Trends in video games that you despise
>Weapon durability only meant to add more tedium
Not meaning like in breath of the wild (i never played it but i understand it's supposed to force you to change weapons every now and then) but like in dark souls 2 where it serves no purpose but giving you busywork
>Limited resources for the whole save
>Needing to beat the game x times to get y content
Couldn't be more wrong, weapon durability that goes down slowly is good for immersion while BOTWs system is cancer aids
fpwp
on top of that
>game calls itself an rpg
>absolutely no branching options
>dialogue being yes or sarcastic yes
>but it has levelups and perks!
>can just completely miss the best companion quite easily
>can give the best companion love and comfort
>can sell the best companion into slavery
>points 2 and 3 are not even mutually exclusive
idk seems like branches to me
>good for immersion
I kind of agree with what you are saying. I think RDR2 gun oil and far cry 2 shit weapons that jam adds immersion.
Fallout NV type of weapon degrading is what OP is saying, bust work. more annoyance than immersion.
As for BotW the weapon breaking were a technical challenge of how to get the player to engage in the world. this is more gameplay design to try and counter a game development issue.
So the flip side if you had the best OP weapons that never break you have no reason to engage in the world and explore.
Irony there is specifically BotW weapon breaking discouraged you from engaging in combat because it would "cost" you more good weapons than you found.
I never felt more like a b***h than starting BOTW and avoiding combat because I didn't want to break my good weapons
I get that it encourages you to explore but so does everything else in the game, you're exploring anyway, it's just another task of busy work on top
They actual trick was not to give a frick about the weapons you are using, Use 1 weapon kill an enemy, it breaks, pick up his and use that on the next, that way you end up with loads of weapons and always have the last weapon you used which normally ends up being the best weapon you had. Then when you get MS you always have that to rely upon.
It took me 3 playthroughs being a min max gay to realize what the devs intended.
irony is I do the same now in TotK because despite the issue being sorted like this anon said
You need the materials to boost up the gear so I end up saving all my shit for that instead.
>RPG-ish progression in a game that's not an RPG
Because to have fun, apparently we MUST have some kind of number that goes up.
it's because suits realized it was "engaging" and made people stick with games longer. Also the more numbers there are the more they can sell you power through mtx
almost every change that feels there because "others do it". like take deathloop. that fricking game felt the need to have randomized loot and batman senses for no goddamn reason. neither add anything to the game but are there because they are industry standards
>like in dark souls 2
i thought ds2 had the better version among souls, since it's something you actually have to take into account but regenerates at bonfires. bloodborne has it worst because durability just means "go back to the shop and spend a pittance to repair it every few hours". by ds3 the mechanic was vestigial and elden ring just removed it, so they at least agree there
Basically every "Souls-ism" that has spread like a virus to a ton of unrelated games.
>Bonfire clones
>Currency drop on death and having to go pick it up again
>The typical "souls and roll" gameplay, you know what it looks like
I didn't know Dark Souls invented checkpoints and dodging.
You know what he's talking about man
>no argument
If you genuinely can't tell the difference between regular checkpoints and bonefires, and the way soulsgames and their clones handle dodging then you are not intelligent enough to post here kid.
>Claims there is a difference
>Can't explain why they are different
I love it when i die in Doom 2 and i have to respawn on a doomfire and i have to go through the whole level to get my doomsouls back so i can invest in doomdex and doomfaith at the bonefire, i also hate how in DMC dodging needs so much stamina
Then you play newer doom games and you realize it's now forbidden to go fast and you need to stop for EPIC GLORY KILLS every other dude you kill because it's EPIC BACON to stop gameplay to heal and who wants a fast paced game when you can have mandatory pitstops all the time
So now the problem is rpg elements and stamina? Dark Souls didn't invent those either you know.
You know what? Whatever
You know you're wrong and admit defeat. Good talk anon.
Not him but you win the award for most disingenuously annoying little homosexual I’ve ever seen on this website.
>We are making a game like Dark Souls
>”B-b-but dark souls didn’t invent those things so it’s not like dark souls.”
Haha. What a horrible mind to be forced to live in.
it's not one single mechanic, it's a specific mix done to specifically ape dark souls, just how much of a Black person are you if you can't understand this?
Holy samegay copium!
AND he’s a schizo. Feel bad for you man.
How are bonfires any different than, say, save rooms in SotN?
They aren't. Dumb zoomer never played a game before 2010.
