What is the worst mechanic ever designed in a videogame?
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What is the worst mechanic ever designed in a videogame?
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I miss weird unexplained mechanics
Me too, I hate how people just look up the answers
Same.
I like when a game feels mysterious and new.
I don't, we used to tolerate this back in the day because we didn't know or have any better but now I have so much I can play and so little time I won't bother with a game that doesn't explain at the very least its mechanics.
I do too, but it depends on the way it works. World tendency was terrible when you were going for full light because you could, or damn near had to game it by killing yourself in the Nexus or risk losing out on rewards.
>Babby can't beat the game without full max hp
Thats a ~~*you*~~ problem
I came across this for the first time ever seven years after first playing the game.
I was genuinely shocked .
They were literally in the manual
I didn't buy the game because gfwl did not support my country 🙂
I saw a red version of this thing in new londo, it one shotted me and then vanished, i was mad for like 6 months until i found another one in undead parish and got my revenge
What anon? You didn't know that brave is inversely proportional to your chance to find items with raise item, and is a percentage of your chance to activate your reaction skills? That's so obvious you fricking moron
>get brave too low, character becomes a cowards and leaves your party
>get faith too high, character becomes a christgay and fricks off
Kino
Next they're gonna say they didn't know that 1 of every 4 points of bravery gained or lost is permanent, or that bravery falling below 10 will turn the character into a literal chicken that does nothing but flee
Every game with a luck stat/feature should be this. Completely unexplained with seemingly random triggers to raise/lower it leading to players doing esoteric shit trying to figure it out
Plenty indie game with secret mechanics on market if you are into that sort of thing. Fez, Tunic, Rain World, most recently Void Stranger. Last one is so secretive even patch notes from devs are 70% spoiler text
Thats one of the things The Forest did pretty well. All the enemy AI was written to be suggestions and not direct orders. So you cant cheese their AI because they are going to act unexpectedly some of the time. It also helped make the enemies feel more living.
None of the ai in the forest even worked. They pretend like you can befriend cannibals but they will still attack you and your base regardless of what you do.
>They pretend like you can befriend cannibals but they will still attack you and your base regardless of what you do.
just like real cannibals
>I don't, we used to tolerate this back in the day because we didn't know or have any better but now I have so much I can play and so little time I won't bother with a game that doesn't explain at the very least its mechanics.I miss weird unexplained mechanics
>I miss weird unexplained mechanics
That's like, half of the reason people like Last Remnant.
And that's why digimon world, despite being an objectively shitty grindfest, is still one of the best JRPGs of the PSX era
This is true nostalgia
Liking garbage just because they don’t do it anymore
filtered
You didnt play the original game. World Tendency was affected by EVERYONE connected to the servers. You could do a damageless run but it wont mean anything if thousands of other scrubs are dying to Phalanx all at once.
If you wanted to properly affect world tendency you had to play offline.
You THINK that I didn't but I did. I was the only pre-order for demons' souls in my county.
I LIKED IT. Like everyone else playing it was trial and error and first play through was organic as frick. Nothing ever replicated that experience.
YOU didn't actually play and get involved in playing it. No one gave a shit about doing damageless runs especially with PS3's shitty ass framerate. Everyone was learning how to play this novel style of game.
Maybe you did play. If so, you were filtered. Happy New Year, grow a pair.
>I LIKED IT. Like everyone else playing it was trial and error and first play through was organic as frick. Nothing ever replicated that experience.
That has nothing to do with World Tendancy not reflecting individual skill.
>YOU didn't actually play and get involved in playing it
>Maybe you did play. If so, you were filtered.
not an argument
You argue like a fricking moron.
Based zoomer morons who never actually got to play it live.
There were pure white and pure black server events regularly, particularly during the holidays.
>invading 4-1 on pbwt
Absolutely DEVILISH!
Pvp Black folk and unfair ganks. The seed was rotten from the start. Nobody with any shred of humanity participates in and enjoys pvp.
>Based zoomer morons who never actually got to play it live.
not an argument
see
>There were pure white and pure black server events regularly, particularly during the holidays.
Right, the mechanic had nothing to do with individual player skill and was affected by the servers forcing tendency or the entire playerbase. You had to play offline if you wanted it influence it.
why are you such a homosexual? Does your mother know you're a homosexual?
>NOOOOOOO my hecking world is all dark, if only there was a way to restart everything
Yes? It's far easier to manipulate world tendency when you're offline which is where those guys can come in handy
>if thousands of other scrubs are dying to Phalanx all at once
Hah, not me. I wasn't the reason. I managed to get trough that fight on my first try. Then died en masse in 2-1.
Totally false, not how it worked
Idiot
I remember people like you complaining about World and Character tendency and in all the years I played Demon's Souls never understood why. I never ran into any issues with either, and character tendency is easy to manipulate and reset.
It's hilarious how many morons are arguing against this.
>World Tendency was affected by EVERYONE connected to the servers
no it wasn't you fricking moron
way to out yourself as someone who has not played on the original servers
>no it wasn't you fricking moron
Yes it was
>If you wanted to properly affect world tendency you had to play offline
sweet, I got the best possible experience and the game still sucked ass. I feel much better now.
there's nothing wrong with that, it encourages you to be a good player, you just got filtered
it doesn't encourage shit except suicide
either way you lose content
Live A Live managed to include a bunch of half-assed shitty mechanics into one game.
Amazing
I still think that world tendency is a neat idea, the difficulty would be the execution.
Unless you played offline, there was no way you'd see most of the world tendency content
weapon damage
mh3u charm tables
Given how every other MonHun doesn't have locked tables it's probably a bug. Meanwhile PSO's loot tables are designed around something similar.
>section ids
the only flaw of pso
Remember when Rise accidentally brought back locked charm tables but even worse and more convoluted
It is a bug, yes. Though, wasn't that bug for MHTri? I thought MH3U fixed it. I might have it mixed up.
No, it definitely was in 3U as well.
anything randomized accessories is bullshit
Not even close
Not saying its a good mechanic but man, there are some really bad ones out there
time based and escorting quests
repetitive quests like do same shit in a row 10x
stealth because no game has ever done it properly
There is only one answer: Breath of Fire - Dragon Quarter. A system so convoluted and remarkably unfun it killed a franchise.
>Breath of Fire - Dragon Quarter
anymore like this?
>Breath of Fire Dragon Quarter
That's the system's name? Rather mouthful. What's the game's name?
>That's the system's name?
D Counter
>What's the game's name?
Breath of Fire Dragon Quarter
if you think that, you probably shouldn't play the game it's trying to be, then
I been playing the Sega Saturn version recently. Finished 2 runs but used the angelic gun on the 2nd one thinking it would refill like the 1st run.
I know the PS2 one is 3rd person and easier but I wouldn't call it convoluted or unfun, if the core is like the Sega one. I just started it so I dont know how much bullshit is waiting for me.
It's literally the same conceit as Dragon Quarter with nearly identical mechanics tho. Right down to putting items in a storage so they'll be there when you have to restart.
I'm not the one calling it convoluted. I'm the one calling Dragon Quarter a Baroquelike.
I literally never understood wtf I was doing in this game.
I even tried reading a guide once and it felt like some other language
>Baroque mentioned
The first ever video game to filter me outside of ZX Spectrum shit no one in the world knows the name of anymore.
kek came here to post exactly this
100%ing Dragon Quarter without save states is more annoying than 100%ing all Yoko Taro games combined.
It's funny that you mention Yoko Hack because BoFV suffers from the exact same problem as all of his games: inflated playtime through mind-numbing repetition.
That aside, I still think DQ has one of my favorite JRPG combat systems.
I have unlocked endings A and B in replicant and have been dragging my feet to get others for a month now.
I want to get them but i do not want to play the same game third time in a row.
The last ending is really fricking good but yeah the combat system does not hold up for 5 or however many fricking playthroughs.
