• Things you never liked in good games.
    214 replies, posted
[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] I've been playing OSRS more and it seems so empty in some parts especially now that I'm a higher level. Everything seems so far apart especially in some of the members-only parts.
"You made all that progress in the map and completed 99% of it but died from the most bullshit enemy? Fuck you, start ALL over"
Parts that have FPS drops for no reason. Especially when nothing is going on and there's not that much detail.
Crafting systems in long running MMOs. Specifically how in many cases anything that doesn't produce consumables ends up a waste of time and in game currency. A poor example, I know but in Ragnarok Online the Blacksmith class' weapon making skills are borderline useless on servers that have been running for a long time. Partially due to having the same list of craftable weapons for like 15 years, partially due to anti monster type/size speced weapons that have been temporarily elementally enchanted being superior. On the flip side, Chemists are usually quite profitable as people always need the superior to store bought potions they make,
The Writing in skyrim The lack of great quests in skyrim The leveling up/perk system in skyrim The Combat in skyrim The AI in skyrim The magic system in skyrim The UI in skyrim The crafting in skyrim The tiny towns in skyrim The lore retcons in skyrim The low quality models in skyrim The So on and so forth in skyrim Still overall a good game despite being made of bad components.
in Wolfenstein: the New Order, the controls are pretty nice. except for that one SEWER LEVEL. you get this stupid lil submersible which can only go FORWARDS FAST or SLOW TURNING. and then when you need to get out and swim, it's super janky and floaty. horrid. i get that it's meant to be ~[I]realistic[/I]~ swimming, but why can't it feel as nice as moving on land? just irritating.
The combat in Oblivion is liquefied garbage.
[QUOTE=The Jack;52636996]The Writing in skyrim The lack of great quests in skyrim The leveling up/perk system in skyrim The Combat in skyrim The AI in skyrim The magic system in skyrim The UI in skyrim The crafting in skyrim The tiny towns in skyrim The lore retcons in skyrim The low quality models in skyrim The So on and so forth in skyrim Still overall a good game despite being made of bad components.[/QUOTE] Skyrim wasn't an awfully bad game, but when you go to play the Witcher 3, the Witcher 3 shits on it in almost every single way, and I say that as someone who's been with TES since Morrowind. But what shits me off about the Witcher 3 is the 'fast attack' in combat. Pretty much what happens is when you press it, Geralt does this really fucking stupid twirl that takes fucking forever to do, and leaves him open to counter-attack. On higher difficulties, it makes the game unnecessarily more difficult. It's ironic that the 'strong attack' is actually faster. I just don't understand why, you know, proper fast attacks aren't actually used when you press 'fast attack'. Leave the stupid twirls for strong attacks.
Combat systems that encourage you to mash the most boring attack and don't encourage you to use the fun but unviable attacks
It really shouldnt take an entire fucking magazine to the face to take down some gangbanger. GTA V shootouts tend to be really lame compared to red dead and max payne even tho it has maybe 3-4 times more weapons freatures. Still havent had a good tense shootout since Max Payne 3. I was hoping it was going to set an standard for future games but nope. Also A.I have BARELY been improved in the past 10 years. I rather play a game with decent graphics and ground breaking A.I then some 4K bullshit with the same A.I that feel likes its never passed 8th grade special ed class. Then those "stealth" games when you are crawling on the floor a couple feet from an guard or bad guywhatever in a slightly dimmed room and they cant see you. Seriously? Im sure an highly trained mechanary would noticed Snake doing the fucking worm a few feet away from him. I swear half of those guys just didnt want to hurt Snake's feelings. Also micro transactions ruined gta online.
