CritialGaming said:
I agree that Zelda is definitely not for me.
Zelda encompasses quite a large variety of experiences, from the melancholy groundhog's day loop that is Majora's Mask, to the feel good, swash buckling adventure that is Wind Waker, to the top down, secret packed 2D games (Link's Awakening's really good). You shouldn't determine that the series isn't for you after just playing one.
hanselthecaretaker said:
Dark Souls did weapon durability pretty well, but I think it could be taken a step further.
How about the durability be dependent on weapon material, and what type of material it comes into contact with...and at what kind of force. You could still of course have a durability statistic and maybe the kind of wear on the weapon will affect its effectiveness to varying degrees based on the above.
Repair would be easy and accessible though. Could be done at every save, or at a hub center like SoulsBorne.
Ugh, no. The last thing item durability needs is more layers of pointless realism. It's enough of a chore to have to run back to the blacksmith because you forgot to click the "repair weapon" button last time you were there, without needing to have a spreadsheet open to figure out how fast your weapon is wearing out. I don't want Zelda(or Dark Souls, whatever) to be bloody Dwarf Fortress.
No, what weapon durability would need is a way to make either the act of repairing or losing your weapon fun and engaging, and not simply a button that you have to go and click every now and again or be inconvenienced. I don't know how that could be done, or if it's even possible.
The only way I can think of would be to make it part of the challenge of resource management, where the player would have to choose between repairing their weapon or doing something else. The game probably couldn't have too much of a combat focus or the choice would be obvious, and the game would have to be challenging enough that every little decision mattered. Probably a roguelike or strategy game would work best. But really, it could be substituted for any number of choices and remain equally engaging.