RNG being a major component of combat. I'm not talking about RNG being a component in DOOM's weapon damage or critical hits in games or anything, that's fine. I'm talking about when your combat is entirely determined by RNG.
I tried playing Fallout 1. I really wanted to like it. I loved the exploring. I loved the questing. I loved meeting the characters and talking to them and figuring out their situations and making choices. I love almost every part of that game.
But when I hit combat, I hate everything. I understand that it's an RPG and that these numbers serve as an abstraction, and that skill at combat in these games comes from understanding your strengths and weaknesses and playing and planning around them, but I still hate it. I feel like my efficacy in combat should be determined by my own skill, not arbitrary numbers. It's supremely frustrating when I'm playing a game and having a great time and it just stops dead at combat when I try to shoot somebody at point blank five times, only to miss every time. It disconnects me from the experience in a big way and it's the major reason why I can't really get into any turn-based RPG. At least in games like New Vegas or something, while your character's skill levels still make up a huge part of your ability in combat, I still get to make positioning choices and aim my shots and make meaningful tactical decisions. In games like Fallout 1 you just sort of stand there and wait until somebody can hit their opponent. You can't run, you'll just run out of AP and they'll chase and pepper you. You can't hide, they'll just follow you and cover isn't really a concept. It's awful. As a result, I simply can't play those games.
[QUOTE=Kiwi;52591792]Pre rendered cut scenes.
Im looking at you Wolfenstein.[/QUOTE]
Im looking at you Nier:Automata
The entire plot and 75% of the quests of Fallout 3. That other 25% is pretty good and it feels like only one of the writers for it was pretty good.
[QUOTE=SGTNAPALM;52614680]I tried playing Fallout 1. I really wanted to like it. I loved the exploring. I loved the questing. I loved meeting the characters and talking to them and figuring out their situations and making choices. I love almost every part of that game.[/QUOTE]
At least with 3/NV, you can fire explosives and still get enemies with splash damage.
[QUOTE=MattTheSpy;52614656]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]
My favorite one is "When you're able to Resurrect, try to play more defensively. It's no use to you dead!" Here I was thinking I could revive people [i]while[/i] I was dead. :downs:
Anyway, that drive-around-and-kill-a-bunch-of-striders-accompanied-by-hunters part in HL2 Episode 2. I found 0% fun in that shit.
that they ended
X-Com's bullshit RNG is basically the only thing wrong with the game. Thankfully, the Enemy Within and Second Wave DLC adds a few settings that make it more palatable - particularly Aiming Angles (point blank is basically guaranteed to hit) and Save Scum (RNG is reset when you reload a save because you missed a 99 percent accuracy shot). I wish they would have just outright removed this garbage for the sequel and come up with a fairer system - instead it seems they doubled down on the RNG shenanigans, so now there's a whole bunch of additional ways the game can instantly screw you over (LOL, panic grenades).
When pushing the analog stick/wasd only allows you to walk slowly, and you have to hold another button to even run. Its kind-of understandable with Assassins Creed, but GTA has no excuse.
Fetch quests
[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]
I think one of the fixes for this is a combination of both. There's a lot of games now that have some sort of death animation and then at the very end of it, it turns into a ragdoll. Those allow you to have neat death animations while still keeping the dead body physics at the end.
Damage recieved does not equal the visual force put out by said weapon. Also, hitboxes larger than the weapon and delayed hitboxes meant to be a shockwave that has no reason to actually be there because there IS no shockwave visual for it.
[B][I]DARK SOULS[/I][/B]
Micro-transactions
Doesn't matter if they're weapon packs, bullshit RNG crates, or simply different skins, I fucking despise them.
When I see micro-transactions in a $60+ game it shows me that the devs care more about a quick buck than the actual fucking game.
[QUOTE=SGTNAPALM;52614680]RNG being a major component of combat. I'm not talking about RNG being a component in DOOM's weapon damage or critical hits in games or anything, that's fine. I'm talking about when your combat is entirely determined by RNG.
I tried playing Fallout 1. I really wanted to like it. I loved the exploring. I loved the questing. I loved meeting the characters and talking to them and figuring out their situations and making choices. I love almost every part of that game.
