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Dec 16, 2011
Seeing as this thread is pretty similar, to what I stated in a different thread earlier today, I'm just going to quote myself.

I'd like to see a lot more classic RPG elements make an appearance. Such as skill-tree's and leveling. Although this goes against the whole LoZ formula, it's a fresh idea and would attract new gamers to the series, it's the little things that make the difference. The idea of skill-tree's is that every time you level Link up, by fighting monsters/bosses you'd gain 1 point to spend on your skill tree, when you spend the point you could upgrade different things like how fast you move, the damage you deal and how much damage you can take. I presume most of you have encountered a skill-tree before, so you know what I'm talking about.
 

Austin

Austin
Joined
Feb 24, 2010
There shouldn't be much customization in Zelda...it's not an RPG.

Yeah progression and variety is pretty awful. I really hope Nintendo avoids this.

In all seriousness, I think skill trees would be a little more complicated than I would personally like from a Zelda game. What could be interesting, however, is if they took the item upgrade system from SS and instead altered in so that you can customize it in several different ways rather than having one tiered path of upgrades to follow. Different upgrades could give different results depending on your play-style and preference. It's subtle enough that it won't dramatically alter the core experience, but interesting enough to add some more depth to the game.
 

ihateghirahim

The Fierce Deity
Joined
Jan 16, 2013
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Inside the Moon
Death to this RPG Zelda idea!

I don't want a customization and a skill tree. That is for an RPG like Final Fantasy or Xenoblade. Zelda is an action, platforming, and puzzle combo. I wouldn't mind the ability to change the color of your tunic or sword, not that I'd actually do it. It's just that Zelda already has a focus, and that is why we love it. We need to keep RPG to a minimum. I want the next game to eliminate the weapon upgrading and go back to simply giving us new weapons and armor with new abilities.
 

Random Person

Just Some Random Person
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Feb 6, 2010
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RPG elements can be fun... but Zelda is not an RPG and the more we stray from keeping on coherent path (I hope I used that word correctly), the harder it will be to comeback from it. I'm really on the fence about this because it looks like a good idea, but can have horrifying results.
 

Cfrock

Keep it strong
Joined
Mar 17, 2012
Location
Liverpool, England
I'm not one for huge levels of customisation in Zelda, but some degree of it could be good. Skill-trees don't seem like something that fits with Zelda unless they really develop various aspects of the game. If a skill-tree only applied to combat then what difference will it really make? Sure, you could specialise in fire attacks or defense or sheer power but at the end it's still just making you do more damage. But for skill-trees to be worthwhile in other areas then Zelda would need to expand those. Stealth, for instance, would need to become a bigger aspect of the game for any skill specialisation to really be appropriate.

The idea of branching the upgrades sounds like it would fit better. For example, in Skyward Sword the bow could only be upgraded for power and range. Why not separate the two, have one upgrade branch that improves damage, one that improves range and accuracy? That allows for some small degree of specialisation and fits within the game without making huge changes to gameplay.
 

Austin

Austin
Joined
Feb 24, 2010
I don't understand how the upgrade idea takes anything away from the game though. You're not forced to do it and the game is still entirely completable without them. Think of it like the red and blue rings from LoZ. As far as I remember, you don't have to get them, but they do add a bonus into the game. Same with the fairy fountains in Majora's Mask. The system in Skyward Sword just gave a little more depth to that idea. I'm really having trouble understanding the big deal.

The idea of branching the upgrades sounds like it would fit better. For example, in Skyward Sword the bow could only be upgraded for power and range. Why not separate the two, have one upgrade branch that improves damage, one that improves range and accuracy? That allows for some small degree of specialisation and fits within the game without making huge changes to gameplay.

Yeah, this is exactly what I meant. It seems like a nice compromise.
 

Castle

Ch!ld0fV!si0n
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Crisis? What Crisis?
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I wouldn't mind for ZeldaU to have some sort of rudimentary experience and level system like in Link's Adventure, where players could choose to upgrade Link's defense or attack power or movement capabilities such as special combat rolls. I also wouldn't mind seeing ways to upgrade Link's equipment like in Skyward Sword, even along branching paths, like some of you mentioned.

What would be neat is to allow Link to purchase or discover ways to augment the Hero's Tunic, such as finding bracers locked away in chests or suits of mail to wear underneath, and perhaps allow each armor component to be modified. For instance, adding magical gems that could provide additional protection against enemy magic attacks or reflect physical damage back on attackers whenever Link gets hit.
 
