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Oct 20, 2018
1,281
Brazil
Y'know what, there's another thing they could easily change for BotW that'd make me very happy: Giving me the green tunic at the start of the game. This is a direct sequel so they can easily pull a "You earned it in the previous game so it's in your inventory by default" thing.

And if they don't want to give it to everyone, just read BotW's save file to check if you own it in that game, much like unlocking Rosalina early in Mario Kart Wii if you had a Super Mario Galaxy save file.
 

byDoS

Member
Oct 25, 2017
4,192
I'll never understand the weapon durability complainers. The late stage weapons were so durable you were drowning in them. I mined with late game swords and shit just because it didn't matter at all. For the early-mid game stage when you get a few late game weapons just treat it as a temporary powerup, or the energy sword you sometime get in Halo campaigns when you find a secret. It's a temporary fun spike in power then you go back to your normal level of power. Don't view it as a baseline of power that you get stripped from.

Edit: Also adding a repair system completely undermines and go against the whole reason of the existence of weapon durability. Who cared about durability in Dark Souls because you could repair anything anyway? Might as well remove it at that point.

This. Weapon durability is what makes you feel the inventory is so diverse, because you're constantly changing your weapons, specially in the early game.
 

Lucas M. Thomas

Editor-in-Chief of Nintendo Force Magazine
Verified
Oct 30, 2017
2,290
Kentucky
The ability to pet the dogs.

pupper.png
 

Deleted member 54216

User requested account closure
Banned
Feb 26, 2019
927
Change the Zelda Thematic with the pokemon Thematic.

jk

The only thing i would change is the weapon durability. Then it is hard to beat. But as this is a sequel, they will definitely change more then one thing. As already been mentioned they will for sure change the Details as the base game is one of the best if not the best sandbox open world experience ever crafted
 

harry the spy

Member
Oct 25, 2017
3,075
I loved how the world felt under the rain but fucking hated how it impeded movement. Gimme boots that deal with this.
I wanna play as Zelda.
Better story.
Weapons that don't break - find another way to encourage experimentation (that weird island was a step in the right direction).

Make it less easy to break the cooking system, and make it more fun.
Boom, GOTC
 

Zoph

Member
Oct 25, 2017
2,512
Much better shrine to dungeon ratio. A lot of the shrines felt like filler instead of accomplishments (especially the combat shrines) and could have been sacrificed for more full unique dungeons.

A BOTW map with 8-10 dungeons and only about half as many shrines would be a dream.
 

Brix

Member
Oct 25, 2017
3,678
This whole paragraph is actually inaccurate. Combat is super diverse in botw and each type of weapon has its own style and animation.

Swords and axes aren't handled the same way.

And I, personally, don't consider the world of botw to be "empty", as some of you may suggest. It's quite the opposite, tbh
Nowhere in my post did I say the world is empty. Please don't put words in my mouth.
And I have collected over 30 different swords and they use the exact animations and combos. A vast majority of the weapons are just different skins with the same animations & combos. Anyone that has played numerous action games would notice this.
 
OP
OP
Tom Nook Says...
Jan 15, 2019
4,393
Much better shrine to dungeon ratio. A lot of the shrines felt like filler instead of accomplishments (especially the combat shrines) and could have been sacrificed for more full unique dungeons.

A BOTW map with 8-10 dungeons and only about half as many shrines would be a dream.
Yeah, with BotW1 under our belts I think most people would be perfectly ok with like one out of every four fast travel points being a shrine, and the rest just being a pedestal that you activate with no underlying puzzle involved. And in exchange, the game comes with 8-9 full dungeons. Then again, BotW2 might just straight up allow you to fast travel anywhere you've already been from the start.
 

Meta

Member
Oct 29, 2017
546
Make Zelda into an unbreakable-sword-wielding melee spellcaster. Make Zelda the only playable character.
 

j3d1j4m13

Member
Feb 24, 2019
577
30% to 50% more durability. Gear/tools that you find and use in interesting dungeons that allow you to access new overworld areas too for some metroidvania feels.

That's all.
 

