/v/ - Video Games

Vidya Gaems

Index Catalog Archive Bottom Refresh
+
-
Options
Subject
Message

Max message length: 12000

files

Max file size: 32.00 MB

Total max file size: 50.00 MB

Max files: 5

Supported file types: GIF, JPG, PNG, WebM, OGG, and more

E-mail
Password

(used to delete files and posts)

Misc

Remember to follow the Rules

The backup domains are located at 8chan.se and 8chan.cc. TOR access can be found here, or you can access the TOR portal from the clearnet at Redchannit 3.0 (Temporarily Dead).

Ghost Screen
Hilda Anniversary Marathon


8chan.moe is a hobby project with no affiliation whatsoever to the administration of any other "8chan" site, past or present.

Reminder that 8chan.se exists, and feel free to check out our friends at: Comics, Anime, Weekly Shonen Jump, /b/ but with /v/ elements, Official 8chan server: mumble.8ch.moe:64738

(154.18 KB 1600x900 Fucking shit.jpg)

(125.16 KB 1200x630 Absolute fucking shit.jpg)

Mechanics that turn you off games Anonymous 03/10/2025 (Mon) 01:32:49 Id: f77b31 No. 1078466
>Was going to buy Rise of the Ronin >Turns out it has color coded gear just like Nioh, the reason I dropped that game and never played the sequel I absolutely hate this garbage and I fucking hate Blizzard for making this lazy awful shit popular. What I love the most about this color coded RNG bullshit is the fact that not only are you getting the same weapon with different stats, which just waters down the weapon, instead of adding actual variety like a different weapon model with the same moveset, is the fact that you constantly get lower tier colored weapons that have higher DPS than top tier colored ones. Not even a skin to differentiate these weapons as well, absolutely immersion breaking and lazy to the very core.
random encounters that aren't dynamic
Does "open world" count as a mechanic?
I often want to turn off waymarkers, but games usually aren't designed around that. I was playing New Vegas recently and started off with the markers disabled. The sharecroppers were having issues with their water, and I thought I was so fucking clever to follow the water pipe back to the pumping station to see if there were any problems along the way. No, it you have to go into some random Vault and decide whether to fix the water or kill the Vault's survivors. As far as I can tell, there's no diegetic in-game way to know that's where you're supposed to go. If you're not using waymarkers you'll just have to wander aimlessly.
Fishing minigames that are either mandatory or have particularly useful things locked behind them. Fishing in Animal Crossing is comfy, because it gets the vibe right, it's mostly just timing, and 90% of what's behind it are bragging rights and decorations. On the middle ground you have Big the Cat in Sonic Adventure, who mostly acts as a brief demo for Sega Bass Fishing, so you at least get some decent arcade-style fishing out of it. And on the opposite end of the spectrum, fishing in Dark Cloud is a miserable grind for weapon upgrades, constantly repositioning yourself for fish shadows that keep clipping out of bounds, trying not to get your good bait stolen by nigglet fish, and then pointlessly mashing buttons to reel.
>>1078466 Deck building rogue likes WHERE YOU DON'T GET TO BUILD A FREAKIN DECK Why do I always have to start over from a base deck? Why can I not progress with better cards and give some sense of progress to your shitty mechanics? Why do all the indie games I've played that feature this always fall into this trap?
>>1078515 This is a symptom, not the cause. The cause is that 99% of those indie roguelites have 20 minutes of content that the devs need to stretch to 40 hours. Cue lack of agency on the player's part and overral unfairness.
>a huge shift in genre that is a mandatory part of the gameplay, but because they're not the main focus of the game they come out half-baked and annoying Fuck off bootleg HoMM. I don't even like the original either. Fuck off bootleg base manager, I'm not here to do this shit. More base management? Why the fuck does this even exist. WHY THE FUCK ARE THERE SO MANY BASE MANAGEMENT MINI GAMES IN EVERYTHING, FUCK OFF.
Unskippable cut scenes are horrendous. I saw an interview with someone where they looked at cutscenes as a reward for a section of gameplay done. My perspective has always been as a breather inbetween high action moments. When I am able to skip it then i am able to shorten my breather for more intensity, which is a nice trade off during high energy sessions.
>>1078517 You just made my day, anon.
>>1078466 >Rythm based anything in non rhythm game No and fuck you, minigames get a pass I guess, but if your central mechanic is rhythm based and you're not a fucking regular rhythm game you fuck off and stay gone with that shit. >>1078511 >As far as I can tell, there's no diegetic in-game way to know that's where you're supposed to go. Try L.A. Noire or The Getaway >>1078496 Can you define that further? Because I can think of many ways to interpret that.
>>1078515 Isn't that the whole point of the genre? The most characteristic, defining element of roguelikes and rogue-lites is the inherent unpredictability. You start with a known initial gear/deck and after that you make the best out of whatever you find. These games often have very powerful builds, but punish you for going towards them too strictly, so getting gud means being flexible and finding ways to win with shitty decks. Classic deck building like MTG is about making a strong deck first, then seeing how well it does against others. Completely different approach.
(101.65 KB 389x386 Sakura discomfort.jpg)

