5 Out-There Additions to Improve Breath of the Wild

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  • Опубликовано: 5 авг 2021
  • This video is released into the public domain via the CC0 License
    creativecommons.org/publicdom...
    While you cannot be sued by me for use of this video, please note I cannot guarantee protection from lawsuits by third parties for my own use of copyrighted material that I presumed as fair use at the time
    Music used
    Bird-man - Breath of the Wild OST
    Korok Forest Medley - Breath of the Wild OST
    Threed, Free at last - Earthbound OST
    Battle (shrine) - Breath of the Wild OST
    Dragon Servant of the Sacred Spring - Breath of the Wild OST
    Hateno Village (night) - Breath of the Wild OST
    Great Plateau - Breath of the Wild OST
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Комментарии • 445

  • @diegog1853
    @diegog1853 2 года назад +207

    I don't mind breakable weapons, but my problem is that people normally end up with a full arsenal of the super powerful elemental varieties, because they choose to save them for a challenge that more or less never arrives. It never feels right to waste one of these weapons that could be a reward for a difficult puzzle or challenge.
    I don't remember what youtuber suggested it (edit: it was Razbuten) , but having the weapons drop some shards or useful items for crafting or anything else, could really make people fill like they haven't wasted their stuff. The best weapons drop the best items after shattering so you are encouraged to use them and still fill rewarded for getting that powerful weapon. I really liked this idea. Instantly understandable without needing to introduce new menus or systems.

    • @PlatinumAltaria
      @PlatinumAltaria 2 года назад +2

      But you can't waste them! Every encounter with enemies gives you new items, and those items get stronger the more enemies you defeat.

    • @logansmith2703
      @logansmith2703 2 года назад +24

      @@PlatinumAltaria it doesn't matter if you can't waste them, which you definitely can, people feel like you can waste them and thus never use them.

    • @marciamakesmusic
      @marciamakesmusic 2 года назад +2

      Solution: use them

    • @PlatinumAltaria
      @PlatinumAltaria 2 года назад +1

      @@logansmith2703 You can't waste them if you can always get more, which you can.

    • @diegog1853
      @diegog1853 2 года назад +14

      @@PlatinumAltaria I do get the point, but some of the best weapons are put as reward for puzzles and challenges, and it seems pretty pointless to then go out and just waste them in normal enemies that you could beat before without issue.
      You kind of get in the mindset that, since the weapon is sort of special, then it should be used in a special ocassion that never comes.
      In the moment to moment gameplay you are faced with the choice of wether using this special weapon that you found in a shrine or use the weapons that you can find everywhere that were proven to work in that same situation. So why use the special one?
      There is no insentive for it, other than killing an enemy faster thatn before, which is really not a big deal. You want to use it for that special enemy that is giving you trouble, but that enemy might never come or might come so infrequently that you grow your arsenal a lot quicker than you use it.

  • @MagerBlutooth
    @MagerBlutooth 2 года назад +179

    I got inoculated against "too good to use syndrome" from years of Fire Emblem play. I purchased BOTW last year and burned through my weapons with no sense of attachment. I think that mentality fit the game well, and the minor stress from potentially not having the weapons you need at all times kept me engaged instead of frustrated. Problem is, that mentality doesn't ship with the game.

    • @Sarantserel
      @Sarantserel 2 года назад +20

      For me the the durability system didn't annoy as much because overworld weapons were replenished by the blood moon and thus I just made a trip to Hyrule castle to raid it for royal guard weapons every so often, making sure to explore a bit more of the castle every time.

    • @phootaphan9166
      @phootaphan9166 2 года назад +24

      My only real gripe with the durability system is that I wish it was a gauge or something. "Insert weapon is badly damaged" popping up constantly gets kind of immersion breaking. I do enjoy the strategy and resource management it adds to the game though

    • @HotBlasterBot
      @HotBlasterBot 2 года назад +4

      Just out of curiosity, how did FE remove your "too good to use syndrome"?

    • @Ellievsgod
      @Ellievsgod 2 года назад +14

      @@HotBlasterBot on harder difficulties you will just straight up die constantly if you aren’t willing to use the resources the game gives you. The durability on s really good weapon isn’t as valuable as the life of your unit.

    • @MagerBlutooth
      @MagerBlutooth 2 года назад +10

      @@HotBlasterBot The original FE on the GBA made me paranoid that my weapons would break before I really needed them, resulting in me ending up in an unwinnable scenario. Even more than weapons though, the consumable healing items were something I never used for the same reason, so I'd always end up running out of inventory space and having to throw them out before using them.
      I ultimately realized that the situation I was concerned about was just more challenge, which wouldn't be a problem since I had improved to a point where I wanted the game to be harder. And when I tried using my items without concern for durability, I found that I still never ran into a situation where I needed a specific item that broke prior to win.
      I carried that experience over to other games, both in FE and others. Nowadays, I think it's just FOMO playing mind games with us.

  • @marxxplaysgames
    @marxxplaysgames 2 года назад +60

    On the topic of the Dueling Stick, have the first few Duelests make fun of the fact you're using a mere twig, but as you clean house with them they get more and more scared as they see that you are the man that weilds the legendary stick

    • @the120cxx
      @the120cxx 2 года назад +3

      Roxas... That's a stick.

    • @marxxplaysgames
      @marxxplaysgames 2 года назад +2

      @@the120cxx Was expecting this line exactly

  • @AceOfSerberit
    @AceOfSerberit 2 года назад +81

    1. Honestly that method of fast travelling sounds nothing but tedious and annoying. I'd hate it
    2. Now that does sound fun.
    3. Idk, sounds kinda iffy to me. I like the duels, but those could easily be incorporated into the challenge gate idea.
    4. Sounds very similar to a hook shot

    • @Argos_RB
      @Argos_RB 2 года назад +10

      Yeah I think the fast travel thing would just end up being annoying, and you’d wish it wasn’t there. I’d love a rune on your slate that lets you build up momentum tho, moving faster and faster until sparks appear. If it was just an addition to the game, that you could use freely, in stead of a requirement, that would be awesome. And for the durability thing I’d just add a blacksmith that can rebuild broken weapons. Like if your weapons break it leaves a shattered version of it on the ground, and taking that to a smith could let you restore it for some rare items. Maybe you’d even be able to upgrade them, I love the look of the gerudo and traveler items but I never use them because they’re are objectively inferior. Would be nice to be able to upgrade them a bit. I think botw could use some more rpg elements to spice up the reward and empowerment process

  • @Quargos
    @Quargos 2 года назад +65

    The issue with weapon durability, to my eyes, is also that the player (ie: me) not wanting to "waste" more valuable weapons causes them to create a stockpile of good weapons they never use, constantly worrying about what the least valuable weapon they have is, rather than enjoying the weapons they like. Which since weapon slots are also used for utility items like torches, korok leaves, etc, means that these utility items get pushed out of the player's arsenal too.
    I think fixing this particular issue would require a far more significant overhaul to the entire weapon system; but I'm sure there's a system out there that can encourage players to experiment with cycling various different weapons in and out of use, without falling prey to this "there must be a better time to use this" problem that consumables always seem to have.

