kaara

oh, to be [REDACTED]

  • it/she

1/4th of @staff


🏳️‍⚧️ t4t

i feel the wind in my dreams


hesitant to admit i dont mind the durability mechanic im sorry please dont hurt me


I recognize that is can be frustrating and i also think it sucks how it means the vast majority of chest and exploration rewards are just weapons but i think it deeply encourages creativity and flexibility and is probably the only way they could get players to not just pick a favorite big number weapon and make their entire gameplay experience extremely zzz look we dont have to agree but i like the gameplay loop it creates much more than the alternative but i do agree that maybe it could be tuned to be a little more forgiving ok sorry


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in reply to @kaara's post:

I think it makes the game more interesting, but it does so in a way that can be frustrating. Players like being able to fall back onto one weapon, but doing that makes the game less fun. It's sorta tough love get more enjoyment out of it

it keeps the game moving

like, it's basically necessary to have an exploration loop -- elden ring did it with ashes of war and other permanent powerups, but you gotta have something

i've only played BotW so far but i think the durability system in that is great. the game would be less interesting without it. it keeps you a little hungrier than you'd be if you could just assemble the perfect arsenal.

the first time i played System Shock 2 i was super put off by the idea that my weapons would continually degrade and need repair, so i used a command to disable degradation. in my subsequent playthrough, having already seen the shape of the game and assuaged my fears, i realized that weapon breakdown helped make the game more engaging and thrilling. i would (easily) survive it, and it was Good, Actually