>true final boss is a rhythm game
>an 8 minute long rhythm game
>the camera is constantly moving around and often taking your character and the notes offscreen, making it borderline impossible to play by sight
>missing even one note means starting over from the beginning
>there are a couple of extremely slow kaizo trap notes that must be hit when the screen has faded to black and the characters start talking as if it's over
Honestly I think I pushed it out of my head from trauma
You forgot the mandatory fps drops that make it even harder to hit the notes due to it fricking up the timing
Just looked this up, what the frick where they thinking
The only answer is that you got filtered. Dragon Quarter is remarkably easy as long as you realize early on that it's not the game VS (You) - it's THE DEVS VS (You). Just being aware that the developers are out to frick with you in real life at every possible turn automatically puts you in a better mindset for approaching the game.
Even using this knowledge to avoid falling for a small handful of the traps and tricks, such as the psychological pressures laid on by the D-Counter (hint: it doesn't matter and is just fake pressure) will give you such an edge that the game is fun and enjoyable.
That system sounds cool
I don't get why people throw such a fit about time limits in games, time limits are extremely immersive.
except when said time limit is also tied to stuff like dashing on the world map and transforming into a dragon
>Used dragon mode too many times?
>game is now unwinnable and you have to do a NG+
shit design
>You can use a powerful crutch to win, but it will permanently hurt your character
What's the problem?
It's just like my animes mob psychotic 100!!!
>but it will permanently hurt your character
I would prefer that over speeding up the game over counter
never seen it
You are clearly unfamiliar with the Breath of Fire series. The series whose entire gimmick is that the protagonists are descended from dragons and can turn into them. Previous games actually required you to go out of your way to unlock more powerful forms to get the best ending. To have a game suddenly flip that and say "If you do the thing that sets out games apart from the literal hundreds of other JRPGs on the PS2 at this point, you get locked out of a good ending" is fricking moronic.
>you get locked out of a good ending
worse than that, your run becomes UNWINNABLE and have to restart
You seem to conveniently ignore the part about dashing in the world map also consuming that gauge.
Just because your ADHD prevents you from keeping your finger from tapping the dash button doesn't mean the game is bad.
The D-Dash costs very little, but can save you a lot in mental stress, items, and potentially D-Counter. There are enemies in certain places like the Tri-Elemental Lizards who block certain hallways that you're SUPPOSED to D-Dash past because fighting them is literally just a waste since there's no way to predict how they will act or what weakness they'll have on a given turn.
None of that sounds any fun.
You're really not making me think this is anything but a shitty time wasting mechanic.
running from combat in turn based rpgs. they almost all have it, and it's never made a single one better.
>Final fantasy ix was my first RPG
>I got a pirated copy that came with cheats pre installed so of course I give myself max stats and gold
>Love FFIX blasted through the game and enjoyed the dumbass story
>Get X
>No cheats so have to fight normal
>Fights are a little challenging so I just run from every battle
>Get to a boss with giant blue hair
>Can't beat him because I skipped every battle up to this point
>Can't leave because saved just before boss and can't beat enemies outside his area
>Cry and never play final fantasy again
Most of them have it due legacy mechanics.
Very very few have them due resource management, or having completely cursed encounter groups. I also love how very few of them even allows the running mechanic to be visible blocked.
But I get why its like that. For most of them that have running away from cursed encounter groups, you still need a guide to look up if certain monsters block running or not.
So eventually it just turns into a cursed mechanic, so long proper care isn´t given.
Tendency IS a multiplayer mechanic.
Do some coop, and world lands in Light, rewarding you with content.
Do some invasions, and you get Dark, spawning in a lot of fun phantoms and the primeval demon sharks.
The problem is that followup games added a lot of npc content and offline invasion stuff to give the player a proper sneak peak.
So going back and playing DeS offline is a very incomplete experience.
DeS also held pure white and pure black tendency events where if you connected to the online it would change everyones to either.
The other problem is that because of going human being so expensive for relatively little benefit (you just open up a ring slot) with high risk (opening up to invasions in a game full of people with absolutely disgusting loadouts) meant you wouldn't actually get that much action for either invasions or coop outside of a few designated hotspots.
its a great mechanic, especially if it can fail.
Paper Mario coin loss
>Running always works
>Running costs MP based on the level difference between the average levels of the enemy party and your party
>The only times running doesn't work are when your party's leader is knocked out, on the first round of a battle where you're ambushed by the enemy, or if you simply don't have enough MP to flee
here is the correct way to handle fleeing. prove me wrong.
Having recently played an RPG that you could not run, you absolutely need the ability to to run from combat in your game.
Crafting
Radiant Quests
Procedural Generation
Skill checks
Levelling up
Anon, there are much worse mechanics in video games. Like upgrading equipment at a low % success rate with a chance of destroying it. Or perhaps the entire gachapon mechanic.
Or just the entirety of MapleStory. Frick you Nexon.
That's just you being a contrarian
i fricking hate crafting
instead of giving me the item i now have to tediously farm the components of the item
what a stupid waste of time
it's only good when the materials are fixed drops, like instead of getting a sword at area 2 and having to wait for a halberd until area 53, you have materials at those locations instead so you can craft either for your preferred build
I don't understand why devs haven't implemented random-fixed drops yet
Imagine you have a drop from a mob that has a 2% chance of dropping.
If it hasn't dropped after (100% / 2% =) 50 kills, the drop should drop guaranteed.
The kill count should reset if the drop spawns by chance.
This way, you can farm mobs knowing you're not wasting your time.
because that's also a garbage waste of time and not at all what I was going for
Yeah, but your take was moronic.
don't have to take that from a grindcuck
Level scaling in general.
Terrible and lazy idea.
It existed to encourage you to engage in multiplayer, the world changes were more like easter eggs.
>the world changes were more like easter eggs.
Not really, you miss certain items and NPCs if you don't meet the world tendency criteria
>you did not beat the game
You can beat any world all the way through with any world tendency. The items and NPCs you refer to are not all necessary, its not much different than say Dark Souls hiding two areas behind an illusory wall or any of the covenant items and bonuses, its optional content.
Optional content is not what easter eggs are
I consider any content regardless of scale or utility that is hidden in a layer of secretiveness to be an easter egg.
okay
I sincerely hope whoever wrote that experiences a very painful death.
world tendency was fine, and it was explained clearly in jp.
The problem comes from the shitty asian engrish release which is what every guide was based on explaining it terribly.
Then the western release basing itself on the engrish SEA translation doing an equally shit job of it meant it was shrouded in unnecessary mystery.
white = good
black = bad
certain events happen in each, and the worlds change in ways dependent on your tendency. That's the extent of it.
true in english it seemed like some kind of morality system by the way it was presented
which isn't at all what it was
morality systems were all the rage back then
>turns every hunt into a stale MMO-tier rotation shitfest
And this is why Iceborne will never be my favorite
>Oh nooooo my hunt takes a minute longer uuuugh I HAVE to use it
The problem is that there were just TOO MANY things tied to it
>tenderizing is a significant damage bonus on its own already
>half the weapons arbitrarily have to do it twice for some fricking reason
>your most important damage skill is tied to tenderizing
>your second most important damage skill is tied to monster enrage which is triggered by claw slaps and wall bangs which are also free CC
>the only reasonably accessible sharpness management skill for most of the game's lifetime that wasn't a pain to play around was tied to crit which was tied to tenderizing
>duration was very short so you had to constantly reapply it
If it was just a small bonus it would be fine but it isn't
This really doesn't come close to an argument against "just don't use it".
HBG and Bow is there but why don't you use it? Same reason.
>HBG and Bow
Weapons that become stupidly powerful at endgame with the right gear but come with inherent risk
>Clutch Claw
A universal mechanic attached to every weapon that every weapon has to use to be able to function at its full potential and that blanks out a good portion of your armor skill list if you don't use it
Not remotely comparable
Let me guess wystones are perfectly fine though
They would be better if you could use them unsheathed beyond SnS or could have a weaker passive one, but in most cases they can rotate their cooldown/upkeep fine (and you can also choose to double dip if you're confident), and not every monster is frenzied or apex either, so the mechanic is not omnipresent in every hunt like CC is. My biggest complaint would be no alternate means of unlocking the ability to use two via multiplayer, since some people might go light on the game's solo component and it's effectively a necessity post-Gog.