Skill trees and more leanings towards JRPGs are just gonna make Zelda harder to play for me and not all that interesting since moving things and linking things and playing with things isn't really what i want to do. I love Zelda for giving me items and then telling me to get lost and use it. Even in SS i didnt upgrade anything until i had beaten the game, really customisation doesnt rate highly for me in Zelda and would like it to be kept on the down-low.

that being said Monster Hunter never really bothered me and that feels as if it has a lot of stats to it (in know it doesnt but it feels like it does) and after Nintendo direct, Monster Hunter x Zelda is all i can imagine ZeldaU to be now :-/
 

Ventus

Mad haters lmao
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Hylian Champion
This video has everything I want to see from a customizable Link:
[video=youtube;2QbGtUJea3Y]http://www.youtube.com/watch?v=2QbGtUJea3Y[/video]

> Skins for weapons
> Difficulty levels
> Many different moves that you can switch on and off at will (context sensitive, too)
> Different costumes for different strengths
> Combat-centric partners

That's all I want from customizable Link. Gain EXP by defeating field enemies, special rewards from beating bosses and scripted events. ;)
 

JuicieJ

SHOW ME YA MOVES!
Joined
Jan 10, 2011
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On the midnight Spirit Train going anywhere
I'm all for a skill tree in Zelda. I've considered the possibility of one for a while, but after playing Darksiders II and Far Cry 3, I simply can't go without one. (At least not without a grain of salt.) We've already seen Link gain magic and sword skills in the past. Why not make those accessible through a skill tree? Link could gain experience points by defeating enemies & completing objectives and spend them on certain skills, which have more advanced versions that branch-off of them that can later be purchased by gaining more experience points. It's pretty funny that I'd been thinking that very thing not too long before playing Far Cry 3 for it to wind up having a very similar mechanic what I just described. (Far Cry 3 had a lot of things I want to see in Zelda's future, to be honest.) The skill tree could be separated into two categories -- magic and combat, similar to the Necromancer and Harbinger trees in Darksiders II. It's all just really fun to think about, and I hope features like this come to be in Zelda Wii U, if not Zelda 3DS.
 

Sir Quaffler

May we meet again
Yeah I'd like to see some customization.

The differential weapons upgrade seem like the perfect thing for this. SS started this, and I want to see this concept expanded even more. Instead of only making the weapons and potions more powerful, make them more powerful in different ways. Like, making seperate upgrades to the bow that can make it either more powerful, more steady aim, or longer range, etc. Same thing with the potions, make the stamina potion different in that you could either upgrade the speed at which Link can run or make it to where he can run longer. That kind of customization sounds awesome and it'll fit perfectly with Zelda.

As for skill trees, my opinions are mixed. I'd like to be able to develop my skills in different ways, but I also don't want to break the game like a true skill tree might. I don't want there to be the option to simply grind away for hours at a time and blow through everything with a majorly OP Link, that'll take the fun and challenge out of the game for me. What could happen instead is this: for every stage of the game you have the option to gain a certain amount of exp. that can be used to upgrade certain aspects. If you want to just plow through the game with no concern for leveling up stats, great, that option will still be there and you don't have to be forced to level up. But for those that want to have more experienced magic abilities or better sword skills, we have the option to allocate those exp. points we get from killing enemies or, better yet, from killing the bosses.

Heck, that's already kind of there to begin with, what with the full heart just lying there. This way, we could have it to where, in addition to leaving the full heart like they always do, they also leave behind vials that can boost your strength, speed, defense, etc. and we can choose 2 out of the options available. Yeah I think this can really work.
 
Joined
Aug 25, 2012
Location
Indiana, USA
The differential weapons upgrade seem like the perfect thing for this. SS started this, and I want to see this concept expanded even more. Instead of only making the weapons and potions more powerful, make them more powerful in different ways. Like, making seperate upgrades to the bow that can make it either more powerful, more steady aim, or longer range, etc. Same thing with the potions, make the stamina potion different in that you could either upgrade the speed at which Link can run or make it to where he can run longer. That kind of customization sounds awesome and it'll fit perfectly with Zelda.

Definitely sounds like a good idea; perhaps you could gain points to level up these items by accomplishing basic tasks with them, like gaining 10 points for a headshot with the bow or just 1 point per ordinary kill. I'd love to take the idea farther and introduce a forging system where you determine everything about your basic weapons, right down to function (power, length, double-edged or single-edged, any elemental abilities, etc.) and appearance (colors of everything, type of guard, type of handle, etc.). After acquiring the base forms of these weapons in the game, you could take them back to the forge and have someone reverse-engineer them into as many customizable weapons as you like.

At some point, I also want Zelda to experiment with customizable characters. They don't have to replace Link unless the game is a spin-off, but what if your new avatar could be used online or outside the story just to wander around? It's a deeper way of planting players into Hyrule and immersing them further.

I really have nothing against skill trees, and to some extent, Zelda may benefit from them. But considering they're not exactly crucial to Zelda's exploration and it's already receiving a good bit of backlash in this thread, it's probably not a good idea for Nintendo to do it except in little baby steps one game at a time.
 

Sir Quaffler

May we meet again
I'd love to take the idea farther and introduce a forging system where you determine everything about your basic weapons, right down to function (power, length, double-edged or single-edged, any elemental abilities, etc.) and appearance (colors of everything, type of guard, type of handle, etc.). After acquiring the base forms of these weapons in the game, you could take them back to the forge and have someone reverse-engineer them into as many customizable weapons as you like.

View attachment 31403
...omigosh that sounds like the coolest thing ever.
 

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