u/Far-Mathematician764

Forcing a strategy vs letting the player make their own?

Essentially, the former is something akin to Zelda, where bosses and certain enemy's are immune to everything but a certain item, forcing you to use it. In contrast, the latter means the player can experiment with their tools, allowing more creative strategies. Both have their pro and cons, like the former allowing more spectacle and controlled fights, but more limiting in options. The latter being more player freedom fights, though as the cost of making said fights feel kinda empty/bland. So, are there exmaples of ways to remix the system, or even ways to merge both of them together?

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What help makes weapon types feel different from one another?

Weapon types are a important thing in most games, specifically rpgs, shooters, etc. Essentially, what help make them stand out by themselves, like a sword vs axe, or handgun vs shotgun? Additionally, what are ways to make different weapons of the same type still feel unique, rather than just being a straight upgrade.

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u/Far-Mathematician764 — 5 days ago

Is there ways to improve Weapon Durability as a system?

Weapon Durability, a system that either you'll love or hate. BOTW/TOTK are a exmaple of this, since I've seen people either wasting all their weapons on just a few enemies, or hoarding them until the end. This since they fear they might not have enough for a major fight like a Boss fight. This lead to me asking; are there way to make the system let's punishing, or at least being able to recover easily from it.

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u/Far-Mathematician764 — 9 days ago
▲ 288 r/SteamDeck

As someone who uses Dual Touchpad on their OG 2015 Steam Controller; wanting to see if anyone does the same, with the Steam Deck instead. The triggers, shoulder, and back buttons are still uses, but for primary movement and camera are done via the Touchpads.

u/Far-Mathematician764 — 19 days ago