But when I hit combat, I hate everything. I understand that it's an RPG and that these numbers serve as an abstraction, and that skill at combat in these games comes from understanding your strengths and weaknesses and playing and planning around them, but I still hate it. I feel like my efficacy in combat should be determined by my own skill, not arbitrary numbers. It's supremely frustrating when I'm playing a game and having a great time and it just stops dead at combat when I try to shoot somebody at point blank five times, only to miss every time. It disconnects me from the experience in a big way and it's the major reason why I can't really get into any turn-based RPG. At least in games like New Vegas or something, while your character's skill levels still make up a huge part of your ability in combat, I still get to make positioning choices and aim my shots and make meaningful tactical decisions. In games like Fallout 1 you just sort of stand there and wait until somebody can hit their opponent. You can't run, you'll just run out of AP and they'll chase and pepper you. You can't hide, they'll just follow you and cover isn't really a concept. It's awful. As a result, I simply can't play those games.[/QUOTE]
There's good implementation of RNG, and bad implementation of RNG.
Take missing.
If an enemy or group of enemies takes at least 10-20 hits to kill on average, and you miss one out of every 40-50 hits, that's fine. Especially if hit rates vary based on the ability or weapon type you're using, and you also have a crit rate to balance it out.
See: most turn based RPGs. Or at least the Etrian series.
If an enemy takes somewhere between 1-4 hits to kill, and you miss one out of every 20 hits, even for abilities that aren't really that special, that can get pretty frustrating.
See: Pokemon.
If you built your RPG around a literal dice roll simulation system like D&D, but without the fudging and situation control a game master would give you, so whether you actually hit a skeleton several times and kill it, or whiff half the time and do 1-2 damage per hit the other half while it and its friends 2-shot or 3-shot all of your party members
well
don't fucking do that
I was really looking forward to playing Blackguards, since I love tactical RPGs, but jesus, I tried starting the game twice in two different years and I could never get past an hour or two in.
Or like what you're describing.
On another note: you don't see this as much anymore, but shit thats basically "you didn't buy the strategy guide / look everything up online? Good luck experiencing the full game then, fucker!"
See: Golden Sun 1 and 2. Want to collect all of the djinn, one of the core mechanics behind the battle system? Either buy the strategy guide, hope someone else who bought the strategy guide posted what you need to know online, or wander around random unmarked places on the overworld map, until that 1 in 15 chance djinn battle pops up. So basically do 40 overworld battles on any and all arbitrary sections of the map (that YOU have to guess, since there's nothing marking these sections that have djinn) on the off chance there'll be a djinn there. Also the overworld map is huge and there's at most 4 or 5 djinn you gain from this. And you need each and every single one for the extra dungeon.
[QUOTE=C4rnage;52594640]Limited space or weight in inventory. first thing i do when playing bethesda games is use console command to increase max carry weight.[/QUOTE]
I'm gonna go in the [I]complete[/I] opposite direction from this and say that I like when games have weight/inventory limits that you have to work around. It means I have to actually plan ahead for what I'm going to be doing next, whether that means taking a huge weapon but forgoing armor, or buying a teleportation spell so I can haul everything back to town without having to make several trips. It also means you may have to cache things around the area that you might need later -- in games like Arx Fatalis or Ultima Underworld or Nethack it becomes important you leave things like food or spare weapons where you can easily access them later, just in case.
So I really don't like when otherwise believable games allow me to carry a ludicrous amount of loot with me everywhere I go. It feels cheap.
grinding in rpgs, yet i still do it every fucking time until i'm leveled enough for the next 10 chapters.
It happens seldom but I hate games that immediately throw you into the gameplay itself or tutorial without being able to change any kind of options.
[QUOTE=junker|154;52629065]It happens seldom but I hate games that immediately throw you into the gameplay itself or tutorial without being able to change any kind of options.[/QUOTE]
Especially on racing games. No I don't want the racing line, braking assist etc.
[QUOTE=Kurahk;52628392]Micro-transactions
Doesn't matter if they're weapon packs, bullshit RNG crates, or simply different skins, I fucking despise them.
