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Topic: The Legend of Zelda: Breath of the Wild

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TuVictus

Haru17 wrote:

Tsurii wrote:

there's no "impassable ocean" in Xenoblade either. You guys really need to actually play the games you're talking about.

Well, I'm guessing there's a run animation, and I bet there's a swim animation, and I have a hunch that the swim animation is—get this–slower than the run animation. So, it's a natural progression buffer, see? And I'm thinking you're not supposed to cross the narrow land bridge until you're high enough level to fight the enemies along it, but—follow me here—when you get over to the lava islands, you can get a mech that lets you cross the ocean whenever you want.

Well "progression buffer" is a whole lot different from "impassable", which is what you asserted. Which is downright wrong. But surprisingly the swimming is actually around the same speed as sprinting. And you can cross it whenever you want. You can bypass the bridge entirely if you just swim out of its way. You are correct about the landbridge having stronger enemies to sort of funnel the player away until they're strong enough, but that's laughable if you don't think Zelda will use a similar system, where end-game areas have stronger/more difficult to beat enemies than beginning areas.

[Edited by TuVictus]

TuVictus

EOTW

I personally think that it is bad design to actively halt progress with a tough enemy. When I find a tough enemy I never think about leaving and coming back when I'm stronger. No, all I see is a challenge. That ends up frustrating me sometimes, like, WHY does the Glavenus have ten times more health than usual the first time you encounter him!? It's like the devs are saying "Ha, you aren't strong enough!" even though I literally am I've been playing these games since Tri JEEZ. /irrelevant rant over/

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TuVictus

Since Zelda doesn't use level systems, I imagine your beginner weapons will barely make a dent in the end-game enemies. It's probably designed so that by the time you reach the end, naturally, you'll have a bunch of upgraded swords and armor to do appropriate damage

TuVictus

JoyBoy

So did Nintendo actually say the NX version would have better graphics? Or did they say the difference between the 2 version would be the graphics? Because that would change the whole viewpoint we previously had about this so called better running/looking Zelda NX. I might actually have to pick up Zelda for Wii U after all.

SW-7849-9887-2074

Dezzy

Octane wrote:

@Haru17 Zones are stupid anyway; why's there a lava filled island next to the arctic zone? Zelda is guilty of this as well though, but Xenoblade X's world looked too ''artificial''.

No Man's Sky is doing it with whole planets!

It's bizarre how so many people do this in sci-fi given that our own planet is the exact opposite of this.

It's dangerous to go alone! Stay at home.

erv

Haru17 wrote:

Tsurii wrote:

there's no "impassable ocean" in Xenoblade either. You guys really need to actually play the games you're talking about.

Well, I'm guessing there's a run animation, and I bet there's a swim animation, and I have a hunch that the swim animation is—get this–slower than the run animation. So, it's a natural progression buffer, see? And I'm thinking you're not supposed to cross the narrow land bridge until you're high enough level to fight the enemies along it, but—follow me here—when you get over to the lava islands, you can get a mech that lets you cross the ocean whenever you want.

Uhm, nope and nope. I actually walked to the other continents and took a swim and discovered some story missions along the way. The progression buffer is an illusion you play on yourself.

There is one place I couldn't go to, though...

... But that was when I had a mech and was able to ride into a level++ tyrant...

Switch code: SW-0397-5211-6428
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TuVictus

you guys are making me want to continue Xenoblade again. That really was a well designed game. I loved the world.

I did not love the tiny text that you could not change that gave me constant headaches

TuVictus

EOTW

@White_Rhino I'm not saying they should make enemies easier, I love challenging baddies. I just don't like enemies that are designed not to be beatable. I would much rather have an actual physical wall in my way than an unbeatable baddie, because then I at least know not to waste time and resources on it.
Example: the Gorons on Death Mountain in Twilight Princess. You need the iron boots to beat them, but the game doesn't initially tell you that, so you end up wasting a lot of time and hearts trying to beat the first one. Only after giving up in frustration will Renado speak to you and say something like "OH HAY YU GOTSA GO TALK AT DA MAYOR BO GUY DURR," basically.

[Edited by EOTW]

3DS FC: 3222-5568-3578
NNID: EOTW93
NX HYPE

EOTW

^^^^ Yes

3DS FC: 3222-5568-3578
NNID: EOTW93
NX HYPE

-Green-

Hmm, I'm surprised Link doesn't roll in this game. Isn't like Link rolling a staple in Zelda.

In some of the footage I saw on the game, a player asked the assistance if Link could roll in this game and the assistant responded by saying "Not Yet". So maybe you can later on or something.

@Tsurii The game does seem to encourage Stealth. Being able to sneak up on enemies and picking them off individually seems helpful when trying to conserve materials. Not to mention, the game rewards you for hitting an unaware enemy by making the attack do more damage.

[Edited by -Green-]

"Enthusiastic Hi" (awkward stare)
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PS4 Thing: TBA

Haru17

Operative wrote:

Well "progression buffer" is a whole lot different from "impassable", which is what you asserted. Which is downright wrong. But surprisingly the swimming is actually around the same speed as sprinting. And you can cross it whenever you want. You can bypass the bridge entirely if you just swim out of its way. You are correct about the landbridge having stronger enemies to sort of funnel the player away until they're strong enough, but that's laughable if you don't think Zelda will use a similar system, where end-game areas have stronger/more difficult to beat enemies than beginning areas.

Featureless water acts as its own progression buffer. It's the same concept, regardless of whether you admit it or not.

erv wrote:

The progression buffer is an illusion you play on yourself.

That's what I mean by "progression buffer." It's not always a hard requirement, but rather something that suggest to the player what to do, achieving the desired result with a majority of players. Game design. That's how that works.

[Edited by Haru17]

Don't hate me because I'm bnahabulous.

TuVictus

"Featureless water acts as its own progression buffer. It's the same concept, regardless of whether you admit it or not."

Not really lol it's not really a buffer if you can easily get passed it.

TuVictus

Haru17

How long is that swim exactly? 5 minutes? 10 minutes? 15? That's a buffer. That discourages passage. We're hardwired to stay on the land, you know.

Don't hate me because I'm bnahabulous.

Dezzy

ALERT. ARGUING OVER DEFINITIONS. VACATE AREA.

It's dangerous to go alone! Stay at home.

Haru17

I'll be happy when I can say something, mean it, and people will argue the point, not the words composing it.

It's not like the stigma about water levels comes from nowhere, guys. Water gameplay is notoriously underdeveloped to the point where it's almost always limited to just a swim animation in RPGs.

Don't hate me because I'm bnahabulous.

Dezzy

I'll be happy when we get beyond about 1% of the population (our current level) realising that almost no 2 people use a term in the exact same way, and that elaboration is nearly always needed.

It's dangerous to go alone! Stay at home.

Haru17

Only 1% of the population even knows any gaming terminology. And that's not even the problem here, but I digress.

Don't hate me because I'm bnahabulous.

Haru17

[Edited by Haru17]

Don't hate me because I'm bnahabulous.

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