For some weapon specifics, IG is definitely more dependent on Drive for essences, though it's paying the tax for being arguably the best weapon in the game before relics.
Wystones are even worse and I'm tired of pretending they're not
Gimmicky mechanics like these are why I stopped buying G rank expansions and only play the base games of MH titles now
I got burned by 4U, GU and Iceborne with this bullshit
>Wystones are even worse and I'm tired of pretending they're not
How so?
Wystones are buffs that are applied which help you deal with frenzied/apex monsters. When you are dealing with apex monsters, your attacks bounce off so using a wystone(drive in this case) will let you attack them and when you attack them enough times with the effect active, you temporarily kick them out of their apex state.
So what you're saying is that not only do monsters have super armor, which is fairly common, but they actually put the player into hitstun for hitting them without having a specific item equipped and that item changes from enemy to enemy? That's fricking moronic.
It doesn’t change from enemy to enemy, but there is a cooldown so if you failed to break the armor within the wystone buff duration you’d have to sit with a thumb up your ass
The important part to note here is that Drive+Force wystones combined are the biggest single damage buff in the entire series and they not only require you to do a pseudo "sharpening" animation to apply them, they're timed and you can lose your massive damage buff and deapex chance to Diablos just deciding to be an ass and digging and charging nonstop
It's like if tenderizing was 3 times stronger, required to hit monsters in more than 1 weak spot without bouncing, and if you whiff it you had to sit out a long ass cooldown before you could try it again
Genuinely the worst mechanic in any MH game to date and I can't take anyone praising 4U seriously as a result
Just like tenderizing, it was probably a mechanic designed with multiplayer in mind.
>those people who would try to sneak into your party without having any wystones
This mechanic made me go back to 3rd gen MH. I'm never coming back.
i fricking hate it so much
>People complain hunts die too fast
>Clutch claw exists for the people who enjoyed the fast hunts
>Old style mh vets playing without it get to enjoy the longer hunt
This is a case of you literally asked for this.
moron. The fact that the CC is there at all as an option means that you're literally playing the game wrong to not use it. It's a half assed measure where the game is asking "Hey, YOU make the fun. That's not on me, the game designer."
>Using traps and flashbombs is legit!! ITS IN THE GAME SO I SHOULD BE USING IT!
Just admit you're shit at the game.
>Using traps and flashbombs is legit!! ITS IN THE GAME SO I SHOULD BE USING IT!
yes
>ITS IN THE GAME SO I SHOULD BE USING IT!
Yes. If the Dev didn't want me using them, they shouldn't have put them in the game.
Only thing I can fault Clutch Claw for is making the gameplay loop stale if you choose to use it.
>flinch monster
>wall bang
>tenderize
>monster mad
>take advantage of this because you likely have points in Agitator
>make monster flinch again
>tenderize more
>monster calms down
>wall bang
>tenderize
>repeat
Wirebugs were my answer to World not having enough Wedge Beetles to swing from so I never understood the complaints. Plus I'm a sucker for anything that gives me access to the Z axis, and being able to take shortcuts to monster locations is way more fun than corridor running or watching Tailrider AI try and figure out which route to take.
Wrong. Tri U HAS the bug and it was never resolved.
I didn't mind the concept itself. The gimmick was fine and even oddly satisfying at times. But its existence is akin to a cash shop where you can never trust the devs not to deliberately or subconsciously balance the game around it.
Clutch claw is fine, and very fun on certain weapons like lance or hammer.
Wall bang was borderline OP.
But tenderizing was the DOGSHIT mechanic that should have never existed.
In wilds hopefully tenderizing will be gone.
the renbu system in dynasty warrior 6
durability
crafting
time limits
forced stealth sections in non-stealth games
Adrenaline in Nightmare Creatures was pretty shit
N64 version has it turned off by default and psone has a cheat code for it.
Publisher forced them to implement it because an autismo that did not want to play the game could just run past monsters and beat every level in a minute.
The ability to pick up items that have no use whatsoever
>what's that? you're getting fricked in the ass and about to quit the game? well we'll just increase the base HP and damage for all enemies and we will place extra tough red phantoms along the way too, good luck homosexual!
This game was unironically based
Any form of item durability. Literally made to piss player off and waste as much time as possible. This is only acceptable if your game is tagged as roguelike.
stamina bar
I don't know about Demon's Souls, but it seemed like Dark Souls 1 had a bunch of stuff almost purposefully designed never to be observed without foreknowledge, like how Seek Guidance messages work.
Fable 3 equipment.
I'd argue that many mentioned mechanics/systems were just used poorly, maybe looked better on paper. Like level scaling being intentionally used to not let players feel strong by shitty devs (hello Elex 2 from Piranha Bytes). But Fable 3 equipment was pointless from the get go.
You mean the room you had to teleport to to change clothes and weapons or check quests? Yeah, that was stupid. Blame Peter for hating menus.
God that sucked
Fable 3 was full of shit ideas like that
The morphing weapons might have been a good idea if you actually had the option to choose which enemies you’d fight.
It would ALWAYS favour undead and would likely be locked in as a charm if you didn’t go out of your way to avoid them the second you could
Lunar: Dragon Song was loaded with shitty mechanics
>have to choose between XP or items for winning battles
>can't choose which enemy to attack
>almost all of your party members start at level 1 no matter when they join
>running, not running from battles but just getting around the map, costs HP
>>have to choose between XP or items for winning battles
That was actually kino, and honestly should have been used in more JRPGs. The rest, however, were agreeably utter dogshit, marred the experience of the whole game, and made it hard for me to touch any other Lunar game until just recently with Silver Star Story.
it's shit like this that truly makes a game special
There's a subsection of MP survival games where you play as, and grow, as an animal. Some have you play as Dinosaurs, some as other animal, some as fictional creatures.
Growing is these games is worst ever, in most of them involve sitting around doing actually nothing, the most viable strategy is to hide in a bush and only go out for food or water, then do this for potentially hours until your animal is an adult. And what do you do when you're adult? Fricking NOTHING, these games have no fricking gameplay loop.
The game pictured, Path of Titans, is the worst. Instead of being able to AFK and do something else, you have to grow by picking up sticks and rocks and cacti and fruit, etc. And it takes fricking hours and hours in the games official servers, the developers want you do fricking pick nuts as weak pup for a dozen hours to have the privileged to be adult.
And yes, I know mentioning dinosaurs anywhere on Ganker is bad idea, I just fricking hate these games so much and the developers who make them and the people who play them.
what's the endgame for these typed of games? are you just supposed to become the biggest and kill others like those .io games? are they all online only?
There is no endgame. You literally AFK grow in a bush or pick berries for a day and become adult, only to do nothing.
The one game where there is more of a endgame is just a leaderboard to see who died the biggest with more food and water drain, but that game got overtaken by literal, actual honest to fricking god NEET's who'd rather AFK and chat then play a survival game.
Oh god, that growth mechanic. I'd omitted it from my mind. The absolute worst mechanic bar none. Pick up 25 sticks so you get a 30 second growth spurt to fill one of 5 bars to progress to the next growth stage...and if you die you lose 1 1/2 times that progress. Jesus FRICK what were they thinking?
I miss when fromsoft did out of the box shit. Demon Souls is full of shit like that and Dark Souls to an extend
any games that have long walking distances but no auto walk.