When I see micro-transactions in a $60+ game it shows me that the devs care more about a quick buck than the actual fucking game.[/QUOTE]
I completely agree but I feel like it's worth pointing out that it's usually the publisher, not the developers, making the decision to put that in
When MMO's and RPG's have a massive power gap when it comes to late-game stuff. Which pretty much requires you to spend several hours if not days grinding and power-levelling just so you don't get completely fucked in the ass by that one boss that can one-shot you with he's passive skill alone.
When you can't change any setting until you're in the game.
MMOs are especially bad about this. I shouldn't have to race through character creation before my laptop overheats because it defaulted to high settings at the highest resolution.
Lack of mod support or workshop.
I hate it when games lock of part of a level that you can only get into with an upgrade/gadget/new character/thing/event that you get several levels down the line. Ratchet and clank/Spyro the dragon (beyond the first one) are examples that come to mind. most of the time it's a single item on a ledge or behind a door or something. It's just shit to pad out the life of a game where you want to get 100%. Like in the first spyro you could get everything for every level first time with no prerequisites, it was all skill, and it was so great that they never did it again.
I don't mind this stuff for more open world RPG's, because the narrative typically allows for it. but otherwise its bollocks.
Open world games where you need to travel long stretches of just [I]nothing[/I]. Nier: Automata was great, but there's just a whole lot of nothing between a lot of destinations. A lot of RPGs with big overworlds are the same.
[QUOTE=Eva-1337;52630206]Open world games where you need to travel long stretches of just [I]nothing[/I]. Nier: Automata was great, but there's just a whole lot of nothing between a lot of destinations. A lot of RPGs with big overworlds are the same.[/QUOTE]It's a fine line. Some open world games have the appearance of being huge stretches of nothingness, but there's interesting stuff to keep you occupied during travel if you keep an eye out. I think Fallout 3 and Witcher 3 are decent examples.
This is going to be really hard to describe, but racing games where the showroom for cars just seems... uninspired?
Back in Gran Turismo 3, it was always fun to visit the showroom. The background music would change, and it kind of felt like you were choosing a manufacturer's showroom to attend, rather than merely opening up a list of cars. Most cars actually had thoughtful (albeit Engrish) descriptions unique to just that car, the name for each car used actual logos and fonts from the specific manufacturer where possible, and each car also had its own showroom picture, taken from an angle that made the car look awesome.
Then when you select the car, it's presented in a way that looks like it's on a showroom floor, where you can also view the full specs of the car before you buy it, and even each colour is (properly, nonetheless) named! Also, there are some cars which cannot be bought (prize cars) but are included in the showroom anyways, and it just really makes you want to collect them.
But sadly, there just doesn't seem to be that kind of charm in racing games anymore? Eg, take Forza 6. Absolutely lovely game. But it feels just so boring to buy cars in it. It feels like just any other menu in the game (same music etc), it feels like you're sorting through a list of cars rather than attending a showroom, not a single car has a description, you can't even view the specs of the car aside from things like weight, peak power and torque, each car is previewed from the same boring angle, the colours aren't named etc. So, uninspired?
[editline]31st August 2017[/editline]
I remember Project Gotham Racing 2 also had a heaps crazy showroom that you could literally walk around in.
Lúcioball
Match-making and competitive modes
I'm not sure if my hate for those systems comes from how often they're poorly handled or my own lack of skill in the game but I really don't enjoy the added pressure. To me, match-making groups you with people of somewhat equal skill so there's that pressure to keep up with your teammates. Add competitive modes on top of that and you get this toxic, high stress environment where you're judged on every single thing you do.
Again, that's just me. If you enjoy competitive modes that's fine, but I don't enjoy them in the least.
Needing to go collect random shit in the world to build/invent a new piece of armor/gun. Why the fuck can't I buy them from the in-game vendors that are already there, I don't want to spend twelve hours trying to find another 32 screws or 15 werewolf claws plus four or five other random ass ingredients and then have to make the goddamn item myself. What's the point of having vendors and armorers and weapon makers in the world if you can't actually buy anything useful from them? I would understand having to go out and hunt down a monster/go to a certain area to find a rare item for the vendor or armorer to use but when I have to buy or find or loot every individual aspect of the item it's just tiring and really kills my enjoyment of the game.
Bonus points if the game """"fixes"""" this problem with microtransactions.
good ai... they always beat me
Peer to peer networking
Shit AI. No developers I don't want to deal with the human condition so make a half decent AI for once.
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