• justdaveisfine@piefed.social
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    1 month ago

    I don’t like durability mechanics when its clearly there just to waste your time or money or whatever. Any game that makes you do more hiking to repair benches than fighting is either getting a thumbs down or I’m going to download a mod.

    • canofcam@lemmy.world
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      1 month ago

      It is a fine line, like in Minecraft durability obviously makes sense, so it makes sense that other games try to emulate that. But then look at Stardew Valley, one of the most popular mods is the one that stops fences from degrading because repairing them is tedious.

      • Caveman@lemmy.world
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        1 month ago

        I would totally be up for requiring more resources to craft a tool to not have it degrade ever.

      • I Cast Fist@programming.dev
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        1 month ago

        Can you make fences out of stone or metal, or just wood, in SV? Because I recall Harvest Moon DS allowed you to make stone fences, which were a lot more likely to survive hurricanes and snowstorms

        • ActuallyGoingCrazy@sh.itjust.works
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          1 month ago

          Yeah you can make stone, iron, and hardwood fences too. Only real difference is that they last longer respectively, but you still need to eventually replace them. Which is still kinda tedious.

    • KombatWombat@lemmy.world
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      1 month ago

      Breath of the Wild is generally pretty good about letting you explore your own way. For example, the exposition ghost at the start explicitly acknowledges you could go straight to the final boss after leaving the tutorial area if you want, and there are plenty of ways a determined player can reach areas faster than the typical progression routes would take them.

      But my goodness the pitiful weapon durability made me want to avoid combat. I distinctly remember coming across a white lionel relatively early and determining I shouldn’t bother trying to fight simply because I didn’t have enough weapons to get through its health bar.

      • foggenbooty@lemmy.world
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        1 month ago

        Yup. I played through BotW always holding onto things I thought were good because the stupid durability mechanic made me hoard stuff.

        When I started TotK I decided to turn durability off and see if I enjoyed more and I absolutely did. Made the game way better. The only thing that broke was some balancing around crafted weapons. For example you can take a stick and slap a horn on it and get a very powerful, but brittle, weapon. With durability off it just becomes a very powerful weapon, which pretty much matches or beats any proper weapon you can find. If you think that’s too hacky you can just make a rule for yourself not to craft things like that.

        Many games have gone through this and time and time again scarcity makes people not use things. In Witcher 2 you had to craft potions manually by collecting all the ingredients each time. In Witcher 3 they just replenish after a rest if you have alcohol on you. 2 is more realistic, but the work involved (and the fact that you had to drink them before combat started) made them too much of a pain and I just went without. In 3 you can simply use them and not worry.

  • BurgerBaron@piefed.social
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    1 month ago

    Game has collectables scattered in almost every room including lore text and audio logs.

    Meanwhile the story NPC is nagging you to move on every 30 seconds on a loop and won’t shut the fuck up. Because play testing revealed most of their players are fucking morons and get lost in one way apartment rooms I guess.

    These two mechanics conflct with one another way too often and it’s immersion breaking every time.

    • Ech@lemmy.ca
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      1 month ago

      Fuck, this annoys me so much. The new-ish sony games are awful with it (Spider-man and GoW at least), providing beautiful, intricate worlds and levels to explore, but if you aren’t sprinting toward the next objective at every moment, it constantly bombards you with little nagging voicelines from npcs or even the main character themselves. I hate it.

    • papalonian@lemmy.world
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      1 month ago

      First game that came to mind was RD2. I remember a mission at the beginning, where you’re meant to clear out some Plinkertons from a house, and I remember one of the camp NPCs asking you to look around for supplies (or maybe something specific).

      As soon as you’re able to leave the area, Dutch starts screaming at you to hurry tf up. A friend and I will occasionally quote him when we’re being jokingly impatient with one another: “C’MON ARTHUR, QUIT HORSIN’ AROUN’! WE AIN’T GAHT ALL DAAAY!”

    • BurgerBaron@piefed.social
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      1 month ago

      If that counts then in-game rendered intros on first launch running in 720p and you can’t change video/display settings until after the game finally gives you control.

      • foggenbooty@lemmy.world
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        1 month ago

        To hide poor frame rate, that’s why. Motion blur was popularized on consoles by AAA studios that wanted everything to look really pretty, but couldn’t sustain a stable frame rate during rapid motion.

        If you have the FPS to afford it, turn that shit off.

  • jordanlund@lemmy.world
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    1 month ago

    Escort missions. Specifically when the person you are escorting is as sharp as a bag of hammers.

        • BurgerBaron@piefed.social
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          1 month ago

          My favorite is Killing Floor 2 which doesn’t look at your volume setting in the config file until AFTER the intro videos and the menu has loaded.

          • Whostosay@sh.itjust.works
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            1 month ago

            This is way common. Biggest offender recently was gears of war remake #2 with the loudest chainsaw noise you could imagine in the opening credits/developer logo

    • WALLACE@feddit.uk
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      1 month ago

      Ancient history now but Black&White 1. “Now you know how to rotate the camera to the left. Next let’s see if you can rotate it to the right!”

