Post shit video game design:
>Rolling is faster than moving and has no cost or downside
>Double jumping after falling from 100000m negates all fall damage
>Backswing cancelation
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Post shit video game design:
>Rolling is faster than moving and has no cost or downside
>Double jumping after falling from 100000m negates all fall damage
>Backswing cancelation
UFOs Are A Psyop Shirt $21.68 |
>no fun allowed edition
Animation canceling just tells me your combat wasn't well thought out.
Double jumping at the end of a fall can be cool too, but it's silly and makes verticality less meaningful. Instead of trying to find creative ways to go down a mountain, or know the roads well, you can just jump off and be done with it.
You have to be on crack to think spamming the roll button to move anywhere optimally is fun though.
There's nothing more infuriating than seeing an attack coming and reacting accordingly but still getting hit because you're stuck in an animation.
Get good. You swong so if you do the damage you should be stuck with the consequences. How is that a bad thing?
You can animation cancel in real life
being able to cancel out of every move also doesn't seem to be an adequate solution in most cases, it's a conscious design to have something like heavy moves require a higher commitment that might get you punished if you just throw them out without thinking. yeah it sucks, but the risk and whether you wanna commit to it is part of the challenge.
That means you chose either the wrong time to attack or the wrong move.
Not in all games this is appropriate, you would provide examples where it is bad, and where it is good on the contrary
>animation cancel bad
true, action games should all control like RDR2.
Putting animation followthrough as a priority over player input just makes them game feel unresponsive like Rockstar shit
Animation locks should be a balancing tool for specific actions not universally applied everywhere
>Putting animation followthrough as a priority over player input just makes them game feel unresponsive
It depends on the input and the animation, obviously. We're talking about attacks where you really shouldn't be able to just roll after swinging a huge ass sword.
>Animation canceling just tells me your combat wasn't well thought out.
moron, animation cancelling is closer to a humans ability to adapt and change instead of sticking to programmed motions.
Animation cancelling 100% depends on the game, but is often much more fun in games with combos. Any Character action game without animation cancelling would be fricking terrible
play the ghost rider PS2 game and tell me absolutely unhinged animation cancelling is great
on the other hand, you have games that are clunky as shit with no cancelling at all; the sweet spot is in the middle ground
>character has godlike strength
>can't force or break a door open
Invisible walls aren't necessarily a bad thing though. This is not a gameplay thing.
>try to pull the double jump trick in dragons dogma
>*splat*
>every action has a near frame perfect secondary input for some bonus such as extra damage or cancelling all end lag
>the game is so fast paced you're supposed to hit it multiple times a second
>Rolling is faster than moving and has no cost or downside
I quit Darksiders 1 early on for this reason. Your default movement speed is SO FRICKING SLOW, and the only way to move around the giant levels as quickly as possible is by side dodge cancelling, which is clunky as frick.
>Side quests are just padding busywork which does nothing to flesh out the universe or the main story
>Bonus points if they have you walking long distances.
>enemy can open doors
>have a feature where you can move overworld objects that scales based on strength stat
>moved objects can't block doors from opening even if they're classed as a heavy item
Take a wild fricking guess.
>procedural generation
Don't care how or why it's used but its rarely of any quality.
>game has escort missions coupled with buttfrickingly terrible AI
bonus points if fans of the game just tell you to "git gud"
yeah im fricking looking at you dead rising
I have never seen a good escort mission. This reminds me though
>Game punishes you for an AI controlled character's death.
In dead rising you can
>give the escorted npcs weapons they will use
>if given food will eat and heal accordingly
>follow command prompts as soon as given
>stop as soon as command prompts are given
>can literally be carried to their destination
I will take that any day over bethseda's shit of they move faster than you walk but slower than you ran and can't do anything to get them to not be full moron in pathfinding.
