How do you get better than this?

How do you get better than this?

better story/storytelling and something like Nioh for using potions/items.

make it multiplayer. would be awesome to stumble upon another player in the world.

easily lmao

Replace the empty map with one that has actual fucking content.

getting competent English voice actors.

But it is multiplayer user, the world is just so big that the chances of running into someone else are nearly zero

Traditional dungeons. But still keep at least 50 shrines, which all should be linked to shrine quests.

60FPS 4k and all that technical shit.
Nothing gameplay wise.

and having the option to go original audio + english subs.

...

You play any other game.

sounds familiar...

combat that's good
loot to find
weapons that don't break after 5 hits
dungeons
less MMO tier quests

>Being able to swap out your currently equipped item with one on the ground at a press of a button without having to go into your menu to drop it.
>Being able to skip the shrine dialog a lot faster.
>Saved armor/dye loadouts.
>Amiibo items obtainable through normal play.

Those are the only things I'd change.

>weapons that don't break after 5 hits
he doesn't play the game.

sorry i meant 10 hits. still bullshit

It is perfect and Sup Forums knows it

Cut number of shrines in half. Make them longer. Integrate them better into the landscape so they're not just cast about randomly.

Cut number of Korok seeds dramatically. They don't provide enough of an upgrade to justify their existence on the current scale. The practical difference between being able to carry 9 weapons and being able to carry 19 weapons is negligible.

Overhaul weapon durability. Provide a weak 1h sword that never breaks and can be gradually upgraded. No, the master sword doesn't count, it's not weak and does break 'temporarily'. To justify keeping durability elsewhere, up the damage output on breakable weapons so they're a commodity rather than a necessity.

Add a few actual dungeons. The excavation sites where the divine beasts were found could work. Dungeon rewards could be basic sword upgrades or unique armour upgrade mats.

Get rid of ubisoft towers and replace them with a map that is incrementally filled by travelling main roads, reaching high points in the landscape, visiting towns and villages, collecting map pieces and talking to locals.

Add more enemy types and vary enemy type by biosphere rather than by difficulty.

Expand settlements so that villagers work the surrounding landscape as farmland, hunting ground or mines. There are very few examples of this currently (though they do exist)

Otherwise it's just hardware/optimisation issues

Great groundwork mechanically and if they combine it with some of the more classic zelda elements like special items, as well as the really powerful atmosphere that both WW and TP displayed they could conceivably make a game better than OoT

>sorry i meant 10 hits. still bullshit
he doesn't play the game

lol

Basically>>

Make more dungeon like hyrule caste hidden in the overworld.

I don't think traditional dungeon are that good, they have proved that you can do something slightly different and interesting, but it's not developped enough in the game(the divine beast are too short)

More unique item to loot that match the actual difficulty to get it. Better Reward system.

Give more developpement to the important character

Add some sort of multiplayer.

Don't quit your day job and remain a sperg on imageboards for the mentally ill when it comes to videogames.

>watched one of the streams prior to the games release after piratefags got a hold of it
>guy is mindlessly running around after leaving the plateau
>"Man there's nothing here."

>play it myself on release
>end up in the same area
>hidden chest
>korok seeds
>enemy camps
>even find a shrine under a huge plate
>all around each other within seconds

You named the 4 things that exist in the entire game, and not a single goddamn one of them is rewarding. You're also underplaying the sparsity of the map.

More enemy variety. Im tired of fighting reskins

captcha: count jewson

There are areas with not much of anything, but that's fucking realistic as fuck. Have you ever spent time outside your house? Like in the woods/wilderness? Gone camping? You're not gonna find interesting shit every fucking 5 seconds.

Well lets see shall we..

Overworld:
>Barren and empty.
>Too big, unecessary big.
>To fill the world they spread a lot of collectables, breaking weapons, small clusters of enemies.
>Fetch quest, like finding Shrines to progress the story.
>Padding, like fiding Koroks seeds, to make the inventory manageble, gathering resources and cook to deal with enemies that take half of your HP and to make Link walks faster, taking 380 pictures to complete the compendium for no reason.
>Too many mountains, you have to hike a lot.
>Hiking takes forever and is tiresome.

Dungeons
>Shrine are easy and small.
>Dungeons are much smaller than previous games and have some dumb puzzles, non-intuitive puzzle into it.
>Bosses are uninspired and clone to one another.