>>1078466 The first time I recall having this annoyance was when they added Natures to Pokemon. Catch the same thing, no visual difference, just different stats & often those stats are skewed in a shitty direction. Stat RNG just adds MORE grinding when there was already plenty.
>>1078466 Making enemies that are immune to everything and the thing that is supposed to hit them has chances to miss
>>1078524 Basically a fixed random encounter enemy list.
In JRPGs? I hate how there are a lot of status moves that give debuffs BUT a lot of enemies, especially bosses, are entirely IMMUNE to these statuses and debuffs, or they have a high chance of missing. Almost makes it not worth even trying to debuff the boss, especially if the debuff itself is temporary or can easily get removed by the boss. I fuckin' hate especially the 'insta-death' type moves because you bet your fat ass they will never proc on bosses.
>>1078548 JRPGs are full of weird design issues like that, especially classic ones. I've played games with healing items that don't work in combat, but there are free ways to heal when not in combat, so you've got these useless items that are only good for selling.
>>1078466 Any simplification done to attract normalfags.
(819.37 KB 1280x1280 72a.png)

>>1078534 Fortunately that only matters for competitive teams, so no sane person ever has to care.
>>1078554 That would have taken him four straight years if done three times a day
Long winded tutorials Grindfests Boring story
Crafting. It isn't a instant turn-off but if the game demands I do crafting I just do as litle as humanly possible. I am so fucking tired of every RPG having crafting. I wanted to be a cool dude raiding dungeons I don't want to tie scamp foreskins together to make a bow.
>>1078559 I actually like crafting if it's done in a tasteful manor. Alchemy Meister was perfect to me and a central game mechanic. Can't stand shit like Minecraft however
>>1078559 This. Zelda is about exploring and finding cool items, but since you're supposed to make everything, everything breaks, so you are disincentivized from using your good items, since you dont know if you'll ever have it again. It's no longer exciting when you find new items, since you cant use them anyway.
>>1078566 Yeah I hated that. What they should have done is make a weapon with a certian "durability rating" that won't degrade at all if used against enemies who are lower than that durability rating. So in essence, you'd only really degrade weapons by using them on bosses or giant enemies. It is kind of embarrassing to have a really strong sword that looks cool and is impressive and was difficult to obtain, only to have it break because you hit one too many rabbits with it.
>>1078556 Three times a day is hardly enough, then. Better put in the extra hours.
>>1078559 It depends mostly of the game but the general golden rule is that crafting must be rewarding and satisfying. For example in Underrail crafting absolutely breaks the game and tend to be mandatory for the DOMINATING! difficulty but once you crafted your weapon/armor you begin to melt absolutely everything in your way and you can also craft your own repair kits so your equipment will always be in good condition. Probably if you have a crafting mechanic you should also include a repair mechanic as well because of shit like >>1078566 >>1078568 which reminds me of Rimworld where you can craft your gear and there's no way to repair it, only to replace it and here's comes the fun part: gear is divided in quality from awful to legendary and to craft a legendary you need: a) a good pawn with high crafting and keep in mind the skills beyond 10 will degrade over time and the higher level, the faster can degrade but at least it will never degrade below 10 b) Said pawn to have an artistic inspiration that happens absolutely at random: this will allow the pawn to create something double the quality. c)And randomness because this does not guarantee the result will b legendary even if your craftsman is at max level And well you got a legendary hyperweave duster? Congrats, in three months your pawn will get sad because its durability went down and you will need to craft another one when Jesus comes back because the idiot that sewn it doesn't know how to fix/patch it because 38 gorrillion years into the future when mankind have created god machines being capable of turning reality into snowflakes and everyone can genemod itself into fully functioning furfags at will for some unknown reason the science behind clothing repairs and windows are lost forever.
Card building mechanics. I just find cards to be gay, especially if it's not an option mini game I can just avoid and is integral to the gameplay.
(67.65 KB 900x675 Please,God,Kill me.jpg)

>Randomized loot with minor percentage based boosts that you slot into other equipment >Boost is so minor you don't really care for what you get unless you're really lucky or stack the same one constantly The eighth gen is fucking infested with this "mechanic" and it extended to REmake 4 for some god forsaken reason.
First-person perspective, it causes motion sickness.
(23.68 KB 333x185 King.png)