      In the game’s defence it was still early in the 3D era and there probably was a number of players who had never navigated a free camera in that environment before. Still rage inducing though.

    • SaraTonin@lemmy.world
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      1 month ago

      Unless they’re really well integrated. The first 40-60% of Portal is a tutorial. You just don’t notice because it’s just the game.

    • SGforce@lemmy.ca
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      1 month ago

      Or to force you to pay attention during what is essentially a cutscene

      • CatLikeLemming@lemmy.blahaj.zone
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        1 month ago

        “Ah a cutscene, time to drink some wa FUCK” It’s gotten to the point where in games which pull this stuff I wait until the cutscene is over, then pause, then drink. And in games which don’t, I’m usually a bit anxious anyways, just in case they suddenly start pulling out the QTEs.

  • Grandwolf319@sh.itjust.works
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    1 month ago

    Very few checkpoints or save options. I don’t have time to try to beat something if there is like 20 mins of playtime from the last checkpoint.

  • pishadoot@sh.itjust.works
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    1 month ago

    Stat/EXP loss on death.

    Unskippable cut scenes, especially before a boss. I want to play on hard difficulty, which means I WILL die to bosses. Do not force me to watch that shit 5+ times or I’m out like trout.

  • guy@piefed.social
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    1 month ago

    Where one enemy sees you and now all their friends somehow knows where you are

    • Quetzalcutlass@lemmy.world
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      1 month ago

      I love how the one game where this would make sense, FEAR (where the enemy is a clone army controlled by a single psychic commander), is also famous for how well the AI communicates with each other. They shout out detailed tactical chatter and announce their current moves even though it’s pointless due to them all sharing the same mind.

    • railway692@piefed.zip
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      1 month ago

      And if they have some kind of shared vision because of technology or telepathy, then make it hurt them them when one goes down.

      Or make it make sense, like they have to spend a turn to contact the others, or they shout to alert other NPCs, but that just means there know there’s a threat in this general area, not “we now have magic GPS for the next five minutes, and then I guess it must have been the wind.”

    • canofcam@lemmy.world
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      1 month ago

      Are there any good examples of AI in games that do the opposite of this? Off the top of my head, pretty much every game works like this, I imagine having every NPC having its own vision & memory would become very complex to manage.

      • MajorasMaskForever@lemmy.world
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        1 month ago

        Kingdom Come Deliverance 2 is like this. Usually if someone spots you wanting to attack you, they’ll yell or something similar to get others attention. But other times you’ll have someone notice you, they’ll walk over and alert their buddies first and then they all come after you

      • PapstJL4U@lemmy.world
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        1 month ago

        One of the Splinter Cells showed you a ghost of the last position you were seen. Enemies acted as if you were last seen there.

  • Puni@lemmy.world
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    1 month ago

    The worst game mechanic is artificial difficulty where enemies aren’t challenging. Instead, they are just damage sponges.

  • zlatiah@lemmy.world
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    1 month ago

    Something that hasn’t been mentioned: difficulty variations that only change stat penalty. These get really annoying for people who enjoy challenging gameplay…

    Case in point, unmodded Skyrim’s legendary difficulty where the only difference is that you do 0.25x damage and take 300% damage. Instead of providing challenging gameplay that forces you to use gaming skills or think, it just makes the game more annoying to play & limits player build options (stealth is mandatory as any other playstyle deals no damage and results in you getting kill-animation’d…)

    • helpImTrappedOnline@lemmy.world
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      1 month ago

      Or when you can’t beat the lvl1 monster easily because the scaling is so aggressive you never get to feel more powerful. Ohh look I spent 6hours on a side quest to get the legendary Sword that can cut anything from dragon scale to ghosts - yet it can’t get through thug#1’s leather shield?

    • WALLACE@feddit.uk
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      1 month ago

      The borderland series is the worst for this. Boss fights just mean you have to continuously shoot the enemy for 10-15 mins.

    • canofcam@lemmy.world
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      1 month ago

      Skyrim and Oblivion difficulty is very stupid. If you change difficulty after playing a character for 100hr it isn’t so bad, but if you want to start out on the hardest difficulty, I’d say it’s actually impossible to play unless you have some kind of cheese tactic. Shooting a barbarian for like 1/100th of their health bar? And they one-shot you? What the hell kind of design is this?

      • zlatiah@lemmy.world
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        1 month ago

        I’m speaking from experience, I have tried… To give them some benefit of the doubt, designing a good difficulty variation is difficult (pun not intended), even games like the original Hades which has a very extensive difficulty modification system still gets flack for it

        • canofcam@lemmy.world
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          1 month ago

          I think it would be a relatively easy problem to solve, I think being one-shot on the highest difficulty is expected, but making every enemy a damage-sponge is both anti-fun and poor game design.

          Just change the scaling - damage scaling is fine as-is, health scaling needs to be drastically reduced. If a barbarian gets one-shot on the easiest difficulty, having it take like, five shots whilst also increasing the risk should be fine.

    • Credibly_Human@lemmy.world
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      1 month ago

      Atomfall was so good for its difficulty settings menu. They gave you soo many options. You could really tweak out a lot of parts you didn’t like in the game but make the difficulty whatever you wanted it to be.