>give the escorted npcs weapons they will use
half of them cant hold weapons and a half of that half walks slow as molasses and needs hand holding/carrying. even then when you give npcs weapons they get big zombie killing boners and start going out of their way to kill shit not even obstructing them
>if given food will eat and heal accordingly
actually never knew this one, figured it was a no go since that significantly reduces the challenge
>follow command prompts as soon as given
assuming their path towards the waypoint isnt obstructed in any way, god forbid if you get 3 of them trying to get through a narrow passage at once
>can literally be carried to their destination
a pain in the ass when youre escorting 6-8 at once and any of the above mentioned incidents occur
dont even get me started on those Black folk literally stopping just to weep or pick theri ass or whatever theyre doing and needing a repeat prompt
yeah but the ai is beyond moronic by constantly running into to massive hordes by attacking random zombies and then dying when your half way there in the mall.
i have never had an issue with any of the AI in the deadrising series.
i've beaten each game numerous times, and never encounter problems. Am I just lucky?
jumping after falling from 100000m negates all fall damage
Its shit design when it doesnt you idiot. Not only it sucks it also doesnt make any sense. If you dont want that to happen then make it so you cant double jump if you have fallen too much.
Shut up moron
>Allied NPCs accidentally shoot or blow you up with burst attacks and misplaced grenades
>Can’t retaliate or even tell them to watch their aim
>Allied NPC walks into the lingering embers of a Molotov you threw at the enemies you were both fighting against a few minutes ago
>Their whole faction instantly and permanently turns hostile and guns you down on sight
Who even asks for allied NPCs in action games? Just let me play the game myself.
I wouldn’t have anything to do with them by choice, but some quests make you fight alongside them. It’s especially annoying when the quest giver NPC decides to fight as well and you have to babysit him so he doesn’t die and leave you with nobody to turn the quest in to.
>NPCs giving me shit
>throw them into the sea to get a 20% damage boost
damn i love dragons dogma
>Allied NPC walks into the lingering embers of a Molotov you threw at the enemies you were both fighting against a few minutes ago
>Their whole faction instantly and permanently turns hostile and guns you down on sight
Had this happen in BG3 when I attacked my own minor illusion out of curiosity and all my friends suddenly turned on me with no way to resolve but combat. Quicksaving is required in that game, but not for the difficulty.
>NPC walking speed is slower than my run and faster than my walk
>Lock me in a room and explain the lore at me
>Have to sit in a menu to listen to audio logs
>Audio logs turn off when the slightest NPC chirp happens
>Allies yell at you to get moving the second you stray off course (looking at you Binary Domain)
>Repeating voice lines telling how important it is we should do X
>Have to sit in a menu to listen to audio logs
>Audio logs turn off when the slightest NPC chirp happens
Even worse is the tape doesn't pause while NPCs who often talk about things around you or your current objective are prioritised being audible over the audiotape, including taking over the subtitles.
>25+ hours long game
>Gives a final ranking at the end of the game
I hate when a fun experience is soured by the game telling me I'm a shitter
>screen shake
>Difficulty settings
>shooting game where you can aim down sight
>there is no toggle aim option
it's two goddamn lines of code, how do they keep leaving it out?
>world building rpg game
>I wanna help someone out
>constantly doing fetch quests by going back and forward between the same locations 5 times just to talk to them
>Things in game change over time including the environment
>NPCs are always at the same spot every day never having routines
AHEM-Disco
>weapon durability
Go frick yourself anyone stupid enough to think that mechanic is a good thing to implement.
I'd like to see a mechanic where you use the broken weapon to craft a new weapon that is better than what it was
>get better items through currency
>lose currency each time you die
>get less currency the worse you play
>lack money to get better equiptment
cancelation
Dear lord you have no idea how much I hate animation cancelling frickery. It just pulls me out of the experience when instead of performing cool combat movements I am expected to tryhard and look like a moronic matrix glitch to get more DPS. And the worst part is normalgays can't seem to understand my issue with the concept. Everyone in the Spiral Knights playerbase looked at me like I was a schizophrenic when I would refuse to switchfire with guns or whatever they called it when you skip the gun reload animation by quickly switching to an alt weapon and back.
>animation is there for tards that want immersion over functionality
>cancel is there for those that want the opposite
what's the problem?
>animation is there for tards that want immersion over functionality
>tards
???
I'm implying that you're a cognitively impaired autogynephiliac, dumdum.