I can tolerate it if they give me a mount or vehicle that dramatically increases the movement speed, but if I'm expected to manually "Dash" marginally faster than normal over an entire country's distance, I'll hate the entire game for it.
any narrow level hardlocks for general content in rpgs
>you are too shit to even attempt this, trust us, kiddo
actually can I see for myself? no? I guess I’m rping with an error/infographic interface, neat
the loading screen post death
Easy, Normal, Hard. Only having one difficulty with the game getting harder on each NG+ run is the way to go
That makes games an absolute slog to replay, most good action games have multiple difficulties because the first playthrough on normal difficulty is basically the tutorial to let you learn the mechanics
Not really a "mechanic" but I hate when bosses don't change phases when they're supposed to. When they go past a certain amount of HP, the boss should ALWAYS switch phases or prepare to switch. This is an autistic pet peeve, sure, but I've always never liked it. Special mention to when malenia doesn't go into phase two despite her HP being depleted, usually after a riposte or whatever.
for ER specifically, proper phase transitions require stance damage for some reason only From could explain. Anything works, even if it does only 1 damage. That's why you can poison mist cheese several bosses.
>play game where a lot of the fun is in trying out different weapons
>but weapons are leveled up with consumable items
>weapons that are underleveled are basically useless
>also the consumable items are annoying to grind for
so fricking gay
Doesn't matter because a +5/7 carries you throughout the game just fine, and the remaster has weapon memory where you get locked into gay Oolacile Townshit PVP if you fully upgrade the game. It's better to stay in the Duke Archive/Anor Londo/Sen Fortress/Forest Hunter range, just like in Dark Souls 3 amd Elden Ring, never upgrade more than 2/3rds
>Doesn't matter because a +5/7 carries you throughout the game just fine
You missed the point, you get plenty of materials to upgrade one weapon to max as you go through the game, it just discourages switching because your current weapon will always be better unless you go out of your way to grind
And it doesn't matter. Why would you upgrade to +10 when weapon memory exists?
I get that you're severely mentally handicapped but let me put it this way.
How is the average player going to know what weapon memory is.
Who gives a shit? The player isn't at disadvantage because + 10/+25 are meant to be PVP arena levels and you don't need them, so don't use them
>Who gives a shit?
The people who don't play PvP you stupid autist.
A normal player doesn't go through the game stopping at specific upgrade and level ranges for the purpose of minmaxing for multiplayer, they make number go up
Ah yes, theres are all of the things casual players will know when playing the game for the first time. Thank you for this quality post anon!
it's even worse in ER somehow
>more material tiers
>have to track down mines in the right level range to collect them
>can't buy them unless you find the one dungeon out of 100+ that has the item that unlocks them for purchase
that's not worse moron
I could've fully upgraded like 10 different weapons in my first playthrough of ER without even trying
base Das was one or two at most
I refuse to believe you played ER at launch before they nerfed the material requirements for weapon upgrades
you're right about that, I only played it last summer. how bad was it before?
couldn't be worse than base das anyway
Drop rates were garbage and buying the stones was 4 times more expensive
Between the ridiculous cost and having 9 different tiers of stones upgrading a regular weapon was so incomparably more expensive and difficult than upgrading unique with somber smithing stones that people just wouldn't bother
i never brought a single weapon to +25 because there just was too much, was too expensive and you borderline needed a guide to even unlock purchease options.
somber smithing stone was easy instead, i had many +10 weapons
On the other side of the coin, it was weird as frick how DS2 made titanite slabs and dragon bones common as frick. You read the description of the former and it acts like it’s one of the rarest things in the world, yet I remember checking my inventory and I had like, 6 before mid-game.
they took out the annoying part by making those chunks easy to obtain from the knights just before gwyn. if you spent a few minutes just slaying his knights you had enough chunks for everything that could be broken down into shards or large shards if you needed those
slabs were the grind if anything
if anything it was a really good system that meant if you hit endgame you could max out or just about max out anything before hitting NG+
Weapon durability in nuzelda
Second worst mechanic is rolled stats, I can forgive older videogames for it a bit because it was Gary gygax's frickup first and they just copied him but later games that do it have no excuse
Rolled stats are based. You're supposed to roleplay a character with flaws, not minmax.
Which is fine in easy games, not ball bustingly hard ones
>it was Gary gygax's frickup first
1. The intention was to generate a character.
2. Stats actually don't matter that much in old D&D
3. Even if you exclude 1 & 2, the fact that there was a human DM there meant that he could force you to stick with the stats instead of constantly rolling over and over again and then having to balance a scenario against munchikens.
Definitely not this one. If you don't like it you were filtered.
what do you like about it?
genuinely curious
bloodborne is one of, if not my favorite game ever, but blood vials were a stupid idea, should've been another estus
also magic items using bullets was also stupid, i don't have an immediate answer of what to do differently, but the way it was implemented was slapdick
should've done something like nioh where you're guaranteed some vials on respawn. maybe tie how many to your bloodtinge stat so it's not completely useless unless you build around it
Surely not the actual worst but Mega Man X5 with its weird RNG cannon mechanic as well as its boss level mechanic that just serves to turn them into damage sponges always stood out to me as a really poorly thought out game.
the inventory limits in demons was also dumb
Lunar Dragon Song
>Auto-battle only
>Can't even influence party tactics
>Sprinting outside of battle costs HP
don't forget
>have two separate modes for grinding, one that grants xp and the other that allows for item drops
>cannot choose your target
The game had so many fundamentally bad design decisions that part of me thinks they did it on purpose to kill off the Lunar franchise. In a way, it did because I think the only games for Lunar that came out were basically just remakes of the original games.
>you need accessories to cast spell
>each accessory only allows you to cast one spell
>you only have one accessory slot
>at one point the game permanently nerfs the protagonist's attack
>the weakest healing spell costs so much the white mage can't even cast it until a few level ups
the entire game seems like a dare between devs in making the most agravating rpg possible
i wish more games did shit like this that was obscure, it made the games more mystical. Maybe I don't want 100% of the content laid out before me on a silver platter, maybe I want to feel a sense of achievement for figuring something out or doing something obtuse and difficult. You can beat the game without knowing what world tendency and character tendency even are, most people do. Its just there to reward people who want to master the game rather than just beat it.
Weapon durability
Hunger.
SBMM
DLC and Microtrasactions. There is nothing more sinister than psychologically manipulating people to spend limitless money
FFXII board system
>want to learn how to use this weapon
>better have bought the right licenses on the board
>by the way they are all hidden until you buy the board piece adjacent to it
>to learn what the board looks like buy the guide
Rubbish, especially since daggers were broken as shit and made all other melee weapons garbage in comparison.
>fastest melee attack
>high multihit rate
>high crits
>stat scaled with speed instead of strength
Lets not forget that all the characters played the same and could learn all the same skills so there was nothing to stop you from giving everyone daggers.
for me it's how the best weapons for each character aren't clear at all because you have to take into account attack animations. like fran is the worst bow user
Soul Memory
This, much like the covenants, were always neat ideas. But fromsoftware and miyazaki are fricking hacks, so they never bothered to implement these things in a proper fun way and instead just made the game's combat faster so you i-frame roll more so you can pretend it's a super hype action game. Elden ring straight up doesn't have covenants because they have no clue what to do with them after all these years, all they know is how to make you roll more. They're unironically too fricking stupid to come up with anything at all.
Open world + Level scaling
I don't know why people despise the mechanic so much, you don't need to engage with it at all outside of being a collecting completionist, only one of the weapons you get from white tendency is actually good and by the time you want to collect things instead of playing the game it's very easy to manipulate. The only fault was the fact it synced to a global server average which could get in the way of pure white events and in the later stages of the games life it made the game too easy as everyone started at white.
I don't care lol, I want to unlock the weapons and that is a pain in the ass, that simple
>The only fault was the fact it synced to a global server average which could get in the way of pure white events and in the later stages of the games life it made the game too easy as everyone started at white.
Yeah, that's the design problem. It's more of a fault of the creators, and it's causing some events they created to never realistically have any hope of ever being seen.
I will admit, I think a lot of it is a kneejerk reaction, because the base underlying concept/fault with it is the same for a group project, and we all have traumatic experiences with those.
