What was the sailing mechanic like in WindWaker? Did you actively have to navigate your boat around obstacles, try and pick out currents/winds, like some kind of sailing simulation?
Or was it just "push a button to go to Island X"?
it was a really simplified sailing sim, really. you could direct the wind to go in any of the main four cardinal directions, partly for navigation, and partly to solve Zelda-type puzzles. you'd often encounter enemies in the sea, and you had a cannon you could fire at them.
being able to control the wind direction was the main thing that made Zelda sailing not suck.
I think I'd actually like to play a game where you could do something that resembled actual sailing... if anything you could learn something kind of useful as you played. Setting up a sail to catch wind and having to use a keel and a rudder... navigate storms and such to get from place to place.
Although I have no idea if that would translate into fun gameplay.
I think I'd actually like to play a game where you could do something that resembled actual sailing... if anything you could learn something kind of useful as you played. Setting up a sail to catch wind and having to use a keel and a rudder... navigate storms and such to get from place to place.
Although I have no idea if that would translate into fun gameplay.
They should do that if they were to ever redo Zelda: Wind Waker.
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Warlock82Never pet a burning dogRegistered Userregular
edited May 2010
The sailing in Wind Waker sucked. You could control the wind, except you had to stop and pop out a note chart every time to do it which took up a small chunk of time. Then you sailed, very slowly, across the same, unchanging ocean for a long time until you either encountered a generic raised crow's nest-like platform (which usually had a chest full of rupees you didn't need, or side-quest items you didn't need), a generic boat full of monsters (which had the same thing as the platforms), or the island for that quadrant (as there was always one per square, so it's not like there was any sense of discovery or exploration involved). And about 70% of the islands were one-time mini-dungeons/puzzles that awarded something only mildly useful, like a piece of heart. After you got the reward you never ever needed to go back there.
Really it was just an overly tedious thing that you had to do all the time to get anywhere. At least with the DS games I could draw my path and not have to worry about steering or anything - just sit back and shoot at stuff. Plus they tended to have more interesting stuff to look at (usually, maybe not as much in Phantom Hourglass)
I could see how people got upset over sailing in Wind Waker but I just rolled with it and ended up enjoying myself. Now travelling in MMOs with out some sort of mount or other mechanic is incredibly boring to me.
Once game I really enjoyed the traveling in was Morrowind.
As you progressed in the game you ended up with more and more options for quick-travelling between places, and you'd eventually work out routes that would combine using propylong indexes, the intervention spells and silt striders to quickly hop around the island.
And there was that awesome scroll that let you leap across half the map... that was neat.
Freelance also had some cool stuff with its warp gates. It was neat making trade runs in huge freighters while fending off space pirates.
Does anyone playing RDR know if it has trading-style missions? Where you can just do side missions escorting a convoy or something? I always find those so satisfying for some reason.
Uh I never changed the wind to sail in wind waker. And I did learn something about sailing via wind waker. If you want to sail into the wind, you zig zag, because the way your ship is lined up and how the sail is set, the wind pushing against you will still make your ship go in the direction you want to go.
Will not be purchasing this game. My brother has been playing it and I know I'd get bored riding a mile to each mission. It's exactly what happened on every GTA game I've played besides Chinatown Wars. I actually finished that one, probably because there is less stuff to do so I can focus on the main game.
Riding a mile to each mission? You mean like sailing on the sea in Wind Waker?
Never played it.
It's your loss.
Taking time to travel places is cool and I liked it in Windwaker. But in RDR if you don't like taking the time to travel somewhere, you can be lazy like me and fasttravel. When you're out of a local area (10 seconds of horse riding) you can set up a camp and fast travel to any waypoint you set up. You set up a waypoint by opening the map and putting a waypoint anywhere on the map.
The sailing in Wind Waker sucked. You could control the wind, except you had to stop and pop out a note chart every time to do it which took up a small chunk of time. Then you sailed, very slowly, across the same, unchanging ocean for a long time until you either encountered a generic raised crow's nest-like platform (which usually had a chest full of rupees you didn't need, or side-quest items you didn't need), a generic boat full of monsters (which had the same thing as the platforms), or the island for that quadrant (as there was always one per square, so it's not like there was any sense of discovery or exploration involved). And about 70% of the islands were one-time mini-dungeons/puzzles that awarded something only mildly useful, like a piece of heart. After you got the reward you never ever needed to go back there.