John Dunbar

Banned
Oct 25, 2017
6,229
some stuff that comes to mind:

- fix the armour and food systems. they take away all the challenge and a great deal of fun. at least make armour less op and limit your ability to heal during combat
-better enemy and weapon variety
-less shrines, more and bigger dungeons
-something to actually do with all the trash you pick up
-make dialogue way faster when repeating npc activities (like upgrading stuff with the fairies)
-just get rid of voice acting if it's going to be so bad
-make alternative combat strategies more viable against late game enemies. anything but hammering silver enemies with powerful weapons is a waste of time
-make towns actually interesting. places like hateno look nice but there's nothing but couple bland quests. at least have something to do with your home, could have made a whole minigame around maintaining and improving it
 

Deleted member 8752

User requested account closure
Banned
Oct 26, 2017
10,122
I want a much harder game overall. I'm playing on Master Mode and still find the game to be just a tad too easy.

Can't say whether the durability thing should go away - I thought it was a great system. But maybe make it so you can repair broken weapons?

Also, please greatly expand Link's close range combat moveset. It's just slightly too simple.

It's really hard to critique BotW though. It's such a monumental accomplishment and one of the best games I've personally played.

Oh, also: give me native 720p in handheld mode and try to eliminate those framerate drops that we saw in some locations. . When the resolution drops it gets very hard to see the details. Docked resolution was fine though.

Also, make shrines and dungeons much harder, longer, and more intricate. And boss fights that are at least on par with previous games.

Again BotW is probably the best single player game I've played. But yea, there's still room for improvement for sure.
 

Quinton

Specialist at TheGamer / Reviewer at RPG Site
Member
Oct 25, 2017
17,251
Midgar, With Love
The one he recently made about re-exploring "this" Hyrule. We know nothing of the game and it may very well be a completely different overworld, but if it ends up being a recycling of the current map (even with some alterations), I will be extremely disappointed. Exploring a new world was easily 50% of my enjoyment in botw.

Ahh, gotcha. Thanks!
 

Zoid

Member
Oct 27, 2017
2,335
More focused story, more cutscenes, and real dungeons. Give me all of that and I won't care about weapon durability.
 

Bradford

terminus est
Member
Aug 12, 2018
5,423
Whoever said there are no bad ideas clearly hadn't seen this.
I really think the whole mile wide inch deep open world thing hurt the game more than helped it. A focused world would help fix that issue. I'd rather have a world 1/4th the size with more meaningful interactions than one huge one filled with a bunch of useless fluff.
 

GMM

Member
Oct 27, 2017
5,480
Remove or heavily change the weapon durability system, it's terrible and unnecessary in BoTW, everything was just archetypes that gets repeated anyway.

Add to that, have an actual story this time around.
 

ReyVGM

Author - NES Endings Compendium
Verified
Oct 26, 2017
5,432
actual existence of a fast travel point that requires solving a puzzle to activate,

You do not need to solve a puzzle to access the fast travel point. Just open the shrine and don't even enter it and you'll have the fast travel point. But I agree, if the shrines were themed, they would be much more interesting.

And Link will start from scratch, no powers, no weapons, 3 hearts. Just like 99% of any game sequel.
 

ReyVGM

Author - NES Endings Compendium
Verified
Oct 26, 2017
5,432
Edit: Also adding a repair system completely undermines and go against the whole reason of the existence of weapon durability. Who cared about durability in Dark Souls because you could repair anything anyway? Might as well remove it at that point.

Yup, it was just an annoyance.
 

Ryo

Member
Oct 28, 2017
1,523
Publish it on the other platforms instead so the developers aren't restrained by the Switch's hardware.
 

Phendrift

Member
Oct 25, 2017
32,282
I'd also say don't remove the durability mechanic, make it deeper.

Have monster parts not only work for cooking, but improving weapons. Add a crafting system for weapons and especially arrows. Put to use all of those overworld items you can get even more.
 

VeryHighlander

The Fallen
May 9, 2018
6,374
Have the world not be so damn empty. Have actual dungeons instead of copy/paste shrines. Oh and weapon durability needs to disappear.
 