>>1078590 I played this really jank Russian RPG called Gedonia recently that was the inverse of this. You'd find an amulet, and it would give you plus +200% HP and a huge boost to various stats. The game is absolutely filled with busted equipment, it makes going out adventuring worth it. The catch is the equipment is all broken in different ways and towards different play styles, that +130% to dark damage might look cool but it's not worth it if you're not spec'd into dark magic.
>>1078590 You mean the gacha? Yeah, that was ass but the good chains actually gave you decent bonuses like higher run speed. The worst thing about it was the "crafting" which was absolute ass as well, just busy work pretending to give you options when it could have been left to the RNG with random ammo drops.
>>1078559 I like how UnderRail handled crafting. You can craft and the best stuff is often attained through crafting, but you don't need to. In fact, if your character isn't built specifically to craft gear, it's not worth doing. I felt no obligation to ever engage with the game's crafting system and never had a desire to do so. It allowed me to strike off all that tedious busywork games often want you to do and focus on the gameplay.
(986.84 KB 500x452 1400558002790.gif)

>you have to lose progress/revert your character to a shittier form to progress as artificial grind >hidden stats that you have no way of knowing the exact details, you just get a vague hint and you have to guess beyond that >overly dramatic trash voice acting that's tied to every other characters audio so you can't mute them specifically >option to customize your characters looks in detail, after the first chapter it's entirely thrown out and you never get to control their appearance again so it was pointless
(3.68 MB 640x640 1690396370195179.gif)

>Bullet-sponge and fist-sponge enemies >Grinding because the devs want you to shell out for in-game currency to actually get anywhere >Forced build mechanics, like in Fallout 4 >Forced to walk >When the first few hours (sometimes even 10 hours in) are just a dragged-out intro, and you can’t do anything meaningful or move the game forward
>>1078558 >Long winded tutorials Even worse when they are voiced.
>>1078622 >When the first few hours (sometimes even 10 hours in) are just a dragged-out intro, and you can’t do anything meaningful or move the game forward I was going to cite the legendary several hour Kingdom Hearts II intro until you got to "you can’t do anything meaningful or move the game forward". You can actually do quite a lot during that intro and the story progresses throughout. Hogwarts Legacy does fit this, the first eight or ten hours of that game are like a long tutorial. You have to play for so long before it feels like you're in the game.
>>1078622 >Grinding because the devs want you to shell out for in-game currency to actually get anywhere It's ten years later and I still don't have my fourth FOB in MGSV, because their free in-game coins are only given out maybe once every two weeks as a sign-in bonus, and it takes $10 worth of them to buy even the cheapest FOB. FOBs determine how many staff you're allowed to have at once, which determines how high your respective department levels can go, which determine what in-game weapons and tools you can unlock, which literally locks off part of the game behind "you technically don't have to pay for any of this buuuuuuuuut you'd better like waiting literally a decade and logging in every day to get it!" paywalls.
>JRPG >Final boss or challenge boss takes 40+ minutes, sometimes even an hour, to beat <RNG is possible and could fuck up your entire battle <One wrong move and you get teamwiped and have to start all over SMT 2 did this to me but also the Touhou SMT clone. Fucking unbearable.
I hate rogue-likes honestly speaking. Honestly, just fuck them.
(288.56 KB 640x360 punching-punch.gif)

>>1078802 >Metal Slug Tactics
>>1078520 You'd think with many romhacks being made, there would be more of them either making cutscenes skippable or outright removing them.
>>1078808 Don't remind me, probably the worst example of it but even just browsing around, seeing a cool looking game and then suddenly "roguelike" out of nowhere for no good reason is extremely unpleasant.
(14.49 KB 1348x864 Atari Rogue.png)

>>1078802 The actual Rogue is quite fun, albeit very difficult and arguably too long. I don't know where the "character builds are based on random bullshit" aspect came from, that wasn't present in Rogue or many other early roguelikes, but it's become a staple of the genre with games like Binding of Issac and Risk of Rain 2. I hate how the kind of shitty PC port is the only version of Rogue most people know, it's eclipsed the significantly better Atari-ST version.
(3.43 KB 640x400 DOS Rogue.png)

For context, this is what the PC version of Rogue looks like
>>1078812 What if they made a remake of rogue?
>>1078817 It would be a low budget soulslike with a little metroidvania and homosexual art style.
Not sure what you'd call it but games where real world time and game time are synced together are an instant turn off. I remember deciding to give Animal Crossing on the 3DS a try because I wanted to feel comfy but the constant nagging from the characters when I didn't play for a few days was annoying and not being able to access certain features at night, while immersive, was frustrating when I didn't have much time to play during the day.
>>1078817 Third person shooter.
>>1078466 This shit.
Upgrade/progression systems. Wow, you gimped the character and now I have to do MMO grinding just to play the game.
>>1079032 BEE-TRAYAL
(86.88 KB 578x393 deep breathes.jpg)