Enemies and combat:
>Lots of reskin with few enemies variation.
>Bad AI.
>Damage Sponge.
>The camera doesn't follow you around behind your back.
>The lockon doesn't lock easily.
>The lockon doesn't cycle through the enemies.
>Your shield an sword breaks too easily, really, it breaks a lot, specially on mini-bosses.
>Quick Time event if you dodge.
>Feels like a dumbed down version from Twilight Princess battle.
>Knockback is strange, you can't really knockback the enemies, unless you are using a heavy weapon, it is strange, can't pinpoint exactly.

Storyline:
>Pretty confy, good characters.
>Bad dub.
>Nice villages and cities.
>Only nine small villages.

Inventory
>Too much inventory management. The stuff is intense. Water temple is nothing compared to it.
>Minimal physic based rune abilities that got switched for traditional items.
>Master sword needs to charge, like a smartphone.

General
>The way you cook is kind of dumb, you should open a menu after interact with the pot instead.
>Framerate deeps to the point of micro stutter.
>Generally runs at 20 FPS.
>Too much assets pop up.
>Too much fog, baraly having any depth of field.
>Low level of detail.

By making a good game.

Use a peripheral that allows inventory management to be done seamlessly on a second screen

Yes, and it's boring as shit. I also spent 10 hours without fishing anything, but I sure as hell wouldn't want to see that in a game.

Make every dungeon like Hyrule Castle.
I haven't actually gone there but fuck I looked at a few seconds of gameplay and it looks great.

I wonder who's behind this shitpost

Witcher 3 is already better.

Did you really just compare a cartoon fucking Nintendo game to real life for an argument? What the fuck is wrong with you?

Witcher 3's eurojanky-ness makes it barely better than Skyrim.

...

Nope.

...

>"Y-you can't use facts in an argument!"

KEK

While a majority of the opinion in this thread are just salty asses that can't play it or people wanting "the same shit as every other zelda".

Kindly kill yourselves.

>tumblr filename

It's already better than everything else, but there's a lot of obvious places where they could add to it.

I really hope Nintendo (whatever team they are now after they've merged everything) do this style of gameplay at least one more time.

TW3 is such a diluted, streamlined and casual pandering experience(TM) that you can compare it to an action adventure and it still doesn't come out on top? No wonder you witcher fanboys rank just slightly above Biowhore autists in popularity here.

b-b-but muh side-quests

Somebody who isn't paid by Nintendo.

>a Nintendo baby Zelda fan calling anybody a casual

Remaster on the next console

>Playing video game for story
>playing Nioh

Every time.

Within five posts of every BotW thread someone comes spouting this meme.

lol, W3 isn't even better than MGSV lol

Music. Write more of it and put it in the fucking game.

Better voice acting

Making potions/food not take so long and be so much of a hassle to make.

Fill the world more. Zora's Domain area was great but Death Mountain was seriously lacking.

More varied rewards for exploring than finding koroks and shrines. Seriously, put in a magic system and let me find magic items like LttP. As the game goes on, each korok seed and spirit orb means less and less to me.

None of this is to say BotW isn't a great game. It's fantastic. But it could absolutely be improved.

One huge one I forgot--

MORE VARIED MONSTERS!

>frog-poster doesn't have reading comprehension
What a surprise.

>Better voice acting
The NOA dub is horrendous, I'm not saying this as a weeb, even the spanish or italian dubs are better, when I played I only had a couple complaints with my european spanish dub, but when I watched the cutscenes in english... Jesus fucking Christ, Zelda sounds like she's reading a text out loud in class.

Have the same thing but with better dungeons.
The Divine Beast thing was cool as fuck the first time, then the second time it was alright, still sort of interesting, and then third and fourth times were just boring.

I can read just fine, thanks. You feeling alright?

you don't have to do all of them

Yeah, I think it's pretty cool that Nintendo tried something different than rehashing the same "find dungeon item, find boss key, beat boss with new item" formula for the 20th time, but the execution is pretty lacking in BotW.

having some flaws

flawless stuff is boring.

That doesn't change the fact that the dungeons are severely lacking in this game.

Yeah. It ruined a lot of moments that could have been great or at least good.

Yeah, my only complaint about the game are the dungeons, they are pretty much the same, especially Medoh and Rudania, go for the 5 terminals, activate the Beast, boss (which they are really similar in design) and you're done.

They could've been vastly improved if they longer and theme based around the elements more. I don't know, they are almost there.

And the scene where they get into position to launch the laser is so fucking rewarding

you don't, honestly. not for another 10 years at the earliest.

>go for the 5 terminals, activate the Beast, boss (which they are really similar in design) and you're done.

I don't get this criticism, specially when traditional dungeons where also formulaic as fuck since ALttP.

Find dungeon item -> Find boss key -> Fight boss with dungeon item

By adding actual tests for skills and challenges like a game should.