    • @rh0dr1
      @rh0dr1 2 года назад +5

      I find the issue with how Nintendo handles resource based games, (BotW, Sticker Star, etc.) is that you are never directly rewarded for using your good stuff, if i could do the same thing with a more common weapon, than use my shiny rare weapon that I have no idea when ill get another one, i wont use it until i feel like I could easily replace it. I will either never use the rare weapons, or likely to avoid fighting all together than to use them, which again defeats the purpose. I think another youtuber suggested this, but have the weapons drop something useful after it breaks. This simple change would heavily reinforce the design philosophy of using weapons until they break. Perhaps these drops could be used to craft unique weapons, or upgrade/augment other weapons, possibly even repair weapons. Rarer weapons drop more/rarer materials.
      Even with this you could make the rewards meager compared to exploring, but this would be a positive reinforcement to encourage more stubborn and frugal players to use more weapons.

  • @glenmoody-elias1040
    @glenmoody-elias1040 2 года назад +56

    The Fast Travel suggestion is an interesting one, however Fast Travel warping serves a bandaid purpose: Soft Locking. If you don't have a way of teleporting, you run the risk of getting stuck under terrain, and not being able to wiggle your way back out. Sure, you can just save state, or multiple auto saves, or what have you. (Just building a game without bugs isn't exactly a feasible option, because you're talking making sure there are no bugs for an entire open world, dev time is probably better spent elsewhere)
    The Torii Gate idea totally works for me though, and I'm getting Guardian Trial vibes from Skyward Sword, or even the way they *portray* the Gate of Time, in like Twilight Princess.

    • @Leathal
      @Leathal 2 года назад +9

      The unstick situation could be handled by an always-available option to teleport to the shrine of resurrection or whatever

    • @michaelkindt3288
      @michaelkindt3288 5 месяцев назад +1

      Personally, I think open world games should take a page from Sonic Frontiers (which I understand came out way after this video) and just make movement so interesting and fast that you don't _need_ fast travel. In Sonic Frontiers, fast travel is not unlocked until you've unlocked the entirety of the map, but Sonic moves incredibly fast, and unlocks grind rails certain waypoints, which is an inherently interesting way of traversal. A Short Hike is also a good example, with gold feathers acting as a stamina bar for running and climbing, but also gives an additional jump that gets consumed per feather.
      I personally want a open world game with a movement system as powerful and flexible as Kingdom Hearts Dream Drop Distance's flowmotion, but less state-driven (and that game, The flow motion moves are locked to a slow motion state attained by dashing into walls and poles, or grinding on rails, making it so that it doesn't mix with the other obtainable moves in the game, It's complicated to explain). Here's hoping KH4 is that!

  • @TheSpeep
    @TheSpeep 2 года назад +175

    The dueling weapons sound like a cool idea, but they do risk running into that ever present rpg problem of "this item is good and rare, therefore I must save it at all costs and never use it because it is too valuable", which is already kind of a problem with many good weapons in BotW...

    • @Gloomdrake
      @Gloomdrake 2 года назад +8

      It would have been nice if there were some kind of late game weapons that wouldn't break, after the player has had time to experiment with and learn the various types. Maybe after you've used each one a certain amount of times? Idk, that would prolly create some different problem

    • @chzdavmpr5781
      @chzdavmpr5781 2 года назад +21

      Well that's why having the sword oil or a place that you can get broken dueling weapons back (think the horse resurrection guy) is important.

    • @lga4187
      @lga4187 2 года назад +4

      Easy, make it decay the longer it goes unused.

    • @danimals2000
      @danimals2000 2 года назад +1

      I feel like having slightly longer durability bars and some kind of repair system

    • @HeyItsNovalee
      @HeyItsNovalee 2 года назад +6

      Yeah but that’s sort of circumvented by having specific npc “mini bosses” of sorts that are specifically for using the dueling weapons on isn’t it? You still get use out of it.
      And I’m sure the people that really enjoyed the mechanic would totally love the challenge of learning to use them in regular gameplay without breaking them, while the ones that don’t like it would just stick with the regular weapon durability mechanic.

  • @Joziah3
    @Joziah3 2 года назад +201

    While I like your ideas for fast travel in a way, there's an important aspect of that which I think you're missing.
    Some 30% or more of the players would HATE that feature. As you were talking about it I was just constantly thinking about how my sister (who already complains about the game way too much) would have responded if that was required to fast travel. She would probably come to hate the whole game as a result.
    It's an interesting idea but at the very least you'd have to cut stuff like the possibility of taking damage on the other end of the fast travel.
    I do like the rest of your ideas however. I'm not sure they'd completely work but I'd be interested in giving them a go. Glad you're not one of the people saying just to get rid of weapon durability.

    • @deafwatch7334
      @deafwatch7334 2 года назад +3

      Some kind of damage reduction during fast traveling attempts would be good. That would make running into a tree a lot more fun than it would be otherwise

    • @PinkSkunkSleepy
      @PinkSkunkSleepy 2 года назад +13

      I'm one of the players who would hate fast travel implemented in that way. It would probably make me just not want to fast travel at all.

    • @grundlewizard1775
      @grundlewizard1775 2 года назад +15

      Stuff like the fast travel idea would drive you f****** insane if you had to pop back and forth between places to say, catch a dragon or look for a special horse

    • @grundlewizard1775
      @grundlewizard1775 2 года назад

      @mynamegib being able to put in extra effort to charge the shield bounce sounds like a great idea

    • @Joziah3
      @Joziah3 2 года назад +2

      I mean even as an option I think it's kinda ho-hum. I'm all down for better shield surfing but if you can just teleport somewhere or go to all the work for the same result... Why go to all the work?
      I dunno I just don't see the idea panning out. Add in to that a lot of players won't understand how to shield surf well/build up speed other ways and I think the mechanic would end up being more of a general nuisance than a celebrated feature.

  • @jamesgreen90
    @jamesgreen90 2 года назад +89

    I feel like increasing the enemy complexity would solve a lot of problems

  • @darknimbus_
    @darknimbus_ 2 года назад +39

    The Tori gate idea is brilliant addition to how the game exploration could work. I also think it could have been interesting that going through Tori gates that say block entrances of caves to create its own mini dungeon of sorts, but with a more natural feeling than what you get from shrines.
    The fast travel idea is good in theory, but would be very difficult to implement in a fun or engaging way for the player. It works in earthbound as its a 2D game with the possible movements limited. Botw however it would just become infurating to the casual player, meaning they would never use it or just drop the game entirely.

  • @josephustheinvestigator2433
    @josephustheinvestigator2433 2 года назад +10

    Matthew Mattosis pointed out in his review of BotW that the desire to adhere to the theme of freedom actually kinda hampered BotW quite a bit. Freedom is nice and all but game design is all about finding the *right* restrictions for the player. Adding a bunch of these would honestly be great. Many kinds of restrictions aren't bad at all.
    I would also like the addition of a blacksmith, to be used to fix weapons, and eventually maybe even make them? Would be nice. I would also like climbing to have a small timing challenge, where if you jump at the right tempo you don't use as much stamina. Your climbing idea is really cool tbh!

