Can we finally admit that BOTW's disposable weapon system was shit and infuriating?

Can we finally admit that BOTW's disposable weapon system was shit and infuriating?

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  1. 3 years ago
    Anonymous

    i liked it, made the game harder

    • 3 years ago
      Anonymous

      tedious*

    • 3 years ago
      Anonymous

      Tedium does not mean difficult

  2. 3 years ago
    Anonymous

    Yes.

  3. 3 years ago
    Anonymous

    It's only infuriating if you lack imagination.
    The degradation exists so that you have to play with the physics engine and discover emergent mechanics.

  4. 3 years ago
    Anonymous

    No.

    It was the only real progression in the game and made you feel the struggle at first and then later just have every utility you could think of.

    It made you think on your toes about encounters and how to engage the enemy or if you even should, taking advantage of the stealth system in place and what armor to use.

    It was super integral to the gameplay and was a definite plus to the game.

    Having static weapons that take no damage or are infinitely useable would have made the game boring.

    • 3 years ago
      Anonymous

      >Having static weapons that take no damage or are infinitely useable would have made the game boring.

      Which goes to show much of the game is just smoke. It's an illusion. You only feel like it works because your weapons keep breaking. If the game had actual dungeons instead of minigames it would have been much better.

      • 3 years ago
        Anonymous

        Im not talking about a different game.

        If the game was different, sure it wouldn't feel the best.

        But in this game, it works. If you stop wishing for an entirely different game to manifest, and work with what this game gives you, then you would know that this weapon system is the progression of the game and that you are meant to work with the mechanics of the slate, your armor, your environment, the elements themselves (freezing, fire, electricity, bombs, etc) to conquer your enemy and not just swing the same sword around for 30 hours till the "you win" screen shows up.

        It was a good thing for THIS GAME. If OOT had this, I dont think it would have worked as well. They are entirely different games.

      • 3 years ago
        Anonymous

        >If you only use the systems the game provides well then you'll have fun with it
        W o w !

  5. 3 years ago
    Anonymous

    I think the idea is ok, having to go into encounters with suboptimal weapons and figuring out a strategy based on that has its merits. In practice however, it is mind-numbingly tedious and doesn't add much to the game compared to how much menu managing it requires. I just used the mastersword anyways when I got it.

    Frick crafting in games, it works in maybe 2 or 3 and the rest of the systems are tedious and obnoxious. My shovel broke in ACNH and instead of walking all the way across the island to waste my fricking time making a new one I just stopped playing it forever. Frick that shit and anyone that supports it, it's cancer.

  6. 3 years ago
    Anonymous

    I hated the Champion tunic.

  7. 3 years ago
    Anonymous

    Yes.

  8. 3 years ago
    Anonymous

    nah git gud

  9. 3 years ago
    Anonymous

    Only reason I can think of is if you're the type to get addicted to buying weapon skins and shit. It's annoying when your shield breaks while surfing, or when mining or using stasis deplete durability or when you have to close the chest and drop something, but combat wise it's the same kind of damage variability that most games have to begin with. But it's more like an ammunition system. In JRPGs you upgrade your gear, you're strong relative to that area's enemies for a little bit, then the damage drops off as you move forward, go to the next town to update your weapons again, and it repeats. If you ignore the numbers getting bigger, it's actually a pretty static thing. In something like BotW or Resident Evil the damage dynamic is very similar to that, only the cycle is faster and with more input from the player on when these damage peaks should take place

  10. 3 years ago
    Anonymous

    >disposable weapon system
    I'm not really sure what you're talking about. Next you're going to tell me the game had moronic stamina bars that stopped you from exploring in rainstorms. What a ridiculous thought.

    • 3 years ago
      Anonymous

      Yes. I also use infinite Magnum ammo cheats in RE4

    • 3 years ago
      Anonymous

      Cemu made made playing botw infinitely better

  11. 3 years ago
    Anonymous

    No, it was necessary. The game literally dumped tons and tons of weapons on you and if you only had the same ones you would never experiment or try other ones. This was LITERALLY never a problem.

    I hope they bring it back. Just to spite you morons who need hand-holdy movie games.

  12. 3 years ago
    Anonymous

    It was a mixed bag.

    Making weapons inherently disposable meant you could throw them, use them as tools, use the same things enemies used and steal them, and enabled a bit of scaling your power to the power of the area you're in.

    The downsides were mostly the significant amount of inventory management and pace-interrupting weapon switched the system entailed. These aspects could be fixed with new QoL features. It also fricked with people with hoarders mentality, but that didn't really bother me.

    I'd like to see them iterate on it for the sequel.

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