    • Mr Fish@lemmy.world
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      1 month ago

      Agreed. Everyone should take notes on how jedi: fallen order did difficulty. Sure, it did a bit of simple stat adjusting, but it also did things like increasing enemy aggression

    • ArxCyberwolf@lemmy.ca
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      1 month ago

      The kill animations in Skyrim are the worst. Doesn’t matter how well you’ve done in the fight or how many potions you have, if the enemy manages to get you to a certain level of health you’re killed instantly with no way to stop it. It’s insulting to be killed like that by a random bandit that was lucky enough to drop you low enough before you could heal.

      • zlatiah@lemmy.world
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        1 month ago

        For me it probably is. I do not like many of the live-service game mechanics (limited stamina, gambling, microtransactions) but at least I get why; the one I mentioned just feels lazy and would make otherwise good games feel unplayable

  • EvilBit@lemmy.world
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    1 month ago

    Both Control and the dogshit Avengers game had these upgrade systems where you were constantly bombarded with pickups that offered inane benefits like “2.5% increase to headshot damage for 3 seconds after taking damage while in midair” and you spent half the game managing your goddamn upgrades and the limited upgrade slots instead of having fun. It got to the point where I was relieved when I DIDN’T get any upgrades after a battle.

    • psycotica0@lemmy.ca
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      1 month ago

      Oh yeah, I really liked Control and recommended someone else play it. He didn’t make it far and I asked why not and he said the upgrade system and the crafting… and I was like what crafting?

      He said the way you turn figments or whatever into upgrades or whatever. And I was like “oh yeah, that rings a bell… I just didn’t do any of that”.

      I don’t always have this power, but in this case I was apparently able to ignore entire chunks of the game and enjoy what was left. So I have a weird skewed view of the game 😛

      • EvilBit@lemmy.world
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        1 month ago

        Lucky bastard. I feel like by the end of the game, many hours in, I was doing like all of 15% more damage.

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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      1 month ago

      In Control the only good ones are increasing damage, increasing magazine size, and lowering the cooldowns on your psychic powers. You’re basicslly better off just using the throw power than using the service weapon, even on bosses.

      • EvilBit@lemmy.world
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        1 month ago

        Yeah that’s pretty close to how I treated it, but I still had to wade through mountains of garbage to get to useful upgrades.

        • AdamBomb@lemmy.sdf.org
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          1 month ago

          Nah, the upgrades you get are all useful, the biggest problem is the UI for wading through them. It needs more options. Rather than just Offensive/Defensive/Support, I want filters like “base attack” “interacts with burning” “triggered by parrying” and so on.

        • YiddishMcSquidish@lemmy.today
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          1 month ago

          The game is phenomenal especially the beginning few hours. I’m talking pure magic, fucking bottled lightning and should not be missed by anyone!!!

          It’s acquired skills you get from items throughout the game, but unless you’re playing on hard(which normal feels like in some of the boss fights, but that’s another discussion) you really don’t need to obsess about optimizing them. Maelle gets dumb fucking strong later in later chapters.

          • EvilBit@lemmy.world
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            1 month ago

            Well that’s good to know. Once I find several free days hidden under the couch, I intend to fire it up.

          • scutiger@lemmy.world
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            1 month ago

            It’s a solid game, definitely worth playing.

            The issue in question is that you unlock points that allow you to use more/better upgrades. Each upgrade has an ability and some stat buffs. The higher level upgrades have better buffs, but are more expensive to use. So there’s a bit of micromanaging which upgrades your characters use for certain battles, since you may want certain abilities, but don’t care about the stat buffs they provide.

            Early game upgrades can provide some useful skills throighout the game, but may have much weaker buffs than later upgrades. It can get tedious.

            Fortunately, if that stuff sounds like a pain to you, the game has an easy mode which makes most of that stuff much less relevant.

  • Hegar@fedia.io
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    1 month ago

    Probably encumberance, almost certainly the single most ignored rule in rpgs.

    But honorable mention goes to old school AC/THAC0 - the mechanics were originally for modern-era battleship game where armor class referred to size. Using the smallness of boats to model the defensive power of better armor was never going to produce sensible results. THAC0 was always unweildy at the table, slowed play, and turned combat into a chorus of “uggghhhh does a 13 hit?” “Ugh… no.”

    • Soggy@lemmy.world
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      1 month ago

      Encumbrance makes a lot of sense in the context of old D&D, progression was tied to how much treasure you could get out of a dungeon. It also works well in survival-type games where resource management is a key mechanic. But like many facets of old D&D it is applied widely with no consideration.

      • Hegar@fedia.io
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        1 month ago

        I also think that like a lot of old d&d, it just wasn’t very good.

        Having an encumbrance system isn’t necessarily bad - there are plenty of design goals it can support, as you point out. But counting out every pound and ounce has always been more work than most players want to do.

        • HubertManne@piefed.social
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          1 month ago

          so many dm’s would give bags of holding and such early on so that it became just keep track of what you get and sell what you don’t.