BotW's world is a training ground.
You can master combat and environmental uses.
You can master physics and puzzles solving from shrines.
You can get cool armors against environemental hazards and some character progression from health and stamina.

But then when you tackle the main quest that should be the actual test of these skills, the game just let you down.
Mastered combat? Lol, dungeons have no enemies.
Mastered puzzles dynamics? Lol, go back to shrines they were more interesting (when they're not another blessing or strengh test).
Want cool bosses? Lol, go back to lynels.
Want cool new bosses phases because you found the master sword? Hell no, let's even make Ganon 50% health.

So,
>How do you get better than this?
Better challenges and longer quests (main and side) that actually use the skills you learn during your exploration. Make exploration worthwhile. Not just wandering, sightseeing and learning skills for nothing.

Pretty much impossible. This is peak video games right here.

I don't think it's a bad formula, I believe it's not done properly, you can clearly see the pattern of the dungeons, it's about the subjective feel of the dungeon, you don't feel like an adventurer uncovering a path to the depths of the dungeon but more like a mechanic reparing a broken car, and I believe it's because it's because it's not maze-like at all like other Zelda dungeons, again, it doesn't have to be a maze, it has to feel like it. I believe Naboris is the closest to what I'm talking about.

But that's just my personal preference, I still like the dungeons as they are. There are other 120 minidungeons anyway.

This, I can relate to this, you get real good at playing the game but there are no real challenges to tackle, Ganon is piss easy if you free the Divine Beasts and you also get to skip a miniboss before the fight
If a DLC comes out it should create some new lands to explore with hard as fuck puzzles and bosses, just with that, I'll be 100% satisfied with this game

>you can't really knockback the enemies, unless you are using a heavy weapon, it is strange

Wow that's so strange wtf

By having a story that actually matters. Zelda games have no continuity, they're stand alone games so the story is irrelevant.

go back to Mass Effect Andromeda threads

I remember when I was going to fight Ganon yesterday I had no idea what would I find inside Hyrule Castle so I prepared about 30 health dishes, recharged the Master Sword, grab all of my most powerful weapons, I was like: there will be a lot of guardians so.. I'll take the Guardian Axe 3.0 too, also all my elemental arrows and swords, charged all DB powers and slept on a comfy bed

At the end of the game I only used 4 health foods and the Master Sword, oh and Revali's power once.

Speaking of the shrines, imo certainspecific shrines felt more like actual dungeons than the divine beasts.
The ones I'm talking about are the one in death mountain where you have to keep carrying the blue flame, the wind one where you have to use a leaf while you're on a platform suspended by four balloons to get around, and the one where near the end you have to time stepping on a switch to make a ramp rise for a boulder to jump and land on a seesaw for the boulder to push open a stone door.

It's crap bro, anything is better than crap

Ganon is the perfect example of what doesn't make exploration worthwhile.
They just designed him as a wall for players who decided to go early.

They could easily have added conditionnal phases and design him for endgame as well.
Things like a dead man volley or a duel if you have the Master Sword, some hazardous arenas if you possess anti-flames/ice/thunder armors, whatever the devs could have created taking account of the progress you previously made.

Instead they made him regress and litterally punish the fact you've explored divine beasts. He is not really challenging to begin with, but exploring just made him uninteresting.

@372077795
Not even worth a (You), you need to work more on subtlety user.

>some hazardous arenas if you possess anti-flames/ice/thunder armors
This could've work really nicely considering Ganon is a mix of all the enemies and challenges you overcame to get there, also him launching lightnings at you could have been rewarding if you got the Thunder Helmet from the Gerudo

And not just that, he could've had a swimming phase, (which will be easier with full Zora set and/or lightning arrows), or made you climb some walls to gain height and use the Glider to attack a certain point on his back (which would be easier if you had Revali's power)

Hell they could've even made use of the Magnesis to maybe hit his face with some giant iron slab, or Cryosis... I don't know so much potential and creative ways to make his fight memorable, especially when he gets free from the castle at the end, and you can fight him anywhere on Hyrule, maybe even track him down as he rampages around like Lanayru's dragon.

I'm not saying to use all of that, but maybe 2 or three game mechanics you've been using aside from attack and parrying would've worked great.

I've been planning on do a DB-less run just to take on Ganon at full power, seems that's the best I'll get anyway...

That's the flaw of having an open world game like this. They either couldn't take into account what the player would have or their status or they didn't bother to prepare some kind of conditions based on player loadout/stats. It's kind of messed up that following the story and exploring turns suck a lackluster final boss/antagonist into an even bigger joke than it already was. In other Zelda games, when I fight the final boss I expect to have to put some effort into the combat because it's a test of everything you learned up to this point. With BOTW, it's a complete pushover where you're barely put to the test if at all if you didn't immediately rush to fight him at Hyrule Castle and bothered to follow the entirety of the OK story.