>>1079037 Yet the executives of the company start to wonder: >what went wrong? >why nobody's buying the pile of dogshit? For the next day just to shitcan everything or mutilate the whole thing beyond recognition, raping the game's main source code into a spaghetti mess.
>>1079037 Anything published by Bethesda and Ubisoft, progression systems are fine when done right though. Issue is these two fucking companies pushing for dripfeeding for the most basic stuff with no actual player choice. >5% more damage >10 more boolets Fucking cunts
>>1079092 You'd be surprised at the retention for those mechanics. It's also why in the majority of games nowadays you might not have everything unlocked right away, it "gives a sense of progression" that they're constantly aiming for the "just right amount". Normalfags love grinding shit, which doesn't surprise me given that they're conditioned to do so.
>>1078590 Borderlands would be much better if the game gave you 1/15th the loot, but it started from tier 3. So much grey and green trash that only exists to sell for borderline useless currency. In the original game, around General Knoxx is when I began ignoring loot that didn't come from chests. The enemies dropped so much you could legitimately have 100+ weapons, grenades, and shields littering the area after a single battle, sorting through it all was a tedious process that rarely had a benefit. What's worse is finding weapons that are good, but the stats are barely different from what you currently have and you can't tell what's better. Choice paralysis becomes a real problem in "looter" games. >>1079116 I have talked to normalfags who've told me they won't play a game without a battle pass because or prestige system because "it gives me no reason to play". Number go up is a very strong motivator for some people, and a huge number of gamers are wageslaves who only play vidya to unwind and turn off.
>>1079037 Progression systems work when the game mechanics are so complex they would be overwhelming for a new player. So something like Factorio or Kerbal Space Program can effectively use the progression system as a guide for the player. But I can't think of anything in action or adventure games so complex it would ever justify a progression system.
>>1078828 Pokemon Crystal did this with some mon encounters I think.
>>1079138 Gold, Silver, Crystal, HeartGold, and SoulSilver all do it. Different encounters and rates depending on if it's Morning, Day, or Night. There are also various things that happen depending on the day of the week, including NPCs only appearing on certain days, for example. Gen III and later all do it to a much smaller degree, though. Like Gen III removed pretty much all of it except for the Berries, which still regrow based on the real time clock, rather than in-game time. Gen V has Seasons, though each Season is only a month, not three months. Still, you might have to wait three months to see something if it's in the previous Season. That one might have been a little too much. I fucking love Pokemon Gen II. I was so mad when they removed this depth from Gen III. I did think it made everything much more immersive, even though I almost never was able to play in the Morning.
>>1078466 Of all the things that could you turn you off of RotR and it's the fucking loot system? What the hell anon?
>>1079189 The real-time feature in D/P/P was really good, in my opinion. At least, that's the opinion of a kid who had more time on his hands and could play any time of the day as long as he wasn't at school. What I liked the most, though, was the different soundtracks depending on the time of day.
>>1079266 If the checklist open world shit wasn't bad enough, you have to sort that shitty mess and craft and min max your build for 5 hours only for RNG to give you some better bullshit 10 minutes later. Fuck color coded loot systems
>>1079138 All of Gen 2 did it. Gen 5 did "seasonal" encounters where every month cycled to a new season. That was great. They shouldn't have REMOVED THE DAY NIGHT CYCLE and they should have KEPT THE SEASONS for all subsequent games. I want to only catch geese in the fall in the evening. I want to only catch cicadas in summer during the day.
>>1079189 The whole seasonal/day and night cycle thing for Pokemon, I didn't mind because the games don't nag at you if you aren't spending time trying to catch pokemon in specific times/seasons. I suppose I'm more annoyed at games that nag at you when you don't play than the actual time passing itself. Makes you feel like you're doing a job more than playing a game.
>Level scaling applied to the whole world whether it makes sense or not Oblivion is probably the worst offender. Level scaling was applied to everything and was immersion breaking. If you happened across a legendary weapon early on, its stats were scaled to be similar to ones of a low-tier weapon. On the flipside, in late game you had common roadside bandits running around in daedric armor worth tens of thousands but still shaking down people for 50 coins. Equipment that was worth fortune and should have been rare became common. And many lower level creatures were replaced by high level ones, rendering scamps for example nearly extinct by the time you reached max level. Ironically, Morrowind did it best. Most of the level scaling was applied in certain spots and it made more sense. The higher the quality of equipment, the more scarce it was in the world. Usually buried in a challenging dungeon or in possession of someone powerful. You could still encounter weaker daedra, undead, and animals even at max level. >Game where you and the AI should be more or less 1:1 opponents but the AI gets to ignore the rules and mechanics to make it more challenging or fair because devs can't code a proper opponent This probably bothered me the most in Civ V. AI gets to practically ignore happiness mechanic so it can spam cities to take over whole coastlines or resource nodes with no penalties. On higher difficulties AI gets tech and other bonuses so playing a game on these settings means always following the same script of always rushing science and wonders that help yo keep up and ignoring most other mechanics for the first couple hours of the game. This annoyed me so much that I haven't touched any game with Sid Meyer's name on it since Civ V.
>>1078511 >This Map markers were a clever or lazy way for devs to tell the players where to go without having to write text that need to be translated, or worry about what happens if the area gets redisigned if the marker is tied to the objective. Fuck it, they may even design quests before having the area designed, because they just slap a markeron the objective and call it a day. >It just fucking wrecks exploration and immersion.