>open world game
>free, instant fast travel
>Double jumping after falling from 100000m negates all fall damage
That's just basic logic, nothing wrong with it
>Die
>Hitting pause and retry is always faster than waiting for your death to finish and restart naturally
>no toggle for walk/run
>collectable junk hidden all around that you cant get any other timr
junk hidden all around that you cant get any other timr
Reminds me of Dead Money in New Vegas. Not only did the DLC have the audacity to never let me come back to it once I leave, but it hid a skill book in the final vault, the place that gets locked out forever once you complete the main quest, so you'll be in for a nasty fricking surprise if you decided to optimize your skill levelups and decided to do all the scavenger hunting after the main quest like I did once.
At least rolling gives you something to do. Having large open areas to traverse and the fastest method is holding forwards is shit game design.
>Immersion and world scale is... LE BAD
Having to move between two cities several times during a single quest is shit design, but there is literally nothing wrong with having long trips.
If there's shit to see, at least. I overall disliked morrowind but I loved walking through the world and just finding cool things to explore, no other game has had the same sense of adventure for me so far
>enemies spamming bullets, arrows and bombs at you
>they take no damage from each other's projectiles
Literally every game ever. Fricking stupid concept.
jumping after falling from 100000m negates all fall damage
this is so common in games nowadays that I wouldn't say its shit game design
>AI enemies take cover behind red explosive barrel
>red explosive barrel explodes when attacked by a knife
>mandatory AI companion that is immune to enemy damage and detection because plot demands the side kick survives but focus test tell you everybody hates escort missions
>climbable ledges and interactable objects painted with bright colors that stand out in the environment for making no contextual sense
>can do stealth in designated stealth bush or shadow but can't do in equally dark or tall background area
>unskippable cutscenes
All Ubisoft games have shit design
But especially the HUD
>Rolling is faster than moving and has no cost or downside
Ninja Gaiden 1 and 2. Its a lot better to constantly tap the left trigger and press A to move around then it is to simply run.
>Double jumping after falling from 100000m negates all fall damage
Can't think of any game right now in particular but I'd hate it if Super Ghouls n Ghosts had fall damage. Game is hard enough as it is.
>Backswing cancelation
What do you mean by this my friend?
>What do you mean by this my friend?
Swing a huge ass sword and as soon as the damage tick happens you can just roll away even though the character is clearly trying to stabilize themselves.
Ah okay I can see how that would look awful in action. How do you feel about game characters having multiple weapons but you never actually see it on the character unless its equipped for use? Halo used to do this until they decided to show the secondary on the back.
>What do you mean by this my friend?
Not him but I'm pretty sure he means
1) Swing a weapon
2) Weapon connects with the enemy and deals damage
3) Due to momentum the swings carries on for a wee bit after cutting the enemy (or perhaps it bounces off after striking depending on how the combat works) before you can wind up another.
Basically the damage is delt in the middle of the animation rather than at the end of it, which means there is a chunk of the animation that is "useless" in strictly practical terms. In some games you can increase your DPS by doing some frickery that cancels the attack right after it deals damage but before it finishes the animation, allowing you to start the next swing faster than if you were fighting legitimately.
>be super powered hero with insane combat ability
>touch the ass of a fly
>die
Contact damage is a fricking moronic band-aid invented to cover up the inability of old games to track enemy hitboxes or give enemies decent AI and no self-repecting dev should have used it after 1990.
no ones forcing you to do that, it's a single player video game
Shut the frick up moron
>"I need to find another way around"
>it's just a boulder or something you could easily walk around
>"This door doesn't open from this side!"
>it's a rotting wooden door or a door made of bars with gaps between them big enough to stick your arm through
I already said this in another thread but anyways
Fun game design
>hitscan and rapid fire weapons are good against enemies with high mobility
>Explosives and other weapons with splash damage are useful against large groups of enemies
Mid design
>this enemy takes more damage from bullets/explosives/fire damage/frost damage etc. And nothing else there are no synergies or anything similar
utter shit desing
>this enemy type can ONLY be damaged by doing this specific action or using this weapon and NOTHING ELSE FRICK YOU PLAYER
I'm looking at you Doom Eternal stone imps and DmC: Devil may Cry colored enemies