  • @deafwatch7334
    @deafwatch7334 2 года назад +16

    I like the dueling weapon concept. But I have one little improvement I would implement. A dueling weapon shouldn't get destroyed when it loses all it durability. At least not completely. Instead it becomes a broken variant of the weapon. And you can restore the weapon to its former glory when you bring it to a blacksmith together with a "restoration stone" which can be a rare drop from one of the dueling opponents.
    The ability to restore your dueling weapon can make breaking you weapon into the trigger of an investing quest instead of a frustrated reload.

  • @amderrsom
    @amderrsom 2 года назад +47

    the torii gates idea is funny because you just described the gameplay of Okami

  • @GiantButterKnife
    @GiantButterKnife 2 года назад +11

    The fast travel suggestion just sounded incredibly tedious and potentially aggravating. I could see myself (and others) wanting it to just work. Not every part of a game needs to be a challenge to overcome; some parts just need to work efficiently.

  • @lula4260
    @lula4260 2 года назад +23

    Honestly, the best option really for the weapon durability would be too have the ability to repair weapons, like, if a weapon breaks in combat you can't use a while it's broken for obvious reasons but you would have the ability to repair a weapon that you enjoy using. say, like the elemental weapons, or really any fragile weapon. Maybe make the repair slightly more expensive each time you repair one singular weapon, and maybe have the ability to upgrade a weapons durability, and you know, actually fucking see it. Maybe have more weapons that are easier to access that are actually fun to use, maybe you could like give a weapon to NPC, and they'll constantly keep making that weapon every couple of days but you have to buy it each time, maybe have that NPC be ravioli from Link between worlds?

    • @GrapplingHookJones
      @GrapplingHookJones 2 года назад

      Lorule does not exist in Breath of the Wild, so Ravio would not be able to make an appearance, sadly.

    • @flandermander4952
      @flandermander4952 2 года назад

      @@GrapplingHookJones his hat is in the jungle

  • @diegog1853
    @diegog1853 2 года назад +20

    I have an alternative idea to your fast travel one (althought this might need more horsepower or trickery). Make people able to use portals, instead of watching a cutscene of link teleporting, link can open his own portal anywhere, link it with one on the map and then just walk through it. There are a lot of stablished portal locations that can be discovered but link can also place a limited amount of portals in the world to access.
    And again, portals will conserve momentum, so you can solve puzzles involving large gaps or tall cliffs by placing a portal, building enough speed and launching yourself through to the other side.
    It could be an ability you gain in a dungeon or heavily used in a dungeon to solve puzzles with portals.

  • @GameBreaker1055
    @GameBreaker1055 2 года назад +24

    I feel like a refinement and repair options for weapons could have worked well.
    This way you can get yourself "your" weapon and keep using it and should you lose or break it it's your fault, but you can also get a new one to replace it eventually.
    Players would still sacrifice something like materials and rupees to keep their favorite weapons but would not generally be forced to find it again once its time have inevitably come.
    The blacksmiths for this could have also filled up the world a bit more...

    • @Sealedaway
      @Sealedaway Год назад

      Old comment but it’s such a good point. Having the ability to repair, but having it be relatively expensive, solves the main problem with durability of being discouraged from using your best weapons without introducing new convoluted mechanics. If your durability is running low on your favorite weapon, having to get materials to repair it will mean that you’ll be putting yourself into combat situations where you specifically cannot use the weapon you want to repair. That still forces you to think through each encounter and improvise.

  • @corey6536
    @corey6536 2 года назад +165

    I'd love an online mode, attacking monster camps and exploring the world would be so much fun with friends.

    • @miletilblight2181
      @miletilblight2181 2 года назад +7

      My issue with online games like this is it makes me wanna try and divide up tasks which just makes the over all game shorter and everyones all over the map and dont eachother at all
      Example using breath of the wild if there was 4 players
      At the beginning everyone splits up and grabs a different rune shrine after they get the paragliders everyone splits up to a different divine beast
      You end up spending most of the game all alone anyway and there way less of the game to enjoy on your own
      This could be remedied by throwing in some shrines that require multiplayer but thats like slapping solo players in the face

    • @scrunkore
      @scrunkore 2 года назад +12

      nintendo online wouldn't be able to handle it lol

    • @marciamakesmusic
      @marciamakesmusic 2 года назад +1

      @@scrunkore people who make this joke don't understand that the games with typically bad online rely on third party servers, not nintendos

    • @ioioio13
      @ioioio13 2 года назад +7

      @@marciamakesmusic Like Smash?

    • @corey6536
      @corey6536 2 года назад +3

      I mean like Red Dead Online where you can just fool around and have fun, minus the micro-transactions.

  • @alyastastic
    @alyastastic 2 года назад +57

    Every fucking time you post a video I'm filled with the desire to write a book or make a game or an animation just to hire you for ideas because your ideas are just that good

    • @Uniquenameosaurus
      @Uniquenameosaurus  2 года назад +37

      Awww, you're sweet. That actually gives me the confidence boost I need to get back to work on the chapter 1 rewrite of Airlock Bound.

    • @alyastastic
      @alyastastic 2 года назад

      @@Uniquenameosaurus Long time follower, happy to help^^

    • @penzildude111
      @penzildude111 2 года назад +1

      @@Uniquenameosaurus Hey, plagueofgripes made a video on this subject that you might find interesting.
      ruclips.net/video/MGacJlH96_I/видео.html

  • @ColesWorks
    @ColesWorks 2 года назад +6

    The torii gates and dueling makes it sound like you want a Breath of the Wild/Ghost Of Tsushima hybrid... and I'm not opposed to that.

  • @alliew31
    @alliew31 2 года назад +5

    For the weapon breaking, I would rather if you didn’t drop the weapon when it broke unless you threw it. You could sprinkle around the world more shops like Robbie’s and have to go there to get it fixed like you could with your shield in Skyward Sword. Then you have to make a choice, would you rather the extra item slot for if you find any new interesting weapons or would you rather spend 10 minutes back tracking to repair the weapon. And, maybe you have to wait a day to repair it too or multiple day so that you’d really have to like something that’s harder to find to go through the process

  • @Thekickingturtle
    @Thekickingturtle 2 года назад +3

    That dueling idea would be bad ass in just about any open world game

  • @l3ssthanthr333
    @l3ssthanthr333 2 года назад +6

    My only issue with the durability is that the master sword ran out of energy and the hylian shield could break. Idk it just felt really lame to me.

  • @HeyItsNovalee
    @HeyItsNovalee 2 года назад +3

    Okay I am OBSESSED with the duelling swords idea and now I’m sad that we’ll probably never see it in the actual game
    I think it makes total sense even within the world’s lore because I mean, finding npcs that specifically wanna duel reminds me of the guy in bamboo island from skyward sword, and I was always sad that we never really got to do much with him other than play a mini game that didn’t even involve fighting him. Plus within the story link is supposed to be a master at using all types of weapons, so allowing the world to really reflect effort put in by the payer to uphold that status would feel so rewarding.
    You could even put in a subtle little Easter egg if the player makes an effort to make their top dueling weapon the master sword, because it would be the chosen hero bonding with the sword of legend and the spirit with the sword. Similar to how you can hear fi at the end of the sword trials dlc.