I don't think there's a gameplay mechanic that's inherently bad as long as it's used correctly its just that a majority of games are created by hacks who can't utilize them the right way
Why didn't they add the cut content into the remake. It would have given a reason to play the game for people that had played the original.
bluepoint doesnt add features to remakes
>play new content in a worse version of a game
lol
The cut content was repurposed into Tomb of the Giants in Dark Souls. They used their ideas as soon as they could instead of waiting for a remake that might not ever happen.
The remake was already rushed and outsourced like crazy, definitely didnt' have time to add new content.
>game doesn't tell you what a skill does, what any of the numbers behind it are, or how much it increases by putting more points into it
>you just have to invest into it and find out by trial and error
>some skills are deliberately terrible
>some skills have deliberately uneven growth curves so there are specific sweet spots where you have to stop putting points into them
>there are no respecs
That one universal studios game where in order to go on the rides you have to spend 10 minutes running around picking up trash. What were they thinking?
Valkyrie Profile: Covenant of the Plume
The whole game and story revolves around one of Valkyrie's feathers. The protag's father died in war and was taken by Valkyrie as an Einherjar to fight in Valhalla. Valkyrie left one of her feathers on his corpse. And so the mentally moronic protag blames Valkyrie for his death.
The protag later dies in battle too, but enters a covenant with Hel. She'll revive him, but under the condition that he gathers "sin" by using the feather. When you use the feather, one of your party members will become invincible, but die (permanently) at the end of the battle.
The problem is that, IF YOU USE THE FEATHER AT ALL, EVEN ONE SINGLE FRICKING TIME, YOU WILL BE LOCKED OUT OF THE GOOD ENDING
So the entire game's unique mechanic is a mechanic that YOU SHOULD NEVER EVER ACTUALLY USE
Even in the post-game bonus dungeon Seraphic Gate, the developers say something along the lines of "this game makes no sense!"
I understand from a certain perspective but if you didn't think a JRPG would punish you for sacrificing a party member for power then you are dumb.
It's not about what he thinks, it's that the literal key mechanic of the entire game was using the feather to make a character go super saiyan. It's like having a first person shooter, but if you ever use a gun then you're locked out of the good ending.
>It's like having a first person shooter, but if you ever use a gun then you're locked out of the good ending.
Lmao don't give pretentious devs ideas
It wouldn't be anything new.
Well, you could kill like 10% of the population or all major targets, but no normal people and still get low chaos.
At least Dishonored gives you some leeway
Yeah dishonored 2 basically shits all over what made no powers run through work in 1. The game just isn't made for no powers run through.
I hate leveling up and everything tied to it, such as grinding and scaling.
dark souls upgrade system
weapons going from +1 to +25 is a garbo system
how about instead a good weapon is good and a bad weapon is bad
to make sure every option is viable, encourage different playstyles, players experimenting with weapons and movesets etc?
every option is not viable, nobody is going to actually care about shitty weapons like a broken knife
it does not encourage different playstyles, because progressing in the game places a requirement on having an upgraded weapon and that puts opportunity cost on switching weapons
people do not experiment with different weapons, they go online and ask others "what is the best weapon to use" and hyperfocus on that instead
You're right, the game should just get rid of different weapons abd moves entirely and just give everyone one weapon and a single R1 string like Sekiro, that's plenty
nice retreat fricker
yeah if you cannot make it good, make it like sekiro which is a lesser evil of a situation
if you want me to have different classes that play differently, give me different classes that play differently
but dont litter the world with garbage options and then pretend they are all real serious choices
"wow this stubby spear with a garbage moveset sure is interesting" said by nobody
>but dont litter the world with garbage options and then pretend they are all real serious choices
The good options aren't good without garbage to stand out against
It's a part of basic game design, rewarding people for discerning the good from the bad, and finding hidden gems that might look unassuming at first
only thing you will feed is people opening wikis to make sure they will not get trapped by a garbage option
Part of the learning process. If there are no bad choices then your game does not have choices.
it is a video game
every option should be fun and good, because I paid the devs money and they job was to make everything fun and good
Weapon upgrading discourages experimentation by tying material cost to trying out a new weapon
Even if you discover that the weapon is shit you can't get your materials back afterwards
I invested few resources without exactly knowing the end result and got something that I did not expect HOW DARE THE GAME NOT GIVE ME WHAT I WAS EXPECTING!!!
>I invested few resources without exactly knowing the end result and got something that I did not expect
When resources are scarce and hard to get that's bad, yes
And as a result players are incentivized to either just look upgrade tables up online or to stick to what they know works rather than risk wasting upgrade materials
You are a minmaxer shitter
playing a mini game to save
what demon spawn thought of this?
What crazy game thought that was a good idea? I've never heard of this before.
This fricking drunk. Won't even do anything without chugging like 3 bottles of vodka. Takes forever to do it too.
When you complete his quest he does it without the vodka
>game has lots and lots of build autism
>but game doesn't tell you what the fricking stats are for things
>this weapon has 3-star crit damage but this one has 10 fingerless glove meter, while a third has "increased attack speed"
>and when it does give numbers they are absolutely useless and have nearly no relation to real performance, the only info you can glean is that bigger number is better for weapons in the same class
looking at you monster hunter
This is a good thing though, not displaying numbers means people don't worry about them when they really don't matter at all
World did irreparable damage to the franchise by being too transparent with its numbers and promoting minmaxing
Displaying damage numbers was one of Worlds most heinous crimes. Blood spatters and weapon bite were more organic ways of displaying more or less the same information.
Blood and hitstop only tells you about whether you're hitting the right body part and nothing about how much damage you're actually doing
The entire argument behind the numbers from the devs was that they didn't want players to have to rely on external resources just to know whether one armor skill is better than another
But does it truly matter how much damage you're doing exactly? You want to hit the weak part as much as possible, unless you're aiming for a specific break or cut.
Only if you're going for very risky Heroics strategies or the like is when you'd want to calculate whether or not your hit will flinch, and that's reserved for the speedrunners, 99% of the playerbase is too shit to even think of actively using even Adrenaline.
>But does it truly matter how much damage you're doing exactly?
I mean, yeah? Your weapon has different moves, your armor has different skills, how are you supposed to make educated choices about which ones to use if the game gives you no indication how strong any of them are? Especially with how big weapon movesets and the armor skill pool are today compared to what they were like back on the PS2. And if you're just going to say to use whatever because it doesn't matter, then how is that interesting?
It really doesn't matter though. Use whatever moves you like and wear whatever gear looks cool. Numbers only distract from the core of the game. Hit it until it dies, don't get hit. That's all.
You make a good point though about the fact that the series has become overcomplicated and bloated since the PS2 days. Damage numbers are a symptom of a problem, not the problem in itself. If you make a game that's simple and intuitive to understand you don't need numbers.
>Different weapon moves
The usage of different moves is more dependent on the current situation of the battle than what is 'optimal' in terms of damage. Pre-World GS is the easiest example. Yeah, in a situation where there are no skills involved at all the level 3 smash charge is the strongest move you have available, but the level 3 draw is usually the faster and more reliable option, and sometimes you only have the time for a level 2 or even just an unsheathe. And sometimes the upswing gives the right reach to get to that tail.
The actual damage you do in those situations doesn't mean all that much, it's knowing what to use where that matters.
>different skills
For all the different skills, the offense boosting ones basically boil down to +raw, +affinity, +element and +sharpness. With Crit Boost and 3U/4U Weakness Exploit being the big outliers. The raw vs crit average calculations are really easy if you truly care, but in a lot of situations you are constrained by skill synergies and your charm. I'll admit that knowing the difference +element makes is a bit harder than the simplicity of the raw values, but once you know that element favours the faster weapons you can make a solid educated guess.
World's skill bloat (and Rise taking that bloat and running with it) fricked things up, by allowing you to take everything and the kitchen sink.
