• Things you never liked in good games.
    214 replies, posted
They can even be very minor 'pet peevish' things. • Not seeing your hands controlling any vehicles in the Half-Life 2 games. • Being able to see your feet in L4D but not in L4D2. • NPC's pushing the hell out of you sometimes during scripted events when they walk somewhere in Half-Life 2 games. • 5 bullet clips + 10 second reload times in Borderlands games. • Sometimes lack of proper kill icons in TF2 when a new weapon is added. I killed a player with a gun. Not a placeholder skull. • Aimbot enemies in GTA 5. Not to mention the fact that their weapons have more accuracy no matter what. • The not-so-good radio song selections in GTA 5 compared to the previous games. My soul dies when I hear a Backstreet Boys "song" come on. • "Uuuuh oh! [character_name_here] will remember that!" always being shown in Telltale Games games. Yes, I care about that. Your turn.
Ragdolls. They were nice and good for laughs when they first came around, but I've since been playing a lot of older games that just have standard death animations for enemies -- sometimes the same animation for everyone -- and I find it's a lot more immersive, not to mention less taxing on the system. I find The Old Republic actually does this really well, communicating that you've defeated your enemy in a satisfying way without having to use a ragdoll.
"Perhaps you should lower your difficulty" when playing on hard. I'm trying my best damn it, no need to push me :( Looking at you Wolfenstein
The terrible hit reg/outdated hitboxes in Team Fortress 2.
It moreso applies to games in general than just good ones, but loading screen hints that are just game play basics. It's a bit insulting to have the last area loading and be reminded for the millionth time that you press w to move forward or space to jump.
matchmaking and levelling systems to unlock weapons are my least favourite trends in FPSes, they're just a pain in the ass that gets in the way of playing the damn game too bad everything has at least one of those two now
Terrible, horribly unnatural voice acting, where they speak awfully slow and there are ridiculously long pauses between sentences.
Time gating when crafting items. I can understand wanting players to level up to be able to use certain items in a game, but why the fuck throw a waiting time for crafting the item into the mix when the player has already spent so much time trying to reach the required level just to use the damn thing in the first place?
Shit AI that always knows where you are.
[QUOTE=Drury;52592078]Shit AI that always knows where you are.[/QUOTE] AI in shooters that have aimbot level accuracy the moment they notice you. It's my main gripe about the first two Rainbow Six games, where they [I]can[/I] have a small delay before firing but also can obliterate you [I]before[/I] completely turning around. I suspect the Goldeneye-level autoaim enabled by default was there to make things more balanced
[QUOTE=The golden;52592464]Not being able to see your legs. Floating hands/gun in 2017 is just inexcusable. It's immersion breaking and looks dumb - especially in games that feature player shadows when in 1st person.[/QUOTE] It's even worse when you can switch between first and third person.
[QUOTE=_charon;52591787]matchmaking and levelling systems to unlock weapons are my least favourite trends in FPSes, they're just a pain in the ass that gets in the way of playing the damn game too bad everything has at least one of those two now[/QUOTE] Account leveling and weapon leveling for unlocks makes me play games less, not more.
Walking animations. Some games don't animate well to help make the game feel responsive. I like that. Some games carefully restrict the freedom of movement to enhance the difficulty of the game and provide an important stat to items like armor. I like that. Some games restrict your movement for seemingly no reason, however, other than to look nice at the cost of responsiveness. I'm not a fan of that. I'd consider it a plague among plenty of third person titles.
[QUOTE=Drury;52592078]Shit AI that always knows where you are.[/QUOTE] And on the opposite spectrum, AI that is purposefully dumb/blind to make it easier for the player. I absolutely [I]hate[/I] it when stealth is made easy by having NPCs forget about your existence ([I]"Huh, I guess it was nothing afterall..."[/I]) or when vision of you in stealth games is based around a charge meter. What I mean by that is, when you walk past an enemy, they don't instantly get alerted and know there's an intruder, but rather their alertness meter goes up but if it doesn't fully reach the limit before you reach cover, they simply ignore the fact that a tall bald guy with a silenced gun was sneaking around (Looking at you, Hitman...)
