• Things you never liked in good games.
    214 replies, posted
[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] I never had any problem with this. It was a clear design choice that made Jensen an infiltrator/thug, granted one that had augmented abilities, who was vulnerable and human, relying on methodical stealth, rather than a super-ninja who can run into a room and stab everyone to death before they blink.
[QUOTE=GastricTank;52646862]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.[/QUOTE] I think this kind of thing makes sense in a single player game, it's like equipment with random stats or something. But in the context of competitive play it sounds pretty awful.
[QUOTE=153x;52647025]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.[/QUOTE] I wouldn't expect Bethesda to ever do anything ballsy like remake Morrowind without the waypoint system, but I might expect a team of modders or fan developers do it. I think there's a Morrowind mod for Skyrim, isn't there?
[QUOTE=ThatSwordGuy;52654724]I wouldn't expect Bethesda to ever do anything ballsy like remake Morrowind without the waypoint system, but I might expect a team of modders or fan developers do it. I think there's a Morrowind mod for Skyrim, isn't there?[/QUOTE] The Morrowind mod for Skyrim is Skywind, iirc. I don't think it's available yet, though.
[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] So true. Or just useless weapons! TF2 really should only have weapons which aren't just percentage changes, but actual playstyle changes like the Gunboats or the Rescue Ranger. The Black Box or the Overdose (to name a few) really wouldn't have been missed if they weren't added to the game.
[QUOTE=Katra804;52654732]The Morrowind mod for Skyrim is Skywind, iirc. I don't think it's available yet, though.[/QUOTE] There is Morroblivion from the same team. That is available to download.
[QUOTE=Drury;52653942]I don't actually remember this ever being a problem though.[/QUOTE] It's just bad decision making. The Amputator was a blatant upgrade of the normal bonesaw. It took them 9 lifetimes just to add the "-20% damage penalty". Really? They couldn't have done from the start? I might be thinking out loud on this one, but I never liked the Pain Train either. It's not the worst thing ever, but why make a weapon useful only when playing offense? Another similar dumb thing was the 'Stopping Power' perk in Modern Warfare 2. Yeah I'm sure everyone wants to do extra bullet damage rather than have protection from situational shit like the other perks gave. Balance.
Reyes in the Tomb Raider reboot
[QUOTE=SebiWarrior;52640353]The guns in HL2 aren't satisfying to shoot imo Also all of said game's vehicle sections[/QUOTE] I feel like it's more of a mixed bag with HL2's weapons.
[QUOTE=megafat;52657323]I feel like it's more of a mixed bag with HL2's weapons.[/QUOTE] The pistol and SMG: absolute nerf trash OSIPR, crossbow and revolver: godlike
[QUOTE=Leestons;52643000]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] I like how it's done in Diablo 3 and some of Path of Exile where you can have the narration of the log play on while you're doing other stuff.
Jumping not being a mechanic in games specifically built around exploring environments. Thanks, the Long Dark.
[QUOTE=ThatSwordGuy;52654724]I wouldn't expect Bethesda to ever do anything ballsy like remake Morrowind without the waypoint system, but I might expect a team of modders or fan developers do it. I think there's a Morrowind mod for Skyrim, isn't there?[/QUOTE] Frankly, I don't really want them to. At that point people who want to play without quest markers can just turn them off rather than hurting the experience of people who don't like spending 10 minutes looking around a city to find one dude so they can continue with their fetch quest. It wouldn't be ballsy, just dumb. They've already got the quests and journal entries written, so assuming they copy/pasted them, you should be able to just follow directions like you could in the original release if you wanted to go marker-free, but at the same time, everyone who wanted a quest marker would actually have one.
The overworld in No More Heroes. I get that Suda 51 sometimes makes stuff intentionally suck for the sake of communicating a theme or artistic idea, but in this case its kind of hard to tell what exactly they were thinking unless you read into it a bit.
[QUOTE=Shirt.;52633064]Shit AI. No developers I don't want to deal with the human condition so make a half decent AI for once.[/QUOTE] I disagree with this because a majority of the thread is when developers make intentionally shitty decisions, whereas something like AI is something they have to put a lot of extra effort into to make right, they don't make it bad on purpose. AI is also really finnicky, and people love to find edge-cases that they can abuse then call the AI shit for it on top of the initial hurdle. AI seems to be something that a [I]lot[/I] of developers struggle with outside of singleplayer games where you can brute-force them to do something at a certain time, and the more mechanically varied the game is, the harder it is to make AI properly respond to that wide range of conditions.
I got another one. The stat bonus roulette when you level up in the Mario and Luigi series. I was so happy when they took that out in Paper Jam, but I just discovered that it's back in the Superstar Saga remake. Here's why I hate it: [quote]"i was too slow on the button press so now luigi got jipped out of a few points and the bros aren't statistically equal or as good as they should be" i dont like worrying about that kind of thing having to save before every level up and reset (sometimes even having to re-fight bosses) because mario got +4 and luigi got +1 sucks something fierce stat increases should not be a fucking game of reaction time[/quote] Loss of potential and uneven leveling is something that bugs me super hard.
need for speed's baby handling all the budget and graphics and this is the best you can give us?