The game doesn't even tell you that sharpness is a damage boost, or how much of a damage bonus crits are, or what element does, or what "affinity" even fricking means (it's a mistranslation of crit rate that stuck around out of tradition), or anything
Everything you mentioned is predicated on looking shit up online that other people either had to painstakingly test or datamine
I don't think you realize just how incomprehensible a lot of MH used to be just because you've played it for so long now
>Pre-World GS is the easiest example.
Yeah because it's the only example you disingenuous Black person
MH is full of moves with MVs that make no sense and weapons where you just ignore half the moveset because it does shit damage but that's difficult to intuit without looking it up
>The actual damage you do in those situations doesn't mean all that much
Go into a 5 star room with a 1 star weapon of your choice and then say that shit after you've timed out on the hunt 7 times in a row.
>malding over an optional feature
damage numbers are good for rpgs because they allow you to quickly gauge what damage type enemy is weak/resistant to, or for fps games like tf2 that let you do quick number crunching to determine enemy health. I will never understand the subhumans that enjoy number vomit however. Most of them tend to be asiatic/chink too
Any mechanic is the worst mechanic if it's thrown at you unexplained and the game just expects you to make something out of it. And no, expained != descibed. So BG3 reference does not help and does not make a difference.
It is because of this I'm getting filtered from enjoying any CRPG and RTS and TBS and shit. All these games just keep throwing "thing X does Y" at you and then expect you to use this shit freely and intuitively, which is not how it works for us, lowly measly proles who have a job.
A particular puzzle in the 1990s point and click game Rama. It required the player to add/subtract a sequence of numbers using the base 8 numbering system. While the game provided clues for what needed to be done, no one familiar with number base systems would have any idea what was required.
An example of a game being too inaccessible.
The problem with World Tendency is that it was promoting two conflicting ideas at the same time. One is that it wants you to play well so you don't suffer the consequences of dying and turning the worlds to dark world tendency. But it also had exclusive content in both light and dark tendency so you basically had to purposely have a nice day and or farm those stupid plague babies for the things to go back to light world tendency. It was a neat concept to try but I'm glad it didn't end up in any other games.
you got light tendency from doing coop and helping host kill a boss. light/dark tendency wasnt seen as a reward but rather as a result of what kind of player you are.
Remember that there was also a Character Tendency system that is separate from the World Tendency system. Man, I love Demons souls but the game is really a mess on paper.
>game has a fun mini-game like poker or whatever
>find out that the game is stacked in the AI's favor with no way to counter it
yakuza does this shit for most of their mini-games and it pisses me off because you basically have no reason to actually play it outside of using the cheat items to get your win and 100% competition log done
not sure if they cheat in mahjong, I've been told it can depends on the game
yakuza mahjong is just skewed in general as in both the player and the npcs get faster and better hands than you would get in real mahjong
Universal parry systems where the best way to play the game is to just stand still and deflect everything the enemy does and never anything else
Defense should be interesting and not just a single timed button press
ATB
>ctrl+f grass
>ctrl+f animal tracks
>no results
Hear me out: what if we took our game series about living a comfy life in a small town where all you do is walk around to do things, and we punished the player for walking around.
Probably something kawazu thought, like FF2 system where the easier way to level up is to punch yourself, or how shit in saga games scales and if you do the wrong side quests it's possible to soft lock yourself
Forced stealth is never fun.
All moves in Monhun on a weapon are meaningful
Ehhh not really
Sometimes you should not risk going for high damage moves only, sometimes people ought to use the non-charge GS combos for example to just chip damage off a monster
In World I had to advice so many new players to stop going for TCS and learn the monster moveset first
There are still plenty of weapons that have moves you should never use
Gummi ship.
AI gets free resources, faster build times, etc. And worst of all, instant, free wonders in Civilization games.
Make a good AI that can strategize, you motherfrickers.
It's tiresome that every publisher is excitedly raving about new AI tech but no dev or publisher seems to be passionate about using it to make the computer opponent AI better.
It was good in both theme and theory.
yakuza 3 pool
Tagging in shooters.
quick time events
unskippable cut scenes
the breathing in naissance was insufferable
Certainly not world tendency since that's one of the best of all time
sprint sucks in almost every game
rolling, they put so many fricking iframes in it so they don't have to design enemy movesets around it unlike monster hunter. it's anti-design, really.
IVs and EVs in early pokemon games.
I hate all of the "gain xp by doing things" mechanics, it always ends up being more annoying and more grindy than standard xp system.
Honestly the cyclic nature of Starfield is the worst implemented if that's what you mean. They didn't do one modicum of testing it with characters constantly commenting on character deaths on future cycles even when the supposedly dead character is standing right in front of them.
Limited inventory
And people wonder why Riseshit flopped
>weebshit
>looks like trash compared to world
>there is no world to explore and interact with like in the previous game
>no verticality
>it's literally monster fighter instead of monster hunter
yep pretty much. Monster hunter rise is pretty much a glorified toddler musou game
The wirbeug evasion being the biggest srubby crutch in the series.
>there is no world to explore and interact with like in the previous game
Literally only World had this and Rise was in development since 2015, long before World released, it originally wasn't even supposed to have seamless maps
>no verticality
What, you mean Ancient Forest? That shit was trash.
>it's literally monster fighter instead of monster hunter
Like every MH game in the last 15 years
Rise has plenty of problems but these dumbass buzzwords aren't them
God I wish Ichinose would stop jumping the shark. All spectacle bullshit.
>flopped
>sold more than gen 3 and 4 combined
Nice try you fricking fifth fleet homosexual
Wirebugs aren't good but at least they don't suck as much as crutch claw.
Bottom of the barrel gimmicks both of them.
it never got in the way of play
only one time in skele island there was some gang Black person spawnganking me after i dropped the game for a while
like you could just run away, but i wanted to kill him but he had 9 gigamillion health making the fight a bit of a drag parrying and backstabbing him 9000 times
but it never got in the way of anything and not understanding how it works didnt stop me from enjoying the game
The fusion system in all Megaten games. I always fuse at random, hoping to get a higher level and decent skill inheritance.
slag in bl2
adp in dark souls 2
Fable 3's podium inventory.
I would have let it slide but to extend that to merchants was fricking moronic
this mechanic in Breath of Fire 5 effectively puts the entire game under a time limit and doing basic ass shit like dashing speeds up the timer.
Using your dragon mode, the thing the Breath of Fire series is known for, greatly speeds up the game over timer.
and the only way to reset the counter is to do NG+ in a game with frickall carryover since all you keep is gear in a locker
I'm not defending the whole "Oops you used the Dragon Trigger too much your save is now softlocked, better SoL Reset" aspect of the mechanic, because it feels designed for the "Oh you used an important mechanic? You didn't beat the game" kind of people, but seeing so many people worked up over what amounts to a time limit is so funny to me
That's not really true, just withold usage of the Dragon outside of bosses and use lots of healing items, make sure to bait enemies to gain initiative as much as possible, and you should be fine
Ds2 soul memory hands down
Last Remnant. You literally get punished for fighting and gaining exp. You can literally soft lock your game if you level too high making battles impossible to win.
Please explain how leveling up makes the game harder and even impossible to beat
it slows down your chances at raising your characters stats in comparison to the enemies you fight mid/late game cornering yourself into a "can't catch up!" situation
Not that anon, but because the growth mechanics are moronic and enemy scaling is higher than the player's unless they're using certain jobs which the unlock requirements are completely obfuscated from players, like many classes require a certain skill to be above a certain threshold, okay normal enough. Then it also requires that to be your HIGHEST skill. So you see how this fricking guts flexibility and hardcore punishes experimentation in a game that. Shit's so bad Square Enix unlisted it from Steam and didn't put up the remaster. Notice how being able to fricking SEE THE STATS OF ITEMS is listed as an improvement for the PC port.
Game was F U C K E D.
https://store.steampowered.com/app/23310/The_Last_Remnant/
Ah, the first filtered brainlet thread of the year, how very quaint
You don't.