See
>Not meaning like in breath of the wild (i never played it but i understand it's supposed to force you to change weapons every now and then) but like in dark souls 2 where it serves no purpose but giving you busywork
In my experience this is perfectly flipped. BOTW has you perform busywork of managing various you won't keep forever, while DaS2 has you just press right on the D-Pad and weapons repair themselves if they're not totally broken at every checkpoint.
These things are good in Dark Souls but are not good in other games because few people, even people who like the Souls games, realize why it's good and even fewer can put it to words.
The so called UX Developers homogenizing every game they work on.
You don't like your video game looking like an OS made of half-transparent glassy rectangles?
>newer total war ui
ugh
Crafting is just annoying, I don't want to have to get 3 of this, 2 of that, and 5 of this just to get something in every game I play, Monhun is enough on that front.
Companies going for the most realistic graphics possible. It's alright for a tech demo but stylized and fantastical graphics are better
BOTW's weapon durability is just tedious busywork because they spent too much time making a big empty map and had to fill it with boring filler. There are basically only a handful of weapons with lots of reskins with different stats.
TotK fixes the weapon problem because you can make new weapons with monster parts.
Every monster you kill will drop something and it's strength depends on how strong the monster was.
No, it's even worse because now you have to do even more menuing and the core gameplay loop is still just 200 hours of breaking rubbish weapons on Bokoblins, Moblins, and Lizalfos to collect their parts. An infinite durability Master Sword with breakable things that you can stick to the end would have allowed more experimentation.
Also crap photo.
>An infinite durability Master Sword with breakable things that you can stick to the end would have allowed more experimentation.
No you idiot, because the player would never use any other weapon if the master sword had infinite durability.
Previous games had the Master Sword have infinite durability, but the other weapons and equipment were actually interesting enough to use.
BOTW and TOTK basically only have a handful of weapons with lots of reskins with different stats. Most of the game is spent using a one-handed weapon and a shield because two-handed weapons are basically just for big damage sponges (for example, Moldugas and Gleeoks), bows aren't used very much, and spears are basically useless.
The players WOULD use other weapons if nintendo gave each weapon type special properties making them useful in various situations or according to preference - axes being useful agains enemies using shields, hammers countering heavily armored ones, spears having good range and the ability to throw them. But no, instead you just fill your inventory with a million of garbage weapons where each one will just break after killing a couple generic mobs. The weapon system in BOTW is one of the worst systems designed in gaming, period.
The fact that often in BOTW you find yourself actively avoiding combat to not ruin your weapons is proof that it's complete and monumentally trash
If you really want to cuck your players with a system like that
Weapon sharpness > durability
Like in Monster Hunter
I don't think it's fun but I vastly prefer my weapon just getting dull over me losing it completely
God damn, this
The weapon sharpness in Monster Hunter is so well designed compared to BOTW durability bullshit, since it teaches you to aim for weak points of the beasts when your weapon is too dull to cut into them, and to learn how to find moments in a fight where you can stop and resharpen your weapon. And repeately hitting a monster on their "hard parts" and having your weapon bounce off dulls it faster.
The fact that MH weapon sharpness actually rewards skill by not dulling too fast and improves damage just cements it as the better gameplay mechanic
BOTW durability rewards you with the chore of finding a new weapon and that's about it
That hoarder brain at work.
You treat weapons like consumables, not develop an attachment to them.
Doesn't work in practice
You run out of weapons if you fight a lot
Weapons are NOT supposed to be consumables.
Difficulty scaling should have been a visible mechanic with a side quest tied to it, not just a hidden mechanic. I fought every enemy that I found, partly because they were monsters that were planning to kill travellers, and partly because of the difficulty scaling mechanic. Combat is still boring.
Monster weapons are fricking stupid. Fusion mechanic is stupid. You spend the WHOLE GAME with moronic clownshoe weapons on your back. Really fricking heroic.
Skill issue.
>looks like a scythe
>you just poke with it, with same animations as in BOTW
Ubiquitous fast travel points that are accessed universally, even worse if it's through a pause menu.
>weapon durability
If you want to retain any player engagement, you almost always need to reframe it as some kind of buff or bonus whenever possible. The brain is more forgiving towards losing a bonus than it is towards suffering a penalty.
It rips off a lot of the bandaid solutions from BotW, but it still doesn't manage a clean implementation, since it still needs to work around the menu system being too janky without the Wii U touchscreen to accommodate true combat littering.
Just make different weapons situationally viable in an organic way.
Enemies already have armor and acquire weapons and food from the environment, coupled with different enemy types (not just elemental weaknesses that instakill) this can start to require solutions more complex than a single weapon pretty quickly.