>>1078466 There is nothing good about Cyberpunk 2077's lootsystem(s). Why the fuck did the color coding in particular piss you off?
>>1079938 >Game where you and the AI should be more or less 1:1 opponents but the AI gets to ignore the rules and mechanics to make it more challenging or fair because devs can't code a proper opponent I forgot how much this one bugs me. All the fog of war cheating in Advance Wars, where the AI doesn't need to sight your units before attacking; all the arena opponents in the Armored Core games that inexplicably get OP-Intensify's benefits, because their builds often can't work without it; all the times in Sonic Shuffle where the AI goes out of its way to steal the one card from your hand that you needed, even while you shuffle your hand; all the Yugioh games where the second the AI is at a disadvantage, it can "Heart of the Cards" as many copies of Raigeki as it wants, while the player is limited to only 1.
>>1080614 Every game that does this pisses me off fag It's RNG hell busywork
>>1078511 Nigger use the fucking map Bethesda is fucking awful doing that, but at least you get a pretty accurate map.
>>1080742 But you can upgrade any weapon from cum-tier to legendary-tier if you just grind for the right ingredients, anon!
>>1080829 >Spend 1 hour sorting and upgrading weapon >Get a better weapon not 5 minutes later >Same model >Same moveset >But this one is gold Fuck this whole system
>>1080832 >This Once upon a time a weapons didn't need colors to be different. And they didn't need to drop fucking 200 variations of the same fucking thing, just to let you farm for upgrades. That shit belongs in MMO time sinks and even there it's a shitty mechanic. >Make different weapons different again!
>>1080743 I'm not sure you even understood the post
>>1080866 >If you're not using waymarkers you'll just have to wander aimlessly I know how to read And I understand your issue and agree, I'm just saying that using a map that's tied to your wrist is at least more immersive than a fucking compass or arrow in the middle of your screen.
>>1080870 >You gotta learn how to think also Map wont do shit, if the devs rely so heavily on markers, that the only other desrciption you get is 'Go talk to Steve', and without marker, you have no fucking clue if Steve is around the corner, or i nthe bottom of Vault Fuck You that you already visited, but he's behind the secret door that only opens if the quest if active. A map will not fucking help you dim wit.
>>1080870 The problem is that the games that use waymarkers usually don’t bother giving the player enough info in their journal or whatever to do every quest without them.
>>1090219 Directions as well, this shit should be diegetic, even moreso nowadays with 1000000000 Million dollar budgets for visuals and marketing.
>>1090480 Remember when they said RDR2 would have diagetic directions in-game if you didn't want to use map markers? Fucking frauds.
>>1078582 Speaking of Rimworld, I want to lump in Starsector and Oblivion while I'm reviling this mechanic. In Oblivion it was level scaling, in Rimworld it was the storyteller deciding you had too much of a good thing. In Starsector you'd get fleets that spawn in a way where they're unavoidable and always larger than what you currently have. I'm not sure what these mechanics can be collectively called other than anti-fun, where there is no sense of progression because eventually the game just fucks you on purpose. In Rimworld there are events that spawn enemies near you that eventually move away. Becoming a stronger colony could mean that you are able to clear these easier and get better loot with scaling there. But no those are infrequent compared just getting bumrushed by a bunch of mechanoids who give you a few worthless components when you can sell booze for way less effort. I'm really burnt out on seeing Oblivion get rightly blasted for it only for indie devs to go right back into this cop out of a strategy.
I've gotten really tired of 2 mechanics: >Choose 1 of 3 choices >When X do Y (Like slay the spire items) It's not that the mechanics are bad, it's that every single indie game uses them seemingly. It's everywhere. I play games to have different experiences that feel like a simulated world that is kinetic and fun. It reacts to what I do, I exert a presence and force upon the world, and it reflects that back to me. The way I do so is gamified like making a choice/shooting/dialogue/whatever.. The systems are fine, good ways to interact with the world. But when every game does it, man, it's so boring. I don't want to play the same game over and over. Give me new systems and ways of interacting. Give me new genres and mechanics!!
>>1078466 Not really a mechanic, but I absolutely despise how nearly every minecraft modpack expects you to enjoy spending 30 hours sitting in your base and setting up tinkers construct, create, *insert overused tech mod here* or whatever the fuck. >>1078512 I enjoy it when fishing minigames have useful shit locked behind them but they're NOT required. Just more of an alternate path sorta. Like you might need to fish for food and stuff, but you can get some real neat shit if you're lucky. I really enjoy how minecraft does it as you can fish up some really useful stuff, and you can also completely ignore it.
>>1078466 I absolutely can not stand RPG style gear that has the most nothing burger stat attributes on gear. Plays very well into your complaints as well as really the only gear that is allowed to have meaningful stats are the legendaries and even then most legendaries have like 90% shitty stats that nobody uses and the last 10% are so broken that the endgame just becomes constantly grinding for the perfect roll. ... And I'm doing this in a franchise that was not even originally an RPG. It's fucking numbing and I refuse to ever touch the nu-GOW games or the nu-AC games because of it.
I can't stand playing games with "player engagement" mechanics. >daily quests >limited "stamina" >rotating pay shops >FOMO gameplay events I can't be fucked. That shit is faggy as hell. I want to play a game, not play a lifestyle choice. Any time I load a game up and it shows me something I want and then shows me a list of dailies I have to farm for months, I drop it on the spot.
>>1078466 It's quite sad because the first Diablo did items like that right and then never again. Every single new implementation of this system in games these days means chests will drop 5 different items, bosses will drop 10, you'll have to sit your ass and manage all that shit either selling, reforging, smelting, whatever the fuck they want you to do busywork for rather than making equipment drops feel like an ACTUAL reward.
>>1078466 metaprogression
