy the "weapons are ammo" angle for any reason, that's fine, I won't claim you don't understand game design or anything, but the idea that the only way to have a rewarding world to explore is if low value ammo is littered everywhere (and at the expense of actual loot being anywhere) is wrong and it's disproved by... many other games! Ammo isn't fun loot to find.
Also, people who say "weapon durability is a problem" don't really understand game design, or they're not really able to see how it feeds into the design of the rest of the game
It's fine not to enjoy that aspect of the game, but BOTW would be a worse game if you patched it out and had every weapon be invincible or last a lot longer, half the emergent gameplay situations arise from how precarious your arsenal is and how much you have to think on your feet