Current Events > Does anyone LIKE weapon durability in games?

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VandorLee
08/25/18 1:14:50 PM
#1:


So far, even fans of games with it dont even like it but rather explain how its not so bad.

If you enjoy your sword breaking after so many swings, please explain.

I like DR but those games would let you stack durability increasing items but that furthers me saying no one likes it, they work around it.

And also Frank in OTR had over powered melee moves as well....
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ThyCorndog
08/25/18 1:15:26 PM
#2:


no

every time it's removed from a game series in the sequel or whatever, it's always an improvement
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Anteaterking
08/25/18 1:15:57 PM
#3:


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VandorLee
08/25/18 1:17:00 PM
#4:


ThyCorndog posted...
no

every time it's removed from a game series in the sequel or whatever, it's always an improvement


Even in DR it just means swing by a random store to get more weapons. Thats not fun or challenging.
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#5
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VandorLee
08/25/18 1:17:32 PM
#6:


Anteaterking posted...
I like it in e.g. Fire Emblem.


Why? Legit asking.
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Master_Bass
08/25/18 1:18:14 PM
#7:


No, it's just a pain that doesn't add in any fun imo.
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WaffIeElite
08/25/18 1:18:51 PM
#8:


Yes. Modded Skyrim, it adds a money sink, more dangerous factors and preparation before venturing out.
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scorpion41
08/25/18 1:19:14 PM
#9:


Depends on if the concept makes sense. Like I hated how in Silent Hill an iron pipe loses durability the same way a 2x4 would. Or a sledge hammer.
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boxington
08/25/18 1:20:31 PM
#10:


no.

being overburdened by weight is lame, too, IMO.
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Calwings
08/25/18 1:20:55 PM
#11:


In turn-based games like Fire Emblem, where you can take time to think your way around your weapon about to break, it adds more strategy while (usually) not being too much of a nuisance. In more real-time combat games like Breath of the Wild, I hate it and would rather do without it.
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VandorLee
08/25/18 1:21:03 PM
#12:


scorpion41 posted...
Depends on if the concept makes sense. Like I hated how in Silent Hill an iron pipe loses durability the same way a 2x4 would. Or a sledge hammer.


Not to mention you can carry infinite tvs to throw....
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Hexenherz
08/25/18 1:21:40 PM
#13:


I don't mind if it makes sense, like the more you use a weapon the duller it becomes. I hate when weapons "lose durability" as a death penalty in online games and you fix it by spending money. Or like they did in Dead Island or Far Cry 2 where the weapons just disintegrate when they hit their limit.
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RchHomieQuanChi
08/25/18 1:22:08 PM
#14:


It's an artificial way for a game to emphasize inventory management in a way that's only ever been a nuisance to the players.

It doesn't even really make the game more realistic either in most cases, since weapons don't break that easily unless they're improvised scrap weapons made with crappy, cobbled together components.
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VandorLee
08/25/18 1:22:14 PM
#15:


Calwings posted...
In turn-based games like Fire Emblem, where you can take time to think your way around your weapon about to break, it adds more strategy while (usually) not being too much of a nuisance. In more real-time combat games like Breath of the Wild, I hate it and would rather do without it.


If enemies cost durability then i now just run around enemies. Its literally encouraging me not to play they game...
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VandorLee
08/25/18 1:23:00 PM
#16:


RchHomieQuanChi posted...
It's an artificial way for a game to emphasize inventory management in a way that's only ever been a nuisance to the players.

It doesn't even really make the game more realistic either in most cases, since weapons don't break that easily unless they're improvised scrap weapons made with crappy, cobbled together components.


My sword realistically breaks so i realistically carry 50 swords.
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alt_no_1_loves
08/25/18 1:23:17 PM
#17:


Dead Rising would not have been nearly as much fun without limited durability weapons. Using anything and everything you can get your hands on in a pinch is way more interesting in carrying around one sword and one chainsaw the entire game.

I don't think weapon durability enhances many games, but Dead Rising is definitely an exception.
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nemu
08/25/18 1:24:10 PM
#18:


It sort of worked and sort of didn't work in BoTW. In the early game it was sort of neat, but by late game I was throwing out ten times more weapons than I ever broke.
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joe_stalin518
08/25/18 1:26:29 PM
#19:


Calwings posted...
In turn-based games like Fire Emblem, where you can take time to think your way around your weapon about to break, it adds more strategy while (usually) not being too much of a nuisance. In more real-time combat games like Breath of the Wild, I hate it and would rather do without it.

Big reason I sat out the game sadly, pretty sure I would give myself a stroke if I had to deal with that particular real life element in a game
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Anteaterking
08/25/18 1:30:27 PM
#20:


VandorLee posted...
Why? Legit asking.