The game has a mechanic called Battle Rank (BR) that was widely used in SaGa games in different ways, in this game it's an internal stat multiplier for enemies that gives them stat bonuses according to how many fights you win, this means the game keeps a vague semblance of balance at virtually all points no matter how you choose to proceed, while also rewarding more savvy players that take their time to learn the mechanics
Keep in mind that said stat adjustment not only results in variable exp gain for you but also has floors and ceilings, enemies will not get stronger past a certain point in the BR which means that you CAN "outlevel" them even if you're a total brainlet who refuses to engage with the systems at play, you just need to keep grinding like the monkey you are for several hours as punishment for being a moron.
Unfortunately the average jrpg player is fundamentally stupid, somehow more stupid the the average Wrpg player, and Squaredrones in particular have been trained through moviegames for all their life so any game where you can't simply mash X to see the next cutscenes is unfathomable to them, and TLR is a pretty simple game, basically an extremely watered down SaGa game mixed in with Ogre Battle.
The PC port was made even easier because 360lets complained so much about it, no wonder Takai made a super watered down DMC clone with FF16 considering this is the Squaredrone audience.
>this means the game keeps a vague semblance of balance at virtually all points
It's a single player game Black person, who cares?
Timed missions
Escort missions
How has no one said this yet? The entire premise of the timed playthrough, the fact you have to kill thousands and thousands of monsters in one playthrough to get the best ending, the fact you have to min max the shit out of it like some adhd moron just to even be able to do that too.
but you get enough AP to spam the "slow/stop the clock" ability so the timer is not really an issue
>kill thousands and thousands of monsters in one playthrough to get the best ending
False. You can get the best ending without killing every single monster.
Crafting. More specifically genres like open world games forcing you to horde EVERYTHING for the sake of crafting better shit. Fallout 4 and BoTW/ToTK stand out the most for this and I fricking hate it. Also anything involving gear with procedurally generated stats is trash because the gameplay loops are boring and most of the loot you find is terrible/gets sold off or at worst ignored
Entirely why i dropped Nioh 1, the diabe-girlke loot system is dogshit.
>turn based JRPG
>you and the enemy share the same MP pool
>has fire emblem style weapon breaking
>you move very slowly on the map
Definitely not world tendency! Sure it had issues but it was fricking cool just how experimental DeS was. Each subsequent game has played it more and more safe.
Probably the POE talent trees
Final Fantasy 2.
What a weird "Level up" system
All the hidden stats in pokemon piss me the frick off.
By Gen 15, an NPC might finally acknowledge IVs outright and let you see them down to the number :^)
I don't even mind enemies getting stronger/weaker depending on world tendency, but the whole
>you can only get to this or that place/explore an area fully when some rubble magically disappears if you're at pure white world tendency
feels a bit dumb and arbitrary.
I'm used to not discovering everything in these games and can live with that, so it wasn't the biggest deal. But still.
hunger.
never seen a single game that doesn't use it beyond a glorified timer and arbitrary inventory limit.
Being a time limit is the whole point
Then give me an actual time limlt. Not some lame and boring ass mechanic meant to arbitrarialy limit my inventory when not even being hard to manage in the slightest, so it's not evne a timer anymore.
>Hunger
I wouldn't mind hunger as a mechanic as much, but the games that put it in usually amp up the timer rate so hard that you basically have to spend an entire in-game day stocking up on it and making it your job. I want to play the actual game at some point too.
The only game to do it somewhat correctly funnily enough is fear and hunger, acts like a time limit in some sense.
However it also has a light mechanic and it fricking sucks and thank god it got removed in its sequel.
Tactics Ogre is full of obscure bullshit mechanics but Chaos frame is the worst of it because it's fricking invisible for most of the game and locks you out of recruiting certain units like Cressida because you've spent half the route killing members of her faction so your chaos frame will always naturally be too low to recruit her unless you artificially manipulate it through some dumbshit exploit.
This, holly shit when I learned about it I was fricking pissed. Also not really a mechanic but the way the last dungeon + final boss section is organized is a crime against fricking humanity. It's long as shit (even with shortcuts) has tons of maps that have ledges and narrow spaces where you can fall off and permadeath your characters if you get critted one to many times and after all of that and without any possibility to refill items or anything, the final boss appears and is some of the most bullshit "lol you mad" joke devs could ever think of. Because you will die to it and restart the whole fricking thing unless you've read a guide and prepared beforehand and even then good fricking luck. The clone fight can already be a chore enough but phase 2 is like the equivalent of taking some old mans cane, let him fall on the ground and then beating the shit out of him with it for no goddamn reason while pissing your pants out of laughter. It's fricking infuriating.
Why you mad, anon? Just use better tactics.
I kid, I had to look up some strat suggestions, because I didn't remember how I beat the final fight back when I played LUCT. Had to use a single dragon to not get my shit pushed in completely and even then had Olivya die.
I'm mad because it's really bullshit and is some insane difficulty curve when you play it blindly. But yeah usually dragon strats takes care of phase 1 and then phase 2 can still be hard if he decides to frick with you.
My point is the entire end section is poorly designed and just ground for massive frustration.
I aggree. I get wanting a difficult gauntlet with a twist at the end, but it's more obtuse than fun.
Wanted to recruit Cressida in my Reborn playthrough. Spent an hour or two trying to make it work, but kept failing. It's some real bullshit.
world tendency was unironically one of the most fun aspects of demons souls.
>start at 0
>dying as human brings you down
>killing bosses/NPC red phantoms/primevil demons brings you up
>primevil demons only spawn at -3 tendency (the lowest) and only in a specific spot in each map
>if you're smart you can bring a world from -3 to +3 in a single run by killing the primevil, a boss and a red phantom, ensuring you can quickly get all tendency unlocks
>doing this required planning and skill because if you died during this run you'd screw up the order and potentially lock yourself out
high risk, high reward. I'm sorry you were filtered by a mere game mechanic.
all things you're going to figure out on your own without a guide btw
Games having obscure mechanics players need to discover and share knowledge about is great, all this obtuse bullshit is how Souls ever even got a community
Soulsperm community is trash and the games becoming popular made them worse.
>>if you're smart you can bring a world from -3 to +3 in a single run by killing the primevil, a boss and a red phantom, ensuring you can quickly get all tendency unlocks
You can't, you need first to bring it down to get in body form and committ suicide several times like a fricking moron
Getting in body form in Demon's Souls is not easy, it requires a very limited consumable.
This excludes manipulating tendency in the first areas. By the time you have the resources to even bother the game is basically over. Another way is killing NPC which cuts questlines in both tendency and thus content.
total war warhammer 3 is full of moronic bullshit meant to powercreep certain races like skaven settlements looking like ruins or tzeentch lords being able to cause wars between allies or swap the ownership of settlements around or teleport on top of your army and offensive ambush you. of some a lot of races get complete dogshit mechanics like bretonnia cavarly can go into lance formation however your units lose a lot of melee defence (this isnt told to you) so you rarely want to actually use lance formation. there's a bunch of moronic annoying mechanics in wh3. a lot were in wh2 but wh3 just went overboard with the bullshit given to the new races to sell their dlcs.
Vagrant Story's entire affinity system
Gear upgrades with a random chance to succeed where your gear breaks if it fails.
As seen in every asian MMO ever made.
BDO is a lot better with it now, well it never did break it just downgraded but they give out free endgame set then a free endgame endgame weapon ontop and they give out tons of free cron stones which protect item upgrades every month.
Yup, gotta go to the cash shop to buy the protective item (that only prevents the breaking of your gear when upgrading fails, not guaranteeing a success, mind you).
Endgame affixing in PSO2 was hell, blow hundreds of millions of meseta and brew autistic combinations to make the right materials for your affix and even with all the best success chance boosts you still had a pretty good chance of failing and having all of your money go down the drain
Oh so its not just PSO til the end of time that is autistic. I took one look at the shops and noped the frick out.