  • @CowardlyQrow
    @CowardlyQrow 2 года назад

    I've binged a few of your videos at work while I'm bored and I love your stuff makes the day go fast

  • @RickshawWatcher
    @RickshawWatcher 2 года назад +2

    2:14 Wait, that's what Ness is doing for his intro animation in Smash? Sick!

  • @clebcalb6871
    @clebcalb6871 2 года назад

    DUDE these are such good ideas! I especially love the anchoring idea. That seems like it would make the climbing, which quickly became tedious, way more fun.

  • @SplotchyInk
    @SplotchyInk 2 года назад +1

    The duelist known for fighting with...
    A stick
    "Looks like someone has been watching Thunderbolt Fantasy"

  • @michaelkindt3288
    @michaelkindt3288 5 месяцев назад +1

    I feel like dueling weapons particularly interesting and well thought-out idea. I really like it when game rewards a mechanical access have synergy with how they're attained, and the dueling weapon system feels like it has that, rewarding players who want to keep using the same weapon by giving them something that ties into why they probably want to do that in the first place. It also feels very Nintendo, in that it feels like it's an ecosystem, with the different aspects of what it even is flushed out in a bunch of extra mechanics attached to it.
    Personally, my idea was just to have upgradable gems to put into weapons, akin to materia in Final Fantasy 7, but like gemming systems in other games when they're in a weapon they're there forever, _until you break said weapon._ Naturally, The gems would get stronger as durability is used (with perhaps the implication that's the gems are somehow absorbing the material breaking off the weapon) with the gems getting an extra burst of EXP when the rep pin breaks entirely. This one encourage players to use up the weapons fully, while also making it for that there's still some permanent progress made when weapons are used. Rare weapons in the game are already base weapons with a buff applied to them, these buffs could easily be converted into gems (except for extra durability, though there could be a gem that makes durability get consumed less often instead of increasing flat durability) instead of being rare properties of the weapons. The elemental properties of the elemental weapons could also be converted into gems, for even more variety and flexibility. Also, I imagine the technology weapons would have the distinction of having the most gem slots (because I like the way they look, and it makes sense thematically).
    And yes, The gemming system is somewhat similar to the item fusion system in Tears of the Kingdom, but I actually came up with this idea while playing Breath of the Wild before that was revealed. Just felt like pointing that out.
    I'm not entirely sure how compatible this concept is with the dueling weapons idea. The obvious idea that comes to my hand is to have a sort of dueling gem that bestows all the doing weapon effects upon any weapon. But I can also see how the gemming system could be changed up by The simple fact that doing weapons are explicitly meant to be preserved. If gems can still not be removed if placed in them, players would have to think extra hard about what gems to put in them.

  • @imperialphoenix1229
    @imperialphoenix1229 2 года назад +2

    The dueling weapon idea has so much potential. I'd love to see the challenge runs. I'd freak out if someone did 'stick percent' speedruns winning with only the dueling stick

  • @seantheimp
    @seantheimp 2 года назад +3

    Mother-style Fast Travel: Not sure about this one. Feels clunky. Especially the exit mechanic feels too unpredictable if you just wanna get from point A to point B. I could see having to get "up to speed" in the right direction ala Back to the Future, but punishing players for not knowing what's on the other end is feelsbadman.
    Challenge/Torii Gates: I love this. Optional content that just makes the game _better_. Reminds of hatless challenges from Mario Odyssey. They could really get creative with Special Challenges, they could have Time Trials, the limitations are endless! XD
    Dueling Weapons: I feel like this is on to something, but not quite hitting the mark.
    I think to satisfy both camps, maybe a system that explicitly rewards both styles of play? "Durability" weapons typically have (slightly?) higher damage and random special abilities. "Dueling" weapons would actually not work on the durability system at all, and most would instead start their life as Durability weapons. When your weapon broke(or even before then), you could have it reforged, but at the cost of some of its efficacy. Since it's, y'know, a weapon that got broken and repaired. But then over time you can work on the weapon and make it even more powerful than it started, up to a limit based on how far you are into the game. A weapon fully upgraded to the point you can get to at any given time would be on par with the Durability weapons the game expects you to find.
    There can even be some other special/unique Dueling weapons like the Master Sword.

  • @deidara9996
    @deidara9996 2 года назад +1

    Any video of yours is a blessing on my timeline

  • @chancecomic1595
    @chancecomic1595 2 года назад +1

    I love the idea that the guy on the lone ravine platform is just a guy who fell onto it by accident or something. They've been starved for social interaction for months or years, and has gone a bit mad. They're really desperately nice when the player first gets onto the platform (They can say something like "By the gods, someone's finally here! I've waited years! Come, sit, tell me everything"), and the fight only begins when you try to leave. They fight like a berzerker, swinging a club or something, and throwing you around.

  • @ronnbumble
    @ronnbumble 2 года назад

    Very cool ideas! Thanks for the video!

  • @lemonzurker9739
    @lemonzurker9739 2 года назад

    I am in love with the dueling weapons concept

  • @psybovine
    @psybovine 2 года назад +2

    In regards to durability, just make the weapons unusable until you go somewhere to repair them. I don't mind that I can't ONLY use the Master Sword, I'm just glad it doesn't vanish from my inventory and fuck off back to Kokiri Forest. The part I hate about durability is literally only the concept of losing weapons *forever*. If you're in the middle of nowhere, or inside of a Divine Beast, the durability running out on your weapon but just making it greyed out until you go back to town forces you to use other weapons in the interim. It would let you assemble a set of weapons that you find the most enjoyable or efficient, so when one breaks you swap to the next, knowing that it's still in your inventory but just un-usable for now.

  • @theotherguy...4978
    @theotherguy...4978 2 года назад +6

    These all sound amazing but that first one about fast travel just sounds like a gimmick that'll just get in the way of the game for me, though i also dont see fast travel as a problem that needs to be "solved", so maybe thats just me

  • @Kuma5655
    @Kuma5655 2 года назад +1

    Favorite: Anchor points. You left a lot of room for situational consideration and I've already got a sense of how fun that would be. It'd keep things fresh even when you've got stamina to spare and I'd love to see how fast players manage to go up mountains with it.
    Least: Fast travel. I'm only against this in that it'd be boring to force traversal in the same manner you already get around with. I'd link it to some new Sheikah slate movement ability. Like maybe you have to direct the blue light Link becomes as it surges forward before it lifts you off. Make the control of it unique enough with a fun fail animation and I'm on board.

  • @snayk60
    @snayk60 2 года назад +1

    Really liking the dueling weapon idea.