DSP

Member
Oct 25, 2017
5,120
I'd make your ride useful. It's understandable that a horse can't get to basically 95 percent of a map, give us something else instead. I don't know, any animal that can climb something but the straight walls.
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
115,433
Unbreakable weapons, dungeons that actually reward you for your time, sidequests that actually reward you for your time, boss fights that reward you for your time.

BASICALLY I just want the game to not be such a catastrophic waste of my goddamn time.
 

Tibarn

Member
Oct 31, 2017
13,370
Barcelona
What OP descrives sounds like Dragon's Dogma tbh.

My most desired change is more indoor exploration. Shrines are good but there are no sense of adventure as you know that all of them will be over in a few minutes. Forgotten Temple was a highlight of the game for me, but I wanted more caves/dungeons/temples in the game. Indoor areas can offer poor visibility and enemy ambushes, and a different sense of exploration compared to open-air traversing.

I don't care if they use dungeons, caves or even underwater sections, but I want the next game to be less about the open spaces.
 

forrest

▲ Legend ▲
Member
Oct 25, 2017
1,514
Dungeons.

Also I can't believe BotW never got proper fishing. It's the perfect entry in the franchise for it.
 

Tibarn

Member
Oct 31, 2017
13,370
Barcelona
BASICALLY I just want the game to not be such a catastrophic waste of my goddamn time.
I'm amazed that people that can be more negative than me about everything exist, but here were are.

About what you've listed, the game (as you may know) works with all these limitations in mind: the developers want you to use lots of weapons, don't want the player to be in the same place a lot of time, and nothing in the game is trying to reward you for doing it, the philosophy of the game is that exploring and doing thing is the reward (as it should be in every game). The big problem is that some people plays games to "obtain things", and lots of recent open world games are filled to the brim with bad/repetitive content that lures the player with weapons, currency, etc... to do this bad content. Which is killing my interest in all these "checklist" open world games tbh. But I think that if you felt that the game didn't give you enough "rewards" you missed completely the point of the game.
 

Wamb0wneD

Banned
Oct 26, 2017
18,735
I was about to say dungeons, but I wouldn't even mind none if it means the whole game has an athmosphere as weird, somber and creepy as Majora's. Give me that.
 

Razmos

Unshakeable One Winged Slayer
Member
Oct 28, 2017
15,890
I'd like more unique dungeons, the divine beasts were okay dungeons but it was the same formula and feel every time, and I want them to feel different
 

carlosrox

Banned
Oct 25, 2017
10,270
Vancouver BC
In a couple interviews Aonuma mentioned how the development team planned to integrate the hookshot in BotW in order to allow Link to do move faster trough the world in a Spider-Man-like manner, I think that was a brilliant idea and evolution of the hookshot so they should implement it in the sequel.

Holy hell he said this?

This was one of those things I really hoped and assumed was gonna be in BOTW.
Same with dungeons and underwater stuff.

Imagine double hookshotting in between the twin peaks.
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
115,433
I'm amazed that people that can be more negative than me about everything exist, but here were are.

About what you've listed, the game (as you may know) works with all these limitations in mind: the developers want you to use lots of weapons, don't want the player to be in the same place a lot of time, and nothing in the game is trying to reward you for doing it, the philosophy of the game is that exploring and doing thing is the reward (as it should be in every game). The big problem is that some people plays games to "obtain things", and lots of recent open world games are filled to the brim with bad/repetitive content that lures the player with weapons, currency, etc... to do this bad content. Which is killing my interest in all these "checklist" open world games tbh. But I think that if you felt that the game didn't give you enough "rewards" you missed completely the point of the game.

I think that's the problem for me. BotW was almost exclusively bad/repetitive content but with no rewards. I don't play games just to play them. If a game wants me to spend a hundred hours in its world it has to be full of interesting things to do, and BotW just...isn't. Every shrine is super-short, they all look exactly the same, and they all give you the same reward at the end aside from a few that give you chests containing useless enchanted weapons (which you can find anywhere) and crafting materials you'll also never use. Sidequests are almost all pointless too, and the Divine Beasts are so short they barely register as dungeons.