Lootboxes
enemy health bars and tagging enemies. all this ui shit pisses me off in modern games
>tagging enemies
I like the idea but hate how it's implemented. Shit is just easy mode for stealth they really need to implement tag limits and make tags disappear after like 30 seconds.
GunZ the duel
hunger
repair
The draw mechanic in FF8 is pretty bad to me. Sitting around and using that shit over and over again isn't fun.
Roguelites and any and all games designed around short "runs" with high degrees of randomness
Literal slot machine game design
It really depends. With some games it means you really learn the ins and outs of how to react to obstacles that you wouldn't need to delve as much into if all the game had was preset situations that are the same every time.
Usually made by schinzobrains broken by wanting to imitate the greats, which means
>Dogshit gameplay, build priority is basically playing a autobattler until your randomly die
>No QoL features
>X feature such as deckbuilding from a similar game, but without any mechanics to make it work
>Randomness for the sake of randomness
>No level design, because procedural memes
Don't forget absolutely no balance or depth, success and failure are entirely down to whether you get the right drops and spawns or not
I don't even want to talk about Valkyrie Profile 2 and releasing einherjar.
Valkyrie Profile as a series is kinda like that. I like the games, but there are few gotchas you oughto know.
>start playing VP1
>naturally research most jrpgs I start, so I have an idea of mechanics and how I want to tackle things
>read about the hero points
>notice how literally every single area you enter takes "time"
it's really not that bad, but it's just annoying
The mechanic I raged the most in a modern game was Terriria's low fishing chances.
For older games, anything being tied to random chance will be the most annoying, especially if it's for story progression. Level Drain will be better any day compared to shit like gambling in an area where you get a random chance for it to happen just for a chance to get a story related item.
Terraria lighting autism.
there's nothing worse than fishing in any game
>wait till something
>press whatever
Most of the time fishing in games is inoffensive, then you have shit like Harvest Moon 64 and Save the Homelands.
HM64
>have to hold the button down constantly
>when the line bobs you have to let go immediately
>even if you feel your reflexes are lightning quick 9/10 it's still not fast enough
>in general feels like luck whether or not you'll actually catch anything
Save the Homelands
>you're able to move your line to shadow spots where I fish may be
>if the fish bites directional arrows appear over the shadow
>hitting X hooks the fish, but sometimes it won't work and you'll reel your line is so you have to recast
>if you do hook the fish you need to hold down the X button and move your line in accordacne to the flashing directional arrows
>game has a bad habit of not registering the direction you're pushing no matter how hard you push the analog stick
>whenever the promt asks you to push the analog stick up it's as its worst in terms of registration
>you HAVE to use the analog stick as using the dualshock dpad does nothing
>most of the time you'll catch jack shit because the fish breaks free
>it gets worse the bigger the fish is
>there's also a chance you'll fish up junk
>you can tell because it won't fight back or give any resistance before you even bother to reel it in
To compound it all, both games have a special power up which can only be obtained by fishing, and in the PS2 game it's worse because you're basically subject to fishing up trash until you get lucky enough to actualy reel in the power up.
>Bunch of homosexuals online act like morons
>Weapon, material and upgrades stolen
World tendency is so shit
So now we're just makin shit up huh
No, I'm not, that's exactly how it works. I already know that the posers that defend world tendency barely played Demon's Souls spamming fachion and soul magic in every single, but world tendency is a constant snowballing of the game that cucks you of most of its content, even worse if you are online.
Gacha
I hate when games have a super secret special true ending (which is the only good ending) that requires you to do a bunch of stupid random bullshit you would never figure out on your own to obtain. The worst part is that it’s usually long ass RPGs that follow this trend. I’m not against hidden joke endings, it’s just making the true ending hidden that pisses me off.
Do games still do joke endings?
Only game that try to be funny like Outer Worlds
>Giving the correct answer to the literal first choice you make when starting a new game is a requirement for the secret ending
Goddamnit Owlcat.
Silent Hill Downpour has a silly joke ending. And yes, you have to do a bunch of esoteric stuff to unlock it.
test
As a defense for the Monster Hunter damage numbers, I started with Tri using a great sword and I didn't look up any online resources or anything, just trucking along.
I had absolutely no clue how much of a difference the charged slash was to the normal one, nor did I really register the body part damage differences that well either as hey it either bounces or doesn't that was good enough for me.
So I would go on hunts and pretty much charge a slash once or twice and rest of the hunt just normal slash, sweep, slap, roll and repeat. Most hunts almost timed out.
Soul. Damage numbers are gay
Honestly it absolutely would be if it weren't for the multiplayer aspect.
Stamina in the early NA release of Tera
>doesn't have the ususal asian daily gameplay limit because you can just sit a few minutes next to a campfire so it has no real point
>no P2W items to refill stamina so it's not even about money
>needs to be above 100 stamina to use charms
>dying put you under 100 so everytime you die you'd just drop a fire and afk a couple minutes
Also the charms were dumb. You had shitty cheap random ones, or slightly more expensive (but still cheap) guaranteed ones for every possible effect, and every class used the same ones anyway as they were massively better than anything else.
anything and everything about path of exile
>knocked unconscious
>battle immediately ends no matter how much you outnumber the enemy
>50/50 coin flip decides whether your top tier units die
Unplayable without mods, blowing one's brains out is a preferable alternative
M&B isn't deep enough as a standalone, also endlessly respawning enemies that don't obey the rules of the game is just moronic, just like in RTS where they can mass spawn units infinitely, black and white 2 had this same problem yes I know theres better examples
Reminds me of how in the early pokemon mystery dungeon games the only thing that mattered as far as a game over was concerned was the team leader being knocked out, even if you had team members left and even though you could just switch your team leader in dungeons anyway.
I seriously think it took them until the last game for them to properly make it so you only game over when your team is properly wiped out.
Gear-based leveling in Faux-RPG action games. The "success" of Borderlands and Destiny fricked triple-a games for a decade and only now are they finally catching on that it's shit
Hunger
whichever motherfricker invented bars for stats instead just using numbers need to be analy raped to death
oh yeah I sure enjoy comparing a weapon that does [____________________] damage with [____________________] one
It's especially aggravating if it's a later entry in a series with earlier entries using numbers just fine.
is this about darktide
They updated that UI. The current version has a percentage next to the bars, and you can open a detail window telling you the possible range and the exact value your weapon have for each stat.
>randomized loot has stats like these:
>+0.25% damage against X
>+0.01% crit chance
>+0.000456% glorbus meter
fricking horrifically bad game design that seems to be in everything now.
nobody can seriously believe flashbombs are cheating
enemies being weak to/resisting certain damage types.
day/night cycles where the night is too dangerous to do anything but you can't skip it and there's nothing to do at night
Character leaving your party in a rpg and taking all their gear with them. And it keeps happening.
I loved Grandia but at least give me a warning or don't take the goods ffs
Consumables that gives buffs so minor they're not worth the time or inventory space. Even worse if it's a turn-based game and it takes a whole turn to use them.
Absurd rarity either due to RNG or heavily slow grinds. The king of shittiness may go to this armour set alone.
non-issue back in RS2 when the community had soul and people played minigames for fun. Didn't OSRS have to make Castle Wars a F2P minigame just so people can bot it more easily now?
Nah frick that. Cwars was more fun in the day before grinds took over and I miss playing with 100+ homies, but this set was always bs and I've never seen anybody wear even one piece due to at least 100 hours needed of pure winning per piece. For cosmetic Addy armour. What a load of shit.
Yeah, this was fricked up. Idk if OSRS changed it, but you used to get ZERO tickets if you lost. 1 ticket per tie, 2 per win. 25 minutes per game + pregame. The platebody alone is 800 tickets. Holy. Frick.
>Le 1/10k
>Anon A: 'I got it first drop :)'
>Anon B: 'I'm 100k in and still at ground zero :('
Frick random encounters
>Demon's Souls