>Hidden stats/mechanics/caps >Unbalanced survival/crafting games where it's hard as balls in the beginning but becomes piss easy after a certain point. This can make sense because setting up a base of operations on a deserted island is probably the hardest point, but I prefer my games going from easy to hard, not the other way around. >An RPG where some classes are objectively better/worse and you won't realize it until you're somewhat deep into the game. >Keycard/switch hunts and maps/levels that aren't designed with any rhyme or reason
>>1078466 Gachashit that locks off playable characters, one of the many reasons I can't get into gacha games
>>1078534 IVs, EVs and Natures all need to be removed from the game and I don't give a FUCK who disagrees. They add nothing but tedium to the game.
>game has a timer >if the timer ends you lose and have to restart the whole game fuck you i play video games to fucking relax
>>1079037 >>1079135 The really depressing thing is that modern gamers are so used to this kind of progression that they often can't play any game that doesn't have it, however shitty it is. It's controlled dopamine release, every game designer that studied just a bit of psychology is dying to implement their own skinner boxes, and they know that normalfags each that shit right up so that's what we get now. Progression in everything, every game, all the time. Meaningless achievements, meaningless unlocks, rarity items... It's all short-circuits for your reward system, and normalfags don't have the cogntive awareness to notice how artificial this shit is.
QTE's shoehorned into games for no reason. Yakuza, Tomb Raider, Shadow of mordor, even Final Fantasy, etc.
>>1252493 Oh also dogshit cameras in modern games. DMC was notorious when it comes to this. Evil within, Castlevania 3D, even Witcher to a certain extent.
>>1078466 >actual variety like a different weapon model with the same moveset You're a brown retard and I hope you never enjoy video games.
>>1253064 Better than RNG loot you retard, that's the point. Of course I'd rather have different movesets for each weapon, but that's not feasible due to time and the stupidly big number amount of weapons some games have.
>>1078466 You can thank Borderlands for shit like this. God, I fucking hate Gearbox.
>>1078496 Agree those are annoying, since the predefined enemy teams become stale once you encounter them the 100th time, but that's not something bad enough to don't play a game Random dynamic encounters are lots of fun though, even when the enemy types for that zone are only few, the combination can still become interesting
What I really hate is tactics games with enemies with randomized stats and resistances, mostly the resistances and elemental aptitude part, then also the busted equips which can completely change the enemy stats setup. Because it forces you to check every single enemy before the battle starts to be sure there isn't anyone among them who is busted or with busted resistances/aptitudes who could oneshot one of your characters if there is a bad matchup. It becomes very tedious to memorize every enemy character every single match. Some disgaea games have this bullshit, while other games of the serie made the resistances and aptitudes fixed for each class, which makes it easier to remember which enemy class is good and weak at what.
>>1078466 In 90% of games, this is the worst shit and it shows how they couldn't make unique models for most weapons. MMO type shit in single player games is the worst.
>>1095390 I absolutely fucking HATED how in Rimworld, the physical location of your colony, does not matter at all in terms of determining the size and type of raids you get. A Colony of neolithic cavemen will march halfway across the planet to your arctic colony just to burn down your wood coffee table. I just couldn't take the planet view seriously knowing that the game just spawns a threat using a random hostile faction based on how much wealth your colony had, and counter attacking them didn't matter because NPC factions basically teleport across any distance to reach you.
>>1095390 >In Starsector you'd get fleets that spawn in a way where they're unavoidable and always larger than what you currently have. Other than the remnants, I never encountered large fleets that I can't avoid
>>1264053 >>1264053 That was the one thing I kinda actually liked about ghost recon breakpoint. You could turn colored gear off. not that I played the game a ton, idk it seemed like a mid perfectly <fine> open world wander-about game. But yea, it was nice that you could turn it off.
Time limits suck all the fun out of any game. Zero enjoyment, no room what so ever for experimentation or exploration. The worst examples require rigid adherence to a guide to complete all quests, or else require many many repetitive playthroughs.
>>1078534 >Stat RNG just adds MORE grinding Most stats RNG is just an hidden gacha mechanic, keep rolling until you get your SSR stats
>>1264314 In rimworld you had to install few mods to make the enemy factions actually travel the world to reach you, and to allow you to intercept them before they reach your base That game is full of bullshit mechanic holes without getting fully modded
>>1078466 I'm starting to get sick and tired of deck building games in indie games. >check out a cool-looking turn-based medieval knight strategy game, like xcom but with medieval soldiers vs medieval soldiers in a castle >deck building >check out a cool-looking grimdark/derp-ish fantasy game (no not darkest dungeon) >deck building >check out a cthulhu/lovecraftian-mythos inspired story-heavy game where you explore the character's stories and see it to fruition or some shit >deck building There's more to dislike about Depersonalization for me than deck-building such as the janky AI voice over (thankfully they added a toggle to just disable it or replace it with more generic TTS) but still. I'm starting to get sick of deck building games in indie games.
>>1264656 to me the topic of deck building is conflicting. I love yggdra union and battle network so I can totally understand the value of it as a semi-random way to keep the player on their toes while still having them plan long term, but the issue with the deck-building roguelite indie game seems to be more that the cards don't play into a peculiar genre of video game, they ARE the genre and the ultimate abstraction everything is filtered through, it's the easy game design template that completely misses the point of interactive and immediate entertainment
>>1078534 i can't understand pokemon autists at all. ITS THE SAME FUCKING GAME Do they LIKE doing the same thing over and over again? "b-but you have skewers a-and swapping techniques a-and-" WHO THE FUCK CARES it's the same thing! Over and over and over again! I bought the Diamond game years ago, and couldn't even make it halfway through the game because of the monotonous grind.
>>1264760 Kids are dumb
(623.38 KB 809x1234 Nintendocore.png)