  • @novaspacewitch9963
    @novaspacewitch9963 2 года назад

    The concept of duels and special weapons you can keep and maintain sounds extremely fun

  • @Harrinsain
    @Harrinsain 2 года назад +2

    That first addition reminds me a lot of Sonic CD's time travel mechanic, where, if you could maintain top speed for a set period of time, you warped to a different time period with altered versions of the same level design based on which of certain items in the stage you've interacted with, the goal being to avoid the ruined future and get to the past to destroy a series of robot generators to change the future, which then makes the future a desirable location instead of a punishment. (I'll be the first to admit, it isn't nearly as elegantly executed as I've described it to be, in fact, in how it's integrated, it's actually kind of bad since the game gives you the option to just ignore it all together if you're fine with getting the bad ending, and oh crap I've gone on a tangent to the point where what I'm discussing is no longer relevant to the conversation it stemmed from.)
    Point is, maintaining speed to warp is a cool concept which I'm surprised hasn't been used more often considering it offers a mechanical engagement where without it, it's just a button press. Weird that the only times I can think of it is Earthbound and Sonic CD, strange duo of games to mention in the same sentence.

  • @zhade3967
    @zhade3967 2 года назад

    The duels sound like a lot of fun

  • @tattertot8259
    @tattertot8259 2 года назад +1

    Saving Marin from being trapped as a seagull forever would Improve the game a whole lot for me.

  • @grundlewizard1775
    @grundlewizard1775 2 года назад +8

    This is one of the funniest types of these videos I've ever seen, because this guy has excellent observation and breakdown of the _problems_ , but then his solutions go too far to the point they're inconvenient for the game and the player 😂
    The rope and the special weapons from duels ideas are great though.

  • @GarbaggioGoblino
    @GarbaggioGoblino 2 года назад +6

    The dueling weapons idea sounds a lot like Vergil's concentration gauge from Devil May Cry 4 and 5, where the more efficiently you fight and the less mistakes you make, the faster and more powerful your attacks are. Things like running around aimlessly mid-combat, missing swings, and getting hit will decrease the gauge.
    I love playing as Vergil, especially with that particular playstyle, so I feel kind of biased when I say that it's a fuckin great idea.

  • @williamt2513
    @williamt2513 2 года назад

    The whole "Warp Gate" thing from the first idea already exists in Legend of Zelda Spirit Tracks, so it would be perfect for the series! great idea!

  • @davidlewis4091
    @davidlewis4091 2 года назад

    I especially like the anchor idea. Making your own grappling points has so much potential for a game like this.
    The main thing I want to see is Hyrule having recovered from Ganon. With all the floating islands, maybe the Rito have expanded and have a giant floating city. Maybe the Gorons are getting full of themselves thanks to an industrial revolution and have started making advances on Zora territory. Above all I want to see Zelda and Link mediating disputes between everyone and actually doing what royalty normally does.
    Unfortunately, the main conflict will probably be Ganon again, but I can dream.

  • @PeachyMcPeachface
    @PeachyMcPeachface 2 года назад

    I love each and every one of these. I'm totally for the durability system, but dueling weapons sounds awesome too. I also never used a horse until the ganon fight at the end, so it would give me a reason to use one.

  • @thaddeushamlet
    @thaddeushamlet 2 года назад

    The fast travel idea would certainly be interesting, but I'd make two small adjustments
    First I'm not sure if it's something you already intended, but I'd make "moving toward the warp plate" more general than exact. Say a 30-45° cone in the direction of the plate. So you can't be moving away from it but you aren't completely SoL just cause you happen to be in an area that doesn't have good terrain for it in the exact direction you need.
    As for keeping momentum, I think this would work better as an option than a rule. Say once you've hit enough speed there's a 1.5 second-ish charge up time before it initiates where you can halt your forward momentum and still teleport, but you'll be standing on the plate when you arrive rather than shooting out of it. So you can always get where you want to go once you've figured out how to get the momentum, but you can also choose to use warp points like a slingshot to propel you into new areas of the map.

  • @tritonslullaby
    @tritonslullaby 2 года назад

    I loved the climbing concept

  • @okami-shaman9548
    @okami-shaman9548 2 года назад

    As a person who does not know much about BotW, i cant say much to your first 3 points, but i do for the 4th.
    Rope,
    I swear most if not all open world games have a chronic lack of ROPE, and it is such a useful material too, it can be used for climbing, fighting, puzzle solving, heck, it could even be used as a means to fill a world out a bit more with npcs who teach you fun stuff to do with it like tying special knots for things like making nets, increasing bag or pack animal storage capacity.... just so so much....

  • @dirtypure2023
    @dirtypure2023 2 года назад

    Absolutely brilliant! I especially love the dueling weapons / duels idea. Like really, really, really love this idea. Like it's the kind of idea I'd think of and wish for while playing a game and I'm like "WHY DIDN'T THEY THINK OF THIS?!?!" 😆

  • @mectainea5575
    @mectainea5575 2 года назад +1

    I feel that this idea for fast travel could be annoying for a decent amount of players if it’s the only way. I think this idea could work as an extension of the BOTW current fast travel where the standard one has set points you can go to but also have your idea of fast travel could implemented where you could set a special marker basically anywhere on the map (provided that you unlock the segment in the map via the towers or some equivalent) and run through your idea of building speed. This way players have two options for fast travelling where we have the traditional way but has the drawback of only letting you travel to set points but also a second version that requires a sort of challenge like build up speed but it lets you have far more freedom for where you want to go. To balance it in the early game, maybe the second fast travel method could require link to get an item or a shiekah slate rune from a dungeon somewhere in the mid game.

  • @SawyerAnderson
    @SawyerAnderson 2 года назад +2

    For the dueling weapons, how about instead of durability it’s the strength that changes. Mistakes lower it but doing good things increases it. Also add coatings to apply to them for temporary elemental attributes and other buffs. More than the 3 basic weapon types would be appreciated too. Neoh had some good ones, so maybe end up with 5-6. Duels could reward the player with new techniques for the weapons like in the minish cap.

    • @jaydeejay4166
      @jaydeejay4166 2 года назад +2

      Have you played Dark souls 3?
      A lot of their weapons in the same class have identical movesets but every weapon has a "weapon art" a special technique to separate otherwise similar weapons
      For instance one spear has an art that pierces through shields, on can preform a charge that travels and hits multiple times, and another has a high damage spinning attack
      I think that giving each weapon a little more flavor would help

  • @eletricsaberman8916
    @eletricsaberman8916 2 года назад

    i really like that dueling sword idea

  • @sirreginaldfishingtonxvii6149
    @sirreginaldfishingtonxvii6149 2 года назад

    This is some good, spicy game design. I really enjoy a lot of these ideas.

  • @masterpig5s
    @masterpig5s 2 года назад

    Opportunity to make something fun - I like this person

  • @raulendymion9917
    @raulendymion9917 2 года назад +3

    Just to go off your dueling idea here, what if each region on the map had these duels between an appretice and their master?
    Like lets use the Great Plateau as an example. You find your first dueling weapon, a sword from the King of Highrule, let's say you find it on top of the mountain. Once you find this it triggers the game to spawn an npc Highlian by the Temple of Time. It's an area you're encouraged to go back to anyway since it has a Goddess statue. So later on you go back there and you talk to the apprentice who sees your weapon.
    "What a fine looking blade there, stranger! Is it an heirloom from your family? My master would know better, ha ha! He's a blacksmith you see so he could tell you just how old that is exactly... hmmmm. Looks like it was before the Calamity! Amazing! If you wouldn't mind, would you care for a duel? I just have to see what your made of!!!"
    Accept?
    Yes.
    No thanks!
    If you accept he'll mark your map with a location and you'd go and fight there. Learn the basics and all that. Then excited he'd take you to his master who could clean your weapons and etc.

