Why do I see so much hate for weapon durability?
BotW, Minecraft, you name it and it seems people are really upset
Why do I see so much hate for weapon durability?
It's lame busywork that doesn't add to a more fun or complex game
Weapon durability isn’t punishing enough in BotW as I spend more time dropping inferior gear when I find better shit than struggling to find a weapon when I need one. If anything, BotW should have a larger inventory when weapons are concerned from the start and not behind korok seeds most mongoloids will just walk past.
How is it lame busy work? Minecraft you constantly get more materials and it takes less than a second to craft a new sword, pickaxe, whatever. And if you really want to keep your enchanted one you can repair it. By having this durability function it adds a level of resource management if your going to go do something, like a nether expedition, or long term mining, which is good for a survival game
In BotW enemies drop so many weapons it's never really an issue. Doesn't matter if you lynel sword broke cause a royal greats word just dropped. How is it busy work to press a singular button to pick it up
In BotW it only bothered me aesthetic-wise.
If badly implemented its annoying. Or if implemented in the wrong game
If implemented correctly it adds a level of tension and difficulty.
BOTW really needs to realize that and make resources scarcer. The most fun I had in the game was in the sword trials thing when you had nothing
It's a psychological thing. People don't like challenge that comes from "MY character or his skills/items failed"
Challenge that feels good must come exclusively from the enemies.
Resource management, when not a scarcity, IS busy work
If it's not an issue, then why is it even in the game ?
Everybody liked resource management in Resident Evil 1, where it was real resource management. If I shoot this zombie, maybe I'll run out of ammo. Can I really dodge him ? I don't have much health.
You have to make a choice and it adds tension.
What does it add in Minecraft or Zelda ? "Oh, i'll have to pick that up, I'll have to farm more of this, oh my weapon broke into my hands, time to go in the menu"
Who wants to do that bullshit ?
That would imply it literally having no value
Making sure you always have a working pickaxe when mining is important. It's not the scarcity of your iron supply, it's the fact that now you have to consider how much you're going to mine before you go.
Do you need 1, or 2, or 5 pickaxes. Do you want to use your diamond one or not, etc
The only times I'm annoyed with it in zelda is when I wander to a combat shrine and my 50 damage swords only do a 10th of the robots health before breaking over and over.
Nigga what's the point of a survival game if you aren't mangeing your resources
In minecraft it makes the player consider how much they really want to go into the nether and what to bring
Or when they go exploring how far they are willing to travel
It's fine in Minecraft for the most part.
>Early game
>Resources are scarce so they must be managed.
>Mid game
>Likely gave diamond gear, can be obstructive to farm xp just to repair your tools.
>Endgame
>Mending. Resources are no longer scarce so the game let's you skip the bullshit.
It's bad in BotW though. Then again I dont like that game as a whole so.
What you're describing would be good, but its absolutely not the way it happens in real life.
Never was I sitting in my home in minecraft thinking "Huh, I should really bring more of this, how many pick axes will I need ?"
What happens is that you farm 10 minutes to create 50 pick axes and then you mine.
it's just padding in botw
If weapon durability wasn't a thing you'd just use your best sword without having to switch gear constantly
>Nigga what's the point of a survival game if you aren't mangeing your resources
That's what I'm saying. You're not managing anything in Minecraft, because everything if infinite, you just have to spend a lot of time.
In Resident Evil, everything is limited and every time you shoot a magnum bullet, that's a bullet you won't see again. How many bullets are there on a normal run of RE1 ? Maybe 15 ?
>In minecraft it makes the player consider how much they really want to go into the nether and what to bring
How much you really want to go in the nether ? You're going anyway, you just have to farm diamond for 50 hours before and you'll bring back everything you find because the inventory is huge as fuck.
You're doing exactly what I said, except to an autistic extreme
You've decided you needed a surplus of 50 pickaxes, and did so
When I play I'll decide I what I need depending on how much mining. Do I want to spend 10 or twenty minutes running around in an underground cavern. The longer I want to stay down there the more I bring with me so I'm not trying to make them on the fly
Instead you'll use a different sword with the exact same moveset and a different number.