>>1264784 >kids
>>1264809 >moviebob
(181.95 KB 1280x720 Bob.jpg)

>>1264874 Heard he was changing his legal name to Bob Chips Ahoy
(927.16 KB 720x480 Mark(1).webm)

>>1078590 When a level 100 leather armor somehow gives you more defense than a level 1 plate armor.
Random stats on gear pieces. It's pretty much only gacha that does it but fuck off with adding even more RNG to all the gacha shit
Games whose appeal is to give you a lot of ways to build your party/character but making it prohibitively time-consuming and annoying to experiment or test them. >>1078548 Status moves/debuffs need to be carefully designed. In most JRPGs, status effects are either useless or completely broken.
>game gives you over 150 characters >you can only use 6 of them at a time >The ones you don't use don't receive XP
>>1265507 >Games whose appeal is to give you a lot of ways to build your party/character >only a few builds are actually viable
(2.36 MB 512x512 1675812574119638.gif)

Maybe I'm angryposting because this is something that's happening in a game I'm playing now, but: >Dodge isn't spammable (good on its own) >Zero indication of when the dodge is usable again after using it (no meter, no little flash, nothing) so I can't develop an internal rhythm for it >Keep getting hit because I must've misjudged the timing from my last dodge by 12 frames or some shit
>>1078622 >Bullet-sponge and fist-sponge enemies Number one reason why I don't care in the slightest about the Oblivion remake.
>>1078466 any daily/weekly quest system it's always manipulative at best
>>1078466 this is less games, plural and more of a Nioh thing but the whole gimmick of having to parry or whatever after every single attack to regain stamina has got to be one of the most retarded game mechanics i have ever encountered. if you wanted combat to have an extra combo, put an extra hit in instead of making me push another button on the controller after every combo. it's so repetitive, annoying and takes me out of the flow of combat. >>1078622 >Forced to walk/crawl through i hate this shit, big reason i'm probably not going to touch any of the other FFVII remake games. Rebirth seems to have it even worse because they've piled on retarded mandatory QTEs into these walk forward scenes. nigger just make a fucking cutscene i can watch, forcing me to have minimal interaction to progress the cutscene is just gay and annoying. >>1078812 sovl >>1078811 sovless >>1155492 having it off center like that allows you to see more of the characters than if it weren't askew. like when Mario is facing away from the camera you always get a side profile, vs otherwise you'd just see his back. >>1252503 ER's last DLC was laughably bad about this, so many bosses were just camera bosses, the bosses themselves weren't challenging but mechanically they were so amateurish and janky that you were fighting the game's shit camera more than the boss itself. exploration was 10/10 but the bosses were some of the laziest cheapest bullshit in a From game.
>>1272049 The daily chores add up if you ever want to play more than one live-service game.
>>1078466 >>1078640 with cinematic dialogue scenes
>>1078524 >but if your central mechanic is rhythm based and you're not a fucking regular rhythm game you fuck off and stay gone with that shit Disagree. Necrodancer and Hi-Fi Rush were both pretty great
Hunger, weapon breaking, stealth
>>1264706 Yeah I agree with you. If it's explicitly and mainly a deck building/TCG card game like Magic the Gathering or Yu Gi Oh, then sure, go be a deck building game. But seeing it outside of games that don't really need the deck building aspect is just infuriating. Balatro worked because it made classic poker spicier by introducing more cards and more effects. Making deck-building a core mechanic of a game where you explore character's stories and alter its course with stat checks and decisions; why?
>>1295080 >Necrodancer I'm a rhythm game guy, and that game wasn't fun at all. Similar thing with other games that try to combine rhythm with "action' like Kickbeat and Retro/Grade.
>>1378389 What's you take on KH:CoM and Lost Kingdoms?
>>1378395 I haven't played either game.
>>1078466 Not exactly a mechanic but voiced protagonists in (C)RPGs, very few games do it right. Death to BioWare and Todd Howard.
