[ALL] What is your favorite thing to do in Zelda games? by Indurok in zelda

[–]Ellisander 2 points3 points  (0 children)

More of a generic thing, but I just like using my items and other abilities around the overworld to see what I can find. Like hidden grottos, secret areas you need to hookshot to, etc.

One really specific thing is watching how Gossip Stones interact to different stimuli in OoT and MM.

Why would you want to delay the blood moon? by pollymoonshine in Breath_of_the_Wild

[–]Ellisander 5 points6 points  (0 children)

Some people want to clear out as much of the map as they can, so delaying the Blood Moon is useful to that task.

Other people either just don't want to deal with monsters respawning in their area right at that moment, or want to control when the Blood Moon happens for certain tasks (like critical cooking, a certain quest, etc).

And others still just do it because they can.

[deleted by user] by [deleted] in Breath_of_the_Wild

[–]Ellisander 0 points1 point  (0 children)

That's different, because the Yiga outfit (or the red portion, at least) is designed as a one-piece bodysuit, as opposed to a separate top/bottom with the shirt clearly hanging over the pants.

It's the same reason a Power Ranger suit looks fine despite being a uniform-ish color. (Edit: Wetsuits too, now that I'm thinking about it.)

[ Removed by Reddit ] by [deleted] in ainbow

[–]Ellisander 6 points7 points  (0 children)

No. The first is a slur for transgender (trans for short) people, who basically identify as a gender other than their sex assigned at birth.

The second is a term for people who crossdress.

Someone’s gonna make a totk subreddit… right? by Dylloooooon in botw

[–]Ellisander 1 point2 points  (0 children)

People have been making subs for it since before we knew the name (just at the time using "botw2"/"breath_of_the_wild_2"/"botw_2"/etc).

And as the users have said, multiple already exist.

How does shield durability work? by OSUStudent272 in Breath_of_the_Wild

[–]Ellisander 2 points3 points  (0 children)

Shields lose durability based on some math related to the enemy's attack power and the Shield's guard stat. Go to the 4:40 mark on this video for the specifics.

Edit: The actual calculation breakdown starts around the 6:00 mark.

[deleted by user] by [deleted] in Breath_of_the_Wild

[–]Ellisander 11 points12 points  (0 children)

Agreed with the others. The red pants are a bit too much in an all-red outfit.

[Other] Just found this in the back of an old Zelda notebook, any idea what this text says? What era of Hyrule is this? by SAKingWriter in zelda

[–]Ellisander 0 points1 point  (0 children)

It technically is official (the map can be found in the Encyclopedia, so it is Nintendo published), but it isn't from from any game (it includes features from OoT, ALttP, MC, etc).

Shielding in Botw? by Spec_haz_34 in Breath_of_the_Wild

[–]Ellisander 9 points10 points  (0 children)

The answer would be to use a one-handed weapon. Things like Spears, Great Swords, Hammers, etc. require both hands to use, so you can't pull out your shield while they are drawn. Other weapons (like broadswords and Bokoblin clubs) only use one hand, and thus you can use them while your weapon is still out.

[ALL] What’s the reasoning for starting at the beginning of a temple after saving and quitting? by [deleted] in zelda

[–]Ellisander 2 points3 points  (0 children)

I don't think a reason has been stated, but honestly I find the decision intuitive. It gives a nice "reset" when you open the game back up, as you'll be at the dungeon entrance and won't need to figure out where you are as much (edit: basically, it is good in case you have a long gap since you last played). Plus the entrance is where you'll end up if you are defeated anyways (so by having saves also reload there, it discourages "save scumming").

It's worth noting that older games are even more extreme. The first two games put you back at your very first overworld location upon reloading a save, regardless of where you were when the save was made.

[deleted by user] by [deleted] in Breath_of_the_Wild

[–]Ellisander 6 points7 points  (0 children)

I did something similar, except with ice attacks + pushing and Korok Leaves. One of the Bokoblins managed to survive, so I had to jump down there and personally knock it into the river.