  • @tonjolley6422
    @tonjolley6422 2 года назад

    How is it that you come up with these systems that feel so fresh and sound so rewarding? Great video.

  • @medleyman
    @medleyman 2 года назад +10

    Yo, I had this idea formulating in my brain roughly when the game released. What if there's some point in a dungeon you awaken dark link? After escaping it would relentlessly follow you physically throughout the whole map. Defeating it would grant you, let's say, a weeks worth of solace in real time. There could be some sort of distorted music cue to let you know it was within 100 meters. I suppose cities & towns would be safe areas, but I had trouble thinking of a reason for players to not just teleport away or how dark link would travel when far from the player.

    • @TapDat52K
      @TapDat52K 2 года назад +2

      Maybe… He would come out of Link”s shadow!!! And he could pop up even during other mini and large boss fights for extra challenge :O

  • @Jotari
    @Jotari 2 года назад +1

    I'd like more things to gain permanently to up skill Link. The game basically gives you everything you need in the first hour or so of gameplay. And yeah, that's pretty cool, but it also means there's not a whole lot of to actually acquire throughout the game to make Link more capable. It's basically just the Hero powers, and of them only really Rivalli's Gale feels like it's actually changing how you approach the game.
    The Korok Leaf is a good example, I think. An item like that works really good with the physics engine to do all sorts of cool things. But I have to weigh picking one up versus having an actual weapon in my inventory, meaning times when I could use it I probably don't even have it. If I could permanently obtain the Korok Leaf via some side quest or something then it's an item the game can always rely on the player having to make the environment more interesting by requiring it's use.
    Eventually getting a Grip Bracelet to let you climb during the rain without penalty would also be a really appreciated late game acquisition.

  • @imveryangryitsnotbutter
    @imveryangryitsnotbutter 2 года назад

    Regarding the Torii gates: Have you played Okami? There are a few places where in order to reach an area, you have to walk through a gate in a specific direction, which causes the environment to warp in some way: opening a passage to the spirit world below a tree's roots, creating a rocky path across a lake, or making a pass appear in the mountains. It's a very underutilized mechanic in Okami, but you could easily use it as a way to create camps, gauntlets, or dungeons that can only be approached from a specific direction.

  • @Air21Man
    @Air21Man 2 года назад

    Spears sticking into walls was already done in Rain World and I love it in that game. Glad to see that same idea used elsewhere.

  • @theironnautilus7228
    @theironnautilus7228 2 года назад

    I love all these ideas

  • @andrewphilos
    @andrewphilos 2 года назад

    My favorite concept is definitely the torii gates. They're basically challenge runs, baked directly into the game. Come to think of it, they remind me a lot of the Prankster comets from Super Mario Galaxy.

  • @SapphireSolstice67
    @SapphireSolstice67 2 года назад

    Wow! I love all of these

  • @krishangkrishna1544
    @krishangkrishna1544 2 года назад

    For Fast Travel, I think that Pokémon ORAS has a very cool solution. You can of course use fly to go to any visited city but the Latios/Latias ride is fun.The acrobatics you can do and how in the post-game you meet legendries in the air is interesting.

  • @Markus_Samuel
    @Markus_Samuel 2 года назад

    These are amazing ideas

  • @StrayCatAnimations
    @StrayCatAnimations 2 года назад

    Great ideas!

  • @masenyaolivia9705
    @masenyaolivia9705 2 года назад

    I got WAY too excited when I got the notification for this video. 😂

  • @superlimeapple
    @superlimeapple 2 года назад +1

    The anchoring could go great with traversing large horizontal gaps with a cliff face on the side, so you could use your grappling hook/rope to jump from anchor to anchor, or even aim straight up for any overhangs or natural outcroppings so you can make a huge arc with your rope, and even build up speed that way
    EDIT: you already made note of that.

  • @dhinkakmed
    @dhinkakmed 2 года назад +2

    Just let me repair my weapons!
    Like destroy them completely when the durability hits 0. But let me sideline my favorite weapon when its durability is low, until I can get to a town to repair it. Easy fix that pleases both sides!

  • @zace7951
    @zace7951 2 года назад

    I feel like zelda with portals would be amazing so much creativity could be had

  • @berylliosis5250
    @berylliosis5250 2 года назад

    Great suggestions! Dueling weapons would probably need significantly more variety than regular weapons though.
    And that's the issue with durability as a source of strategy change. Almost every weapon is a drop-in replacement for every other weapon, so it doesn't feel like anything changes. The non-drop-ins are rare (discouraging their use) and work best with decent setup that is usually difficult or impossible non-combat. Durability solves important problems, but not very well.

  • @Nimta
    @Nimta 2 года назад

    These ideas are fantastic and I think would suit BoTW very well; in particular, I love the dueling swords idea!

  • @ProudlyIdiotic
    @ProudlyIdiotic 2 года назад +1

    When you said dueling weapons I thought you meant dual welding, but I like this to

  • @savnana3605
    @savnana3605 2 года назад +1

    On durability, I used a mod to remove durability as a mechanic, but then limited myself to a very tight group of weapons as I progressed. The champion's weapons. The story relevant items (like the replica champions trident or the bow they give you at the shooting range). And the dlc weapons, but only after clearing the 4 divine beasts. It did remove the variety of having to change weapons on the fly, but it did make a really interesting and linear puzzle of the dungeons, like do i try the difficult gerudo one earlier on so I can have a shield for the later ones, and how am I clearing the first dungeon with JUST a spear. Also the champion's weapons are weaker than some of the late game / ancient weapons, so the difficulty persevered a bit better into the late game.

  • @whoplays7061
    @whoplays7061 2 года назад

    Anchoring is probably the best Idea you have since you get cool movement mechanics with the parachute, the sheikah slate and maybe a reintroduction of the hooks shots later in the game being mixed up while climbing up.
    It also gets around a lot of problems that the exploration part of the game has since it turns into a boring climb into a puzzle with some added obstacles like Mountain Octoroks that live in walls, and after being defeated gives a chance to create a resting point for your stamina.
    Or even some flying enemies that can be hooked up (using the hook shots) living in steep cliffs with their nest housing some cool rewards for players to chase after.
    Perhaps even a village that houses Hylians of even Rito who live on the face of the mountain.
    To be honest that probably won't come true since BOTW2 will focus in being in the sky so it's a shame we may not see these concepts fully realized...