Know of a good way to make people switch weapons? make them actually feel different and design scenarios where one is better than the other.
But that's too much for BotW, that game would rather make you switch by making your sword's "ammo" run out after 8 swings.
>Why do I see so much hate for weapon durability?
Because most of the time its a cheap and aggravating mechanic to prolong game-time by making you grind for materials and/or repair recourcess so you can keep using it.
I quit State of Decay because of this, seriously if a GUN disintergrates because you put more than 3 magazines through it then I'm not going to bother with your shitty fucking hamsterwheel of a game. Gear durability in games like Diablo 2 or WoW for instance are fine because it actually takes a long while before your gear breaks or its your punishment for dying.
You're deciding what resources you want to being into the nether like I said. You're playing it autisticly safe which of course is going to make it more boring.
>When I play I'll decide I what I need depending on how much mining. Do I want to spend 10 or twenty minutes running around in an underground cavern. The longer I want to stay down there the more I bring with me so I'm not trying to make them on the fly
But you're gonna go back to mining at one point or another, so you'll need the pick axes and anyway, the cobblestone is infinite so you have no reason to not make 50 of them. This is not resource management, it's time management at best. Will I farm cobblestone for 10 minutes or for 20 ? You always need pick axes anyway.
the posters on v arent people
>cobblestone pickaxes
why are you retarded
a) If you create all 50 pickaxes up front, you can't use that iron to make any other tools you might need, and you'll probably find diamond before you burn through all 50 of those anyway, making pre-built pickaxes en masse a big waste
b) If you're going on a short jaunt to your strip mine, you can probably stash your tools nearby and get to them without trouble. But if you're exploring a natural cave, a mine, a stronghold, etc, you're probably going to find more good shit than what you can actually carry back with you, making tool selection more important. Ten iron pickaxes means you can basically dig as much as you want, but you're forfeiting ten stacks of resources unless you break or combine some of them.
>making 50 cobblestone pickaxes
you've lost human rights
He's not using iron, he's using fucking cobble
I don't know man, at the end of the day, I never even thought about what to bring into the nether, from what I remember, you just take your best gear and some arrows for the flying enemies and you farm.
Another good example of resource management I can think about are the power nodes in Dead Space.
Basically, you find a Power Node, you have to make a choice, either you will use it to upgrade your equipment or you'll use it to open a locked door.
If it was possible to farm Power Nodes, then it wouldn't be resource management anymore, you would just farm the Power Nodes and unlock everything.
Yes I know Power Nodes become available later for 10.000$ but I was talking about a first run of the game.
Not even major tests of strength are that bad. I usually use weapons in the 40s and usually only break one on a major test.
Did you play on lower difficulty settings? Cause especially when first getting into the nether it's dumb bringing your best gear
I can't count the number of times my portal has been on top of a floating island with a multitude of ghasts that immiedently attempt to launch me into the lava below.
That's why you design enemies with weaknesses to different weapons and tools you have. You know, like most Zelda games before botw
That just makes a stronger case for point b) then, you need almost twice as many picks to do the job at a slower pace and you can't even mine rare materials like gold or diamond with a stone pick. That's not being efficient, that's being stupid.
>bringing your best gear with you immediately
And that's how you lose a diamond pickaxe because your portal was literally on a cliffside
It's been years since I've played the game, I don't remember the exact materials or whatever, debate like adults instead of cherry picking dumb shit.
>If you create all 50 pickaxes up front, you can't use that iron to make any other tools you might need
Iron is infinite. I don't need to manage it.
>you'll probably find diamond before you burn through all 50 of those anyway, making pre-built pickaxes en masse a big waste
Can you even waste something infinite ? Are you managing the oxygen you breath ?
>But if you're exploring a natural cave, a mine, a stronghold, etc, you're probably going to find more good shit than what you can actually carry back with you
Pic related is the size of your inventory. You're actually fucking kidding me if you're telling me I'll run out of space.