The whole game just felt...empty to me. After you get the 13 heart containers necessary to get the Master Sword there's basically no reason to ever set foot in a shrine again.
 

Deleted member 56773

User requested account closure
Banned
May 16, 2019
159
way too many items in the menus that require individually reading names and descriptions. Specific easy thing to change: crafting. I was consistently annoyed and basically just avoided crafting as much as possible. I didn't want to scroll through 100 items having to skim each description to figure out what I want. They could replace it with something like a discoverable recipe system and you can have a hidden inventory or just a list inventory and then the actual selectable items are just the recipes. Or some other way. Just having to select every single item every time and scroll through everything is just too much.

Durable items...I didnt mind it too much. I think longer durability with fewer weapons would have made it more palatable to people. It always felt a bit too quick in the replacing. Something like a 50% longer duration and like 25% less items could have been good.
 

Tibarn

Member
Oct 31, 2017
13,370
Barcelona
I think that's the problem for me. BotW was almost exclusively bad/repetitive content but with no rewards. I don't play games just to play them. If a game wants me to spend a hundred hours in its world it has to be full of interesting things to do, and BotW just...isn't. Every shrine is super-short, they all look exactly the same, and they all give you the same reward at the end aside from a few that give you chests containing useless enchanted weapons (which you can find anywhere) and crafting materials you'll also never use. Sidequests are almost all pointless too, and the Divine Beasts are so short they barely register as dungeons.

The whole game just felt...empty to me. After you get the 13 heart containers necessary to get the Master Sword there's basically no reason to ever set foot in a shrine again.
BotW is a game that has a big focus on discovery and exploration. The terrain layout is interesting per se IMO, more than in any other game I've ever played, and finding little ruins, some NPC, some environmental puzzle or an enemy camp was always interesting to me. I can't think of another open-world game that has better content or that rewards exploration more. And traversal is a big puzzle by itself.

About shrines, the main point is puzzles. Is not about beign visually exciting (I agree that they could do more variety though) or rewarding anything special, is to present some (easy) puzzles in a environment that limits you more than the open world.

Divine beasts are "main quests" of the game, and even if are short I think that the team decided to spread all the puzzles to avoid having the player in the same place for too long.

The way I felt about BotW is: I've never played a game where going from A to B is as exciting as in this one, regardless about what's in A or B. For what you've wrote, you didn't enjoy the exploration, so there's nothing in this game for you. Maybe you'll enjoy a lot more the traditional open world game design, that is more about the content than the world layout or your own adventures.
 

Speely

The Fallen
Oct 25, 2017
7,993
Prompt me to drop a weapon or shield when I pick up another and my inventory is full. That's pretty much it.
 

Ushay

Member
Oct 27, 2017
8,342
Weapon durability needs to be thrown in a flame. Hated that mechanic.

Either that or rethink it
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
115,433
BotW is a game that has a big focus on discovery and exploration. The terrain layout is interesting per se IMO, more than in any other game I've ever played, and finding little ruins, some NPC, some environmental puzzle or an enemy camp was always interesting to me. I can't think of another open-world game that has better content or that rewards exploration more. And traversal is a big puzzle by itself.

About shrines, the main point is puzzles. Is not about beign visually exciting (I agree that they could do more variety though) or rewarding anything special, is to present some (easy) puzzles in a environment that limits you more than the open world.

Divine beasts are "main quests" of the game, and even if are short I think that the team decided to spread all the puzzles to avoid having the player in the same place for too long.

The way I felt about BotW is: I've never played a game where going from A to B is as exciting as in this one, regardless about what's in A or B. For what you've wrote, you didn't enjoy the exploration, so there's nothing in this game for you. Maybe you'll enjoy a lot more the traditional open world game design, that is more about the content than the world layout or your own adventures.

The thing is that you can do both things. You can have exploration be fun and also incentivise it by having interesting things happen or interesting loot show up at the spots that are the most interesting. They don't need to be mutually exclusive, you know?