Because it allows you to provide more strategic knobs for the player because you can offer wider varying power level of weapons. It's a strategy game and it's not an unreasonable resource to manage (since it drives the management of basically all the real resources in Fire Emblem).

The basic items have plenty of durability and it's a slow paced game, so it's not an overbearing amount of managing.
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alt_no_1_loves
08/25/18 1:36:59 PM
#21:


joe_stalin518 posted...
Calwings posted...
In turn-based games like Fire Emblem, where you can take time to think your way around your weapon about to break, it adds more strategy while (usually) not being too much of a nuisance. In more real-time combat games like Breath of the Wild, I hate it and would rather do without it.

Big reason I sat out the game sadly, pretty sure I would give myself a stroke if I had to deal with that particular real life element in a game

Did you ever try it? It's really not a big deal. There's like, a tons and tons of weapons just lying around, waiting to be used. As someone else said, before long you reach a point where you're tossing more weapons away to pick up one's you'd rather use than you are having them break in combat.
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GymTanSoccer
08/25/18 1:38:48 PM
#22:


It was good in Dead rising
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mustachedmystic
08/25/18 2:04:00 PM
#23:


It works in zombie games, but dumb in any other.
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DifferentialEquation
08/25/18 2:06:43 PM
#24:


So far, BotW is the only game with a good weapon durability system that actually made the game more fun.
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#25
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DoomSwell
08/25/18 2:21:50 PM
#26:


As long as its plenty of hits is fine, I mean no different than ammo in a shooting game.
What I don't like is how it forces the game to have a limited inventory so you can only carry 4 more copies of the same weapon...

I like how BotW gives you critical hits for the final attack.

It's not exactly "durability" but the attacks in Pokemon Mystery Dungeon have limited uses, but they give more Exp and they refill between dungeons and with ethers and stuff. Durability systems could learn a thing or two.

Overall though, no, I don't like it.
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ROBANN_88
08/25/18 2:24:32 PM
#27:


i hated it in Oblivion
had to buy a bunch of hammers all the time, and that Ding Ding Ding sound every time you use it was annoying
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Tyranthraxus
08/25/18 2:25:22 PM
#28:


I mean, is it really that much different from running out of ammo in a gun and then throwing it away to pick up a new gun?
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DiScOrD tHe LuNaTiC
08/25/18 2:27:49 PM
#29:


Can't stand it, luckily haven't played many games with it.
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Mr_Karate_II
08/25/18 2:28:37 PM
#30:


Yeah especially because of Dead Rising. In OTR,its really fun. Having the magazines that increase durability helps a lot
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ElatedVenusaur
08/25/18 2:29:09 PM
#31:


Anteaterking posted...
VandorLee posted...
Why? Legit asking.


Because it allows you to provide more strategic knobs for the player because you can offer wider varying power level of weapons. It's a strategy game and it's not an unreasonable resource to manage (since it drives the management of basically all the real resources in Fire Emblem).

The basic items have plenty of durability and it's a slow paced game, so it's not an overbearing amount of managing.

It also restricts the use of special/more powerful weapons like Rapiers, Wolf Beil, Killing weapons, etc.
For the uninitiated:
Iron weapons(weakest) have 45 uses, Steel 30, Killing/er 25, Silver 20. 20-25 is about the sweet-spot for legendary weapons(which have usually just been collecting dust for the past 1,000 years or so), and Prf weapons for lords(Rapiers, usually) between 30-40. A use is expended every time a character hits an enemy(in other words, a miss doesn't count). It encourages you to lean on cheap, durable weapons and conserve more powerful, expensive options, but Fire Emblem games are generally pretty generous about giving you fresh weapons and money, so you're rarely really hurting even if you're reckless.
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X-Pac_Heat
08/25/18 2:31:38 PM
#32:


No it's never done right and I honestly don't believe it can be without just becoming tedious

Edit: Dead Rising is legit the one example I can think of where it worked
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MutantJohn
08/25/18 2:37:14 PM
#33:


I never even noticed in Dark Souls 3 because I never sent that long without resting
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VandorLee
08/25/18 5:41:49 PM
#34:


In dead rising id either have mini chainsaws in the first, which had insane durability, or just some boss killer combo weapons and occasionally pick up nothing weapons for zombie fodder.

Frank in OTR had over powered melee attacks, mainly jumping overhead knuckles and stomp.

I havnt played 3 and 4 but in the former it was pointless.
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vocedelmorte
08/25/18 5:44:33 PM
#35:


The only game i played that had weapon durability was Fire Emblem, and i didn't mind it. It would make you want to save your best weapons and make it feel special
Someone mentioned Dead Rising, also the game where i didn't mind it ( at least in DR2) so i guess im fine with weapon durability been a thing
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