  • @cameronhunt5967
    @cameronhunt5967 2 года назад

    I would love getting good at chaining fast travels together, keeping the momentum from one to the next to zip across the map

  • @technicallygood4620
    @technicallygood4620 2 года назад

    I think breakable weapons could be circumvented as an issue if they were more renewable. A shop to buy them from, no weapon that you can't possibly get more of, stuff like that. I think that a special item shop would be a good and fitting reward for completing the Hyrule Compendium. They could also make them better through a mastery system that would function like item-specific quests, preferably with you having to actually choose an item in a menu to actually complete these quests. For example, maybe the Master Sword has "Defeat Calamity Ganon without unequipping the Master Sword", "Defeat Calamity Ganon without taking damage", "Discover all 120 Shrines", and "Defeat 200 enemies with the Master Sword". As a reward, you would get perks for that particular item like increased durability (with unbreakableness for the Champions Weapons, Amiibo weapons, Master Sword, and Hylian Shield), a better chance at finding better perks on your weapon (Like attack up and critical strike), certain extras for the weapon (maybe the Windcleaver's air slash travels longer before dissipating if you've mastered it). This would be an extra set of quests, give the optional ability to upgrade weapon durability and make the game easier, give weapons a greater part in Link's identity and your identity as the player, and give Link another sense of progression that is completed purely through fighting monsters and understanding how weapons work.

  • @andrealair6192
    @andrealair6192 2 года назад

    Favorite: Tori gates. I think it would solve the linear non-linear debate by making more optional linear sequences in the overworld. Very cool idea and I like how you realized it in your explaination.
    Liked a lot with some adjustments: Duels. Not so much the dueling weapon specification as it assumes a bit of a binary between play styles with weapon durability between the hoarders and the improvisers. (I'm a little more down the middle myself). I like the duels because the world building of having combative npcs and the scenic backdrop would be very effective. Also. Fighting more human/other race characters sounds very cool.
    Disliked: the fast travel idea. I'm sorry it does sound fun but it also sounds like a massive hindrance, especially late game. If they need to restrict the insta warp a bit I'll swallow that pill for game balance but I think the option for instant travel needs to be efficient. I'm also not crazy about the anchors only because it encumbers the pace of an already long process of climbing. Give me a hookshot to get a head start on a big climb and give me climbing gear for rain and that solves my climbing problem.
    It helps to note that I'm not particularly good at botw and some of the ideas are very clearly geared towards proficient players. It can still get dull whether you're a beast at combat and traversal strat.

  • @noobiusmaximus6314
    @noobiusmaximus6314 2 года назад +2

    10:27. I believe that piece of armour on the Lynel is not dick-related. In fact, it is to protect the puncturing of organs. On horses, that is where their lungs and heart are located.

  • @Gatekid3
    @Gatekid3 2 года назад

    What if weapons rust or wear down if not used? That does kind of take away any collect-ability of weapons and open up the possibility of leaving your game on and everything rusting while you are away, but it can make you more prone to use the weapons as you get them to avoid wasting them.
    Alternatively, maybe only special weapons dull to normal ones if not used. This would give some worth to trial based things, but then the possible downside is people avoiding taking trial items until they "need them".

  • @stekra3159
    @stekra3159 2 года назад +1

    Climbing was my fared part of the breath of the wild ther is an idea Pittions and rope that you can use Stamina to jam into the wall and if you fall you cant fall further than the hight of the Petitions also saves you from abending climes just because it is raining

  • @lamplol7120
    @lamplol7120 2 года назад

    Here’s another idea for fast travel
    u can meet a carriage and they can allow u to go with them but u have to protect them, so u can sleep and gain health but sometimes monsters will wake u up and attack u the carriage so u have to defend it and if u failed or died they’ll drop u off and take some of ur money or stuff..
    I think it’s better as a different way but not a main one since it’ll probably get annoying if u have to do it a lot, but the bonus is they can take u to a lot more places then the regular fast travel

  • @hostiusasinhostilityhostil7853
    @hostiusasinhostilityhostil7853 2 года назад

    My favourite idea here is Dueling Weapons. Personally, I was upset about how hard it was to be a mage in BotW, what with wands breaking so easily, and of course I got hooked on Dark Souls over the pandemic. So naturally, this would solve that "favourite weapon" problem... but I think having the occasional blacksmith around the gameworld - usually in a town somewhere, perhaps places like Goron City or Gerudo Town - would definitely help the durability concept.
    The blacksmiths would have three purposes: repairing, crafting, and enhancing. Repairing would require either rupees scaling with the durability lost on that weapon, or scaled rupees and certain materials based on the weapon type/element (fire jelly for a fire weapon, etc.). The blacksmith repairs your damaged (but not broken) weapon, it's restored to its original condition, and you carry on with your adventure.
    Forging would be a little more complex: every time a weapon breaks, it drops shards which can be collected/are placed in your inventory. These shards can be brought to a blacksmith, and, if you have enough, they can create a duplicate of a weapon you've already collected or taken a photo of using the Sheikah Slate - blacksmiths need an idea of what the weapon looks like, naturally. The new weapon will also have a small chance of having a bonus, based on Link's hidden XP. Of course, a weapon breaking doesn't yield all the shards required to forge a new one, and forging a weapon will cost more than simply repairing one that you already have, so there's still a cost to breaking a weapon, which can create tough choices for the player (is it worth it to one-shot this tough enemy by breaking this weapon I like, even though I'll have to pay more to have it reforged?).
    Finally, enhancing would use these weapon shards, but instead of creating a new weapon, the blacksmith uses the shards on a weapon you already have of the same type or element (e.g. fire wand shards could be used on a flamesword, but not a knight's sword), and that weapon gains a new modifier, scaled to Link's hidden XP. This would allow you to collect shield shards, then when your Hylian shield breaks, you can buy another one, then take that new one (which can't have a modifier by default) to a blacksmith, and give them the shards and your Hylian shield. That shield would then have a new modifier (Durability Up +, Defense Up +, or the like). It would also allow you to customise your favourite weapons, allowing the player to build a more tailor-made arsenal than one they cobbled together even at endgame. This also gives the player an incentive to carry around miscellaneous weapons, or duplicates of weapons they already have, because they need to break them in combat to make their favourites stronger.

  • @thesatelliteslickers907
    @thesatelliteslickers907 2 года назад

    One thing I would like to add is the idea of increasing monster variety, and have those monsters drop monster part/weapon combos

  • @aaa1e2r3
    @aaa1e2r3 2 года назад

    The one I would say works the least would be the fast travel change. The problem with that one is it doesn't address the fact that the warping also serves as a safety mechanic if things are getting too out of hand for a player and they need to escape a situation quickly and gather themselves. By requiring a certain amount of speed to travel before warping, that takes away that safety tool while some extra mobility at warp. I'm sure this is something that the Speed Runners would take advantage of but otherwise, it just adds more variable to a mechanic than really necessary.

  • @thedalekditto15
    @thedalekditto15 2 года назад

    I love the tori gate concept. A fair few of these kinda got some better stuff in the dlc, and especially master mode where you really have to use your environment, even once I finished the game and used a few glitches to become a god, like some camps will still messs you up if you dot take everything into account.