Really it was just an overly tedious thing that you had to do all the time to get anywhere. At least with the DS games I could draw my path and not have to worry about steering or anything - just sit back and shoot at stuff. Plus they tended to have more interesting stuff to look at (usually, maybe not as much in Phantom Hourglass)
man what are you talking about no sense of exploration
every single square had either a dungeon or some kind of mystery to explore
and it wasn't like you constantly had to make little changes to sail either
once you knew where you were going, you just, you know, made the wind go in that direction and sailed there
you really didn't have to go to the islands if you didn't want to
The sailing in Wind Waker sucked. You could control the wind, except you had to stop and pop out a note chart every time to do it which took up a small chunk of time. Then you sailed, very slowly, across the same, unchanging ocean for a long time until you either encountered a generic raised crow's nest-like platform (which usually had a chest full of rupees you didn't need, or side-quest items you didn't need), a generic boat full of monsters (which had the same thing as the platforms), or the island for that quadrant (as there was always one per square, so it's not like there was any sense of discovery or exploration involved). And about 70% of the islands were one-time mini-dungeons/puzzles that awarded something only mildly useful, like a piece of heart. After you got the reward you never ever needed to go back there.
Really it was just an overly tedious thing that you had to do all the time to get anywhere. At least with the DS games I could draw my path and not have to worry about steering or anything - just sit back and shoot at stuff. Plus they tended to have more interesting stuff to look at (usually, maybe not as much in Phantom Hourglass)
man what are you talking about no sense of exploration
every single square had either a dungeon or some kind of mystery to explore
and it wasn't like you constantly had to make little changes to sail either
once you knew where you were going, you just, you know, made the wind go in that direction and sailed there
you really didn't have to go to the islands if you didn't want to
why are you so angry they put so much in the game
I'm not complaining about the number of islands. I'm saying most didn't have much to do. I mean, there was an entire island devoted purely to that Battleship minigame (or was it a different minigame? It's been awhile). They could have easily just put that in the village. Most of those dungeons you found were tiny as well. This is not necessarily terrible (short content is better than no content), but the amount of time spent traveling to each island kind of made it disappointing when you didn't get anything super special from the island.
And I'm saying there is no sense of exploration because every square had exactly one island. You've either visited the island or you haven't. There wasn't really anything beyond that other than the copy+paste platforms/boats which didn't reward you well enough to be worth doing.
All this being said, I did not dislike Wind Waker. I just hated the sailing in it. Rest of the game was good for the most part (though I still feel like it was a little on the easy side and the dungeons basically dropped out around the time you had to get the triforce pieces - as if they had run out of development time and half-assed that section)
you're wrong, the battleship game WAS in the village
the thing you're thinking of was the cannon-shooting game
also the triforce deal was an eight-part deal, and each map piece WAS in a mini-dungeon
it wasn't half-assed, it was a treasure hunt
which goes with you know, the whole pirate theme
It was the same dude running the minigame, what does it matter?
Anyways, *some* of them were in mini-dungeons (which were largely all very similar to each other and to other mini dungeons throughout the game - and thus, half-assed). Others were just buried at the bottom of the ocean. The only cool one I remember was the ghost ship.
But I'm talking about *real* dungeons. There are two temples, and then the game just sort of decides "ok, that's enough" and you go to fight Ganondorf.
it matters because you're shooting a cannon at ships on the water, which you couldn't do in town, because that's retarded
there's the dragon roost cavern, the forbidden woods, the forsaken fortress, the earth temple, the wind temple, and the tower of the gods
you're completely wrong, you'll always be wrong, done talking about this
Dude, second half of the game. Are you not even paying attention? Of course there are a few dungeons at the beginning. I specifically said around the time it asks you to get the triforce pieces, dungeons drop out. Out of what you listed, the only dungeons after that part are the Earth and Wind Temples (not counting the last one).
And yes, I am done talking about this because I don't even care. I've already given my opinion - sailing is boring.
