• Things you never liked in good games.
    214 replies, posted
Limited space or weight in inventory. first thing i do when playing bethesda games is use console command to increase max carry weight.
[QUOTE=Shirt.;52593157]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.[/QUOTE] Any framerate cap is bad unless the gameplay relies on exact frame timings
Whatever game popularized the two gun limit thing.
[QUOTE=Totenkreuz;52595593]Whatever game popularized the two gun limit thing.[/QUOTE] I have a feeling that it might've been COD 2
[QUOTE=benzinxrm;52593943]Rng in all games is cancer.[/QUOTE] It's good when there are a couple possible outcomes to a diceroll, and the player can adequately react to each of them. It sucks when the player can get majorly fucked over by one or more of them through no fault of their own.
Fallout's engine. No, I'm not singling out any one game here. All Fallout games run on flawed engines. The 2d games were coded in such a way that turns run on glacial timescales while being about as immersive as a napkin doodle. 3 and NV look like a Dark Cloud 2 alpha build and crash incessantly while having gunplay only their coder could love. 4 skullfucks the levelling system that worked so well since Fallout 1 while focusing a bit too much on looks and gunplay(not that they're unappreciated), plus modding settlements and companions causes a lot of wierd shit to happen. 4 is by far the best engine in the series but it is still a flawed one, and majorly so. Thesw flaws never stopped me, though, at least with the 3D games. Over 2k hrs in New Vegas alone with half that being in TTW, several full playthrus of 3 though it was standalone so no hourmeter, nearing 400 in 4.....yah. Fuckin love them. But the engines suck. [editline]21st August 2017[/editline] [QUOTE=benzinxrm;52593943]Rng in all games is cancer.[/QUOTE] Indeed. RNG has no place in games. Losing because of a mistake made is fair, winning because the other party made one is fair, but losing and winning on chance alone is absolute bullshit. I'd rather lose/miss/whatever on my own hamfistedness than succeed on the back of a d20.....and that kinda ties into my main post, because I mentioned the engine flaws never stopped me from playing the 3D Fallout games over and over. RNG made me never get past Vault 13 in Fallout 1. I can not abide standing so close to a molerat I can press the muzzle of my pistol into vital areas and somehow still completely miss 9/10 shots from RNG. ITS POINT BLANK RANGE YOU DRUNK FUCKS, 100% HIT CHANCE APPLIES AT THAT DISTANCE!
I like World of tanks... I don't like developers of PC version of it, they are cosntantly (meaning over last 3 years of me playing) making promises about new features, while console versions get new maps, effects, weather conditions and such... pc version gets barely anything
[QUOTE=benzinxrm;52593943]Rng in all games is cancer.[/QUOTE] This. I know it's kind of one of the key features in the XCOM games, but it's complete bullshit when your soldier misses a shot at close range and you literally see them aim the gun away from the enemy.
One thing that bugged me in the original Left 4 Dead was that every time a horde was defeated, it would [i]BLAST[/i] the main sting of [url=https://www.youtube.com/watch?v=xDbIDKel-O4]the horde music[/url] while there were minimal other sound effects. I get it's signifying that the horde attack is over, but it's a very shrill music sting that yanks me out of the moment of triumph.
Bendy lasers in the Touhou games
Any game with a first person camera that has a view model and fov set at a garbage setting by default and can't change aithout modifying the game files When I want first person I don't want 70 degrees FOV and the camera placed 1 foot infront of the head / where it should be
Paradox games, and the engines. Performance is p. meh even on OCed intel CPUs. The modding could also use some improvement, mods that try to do complicated interesting things usually have to wind up being hacky messes with poor performance, just simply because that's what the modders have to do to make things work.
[QUOTE=Reagy;52593349]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.[/QUOTE] Titanfall 2 is a testament to what Source engine [i]could[/i] be if Valve gave a shit about it. Not only is the game beautiful, it's beautiful at 120 FPS and nothing about it feels dated apart from maybe the loading screens.
[QUOTE=Joey1;52595741]I have a feeling that it might've been COD 2[/QUOTE] Or Halo "A common modern variant will limit the player to just two main weapons at any time as popularized in Halo: Combat Evolved. " [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/LimitedLoadout]TvTropes[/url]
"3 damage; Grazed!" Fuck you, XCOM; I needed that snake dead this turn!
"Optimization" in GTA IV? What's that?
