• Things you never liked in good games.
    214 replies, posted
Honestly i hate the VATS system in the Fallout games, at least the Bethesda ones. It slows down combat, is unreliable unless you waste levels on it, and I just all around don't like it.
When any game has a big, huge hurdle to overcome, and then it keeps going. Dark Souls 1 goes buildup to the point where you [sp]fill the Lordvessel[/sp] and bam, final boss. The final push, the end of the game just one fight away. It's slow buildup right to that end moment you've been working hard toward. Dark Souls 2, on the other hand, has you do its version of that, and then...you just keep going. You visit this fuckhuge castle, kill a shitty two-knight boss with zero difficulty until halfway through, kill a shitty knight that can spawn phantoms but otherwise has no worrisome attributes if you can time rolling, kill a shitty frog boss thing that's outsmarted by strafing and stabbing when he just stops attacking for a good few seconds, and then there's even more after that. It goes from having a clear objective of "alright I need to light these four fires to get to the castle they've been telling me to visit since I first visited Majula" to "I guess I'm just blindly fucking around with no real objective other than '[sp]kill the fuckin' king[/sp] if I happen to stumble upon him' so let's hope he's in this crypt because I don't feel like I've accomplished anything since I got my ass into the castle and I could use a new motivator" It's a buildup to a flatline. It's like they finished the game and went "wait shit this is [I]way[/I] too short oh fuck quick we need more content" and just started throwing shit in. One of the fights is the same fucking fight you've already done except with arrows coming at you every now and then, until they reach half HP and they just drop a [I]third[/I] version of the same guy in for you to fight.
[QUOTE=ForgotPassword;52775896]When the player controlled character takes their time to go through an animation (sometimes by accident) while the enemy are nearby shooting them in the face. This happens to me a lot in ARMA.[/QUOTE] *cough* halo finishing moves *cough*
[QUOTE=Sableye;52775013]no it doesn't. last hit is litterally "hey look at my ping and twitch reflexes" [/QUOTE] Uh, what? You don't have to have good reflexes to last hit. Like, at all. Reflexes don't come into last-hitting whatsoever. Having shit ping can fuck you up, yeah, but last-hitting is about timing, not reflexes. You have all the indication in the world to tell you when you need to throw an attack to last hit, so there's no "twitch" involved, you just have to pay attention to how much damage the creeps are taking and throw an attack at the right time. [QUOTE]it again, actively discourages people to engage with the game, and it litterally rewards the people who do the least amount of effort.[/QUOTE] No? Last-hitting does literally the exact opposite. By forcing you to last hit to get gold, you are forced to actually get into last-hitting range at a predictable time and interact with your lane-opponent as opposed to a game with no last-hitting which enables you to play extremely passively in lane with virtually no consequences because all you have to do is be in the enormous experience range to get the full benefit of a creep dying. This is made even worse in HotS in particular when it is compounded with team-shared experience. [QUOTE]HoTS lane phases are damn pleasant because you don't dicker about with last hit you just push and get rewarded for it[/QUOTE] HotS lane phases are a pointless waste of time because you all you have to do to reap the full rewards of laning is to not die, which means you aren't punished nearly as much for playing really passively, and also means that it's extremely difficult for the enemy to out-lane you because they can't zone you off of last-hits that don't exist and they can't get a whole lot of kill pressure on you if you're never being forced into any kind of dangerous position to get farm. Coupled, again, with team-shared experience that prevents you from shutting down a player in the laning phase and the fact that early towers mean jack shit except on like 2 maps because of their gimmick, and you get a laning phase that feels like a complete waste of everyone's time. [QUOTE]and every time i mention this people are always like "but it adds layers to the game!" ya but it isn't encouraging [i]gameplay[/i] they could add a mechanic where you have to do the konami code every 15 minutes or die and people would cheer for it because it adds layers to the gameplay[/QUOTE] But it [i]is[/i] encouraging gameplay. To be able to last-hit, you usually have to put yourself in a position where you can be threatened by the enemy. The enemy can see the health of their own creeps, so this gives them an indication of when they'll have an opportunity to harass or engage on you. This means that you have to either fight off your opponent first before you go for last-hits, or you have to accept the risk of taking some damage in exchange for getting farm. This also means that if your opponent is better than you in lane and you can't [i]afford[/i] to keep putting yourself in danger, and they pressure you off the wave, they're actually getting a significant advantage for doing so, as opposed to a game like HotS where they get basically nothing because all you have to do is stand within the fucking humongous xp range and you get the full benefit anyway. Just because people are shit at last-hitting and don't want to learn it (which is fine) doesn't mean that it doesn't have any merit as a mechanic.