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it was a really simplified sailing sim, really. you could direct the wind to go in any of the main four cardinal directions, partly for navigation, and partly to solve Zelda-type puzzles. you'd often encounter enemies in the sea, and you had a cannon you could fire at them.
being able to control the wind direction was the main thing that made Zelda sailing not suck.
steam | Dokkan: 868846562
I think I'd actually like to play a game where you could do something that resembled actual sailing... if anything you could learn something kind of useful as you played. Setting up a sail to catch wind and having to use a keel and a rudder... navigate storms and such to get from place to place.
Although I have no idea if that would translate into fun gameplay.
They should do that if they were to ever redo Zelda: Wind Waker.
Really it was just an overly tedious thing that you had to do all the time to get anywhere. At least with the DS games I could draw my path and not have to worry about steering or anything - just sit back and shoot at stuff. Plus they tended to have more interesting stuff to look at (usually, maybe not as much in Phantom Hourglass)
As you progressed in the game you ended up with more and more options for quick-travelling between places, and you'd eventually work out routes that would combine using propylong indexes, the intervention spells and silt striders to quickly hop around the island.
And there was that awesome scroll that let you leap across half the map... that was neat.
Freelance also had some cool stuff with its warp gates. It was neat making trade runs in huge freighters while fending off space pirates.
Does anyone playing RDR know if it has trading-style missions? Where you can just do side missions escorting a convoy or something? I always find those so satisfying for some reason.
Taking time to travel places is cool and I liked it in Windwaker. But in RDR if you don't like taking the time to travel somewhere, you can be lazy like me and fasttravel. When you're out of a local area (10 seconds of horse riding) you can set up a camp and fast travel to any waypoint you set up. You set up a waypoint by opening the map and putting a waypoint anywhere on the map. Thank you for pointing that out. If I hadn't already progressed that far in the game I would have been pretty pissed having it ruined here like that.
man what are you talking about no sense of exploration
every single square had either a dungeon or some kind of mystery to explore
and it wasn't like you constantly had to make little changes to sail either
once you knew where you were going, you just, you know, made the wind go in that direction and sailed there
you really didn't have to go to the islands if you didn't want to
why are you so angry they put so much in the game
Gabe's Gunhorse is pretty sweet
I'm not complaining about the number of islands. I'm saying most didn't have much to do. I mean, there was an entire island devoted purely to that Battleship minigame (or was it a different minigame? It's been awhile). They could have easily just put that in the village. Most of those dungeons you found were tiny as well. This is not necessarily terrible (short content is better than no content), but the amount of time spent traveling to each island kind of made it disappointing when you didn't get anything super special from the island.
And I'm saying there is no sense of exploration because every square had exactly one island. You've either visited the island or you haven't. There wasn't really anything beyond that other than the copy+paste platforms/boats which didn't reward you well enough to be worth doing.
All this being said, I did not dislike Wind Waker. I just hated the sailing in it. Rest of the game was good for the most part (though I still feel like it was a little on the easy side and the dungeons basically dropped out around the time you had to get the triforce pieces - as if they had run out of development time and half-assed that section)
the thing you're thinking of was the cannon-shooting game
also the triforce deal was an eight-part deal, and each map piece WAS in a mini-dungeon
it wasn't half-assed, it was a treasure hunt
which goes with you know, the whole pirate theme
It was the same dude running the minigame, what does it matter?
Anyways, *some* of them were in mini-dungeons (which were largely all very similar to each other and to other mini dungeons throughout the game - and thus, half-assed). Others were just buried at the bottom of the ocean. The only cool one I remember was the ghost ship.
But I'm talking about *real* dungeons. There are two temples, and then the game just sort of decides "ok, that's enough" and you go to fight Ganondorf.
winner fights gun/knife/skull butterfly
there's the dragon roost cavern, the forbidden woods, the forsaken fortress, the earth temple, the wind temple, and the tower of the gods
you're completely wrong, you'll always be wrong, done talking about this
Dude, second half of the game. Are you not even paying attention? Of course there are a few dungeons at the beginning. I specifically said around the time it asks you to get the triforce pieces, dungeons drop out. Out of what you listed, the only dungeons after that part are the Earth and Wind Temples (not counting the last one).
And yes, I am done talking about this because I don't even care. I've already given my opinion - sailing is boring.
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