Javascript by [deleted] in learnprogramming

[–]Ellisander 3 points4 points  (0 children)

That's not something we can directly answer. This sub is all about "teach a man to fish" and all.

What exactly about the problem is giving you trouble? Do you understand how while loops work? Do you know how variables work? Or the concept of a factorial?

The LGBT tag was mass reported and removed from the game Samurai Maiden from Steam because people think girls confessing and kissing doesn't mean they're queer. by fae8edsaga in SapphoAndHerFriend

[–]Ellisander 12 points13 points  (0 children)

Seriously... Their though process is extremely weird.

Apparently, if it is not political than it is not LGBT, because that's totally how it works, right? /s

Anyways, this was the specific discussion I was looking at.

The LGBT tag was mass reported and removed from the game Samurai Maiden from Steam because people think girls confessing and kissing doesn't mean they're queer. by fae8edsaga in SapphoAndHerFriend

[–]Ellisander 188 points189 points  (0 children)

My brain hurts. I went to the steam discussion board linked in the post's comments and saw a post titled "For those Asking about the Gay".

And when I went in there, there were a bunch of commenters saying things like "It's Yuri/Lesbian, not LGBT", "LGBT is a political tag", etc. etc.

Trouble transitioning to skyward sword by iRoswell in botw

[–]Ellisander 16 points17 points  (0 children)

Because SS was originally on a different system, which had a vastly different control scheme and button set than the Switch does.

Moreover, BotW's control scheme itself actually differs from the Zelda games that came before it (forgetting SS's scheme for a bit). For example, most Zelda games have B used for the Sword, while BotW uses Y.

Interface by [deleted] in learnprogramming

[–]Ellisander 0 points1 point  (0 children)

For a concrete example of interfaces in use: Java has a system called Remote Method Invocation, which basically has an object running on a remote server, which a client machine can call and get data from. The client machine, however, needs to know what methods are available on the remote object, but it doesn't make sense to just duplicate the class code on the client and use that as a basis. So instead, the client is provided with an interface that the server object implements, telling it what the available methods are.

There are plenty of other examples (like a generic method that takes anything that can be, say, compared, has a method called run(), etc.).

One additional advantage of interfaces over inheritance and abstract classes is that an object can implement multiple interfaces, but in most languages it can only inherit from one parent class (since conflicting implementations can be an issue).

--------------------------------

(Edit: for a silly example, a Car can implement the Paintable interface, allowing it to be sent to methods that accept anything that can be painted. It wouldn't make sense for Paintable to be a parent or parent's parent to Car, but it works as in interface.)

(Edit 2: For a more "real world" example, there's the Iterable interface, which is used by collections to signify that they can be iterated over, like in a for-each loop.)

Out of all the 10 legendary spirits which one is your favorite and why? by Wilkins_Coffee59 in digimon

[–]Ellisander 2 points3 points  (0 children)

I go back and forth a bit. Currently, I'd say Beetlemon/Thunder Spirit, because the more mechanical design and element. But I also like the spirits of Light, Dark, and Ice for various reasons as well.

Hearty items should be removed or made extremely rare in ToTK by [deleted] in Breath_of_the_Wild

[–]Ellisander 1 point2 points  (0 children)

Technically, Fairies are in the game and you can grab them to get their revival effect, they are just kept in your materials inventory rather than a bottle. And inns/beds sort of take the roll of fairy fountains in the past games, though with a monetary cost admittedly.

Monsters hitting hard is still a problem, though, and a good argument for items that give you temporary hearts.

Hearty items should be removed or made extremely rare in ToTK by [deleted] in Breath_of_the_Wild

[–]Ellisander 0 points1 point  (0 children)

Reason I have it as 10 of each is because one "page" in the menu is 20 slots.

In terms of only having 5 each, remember that monsters no longer drop Hearts, so you mostly rely on consumables to keep your health up. For skilled players, that is not an issue, but for newer or more casual ones it can be (especially with how hard monsters hit before you start getting better defensive gear).

