It's probably been mentioned, but an option to auto-switch to the next shield/weapon/bow if it breaks. Just have it auto-switch to the next in the cue. So many times I'm going ham in the middle of a flury rush and I lose a couple of seconds realizing my item is broken.
Auto Switch wouldn't work because there's a chance the player ends up with the wrong tool for the job.
In the post i made there's a suggestion that adresses this. After a weapon brakes either move the selector to the center of the line when the quick weapon menu is entered or move the unequip option to the center instead of the far left.
1. I kinda wish bombs were another item type like bows and shields like in TP. That way, they could bump up the damage since spam would be less viable.
Just make the horse teleport. They are only really useful for traveling the main roads because you're always jumping off cliffs or warping.
2. When pressing R to throw a weapon, you should be able to press a button like a or y to drop the weapon at your feet. This would greatly help inventory juggling.
3. Auto weapon cycle on break at least as a config option. This is especially problematic for bows as you can't quick select unless you are holding one.
1. Regarding bombs, there's no need to make them consumables to achieve what you want here. They could increase damage and cool downs while maintaining the present system. Something like this would be rather trivial to implement without much work.
2. Remember that R is used to aim certain weapon without throwing them like Rods or the Deku Leaf and "A" is always the cancel action button. "Y" is always the transition to combat button from other actions like using Runes.
i like many others think that drop items from quick menu would be decent enough.
3. Auto weapon cycle, read above about the potential shortcumings. Imagine the game auto switches to an elemental weapon of equal aligment to the enemy you are battling.
The horse system in BOTW sucks, and it doesn't make sense that this is where Nintendo goes for realism in the game considering we play as a character who can conjure up massive heavy weapons out of thin air. Usually horses in games are provided to enhance the gameplay, to provide a faster way to traverse the map. In this game it's the opposite.
This is a very system/simulation intensive game so extra care on balance and the interdependency of such systems should be considered, moving a thing on one end can affect another, like a domino effect. With this in mind i think Nontendo handled the horses well.
Doing what you suggest would trvialize numerous game systems after the player gathers 5 good mounts:
- Remember that there are various plains in the game and these tend to host wild horses.
- There are also horse riders that Link can take a mount from.
- There's also various other animals that can be mounted. Doing what you suggest will minimize the incentive for players to try these things. The taming system would be used even less.
- Player can equip special armor that enhances movement.
- Cooking elixirs.
These system are implace to enhance movement and complement rather well how horses work in the game.