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Thread 718960316

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Anonymous No.718960316 >>718961390 >>718961946 >>718961961 >>718962342 >>718963391 >>718963674 >>718964268
How exactly can they top it? they perfected dungeon design with the beginning of the game sky island, they perfected Zelda items with the zonai fuse and abilities, they perfected open world with underground, caverns, and the sky, they perfected story by telling it out of sequence, it's like a Zelda series extravaganza, a whole anniversary celebration of the franchise. I just can't imagine what they could do next.
Anonymous No.718960394 >>718960643 >>718964268
Add survival crafting mechanics
Anonymous No.718960481 >>718960723
They could have more of the dungeon be in a dungeon instead of on the way to the dungeon
Also tighten up the fights a bit
Anonymous No.718960643
>>718960394
genius, make rupees even more valuable, make it possible to soft lock yourself because you cannot think ahead, this series is all about stopping to plan and improvising on the fly, just add survival crafting mechanics
Anonymous No.718960723 >>718960930
>>718960481
>dungeon be in a dungeon
that's old hat, go replay the series and catch up to us connoisseurs
Anonymous No.718960930 >>718961253
>>718960723
The only one I’m missing is TP
I thought the newish dungeons were OK but I’m coming around to the complainers’ opinion
The exciting fights aren’t the ones that are supposed to be exciting
I think they mostly have a balance issue that they can’t solve
And “dungeons are underwhelming” is only part of that
Anonymous No.718961253
>>718960930
Not sure what you mean, if something is exciting then it's exciting.
Anonymous No.718961390 >>718961946 >>718962079 >>718962273 >>718962459
>>718960316 (OP)
Honestly? Do away with the weapon durability altogether, find some other mechanic to make people want to switch up weapons.

Exploration and finding caves, caverns, temples feels fantastic (which was drastically missing from BotW). But the weapon durability, while it had a decent enough bandaid in TotK, is still a bit ass.
Anonymous No.718961946 >>718962353
>>718960316 (OP)
Harder game
Insufficient difficulty is the worst con TOTK and BOTW have, it feels like Ganon isn't even here at times, maybe he's chilling out in another kingdom while you're busy solving the sheikah/zonai trials
Player should be fighting for survival, not this Noddy in toyland tier on PS2 tier difficulty
>>718961390
something they could have done is Link has the master sword from the get go or almost but it has elemental ammo or something similar that removes the grudge people who dislike durability have but it still has the progression element and other advantages
Anonymous No.718961961 >>718962128
>>718960316 (OP)
You can capture bad enslave small creatures like in Palworld.
Anonymous No.718962079 >>718962181
>>718961390
I disliked having to drop a pencil topper on the ground to fuse it right before a surprise big battle
BotW was much cleaner
Anonymous No.718962128 >>718962259
>>718961961
That sounds like your just asking for a 3d switch version of Echoes of Wisdom
Anonymous No.718962181 >>718962223
>>718962079
You're not pre-fusing your weapons? Why?
Anonymous No.718962223
>>718962181
I pre-fused most, but not all
Anonymous No.718962259 >>718962676
>>718962128
That wouldn’t be a bad game
It wouldn’t be a Link Zelda game, but it wouldn’t be a bad game
Anonymous No.718962273 >>718962587
>>718961390
>Do away with the weapon durability
awful awful idea, you should feel bad
Anonymous No.718962342 >>718962448
>>718960316 (OP)
Proper dungeons, they only got it kinda right with the desert temple, they also really need to figure out difficulty scaling if they want to keep doing nonlinear games
Anonymous No.718962353
>>718961946
>master sword
>elemental ammo
I like where your head is at
Anonymous No.718962448
>>718962342
I wouldn't mind if certain regions had tougher monsters, as long as you could still attempt it but likely get curb stomped
Anonymous No.718962459 >>718962838
>>718961390
Weapon durability is fine for the early game, but what they needed in both games is major weapons of every class that are either unbreakable or on a recharge like the Master Sword, something to work for instead of a bunch of armor you'll never fucking use.
Anonymous No.718962587 >>718962761
>>718962273
Well I don't, and I still feel it's a good idea to find a replacement mechanic rather than durability.
Anonymous No.718962676
>>718962259
I actually sort of wished they made Zelda a full spellcaster type of character rather than simply a summoner.
Fits how Zelda is typically portrayed, and opens up for some interesting gameplay you could potentially do.
Anonymous No.718962761 >>718963291
>>718962587
It's too much of a step back, you should think of ways to innovate it rather than remove it.
Anonymous No.718962838
>>718962459
I saw the other day someone suggested the armor be breakable to, to encourage more alchemy and cooking. That's the kind of genius we need here
Anonymous No.718963291
>>718962761
I'm not simply saying remove it, I'm saying replace it with a different mechanic, and I honestly trust actual game designers to figure out a better way to do it than a layman such as myself.
Anonymous No.718963391
>>718960316 (OP)
>perfected
the word you're looking for is "ehshitified"
Anonymous No.718963608
weapon durability is a poorly implemented mechanic in this game. it's simple: without a way to repair weapons, you spend more time than is necessary trying to find weapons to potentially replace your stock, and you avoid combat because you don't want to waste resources and effort that won't in turn dole out a reward.

aonuma should just retire already, his games have always sucked and he's bringing nintendo down to be quite honest family.
Anonymous No.718963674
>>718960316 (OP)
The dungeons are doghshit, what are you talking about?
Anonymous No.718964268
>>718960316 (OP)
They can top it by uh--
>>718960394
I was about to say "scrap all of the survival sim" elements and just stick to the
>Mysterious World
>Freedom and climbing
>Hero's journey main quest and 4+ Main Dungeons
Then scrap the 120 Shrine puzzle rooms for stuff like the Caves in TotK but also add more level design of that type out in the wilds. I wanna go to a forest where I have to swing across physics-driven vines and bind them around a rock that has to pendulum swing to the other side and land on a pedestal, instead of going into "Shrines" and having arbitrary level design happening outside of the game's universe. I want the Zelda Dungeon Design to happen as part of traveling towards a destination.
Then there has to be 1 big dungeon, like a traditional Zelda dungeon but done with the open-air style that's way larger than the Divine Beasts or the Temples, like big-ass domes with entire cities inside of them, where it's full of enemy rooms and Zelda contraptions in a labyrinthine fashion with Small Keys and Mini Bosses, and a temporary game-mechanics that is unlocked inside the dungeon, which allows easy traversal of the entire World Region once you go back out outside.

If it's the jungle, once you have the Dungeon item, you can now zip across rows of vines to travel like a superhero through the forest. And some of these "Mega dungeons" are totally side-content, but they feel like you "complete the area" after each one.

It starts to feel like 3D A Link to the Past but it's still BotW, and it's no longer just derivative Ubisoft shit with huge unnecessary inventory screens and wasting my time "grinding". Now it's just a fun ass Open World game that you see through and play to the end.