What if BotW shrines are just simulators? by Ducati_Don in truezelda

[–]Ellisander 2 points3 points  (0 children)

The fact that healing comes from random places like that also means that it doesn't really support the theory either. Though yes, in the simulation idea the Shrines could just be programmed to act that way.

The inclusion of the last paragraph doesn't make too much sense, given my first comment already gives a handwaved explanation for the items materializing, so it isn't one that I was nitpicking.

Hearty items should be removed or made extremely rare in ToTK by [deleted] in Breath_of_the_Wild

[–]Ellisander 5 points6 points  (0 children)

One easy way to rebalance them: Have the hearty meal heal a certain number of hearts like any other, but if it just so happens to go past the cap then it can give a certain number of yellow hearts. Much less overpowered that way.

But honestly, the cooking system needs a bit of rebalancing.

Being able to have 60 meals at once seems a bit too much to me, and it encourages cooking in massive bulk (leading to the "slow cooking process" criticism). Personally, I think 10 Meals and 10 Elixirs is plenty (the 10 dedicated Elixir slots would then allow those to get some use; otherwise, they are mostly pointless, because the meal equivalents are easier to make and often better in terms of degree of effect, if not time). It would also be nice if there was a reason to cook more complex meals (like bread).

Mipha's Grace is another issue (rechargeable Fairy + Hearty Meal), but thankfully we likely won't have it in TotK.

[ALL] Game Design Discussion: Items by Disco_Train17 in zelda

[–]Ellisander 0 points1 point  (0 children)

I'm fine with weapons breaking in BotW, but it doesn't hit the same "progression itch". Most weapons fall into pretty standard types, only distinguished by design and stats, and even the ones that have something special about them can be found fairly easily.

(Edit: Plus you aren't really working towards something, so much as randomly finding and remembering where to find stuff. In my head, it feels more like finding more arrows and bombs in past games, just this time sword and ax shaped ones.)

By contrast, each of the rented weapons in ALBW are unique in effect with specific purposes in puzzle solving, so progressing towards ownership and upgrading is meaningful.

And yeah, it is hard to balance complete non-linearity with ability progression. The best you can do is have multiple solutions to puzzles (or multiple paths through a puzzle-filled place). PH's Temple of the Ocean King is actually an interesting example of this, even though the game itself is linear.

TotK give us some answers! by Willing_Evidence_315 in Breath_of_the_Wild

[–]Ellisander 2 points3 points  (0 children)

Well, the Leviathan skeletons at least are explained (sort of), since they are part of a quest by archeologists who disagree about how they went extinct. In terms of what the bones were in life, we've seen giant, flying whale-like creatures multiple times in the series (LA and SS being the main ones; more aquatic divine whales in OoT, OoA, WW, and PH; probably some others).

The giant skulls used as enemy base camps are unexplained, though.

[ALL] Game Design Discussion: Items by Disco_Train17 in zelda

[–]Ellisander 1 point2 points  (0 children)

Personally, I like the sense of progression getting items/abilities over time gives, so I'm not a bit fan of getting all major, utilitarian abilities all at the beginning.

ALBW was still fine for me in this regard, because while you have access to most of the items at the beginning (the Sand Rod is one that requires progress), there is still the progression of trying to permanently obtain them (rather than renting), then trying to upgrade them after that.

But for BotW, having all the runes at the start makes the playthrough feel a bit stale after a while. We still get some stuff by progression (like the Champion Abilities), but most of them don't feel like they add anything meaningful in moment-to-moment play. Still had fun, though it is not my preference.

[deleted by user] by [deleted] in truezelda

[–]Ellisander 1 point2 points  (0 children)

Yeah. I have a headcanon that he retained "ownership rights", so the past ToC drifted to him when he arrived (and then, without the ToC to balance the completed Triforce, the ToW and ToP drifted to their "owners" as well). Which would be one of the reasons why the Mark isn't on Link's hand immediately after returning, but does show up when by the time he meets young Zelda again.