>Cut number of Korok seeds dramatically. They don't provide enough of an upgrade to justify their existence on the current scale. The practical difference between being able to carry 9 weapons and being able to carry 19 weapons is negligible.
Holy shit you fucking faggot, kill yourself.
The only reason to bring this up is if you are literally one of those mongoloid completionist types and botw broke your asshole because you tried collecting all 900 like the autist you are.

There's a reason why there is 900.
BECAUSE THE WORLD IS NON LINEAR AND YOU NEED THERE TO BE ENOUGH KOROKS FOR EVERY PLAYER TO AT LEAST UPDATE A FEW SLOTS OF THEIR INVENTORY.

>Replace the empty map with one that has actual fucking content.
Name a open world game that is not empty.

They shouldn't really cared about what the players had when they reached the boss, the idea is that it puts to the test everything you know, if it kicks your ass, it means you didn't have enough knowledge or gear, failing is part of the fun

That's fine but then it leads to the issue of the weapon durability completely depreciating the value of skill even more than it already does since you would be encouraged to hoard equipment even more than the weapon durability already does in this game if Ganon is going to kill the crap out of you despite how proficient at combat you are in this game if you dared to go without the master sword and blow all your weapons fighting the Lynel outside and/or one of the mini bosses you get pitted against if you didn't reclaim all the divine beasts before confronting Ganon.

you don't

Imagine being a ps4 only gamer who has to force himself to play and like horizon.
That's like eating spoiled meat while you're turning green in the face and saying you didn't want a nice juicy steak anyways and perfect foods cannot exist.

This is only thing that can make BotW better than it is. And add some more enemy variety, too. Give each region its own monsters and creatures to look forward to.

include sizable and themed dungeons, with one or two that are really optional and hard as fuck. add a few puzzle shrines that really go all out too.

Make some optional end-game fights. I'm looking at my collection of Lynel weaponry and wonder what the hell I'm supposed to do with it.

the same thing but with gear that stops slipping in the rain

>reading comprehension
>you have to play a game exclusively for the story to want a better story

You improve upon it, like gaming always has.

This will bring forth great imitators and innovators until someday we look back at BotW and compare it to GTA III for how it changed the landscape of gaming

...

You play with your penis

most other zelda games are better

>Inventory
>>Too much inventory management. The stuff is intense. Water temple is nothing compared to it.
I finally understand the water temple boots complaint only after playing BOTW. Having to switch shit out so often in this game gets really annoying. the whole inventory in general is a fucking mess. also the controls are pretty bad too. I don't know why they would change controls when they were fine in every other zelda game

I think it's more due to deadlines.
Because they could have at least take into account the master sword (since it's an iconic element of the series) and the sheikah powers (because they are the core of the gameplay).

Plus they didn't have a lot of thing to make new phases, character progression is limited to :
Health, stamina, armors, sheikah powers, master sword. And i think that's about it except if i forgot something.
Weapons are kinda out since you can't have a phase that would begin with spears and risk the player to have no spear to finish the phase. (That could be tempered with the boss giving spears, like in previous zelda game bosses that require arrows to beat)

I remember Totally Not Andross from Wind Waker. Giving out arrows mid battle was nice. Could have taken a page out of something like Kirby where even without abilities, the Bosses did attacks that allowed you to take a star from the impact and use that as an attack. Or Pandora's Tower, where the Dawn and Dusk Tower boss requires you to use a piece of one of them to attack the other once you knock one of them out of the fight.

I liked the game but hated the fucking Divine Beast dungeons. The only decent one was the fire lizard, the other three ranged from tedious to frustrating. Rotating a circle 50 times is not fun dungeon design, Nintendo.

>Get rid of ubisoft towers and replace them with a map that is incrementally filled by travelling main roads, reaching high points in the landscape, visiting towns and villages, collecting map pieces and talking to locals.
The game does both, actually.
The towers fill in general terrain, but you don't actually get location names until you physically go there and it comes up on screen.

Yeah. But i guess the open world took too much time to complete, so the quests and the bestiary, enemies and bosses suffered. That's the feel i have.
And i'm not optimistic about the DLC to correct these.

I'm not optimistic about the DLC either. I'm also still baffled by the lack of Darknuts and Iron Knuckles. Out of all the enemies, how the hell did they leave these guys out? Regarding the open world taking too much time, I still feel like they went too far trying to address the criticism about how linear Skyward Sword was and because of this, everything here suffered for it.