Lately I don't like timers that give you a game over when the countdown reaches zero. Like in Mario games. Like yes, I realize that Super Mario 3D World is a better game than Sunshine. But it's hard to appreciate World's beautiful environments when you always feel hurried along and only have a few minutes to explore each level. You can't sit back and enjoy the scenery like in Sunshine. Same reason why I like Super Mario Wonder over the other 2D marios. No timer means you have all the time in the world to take in the visuals. Letting you search every nook and cranny the world has to offer.
>>1078817 >get a codec- I mean magic call from your handler >"Rogue, you see that yellow paint on the wall? That means there's a mechanism to open it somewhere in the room! Take a look around for any suspicious items, you may get a reward!" <"Hrmm... suspicious items..." >*camera slowly pans in on a row of torches on the wall, one is a skull and is flashing, even in the cutscene* >cut back to over-the-shoulder view, looking right at the skull <"Maybe I should check out that skull..." Etc etc.
I've always found the lack of vanity slots in games that tout player customization and freedom of choice to be kind of a big irk of mine. It's not that difficult of a fix, all you have to do is simply add in slots for armours and (possibly) weapons where you can just slot things in for the sake of appearances and MAYBE give people the freedom to dye selective parts of their armour different colours or disable certain features of armour sets like pauldrons or tabbards or what have you. But instead you're just stuck with clownsuiting or god forbid sticking with full sets with no ability to really mix and match. Also I really dislike skill trees in comparison to just being able to pick and choose what skills work best with your build or whatever sounds fun from a thematic and roleplaying point of view. Like how Age of Wonders 4 swapped out the freedom of picking which skills you like the sound of and the ability to earn skills from your tomes in exchange for pre-defined classes that're all more or less the same with the exact same progression trees, and removed tome skills in favour of preset "affinity" unlocks where you have to min-max your affinity alignments just to satisfy quotas so you aren't just stuck with elemental buffs for your weapons and the occasional minor defence/crit buff. It just feels inherently restricting with not much in the way of interest, if you're gonna do skills and levelling up, make them freeform or at least do something mildly interesting like how FFX did its sphere grid system.
>Luck >Has a minor effect on various abilities :) Just tell me what the fuck it does. Does it increase drop rate? Crit rate? Ailment resistance? Luck works differently in every game that has it, and I hate having to guess that shit.
>>1387784 Your guess is based on luck! :D
>>1078511 This is a good one. It's easier to navigate in a game not designed around them too. having some NPC tell you to follow path x until you find landmark y and take a right turn down to destination Z is sometimes clearer than quest markers
Losing to get scenes in H games. Actually, losing to get the big chunk of the content in those games, making any other route lacking in content.
(648.96 KB 2848x2136 1362714840831.jpg)

>>1078466 Endless spawning enemies in a objective game mode. When I was younger it wasn't so bad, but now it's just annoying. Just let me have a finite number of enemies and then do my objective in peace. I'm an old man, CONSTANTLY being swarmed by shitass mobs can be for the kiddos who need that stimulation, I'll pass.
(946.79 KB 1058x1880 a5h0boat02r91.png)

Mechanics that turn you on
>>1387784 Bothers me more when skills are worded like >Does moderate damage >Slightly increases attack (actually a huge buff) >Greatly increases defense (does fucking nothing) Just give me numbers you fucking assholes
>>1078466 ADS and sprint in FPS
>>1387784 I will never like Luck as a stat in game when its tied to the rarity of items. Because nobody is going to pick it, even if they have a chance to get a shinier item. Treasure isn't going to outweigh your chances of negating or dishing out damage. What games should do is just add the odds of finding loot tied to classic stats and go from there.
(206.18 KB 618x360 pillars.png)

Shit in the foreground layer that blocks you from seeing what you're doing in 2d games. Sometimes it's a fog/darkness layer that only affects your vision beyond a certain radius, and that's fine, but FUCK these pillars in particular.
>>1388124 Most of early Pokémon pissed me off, yeah.


Forms
Delete
Report
Quick Reply