[QUOTE=HammerBrute;52637491]in Wolfenstein: the New Order, the controls are pretty nice. except for that one SEWER LEVEL. you get this stupid lil submersible which can only go FORWARDS FAST or SLOW TURNING. and then when you need to get out and swim, it's super janky and floaty. horrid. i get that it's meant to be ~[I]realistic[/I]~ swimming, but why can't it feel as nice as moving on land? just irritating.[/QUOTE] I started replaying TNO recently and I still can't get the hang of it, and it's my 3rd playthrough
[QUOTE=Daemon White;52632236]Peer to peer networking[/QUOTE] It's not as good as port forwarding, but regardless I'm glad that it's an option in games like Garry's Mod since my dad doesn't want me to fuck with the router at all (Can't say I blame him, though I'm not very familiar with port forwarding myself, so idk).
[QUOTE=BF;52638723]But what shits me off about the Witcher 3 is the 'fast attack' in combat. Pretty much what happens is when you press it, Geralt does this really fucking stupid twirl that takes fucking forever to do, and leaves him open to counter-attack. On higher difficulties, it makes the game unnecessarily more difficult. It's ironic that the 'strong attack' is actually faster. I just don't understand why, you know, proper fast attacks aren't actually used when you press 'fast attack'. Leave the stupid twirls for strong attacks.[/QUOTE] The twirls are done as gapclosers. If you're right next to your enemy, he won't do them.
The guns in HL2 aren't satisfying to shoot imo Also all of said game's vehicle sections
The way you regenerate health in Hollow Knight, by the mid point you can practically suicide-attack the enemy because you'll regain enough whiteshit to fully regain your health it's still one of the best games I've ever played but that took the challenge out of combat for the most part
System Shock 2's lack of depth in its shooting mechanics. Beyond basic reflexes and resource & ammo management, it's just a numbers game. Also the way its dynamic respawning of enemies works, the enemies you come across after having cleared an area are usually basic and easy to deal with especially in medsci and engineering 2 people disagreed but it's pretty objective. All standard guns hitscan, no damage multipliers for different body parts, none except cyborg assassins make themselves hard targets and their hitboxes are fuckin huge
I hate hate hate how Deus Ex Human Revolution constantly switches you into third person. Get on a ladder? Third person. Get into cover? Third person. Punch someone in the face? Third person. It's sooo fucking distracting. On that note I also really don't like how it removed melee weapons from the series. Like it's a good game but there's all this little nagging things that keep it from being a [I]great[/I] game like the original.
[QUOTE=BelatedGamer;52641313]On that note I also really don't like how it removed melee weapons from the series. Like it's a good game but there's all this little nagging things that keep it from being a [I]great[/I] game like the original.[/QUOTE] To be fair, Deus Ex had like 5 melee weapons in the base game and a majority probably only found the baton and [sp]Dragon's Tooth Sword[/sp] to be useful in the long run. As well as keeping a combat knife on hand so you don't keep getting one when you loot someone. I can't really say for Invisible War as I have yet to get the motivation to play past the opening. In Human Revolution a non lethal takedown is the same as hitting the sweet spot with the baton. The [sp]Dragon's Tooth[/sp] was apparently still an idea someone in universe had but had yet to realize. They had somewhat valid reasons to not include the most used of melee and probably felt it would have been a waste to have knives, swords, crowbar and anything else. Granted, that how I see it and as such how factual it is is up in the air.
[QUOTE=Samiam22;52639997]The twirls are done as gapclosers. If you're right next to your enemy, he won't do them.[/QUOTE] Even if you're right next to an enemy, the stupid twirls are always done if they are your first attack against that enemy. That's why he's so vulnerable to counter-attacks.
-When the game's subtitles decide it's more important to show you what that random NPC in the background has to say rather than that main character in front of you telling you important stuff -When you hear NPCs talking all clear but they're actually behind a 10ft wide concrete wall. On the floor below -When the objective marker doesn't actually indicate the objective, but the next path to it, then updates to the next path once you reach it, ruining the fun of guessing -Actually objective markers in general. Never liked them. Just make it so the objective is clearly visible and comprehensible instead of putting a big fat indicator over it -When the game relies way too much on audio logs/journals to establish backstories -QTEs in cutscenes -When you must restart the game to apply new settings -When the settings are in the launcher and not in the game Bonus points for the last two if the game has a fuckton of unskippable intro logos and long loading screens.