Avril Lavigne in Burnout Paradise
• The awkward, stiff NPC's during dialogue moments in Starcraft 2. • Blizzard games have such generic dialogue. • The "kill all of those striders and hunters coming to destroy the rocket" part in Half-Life 2: Episode 2. • Sparing someone in Fallout 4 only for someone else to instantly kill that person. • The cringy, repetitive dialogue the guards make in Dishonored 1. • Overwatch, "Did you stupidly fall off a cliff? Let's show you a recording of that moment you want to forget about!" • The SMG in the Half-Life 2 games is loud and obnoxious.
[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] i've always said that skyrim looks like it was released with about two years of polish left before you can call it done the amount of texture and model issues is fucking astronomical but even beyond that? What's a fucking facial expression? Seriously, half-life 2 came out like four years before that and had perfectly believable facial animations. Skyrim has fuckin' none.
Bulletsponge enemies. It's perfectly fine in RPG games, but I don't like it in FPS games. I like it when player and enemies are just squishy when it comes to bullets. Clearing rooms full of enemies and run'n'gunning without getting hit is just very satisfying. [B]Metro Ranger Hardcore Mode[/B]
[QUOTE=Chucko Kokos;52732203]Bulletsponge enemies. It's perfectly fine in RPG games, but I don't like it in FPS games. I like it when player and enemies are just squishy when it comes to bullets. Clearing rooms full of enemies and run'n'gunning without getting hit is just very satisfying. [B]Metro Ranger Hardcore Mode[/B][/QUOTE] On the RPG side, bulletsponges would be actually enjoyable to fight if they actually reacted to your attacks. Don't you just love shooting an arrow in someone's face in skyrim, just to have him not physically react at all and just lose a bit of health ? Or shooting in someone's face in fallout games and see nothing but a bit of blood and a health bar slowly draining ? They should make them react like resident evil enemies. These take lots of bullets to kill later on, but at least you can SEE your bullets hurt. They'll stumble, scream in pain, and even fall when you shoot them.
[QUOTE=Drury;52592078]Shit AI that always knows where you are.[/QUOTE] STALKER is somehow able to do this right and wrong at the same time. Often times I'd get a bullet between the eyes when taking cover behind bushes, at night, during the rain, from a guy at least 250 m away. And at the same time, they'll remember the location they last saw you and walk there, allowing you to outflank them easily. They're not likely to return to their idle state either, not until they know for sure you're dead or gone. Stalker has lots of neat little details like the location remembering in its AI.
Technically this doesn't belong in this thread, as I don't like EVE: Valkyrie, but I do believe that the game had the potential to be good. But it's not good, because: - the prevalence of microtransactions and grinding. Almost sort of understandable on the PC version, but for PSVR players who had to shell out like a good $40 for the game, it was such a kick in the balls. - the unrealistic physics. The problem is that it ultimately means that all dogfights result in the two craft just circling each other; whoever breaks off from the circling first will be killed by the other (and against the AI, they never break off). It makes the actual gameplay just so ridiculous. If the game had actual space physics (and not aerodynamics in space), and where you'd use a reaction control system for greater freedom of movement, that kind of shitty fighting wouldn't happen. - the stupid characters and narrative. They almost feel like something a teenager came up with.
[QUOTE=Recurracy;52734627]STALKER is somehow able to do this right and wrong at the same time..[/QUOTE] That's pretty much STALKER in a nutshell.
Magic Seals in Castlevania: Dawn of Sorrow. While the devs probably saw it as a novel way to make use of the DS' Touch Screen, the novelty of having to draw those in every single boss fight to end said bossfights gets on the nerves already halfway through the game given how clumsy it is to whip out a stylus suddenly in almost every single bossfight (there are a few exceptions), along with how it doesn't give you much room for drawing error later on. The devs probably knew that it was a scrappy idea, given how Julius Mode in the same game goes completely away with it, and it staying away for the rest of the series.
The lack of intuitively pilotable aircraft in Bethesda games. I don't want the dragon flying me I want to be flying it for fucks sake. Although the question of fallout 4 being good is up for debate the same goes for its vertibirds and the shitty morrowind-esque loading system.
[QUOTE=StoneRabbit;52732883]On the RPG side, bulletsponges would be actually enjoyable to fight if they actually reacted to your attacks. Don't you just love shooting an arrow in someone's face in skyrim, just to have him not physically react at all and just lose a bit of health ? Or shooting in someone's face in fallout games and see nothing but a bit of blood and a health bar slowly draining ? They should make them react like resident evil enemies. These take lots of bullets to kill later on, but at least you can SEE your bullets hurt. They'll stumble, scream in pain, and even fall when you shoot them.[/QUOTE] What came to mind immediately was the Euphoria engine. Best example is kneecapping people in GTAIV and watching them stagger and fall over in agony
[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] This is subjective. One could argue that seeing someone else's limbs around you is less immersive.
The stupid AI in games like worms. it will jump right into a trap but god damn it will land an imposible shot agaisnt all posible odds.
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