This is undercut by the tiered weapons and damage sponge recolors. If all weapons were just trash and equally useful as lightning rods/kindling as they were as pokey sticks, there wouldn't be as much of an issue.
>They tell you that you're slowing them down as soon as you get too far away from them, even if you're walking ahead
>If you're too far away they stop moving entirely
>dark souls 2 where it serves no purpose but giving you busywork
You never played ds2. In my 200 hours the only thing ive ever had break was shitty meme weapons with like 20 durability, you will never get to that point in a normal run
It'll also happen if you frick up around the enemies or obstacles that specifically damage durability, but that's exactly what they're for
I remember breaking a FAP ring on those jars at the bottom of the Gutter
Killing games.
This, but that trend finally died down in 2023
Or am I just blissfully ignorant of newer killing games? That's good too
>he doesn't know
>Not meaning like in breath of the wild (which is the most extreme example of this) but in dark souls 2 where it was slightly less annoying
kys
>complains about weapon durability but then makes BOTW an exception, when the weapon durability bullshit in this game is obnoxious as hell
Are you moronic
I'm okay with firearm durability but melee weapon durability is ass cancer 100% of the time
If they tied it to edges dulling upon hitting metal armour or something, I could buy it, but it never is
It was on dark souls 2 except the game ran at twice the framerate on PC so it would break twice as fast bc of that. Even happened if the model collided with a wall in the level iirc
Subtle palworld thread.
Dark souls 2 it exists to stop long ass grinding sessions, by forcing you to either waste souls you're getting (a technically limited resource), or dip into magic to get the spell.
It's just a joke on pc because "the lead platform" has a bug where the doubled FPS versus console causes double durability loss. If you play it on console like 99% of the playerbase it's never an issue unless you're just sat grinding in one area for an hour.
I'm sick of WRPG's having romances and sex in them like it's supposed to be a genre staple now. Like you can't play a WRPG without there being a porn VN built into it. The people this filth attracts are not interested in the lore, setting, atmosphere or even the plot. They just want to see awkwardly grotesque burlesque shit with two characters clipping into each other with embarrassing voice acting on top of it. It doesn't ever make the games feel more mature or realistic, it just drags them down into a sinkhole of coomers where nothing in the game can hope to rise above it most awkward sex scene all to appeal to the absolutely lowest common denominator.
>I'm sick of WRPG's having romances and sex in them like it's supposed to be a genre staple now.
Been the case forever but ok. i just ignore romance and go my merry way
The audience you just described fits Ganker perfectly.
Sex scenes are actually more of a boomer thing so I guess we're boomers at heart
>embarrassing voice acting
this side of the VA industry pushing away everyone who has talent and can find more sane and professional work elsewhere is not just a WRPG problem
I will now buy your game
>parry mechanics
sekiro filtered, i pity you
long and unskippable screens every time you start the game
>X presents...
>Developed by Y
>Made in Z engine
>not deleting the intro files in your game folder
dark souls 2 had the best pvp of any soulslike, acid played a part in that, deal with it redditor
>PvP games that lock weapons and equipment behind reward tracks and level-up systems
Bro I want to fricking log in and have a fair fight not grind 20 hours a day to remain competitive.
It was already bad in BF3 so I think it's more tradition than trend at this point
for me its level scaling.
when I play an RPG I like to feel myseld get stronger and overpower enemies that used to be able to kick my ass. level scaling completely invalidates that because it magically makes everything relative to you. it ruins immersion and it feels lazy as frick. RPGs should have dangerous areas where you need to level up to go to.
Durability in BOTW was genuinely terrible, but the fuse ability in TOTK fixed literally all my issues with it.
Both system are absolute trash.
BOTW your shit constantly breaks.
TOTK effectively removed durability but you have to spam menus constantly to fuse shit.
These methods are designed to waste time and pad out a 20H game to 50H.
>Needing to beat the game x times to get y content
This always sounds like a hassle from the outset but is so rewarding when you get to experience it.
Armored Core games in particular do this very well.
>This always sounds like a hassle from the outset but is so rewarding when you get to experience it.
I just find it 100% a hassle
Whenever they decide to frick up Cutscenes somehow.
>unpausable
>unskippable
>easily skipped by accidental button press
Things always seem to come up during cutscenes or sometimes they go on for too long and I have to take a piss
Durability is DS2 is a non issue compared to BOTW where weapons last 5-6 hits.