Long audio logs / journals I listened to all of them at the start of Rise of the Tomb Raider but gave up about half way through because there's just so many of them.
[QUOTE=Leestons;52643000]Long audio logs / journals[/QUOTE] Doom 3. I don't want to listen to generic "Like uhhhh uhhhhhh we heard some noises and uhhhh I dunno man I'm creeped out -2 more minutes of Scooby Doo level writing- so yeah I changed the safe code to 420..." Oh, did you forget the code? Time to listen to that Hanna-Barbera-like recording again.
[QUOTE=BelatedGamer;52641313]I hate hate hate how Deus Ex Human Revolution constantly switches you into third person. Get on a ladder? Third person. Get into cover? Third person. Punch someone in the face? Third person. It's sooo fucking distracting. On that note I also really don't like how it removed melee weapons from the series. Like it's a good game but there's all this little nagging things that keep it from being a [I]great[/I] game like the original.[/QUOTE] I fucking DESPISED the fact that melee takedowns were tied to energy so you either had to stuff your pockets full of candy bars like a fat fuck or wait like 20 goddamn years after every melee takedown before you could do another.
[QUOTE=SteakStyles;52641496]To be fair, Deus Ex had like 5 melee weapons in the base game and a majority probably only found the baton and [sp]Dragon's Tooth Sword[/sp] to be useful in the long run. As well as keeping a combat knife on hand so you don't keep getting one when you loot someone. I can't really say for Invisible War as I have yet to get the motivation to play past the opening. [/QUOTE] Invisible War added a lot of "unique" melee weapons and guns that you could only find in one location, which had special attributes missing from the base weapons. Which is the right way to go in my opinion if you thought the original was lacking variety. Invisible War is still kind of shit though, despite doing a couple things right. [QUOTE=Geikkamir;52646203]I fucking DESPISED the fact that melee takedowns were tied to energy so you either had to stuff your pockets full of candy bars like a fat fuck or wait like 20 goddamn years after every melee takedown before you could do another.[/QUOTE] Fucking A dude. I can understand limiting the amount of takedowns you can do during combat, since they're so powerful, but silent takedowns shouldn't have cost anything. It just makes clearing a room stealthily waaay too slow if you don't have a silenced weapon.
I never liked Individual Values or Natures in Pokemon. Just random values that say "hey you know that pokemon you caught? it's statistically awful compared to others of its species. catch a few dozen more until you find one that's even remotely passable or go through the lengthy process of chain breeding until you get one that's perfect". I understand the reasoning behind the inclusion of these values, but fuck if they weren't the most unfun thing ever. Customization in RPGs should always be at the player's fingertips, not predetermined numbers that cannot be changed.
I hate guided waypoints. Part of the fun of an open world is to explore and traverse it however you want. If the game just wants you to follow a line, then what's even the point? The ideal for me would be no waypoints.
[QUOTE=TheGoodDoctorF;52646973]I hate guided waypoints. Part of the fun of an open world is to explore and traverse it however you want. If the game just wants you to follow a line, then what's even the point? The ideal for me would be no waypoints.[/QUOTE] Morrowind. No compass pointer, no waypoints, no map markers, no fast travel, just "yeah you'll find this dude in a forest somewhere west of this city" and off you go. Would have been a great system if the game wasn't generally clunky as fuck and difficult to navigate. I'd love to see a modern game pull this off.
When shitty management ruins a great game causing it to shut down. RIP Firefall
Stupid weapons added in TF2 that are pure upgrades of others. Valve: "Don't worry, we'll balance those weapons. Just give us 3 years!!"
[QUOTE=xZippy;52648276]Stupid weapons added in TF2 that are pure upgrades of others. Valve: "Don't worry, we'll balance those weapons. Just give us 3 years!!"[/QUOTE] I don't actually remember this ever being a problem though.
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