When a sequal has extremely similar gameplay to the previous game, and you aren't asked if you've played the other game so you have to go through the same shit again in a forced tutorial, which is also shit
[QUOTE=Sableye;52775013]no it doesn't. last hit is litterally "hey look at my ping and twitch reflexes" it again, actively discourages people to engage with the game, and it litterally rewards the people who do the least amount of effort. HoTS lane phases are damn pleasant because you don't dicker about with last hit you just push and get rewarded for it and every time i mention this people are always like "but it adds layers to the game!" ya but it isn't encouraging [i]gameplay[/i] they could add a mechanic where you have to do the konami code every 15 minutes or die and people would cheer for it because it adds layers to the gameplay[/QUOTE] There are a lot of different approaches to DOTA laning phase though, also depending on whether you're off-lane or safe-lane, dual or solo lane, etc. So it's not about doing the least efforts. Early pushing is not always rewarding. [editline]14th October 2017[/editline] Fuck DOTA though I've played too much of that game.
Team stacking in TF2. Unfortunately, it seems as if supporting Valve will only further feed its rampancy and I've learned to believe that the only winning move is to not play. If Valve actually cared about cracking down on such unsportsmanlike gameplay, TF2 would probably be my go-to for multiplayer FPS because despite the already existing balance issues, it was so damn fun to play. Rise of Incarnates: It's dead. Otherwise, it would've been the best free to play game on Steam. (Moreso than TF2 i would argue) Mount&Blade Warband: Multiplayer 2 handed weapons. I can understand the intention of making them swing faster than 1h weapons because otherwise, there'd be no reason to not carry a shield. In practice, an intimate knowledge about the game's projectile physics is the only shield you need. I'm hoping 1 handed weapons will get a buff in Bannerlord. Also, Archers. They need to have class limits in multiplayer since too many of them can steamroll the other team with what i would call the advantage of modern warfare. Doom 2016 Singleplayer: Can't help but think that the single-barreled shotgun suffers from Doom 3 Shotgun syndrome. In general, the shotguns just sucked in the campaign. Rock of Ages 2: The slightest amount of packet loss would cause your camera to do a complete 180, killing all momentum for your boulder. It's impossible to play multiplayer using a combination of kb/m and controller. Classic Doom: Okay, i think this is more of a community problem, but it feels like a fair bit of maps try to follow Serious Sam's format of throwing as much enemies at you as possible. Doesn't work really well with Doom, i don't think but that could also be life's way of telling me to not be so obsessed with Brutal Doom (except how can i when it's probably the best rebalance mod for GZDOOM?) [QUOTE=Totenkreuz;52595593]Whatever game popularized the two gun limit thing.[/QUOTE] You can thank the original Rise of the Triad for that (You only had 1 upgradeable bullet weapon and 1 missile weapon)
Auto-balance in some games is whack as fuck it should use stats to see if a team will lose no matter what, and if that is so, not auto-balance. Otherwise you just get kicked to the losing side 5 seconds before losing. If blue is getting its ass kicked and its way late in the match, don't even fucking bother come on dude
Enemies that have hyper low percentage drop chances; I'm talking ≤1% drop chances. This is especially egregious when you need MULTIPLE of said item (I'm looking at you, Dark Souls 3 and your shitty covenant items) This is somewhat forgivable if said item was a ridiculous end game weapon/armor, but even with how probability works, you may never get said item in your entire life.
I absolutely dread button-mashing involving a single button as a mechanic. When it's either uncapped or having an extremely high one, it feels like one of the single most exhausting things to try to execute in a game like I am about to rip part of my hand off in the process, especially if it's in a multiplayer game where doing it as fast as you can is essential to success. Alternating between two or more buttons is fine to me because it feels more natural, so if it's a button masher that is set up to only read one input at a time but checks several different buttons, it's not a problem.