  • @KeyleeTamirian
    @KeyleeTamirian 2 года назад

    How about Weather Report mechanic?
    Where you can pre-order the needed weather by using rupees or materials, so you can avoid Rain when you plan to climb.
    Or pre-order thunder rain, so you can have fun with steel-wielding enemies. (I love it)

  • @ME0_
    @ME0_ 2 года назад +1

    an infinity dungeon with procedurally generated enemy encounters one harder than the other where you can set high scores
    also special story bound minibosses called generals that are like the name suggests generals of ganons army that drop aside from special weaponry trophies that you can put in your house
    and a gardening system would be nice

  • @echo5entertainment169
    @echo5entertainment169 2 года назад +6

    comments are good for the algorithm

  • @head_snapss7587
    @head_snapss7587 2 года назад

    My favourite idea was easily the anchoring weapons because not only it revolutionizes climbing as a whole meaning so you can create the challenge of an unclimbable cliff where you'll have to sacrifice things to get higher which could blend well with the tori gate idea by making players have to conserve their items to reach a goal.
    My least favourite however is the fast travel idea. It not only is too finicky but brings up questions regarding your momentum part because you essentially are fusing a portal mechanic with BotW. Does this mean sky diving will become even more powerful because it also counts as a speed and all you have to do when fast travelling is hold the hang glider to instantly save yourself? There might also have to be a reason why such a limitation was placed after BotW in an era of peace? Is it gonna work by setting a location and then it throws a small portal ahead of you that gives you a small shot of where you're gonna land and go?
    I guess I'm saying that I want to know more about this mechanic because there wasn't enough told about it and I can't think about it and have a clear idea.

  • @theapexsurvivor9538
    @theapexsurvivor9538 2 года назад

    Id say that that form of fast travel could work early on, but having better ways to fast travel as you progress would be better. So at first you only have regular travel, then after leaving the plateau you gain the speed based warp, then after completing a specific temple you gain access to a more stable warp method with more limited locations for warping to and from. This way there's still times when you might want to use the speed warp, and others where it's more practical to use the stable warps. Kind of like the way Dark Souls 1 handles it, where there's a main route and some shortcuts, then homeward bones which are able to go to move you to a bonfire from just about anywhere with some prior planning, and then bonfire warping that has limited locations it can take you to and from, but is incredibly easy to use.

  • @benjaminchi1989
    @benjaminchi1989 2 года назад

    I love your dueling weapon concept and would like to add that a weapon crafting/upgrading system would be a nice supplement to that. There's already very limited weapon crafting in BotW in the form of the champion's weapons, but what if you could do that with other weapons? This would also give you more to interact with in towns. They had a weapon upgrading system in Skyward Sword, so why did they only carry that over for armors? (probably time and/or effort)

  • @qubit1788
    @qubit1788 2 года назад

    I think the only idea I like and I genuinely really like is the challenge gates

  • @Sangsal01
    @Sangsal01 2 года назад

    I think out of these ideas I really like the idea of anchors, but the warp gate using acceleration similar to the Earthbound is not my cup of tea. So gonna kinda list off my own stuff :D
    (Note I will be basing a lot of this on Master Mode scaling)
    -Regarding teleporting I think that the system right now needs to go. I love the warp point idea but how about instead of that you can make waypoints that you can place and you can teleport to? These won’t be permanent but they can be crafted at the tech lab.
    -In addition to the new teleportation system I want to also add that any place that has a permanent waypoint (Towers, Divine Beasts, The Tech Lab) will take up a charge on your sheikah slate. Your slate will have a total of 8 charges. Also no insta teleporting and giving it a 3-5 sec wait before teleporting you so you can’t bs too much (but hey you can still use apples in the middle of battle so eh). This gives the player…
    a. more of a need to seek out and find ancient materials after you get the Ancient Set
    b. Gives a boon and a bane to the player
    c. Creates incentives or prizes for the player for the “late game”.
    -On to the next being the gates. Instead of gates we can call these “Blighted Camps” full of the infection. When you enter a camp you are trapped within. You cannot use any ancient shekiah tech as the blight’s influence is too powerful resulting in a “malfunction” this also means that your slate and is unable to work so no teleporting or your tools. To create incentive there is something that I want to call “Blueprints” that can be collected from these blighted camps that can be used to unlock side quests to obtain upgrades to your sheikah slate (your bombs, stasis,etc.) and your waypoints to eventually make 4 permanent waypoints (for each cardinal direction) with no durability that can be moved anywhere. Blueprints will also lead into being able to use your slate tools in blighted camps and no charges being required to teleport *for the mid to late game”
    -Next moving on to the whole durability. I’ve always thought about adding a discoverable Fairy Fountain in Death Mountain. This fairy once awaken can grant “Divine Protection” to your weapons and shields, giving them a 20% durability reduction but they can grow stronger after defeating enemies and they can regenerate their durability as long as Link is moving in any way shape or form (of course it won’t be instant but hey) also you can only assign a weapon of each type.
    -To separate the weapons I would use a typing system. In the One-Handed category we have blunt, sharp, and elemental, Two-Handed we have, thrusting, blunt, and sharp. I don’t count the elemental great swords as wands. If the weapon under “divine protection breaks” it can be revived at the fountain in Death Mountain for ruppees as well as other protected weapons can be swapped by the fairy.
    -Scaling wise as they get strong weapons can gain damage ups relative to the amount of enemies slain so like one level up is one damage added to a weapon. Melee can only be increased normal by a flat 30 levels while bows can be increase by 20 (not counting augments) To create some fun I would add a second tier to “Divine Protection” to “Goddess’ Protections” that can only be assigned to one item and only after conquering all divine beasts, that allows you to boost a weapon to the max of 150 attack (so you could get a stick with 150 attack) Why 150? Because the strongest weapon is at 108 and it seems pretty balanced to me in my head.
    -Shields will gain an attribute the more you use them in certain situations such as deflection chance and shield surfing speed.
    -I think this adds a personal level to your weapon management and also it still allows you to use other weapons other than your divine set to combine their powers.
    -I honestly think that your idea for using anchors was an awesome idea. If I were to incorporate it into my whole thought process I’d probably make it a sheikah slate item where you could enchant an arrow that you shoot and where it contacts it creates a blow holo graphic rope for you. I would make it cost stamina if you are just free climbing up and down and you’re not near a wall, but if you use it on walls it’s less stamina also link can choose to run up which uses stamina or he can simply walk up with the rope. The sheikah rope arrow will go away if either another arrow is used or after 5 minutes. Also climbing the rope is unaffected by rain.
    Well that’s what I would do and honestly I wouldn’t have come up with these ideas unless I watched this video. Great Content keep it up! I’m tired because I wrote this at 4am in the morning and now it is 6. Also you have got yourself a new subscriber!

  • @ChrisPTenders
    @ChrisPTenders 2 года назад +2

    I love all these ideas. I am no longer playing Breath of the Wild, but I believe that would be different if these ideas were a real thing. Anchoring is really cool, and I am getting sweaty thinking about dueling and gates. Why aren't you Nintendo?

  • @sawkchalk6966
    @sawkchalk6966 2 года назад

    I really like the Tori Gate idea

  • @checkdownstairs7110
    @checkdownstairs7110 2 года назад

    My initial thought on changing weapon durability was a weapon recharge area/ smithy where you fix weapons. This would keep players changing weapons during combat but able to keep them in the long run.
    But I like your idea way better.