Breath of the Wild: The Absolutely Necessary Release Thread

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#141

Post by Marilink » Mon Apr 17, 2017 6:19 am

[QUOTE="Valigarmander, post: 1627809, member: 30663"]I thought about updating my old sword strength chart to include the arsenal from BotW, but the elevators relative strengths don't line up anymore. I have fury.[/QUOTE]
Since the swords in BOTW are given numerical values for their strength, could you maybe just add a number line to the bottom that would be relative to the sword strengths without necessarily lining up?
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#142

Post by Valigarmander » Mon Apr 17, 2017 5:37 pm

[QUOTE="Marilink, post: 1627823, member: 23215"]Since the swords in BOTW are given numerical values for their strength, could you maybe just add a number line to the bottom that would be relative to the sword strengths without necessarily lining up?[/QUOTE]
What I meant was that the relative strengths of swords that appear in multiple games aren't the same in BotW. So for example, in OoT Biggoron's Sword is twice as strong as the Master Sword, but in BotW it's 5/3 times as strong. Therefore I no longer have a reliable metric for comparing swords across multiple titles. :wizard:

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#143

Post by Marilink » Mon Apr 17, 2017 6:08 pm

Would a floating number line not solve that problem? It wouldn't even have to be tied to specific swords, just the numerical value for weapon strength in BotW and how it would match up with, say, the Master Sword as the referent.

I'm maybe not explaining my idea very well...I can make a picture if that would make more sense.

Btw, I beat the game today with all 120 shrines. This game is phenomenal, but it has its flaws. Longer post to come.
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#144

Post by The Missing Link » Mon Apr 17, 2017 6:49 pm

^ In other words, scale all of the values in BotW so that they line up. :p

Also true about the game having flaws and being phenomenal.
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#145

Post by I am nobody » Mon Apr 17, 2017 7:08 pm

I'm glad everyone else enjoyed it, but I completely lost interest when I got to the Lost Woods. I'll probably at least try to pick it up again when I have 13 hour flights in June.

I don't have anything particularly new to say about it. I can appreciate why so many people consider this a revelation, but it was basically death by a thousand needles for me. Stamina meters, slow movement, rapid equipment degradation, annoying inventory management, or running out of healing items and being forced to tediously gather random plants and slowly cook them got in the way every time I started to have fun.

Oh well. :/

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#146

Post by Marilink » Tue Apr 18, 2017 8:33 am

I'm interested to know how you thought the movement was slow, Ian. I never once had that feeling. Even Link's walking gait is a solid pace for me.
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#147

Post by I am nobody » Tue Apr 18, 2017 3:14 pm

The speed for walking is just about acceptable. The defaults for swimming and climbing are unbearable, particularly since they're both basically stamina checks that need no involvement form me beyond holding up.

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#148

Post by The Missing Link » Tue Apr 18, 2017 6:13 pm

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#149

Post by X-3 » Tue Apr 18, 2017 6:31 pm

What is this? A potion for Minish?

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#150

Post by I am nobody » Tue Apr 18, 2017 6:33 pm

I'm aware that hasty items exist, but acquiring them would require me to spend even more time gathering and cooking random crap, which I dislike even more than the movement speed. More importantly, punishing me with tedium because I don't have the right item is just about the best way to make sure I'll quit.

Like I said, I'm glad everyone else liked it, but any game that featured those five things so prominently was always going to be almost impossible for me to enjoy. Hindsight is 20/20 and all, but I probably should've seen this coming.

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#151

Post by Marilink » Tue Apr 18, 2017 7:24 pm

^I always avoided swimming like the plague, but Climbing was made a lot more bearable after getting the Rito power up.

Currently attempting the "Speedrun" route, quotation marks added because my "route" is super un-optimized.
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#152

Post by X-3 » Tue Apr 18, 2017 7:50 pm

Climbing is less "I need to get up there right away" and more "Can I get up there now and if so how" which always made it more than bearable for me. Except when it's raining because the answer instantly becomes "lol you're going nowhere." Swimming was always too slow though, even wearing full Zora's.

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#153

Post by mushroom » Tue Apr 18, 2017 10:15 pm

came back to this game tonight for the first time since Persona came out and beat my first divine beast dungeon (the elephant one), 30 hours in lol. running around in this game is so much fun I don't even use fast travel, hence why it took so long
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#154

Post by The Missing Link » Tue Apr 18, 2017 10:21 pm

I didn't use a lot of fast travel until very late in the game. Now I use it all the time, but that's mainly just because I'm farming things.
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#155

Post by Sim Kid » Tue Apr 18, 2017 11:00 pm

I stepped on ONE PIXEL and this psycho beat me within an inch of life for stepping on the flowers! D:< what's your problem?!

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#156

Post by Marilink » Wed Apr 19, 2017 6:16 am

"Beat me within an inch of my life" is an interesting way of saying "Sent me back to the beginning of the flower maze"
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#157

Post by The Missing Link » Wed Apr 19, 2017 6:45 am

[QUOTE="Marilink, post: 1627995, member: 23215"]"Beat me within an inch of my life" is an interesting way of saying "Sent me back to the beginning of the flower maze"[/QUOTE]
But "beat me within an inch of my life" is literally what happens when you "get sent back to the beginning of the flower maze too many times."
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#158

Post by Marilink » Wed Apr 19, 2017 7:07 am

whoa, really?

I've gotta go fail that quest a few times
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#159

Post by CaptHayfever » Wed Apr 19, 2017 8:32 am

Today ML learns that Zelda games deduct health when one fails a navigation puzzle. ;)

And remember, "I'm-a Luigi, number one!"

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#160

Post by Marilink » Wed Apr 19, 2017 9:06 am

I mean, falling into a pit or deep water, sure. But I would not have expected health deduction for failing the Flowers quest...

Also, I don't have too much experience with failure :cool: :cool: :cool: :cool:
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