Dumb AI companions that are literally a waste. While it being good is subjective/matter of taste, MMORPG Mabinogi has a few instances where you had a forced AI companion. They were purposely set up to deal utter shit damage(1 damage no matter what) 'for balance purposes'. EVERY SINGLE TIME they will ruin your combo attack by rushing in while you have something stun locked and using an attack that would normally hit for large damage. Making this more hilarious is 3 of these instances the companion is a little girl that is pretty much invincible(as in everything only deals 1 damage to her in addition to a ridiculously fast auto regen). A fourth instance its someone who is allegedly one of the strongest and best fighters in their village. Nope, deals 1 damage, mentally handicapped AI that is only good at ruining your combos, this time this one takes normal damage and WILL die in like 3 hits........
[QUOTE=Bordellimies;52592555]And on the opposite spectrum, AI that is purposefully dumb/blind to make it easier for the player. I absolutely [I]hate[/I] it when stealth is made easy by having NPCs forget about your existence ([I]"Huh, I guess it was nothing afterall..."[/I]) or when vision of you in stealth games is based around a charge meter. What I mean by that is, when you walk past an enemy, they don't instantly get alerted and know there's an intruder, but rather their alertness meter goes up but if it doesn't fully reach the limit before you reach cover, they simply ignore the fact that a tall bald guy with a silenced gun was sneaking around (Looking at you, Hitman...)[/QUOTE] Red Faction Guerrilla is like the worst of both worlds When you run into a building, one of two things will happen: A) Each AI soldier perfectly knows which room you're hiding in despite the building having no windows. B) Everybody completely forgets about your existence despite the fact you just leveled a neighborhood 10 seconds ago.
[QUOTE=_charon;52591787]matchmaking and levelling systems to unlock weapons are my least favourite trends in FPSes, they're just a pain in the ass that gets in the way of playing the damn game too bad everything has at least one of those two now[/QUOTE] Without matchmaking the game is going to be boring on one side of the spectrum and too difficult on the other. I agree with progression in FPS games though.
ending the storyline with a cliffhanger without news of any conclusion after 10 years yea im one of these!
Bullet sponge enemies. Regardless of caliber they just soak it all in. [B]Looking at you goddamn Tom clancy's Division![/B]
The racing stuff in RAGE. It wasn't the greatest game to begin with, granted, but the requirement to do the racing bollocks to progress put me off even more. Bethbryo jankiness. Smooth, accurate mouse input has been perfected since fucking Quake II, they've got no excuse to bollocks it up. Makes the otherwise improved gunplay in FO4 feel worse. General bugginess, too. 30fps framerate cap and physics being tied to the fucking framerate in Dark Souls. Bad PC port in general. DS2, for all of the issues it has, is a masterwork by comparison in that area. AI jankiness in general, especially when they see you but you can't see them, or they're paint-huffing morons. Incompetent AI companions or escort characters are particularly infuriating. Shoehorned-in multiplayer bollocks e.g. JC3's records thing. Every time I start it up, it's 5 or so minutes of slowly scrolling past "xXx_DICKSNIFFER69420_xXx broke your record in holding in your own farts!" I turned off extended matchmaking or w/e and I still see names i'm fairly certain are not in my friends list.
Escort missions.
Tailing missions can go to hell
60fps cap. Cap it at 75 so I don't have to deal with all the jankyness when the game loads a new area or npcs.
This cunt: [IMG]https://quakewiki.org/w/images/thumb/1/14/monster_quake_spawn.png/300px-monster_quake_spawn.png[/IMG]
Using the same hugely dated game engine that is held together with duct tape and not fixing the aged flaws in it, with the only major thing that they changed to it was the rendering engine. Looking at you Bethesda and to a lower degree, Valve.
The fucking RNG in Monster Hunter. I don't want to fight the same damn monster 50 thousand times to make a pair of dual blades I thought looked cool
The blatant copy/paste level design in some places in the first Halo game. Lest we forget the infamous Library.
[QUOTE=Lord of Boxes;52593355]The fucking RNG in Monster Hunter. I don't want to fight the same damn monster 50 thousand times to make a pair of dual blades I thought looked cool[/QUOTE] Rng in all games is cancer.
When you die in the Batman games, you get the boss of the area you die in, or the boss you die to, to comment on your death. It's alright the first time they play, but the umpteenth time, god. Also, Overwatch has something similar with their highligt intros. There's multiple ones for earch character and they get even more annoying to watch.
Senselessly slow animations in Monster Hunter. "Did I drink a potion? I need to flex my arms and stay flexed for 8 more hours even though there's a boss monster attack me right just now! Necessity! Logic!!"
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