[QUOTE=The Duke;52785611]I absolutely dread button-mashing involving a single button as a mechanic. When it's either uncapped or having an extremely high one, it feels like one of the single most exhausting things to try to execute in a game like I am about to rip part of my hand off in the process, especially if it's in a multiplayer game where doing it as fast as you can is essential to success. Alternating between two or more buttons is fine to me because it feels more natural, so if it's a button masher that is set up to only read one input at a time but checks several different buttons, it's not a problem.[/QUOTE] That's why I always used a cheapo third party PS2 controller with a turbo button when I was a kid. Easy sprinting in GTA:SA
[QUOTE=Eva-1337;52783711]Enemies that have hyper low percentage drop chances; I'm talking ≤1% drop chances. This is especially egregious when you need MULTIPLE of said item (I'm looking at you, Dark Souls 3 and your shitty covenant items) This is somewhat forgivable if said item was a ridiculous end game weapon/armor, but even with how probability works, you may never get said item in your entire life.[/QUOTE] Bonus point if the said enemy are extremely hard and long to kill. Ex:Final Guard in Castlevania series,took me around 3 days just to get one of their drops due their ridiculous defense that reduce every attack to 1HP+extremely low drop rate.
bullet sponge enemies, especially if they 1 hit you restricted saving (like alien isolation and fo4) I don't trust devs enough to place them where I need them and repeating the same thing more than twice becomes game-quittingly boring and frustrating.
Stealth sections SUCK, especially when they require pixel perfect positioning to not get caught.
[QUOTE=Demo-the-man;52788319]Stealth sections SUCK, especially when they require pixel perfect positioning to not get caught.[/QUOTE] You forget the part where you fail the mission if you get spotted. Forced stealth can eat a dick. Especially when it's in a game clearly not designed for stealth in the first place (payday 2, the order 1886, RTCW etc)
[QUOTE=Demo-the-man;52788319]Stealth sections SUCK, especially when they require pixel perfect positioning to not get caught.[/QUOTE] Or lazily programmed mechanics for enemies. Firing a suppressed weapon too close = caught. Big metal physics object tumbling down a staircase = enemy doesn't move from idle animation and just continues to stare headlong into a wall.
Firing a [del]silenced[/del] suppressed weapon too close should result in getting caught, [del]silencers[/del]suppressors aren't as magical as they are like in TV. But on that physics object thing you are correct.
It was just a comparative example on badly programmed stealth mechanics.
[QUOTE=Totenkreuz;52595593]Whatever game popularized the two gun limit thing.[/QUOTE] idk in some games it is cool because it adds some realism.
[QUOTE=flashn00b;52783635] Doom 2016 Singleplayer: Can't help but think that the single-barreled shotgun suffers from Doom 3 Shotgun syndrome. In general, the shotguns just sucked in the campaign. [/QUOTE] I'm going to expand on this, weapons that are only used until you get a better weapon. Wolfenstein TNO did this with the laser pistol upgrade you got in one level, then discarded in the very next level for a laser rifle. Doom 2016 did this with the pistol which you never get any upgrades for after you pickup a shotgun almost immediately. Weapon creep is a problem most games have trouble dealing with in general since you want players to pickup newer cooler stuff since that feels rewarding.
[QUOTE=Sableye;52809213]I'm going to expand on this, weapons that are only used until you get a better weapon. Wolfenstein TNO did this with the laser pistol upgrade you got in one level, then discarded in the very next level for a laser rifle. Doom 2016 did this with the pistol which you never get any upgrades for after you pickup a shotgun almost immediately. Weapon creep is a problem most games have trouble dealing with in general since you want players to pickup newer cooler stuff since that feels rewarding.[/QUOTE] But IMO the doom 2016 single barrel shotgun was one of the best weapons in the game... Admittedly the regular fire was pretty ass but the explosive shot upgrade basically turned it into my bread and butter weapon for the entire game. I barely used anything else except when I hit an enemy type that required bigger guns or more precise weaponry (i.e stunning shielded dudes with the plasma rifle secondary and then blasting them while they're vulnerable). It was still kinda' crap against bigger enemies like mancubus, hell knights, etc. But the shotgun was practically the best choice for imps and weaker dudes. Just one explosive shot grenade and you could take out like three guys.
[t]https://i.imgur.com/9HBsfC8.png[/t] "do you want to be my boyfriend" an actual line uhhhhh [editline]23rd October 2017[/editline] where are your parents [editline]23rd October 2017[/editline] please help me
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