Shooter games having anything else than perfect, rigid, raw mouse input. No amount of "but we made the game for gamepads first then had to port" excuses justifies different X/Y sensitivities, unchangeable mouse acceleration or even delay, it's just pure laziness and not giving a shit. (meanwhile shooters that have acceleration enabled by default but with a possibility to disable it through config files, what the fuck? who enabled it by default? who enjoys games that way?) Edit: Also I was going to mention Valve still making games on grandpa Source but then I remembered they haven't made any [I]games[/I] for years [editline]21st August 2017[/editline] [QUOTE=Kiwi;52591792]Pre rendered cut scenes. Im looking at you Wolfenstein.[/QUOTE] This too. I always wondered what drives developers to record videos of in-engine cutscenes, resulting in worst of two worlds: visibly imperfect graphics (compared to CGI cutscenes) and compression artifacts (they used to be [B]horrible[/B] in PS3/360 times)
The pope in Medieval II Total War. He excommunicated me because I defended myself from raging Danish men, who sacked most of my country and destroyed my armies. He accused me of defiling fellow Catholics and thought I was a piece of shit for literally getting the fuck beat out of me. Fuck him.
Invisible walls. A bit cliche I know and I realize why they're there, but I wish developers would take the time to hide them by adding things such as additional rocks or even fences if possible.
[QUOTE=Chonch;52591697]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.[/QUOTE] Depends on how shit the ragdolls are. eg GTA IV and RDR gunfights wouldn't feel anywhere near as good if they had animated deaths.
[QUOTE=Araknid;52599038]Depends on how shit the ragdolls are. eg GTA IV and RDR gunfights wouldn't feel anywhere near as good if they had animated deaths.[/QUOTE] Are those really ragdolls though? Euphoria is more of a physics-based AI than ragdoll system.
[QUOTE=Drury;52592078]Shit AI that always knows where you are.[/QUOTE] Looking at you, Far Cry. Critical levels of bullshit, that was. Even if you were constantly wearing an ugly shirt. [QUOTE=MissingNoGuy;52592930]Tailing missions can go to hell[/QUOTE] On an extension of this, NPCs you have to follow that don't move at a rate that you can have. Assassin's Creed did this a fucking [I]bunch[/i]. They walk too fast for a general walking pace but too slow for the fast walk button, gaaaah!
I'm actually kinda picky about ragdolls in games and I know that certain games have really trash ragdoll physics, too much movement in the joints and too light feeling make deaths unsatisfying. For me it's all about giving the joints the correct range of movement/flexibility, and giving them a good center of gravity so that each drop feels heavy, but also varied. Outside of Euphoria I feel like the best ragdoll physics I've seen were in a game called Cold Winter for the PS2, it's hard to explain but the ragdolls felt good and weighted, when NPCs died their bodies would often stiffen up, tip over, twist before falling, or even hunch over on a wall, then others would immediately drop like a sack of potatoes, all which lead to each bad guy's fall being a grim delight to watch. Smod Tactical has decent ragdoll physics as well, as well as being one of the only games I've seen where you can be shot by a dead enemy as they sometimes keep shooting after they're dead. :v:
Holy shit MGSV has no regard for convenience or the player's time. Want to start a mission but you're on Mother Base? Too bad fucker, get in the helicopter first. Trying to take off after getting in the helicopter? Enjoy waiting for a few seconds for him to buckle up and actually leave. Developing a hip new gun? Guess what nerd, the wait time on that is an hour.
[QUOTE=gk99;52609643]Holy shit MGSV has no regard for convenience or the player's time. Want to start a mission but you're on Mother Base? Too bad fucker, get in the helicopter first. Trying to take off after getting in the helicopter? Enjoy waiting for a few seconds for him to buckle up and actually leave. Developing a hip new gun? Guess what nerd, the wait time on that is [del]an hour[/del] a wonderful three fucking days.[/QUOTE] FTFY, in the event that all you can develop are the gold/online related guns (which is sadly all I'm stuck with for development).
Easy, mine are all related: Poorly designed moments in games (usually AAA) that suddenly become way more difficult than everything else and feel like nobody playtested it. Optional challenges that are absurdly difficult compared to the rest of the game, especially when you are forced to wait for the game to load or click through menus between attempts. 3D adventure games (the last of us comes to mind) that are carried by story but have rather simplistic mechanics and get very clunky when you have a time limit, are attempting to stealth, swamped by enemies e.g. These are particularly egregious when there's a checkpoint system plus cutscenes and loading times that you're forced to repeat.
following an npc who moves faster than your walking speed but slower than your running speed
Fucking terrible checksum implementation. Anyone, EVER, that has tried to play crusader kings 2 multiplayer, knows exactly what I'm fucking talking about.
When games constantly pop up hints or "advice" that explains fuck all or adds nothing of value, bonus points if they do it after you die. Overwatch is especially guilty of this. ("Did you know Genji is effective at close range? Better keep him at a distance or I'll show you this shit 10 more times!")
[QUOTE=MattTheSpy;52614656]When games constantly pop up hints or "advice" that explains fuck all or adds nothing of value, bonus points if they do it after you die. Overwatch is especially guilty of this. ("Did you know Genji is effective at close range? Better keep him at a distance or I'll show you this shit 10 more times!")[/QUOTE] The game once literally fucking said that the best way to deal with one of the hero ults was to kill them.
Sorry, you need to Log In to post a reply to this thread.