>play WW2 game
>you run out of ammo within 10 minutes and have to pick up an enemy weapon
What's wrong here? Are the fights too long or is the amount of shooting so unrealistically high that the average amount of ammo a soldier had isn't enough?
>is the amount of shooting so unrealistically high that the average amount of ammo a soldier had isn't enough?
I think so. IRL you spend much more time hiding behind cover to avoid being shot vs doing actual shooting yourself
>the amount of shooting so unrealistically high
This basically
Consider that the Aussies in Vietnam (including the Battle of Long Tan) generally went on patrol with two magazines each. That's 40 rounds total.
Arrow fusing in TOTK is an absolute fricking disaster. Seriously makes me think an intern did it. The level of menu juggling with TOTK arrows makes even JRPGs blush. Not to mention the sheer idiocy of attaching a ribcage or someshit to your arrow to make it stronger.
>developers INSIST on making the game look like you're watching through a camera lens. complete with lens flare and shit on the screen
>weapon durability
I think it can be done immersively, for thematic purposes and also for difficulty purposes.
Let's take Dying Light for example.
The melee weapons usually break super fast. You can repair them three times each (minimum), but they will eventually break. First of all this is immersive, you ARE hitting humans with them anyways and weapons break in a realistic enviroment. If you ever had to cut meat with a sharp kitchen knife you know that they lose sharpness like a motherfricker and needs to be sharpened every so often. Now, in the game, you are mowing down hordes of zombyfied humans with the same knife and somehow I'm expected to think it wouldn't break in an hour?
Next, it's thematic because the core aspect of the game is about survival. Survival themes need resource management, and what better way to manage resources than weapons you survive with? Additionally, it's not like you don't have an abundance of weapons at your disposal.
BotW is the same but without the thematic aspect. You are practically swimming in weapons, so one breaking is a literal non-issue. Also the game gives you an unbreakable weapon anyways.
Let's shift gears and move on to the difficulty aspect with Monster Hunter, as it's the best example I can give that isn't "busywork" but actually a challenge.
In MonHun you hit monsters with big weapons. Apart from the immersive aspect, you also have that caveman theme where you keep sharpening your stuff to hunt dinosaurs and dragons essentially.
Here comes to fun part however, it's a tactical/difficulty aspect first and foremost. You hit the monster and your weapon will lose sharpness. It won't break or anything but you won't do enough damage or even bouce off from armored scales so you need to sharpen your weapon. The monster however is still there attacking you so you need to find an opening to get back in the fight. It's a very basic problem solving task but it works, especially when added up with all the other tasks.
>get crowbar
>hit person in face
>lose 2% durability
Was it a sugarcane crowbar?
>lose 2% durability
>look at crane
>made in china
I hated when bows and game-long escort quests were popular around 2012-2013
>escort quest
>npc walks slower than your run speed but faster than your walk speed
>NPC: "hurry up, you're too slow"
>of you get far ahead they tell you to slow down
>escort quest
>frick her
>don't pay
It's the pirate life for me.
>like in dark souls 2 where it serves no purpose but giving you busywork
That's probably the worst example to use considering the durability can be almost entirely ignored in that game. It repairs automatically and only becomes a problem during long boss fights with low durability weapons.
I thought the durability in that game was pretty neat
ah hell naw
overt and obstructive player feedback
good ways of doing it:
>exaggerated blood spray
>small hit markers
>screen tint
>smoke and dents in vehicles
bad ways of doing it:
>arbitrary damage numbers that float out of what you shoot at
>ENEMY KILL +100 HEADSHOT +50 LONG RANGE +50 TEAM ASSIST +25 taking up half the screen for a solid minute going BING BING BING every time like you're too moronic to realise you just blew a man's head off
>so many gameplay features that they each need their own meter
>hit markers that take up the entire reticule
over time, I really have grown to dislike games that rely heavily on 'mods' and especially people who love mods for games and automatically think that mods make any game better
like sure sometimes a mod can make the game better, but if you reach the point where you are unable to enjoy a game 'vanilla' without mods or require a list of 'essential' mods that need to be 'installed first' to enjoy it, then its either a shit/bad game or its just a game/genre you don't like.
this is especially true for some games/Developers, where it feels like more than 80% of their fans actually despise the games, and will only touch them with several layers of mods to 'fix' them or even more annoying is when they deflect perfectly valid criticisms of the game with shit like "you can use X mod to change that"
>a shit/bad game
It's usually this. BOTW and TOTK are slop, and the best mods for BOTW and TOTK are just ways to get rid of some of the bullshit (such as the Gerudo Gate Pass mod), or 1080p and 60 FPS mods.