Time is money is actually a true statement regarding the value of labor in society. Darkest before dawn is just emotional bullshit to make people feel better because they will eventually get over a tough spot in real life. That 3rd one is made up bait that no one has ever said.
Your a fag.
This thread is now about big titties in non porn games
Exceptions that prove the rule are a real thing, it's just everyone uses it wrong >no parking here on Sunday
This implies it's ok to park there every other day except Sunday. Hence the exception (Sunday) telling you the rule (you can park there every other day)
The one everyone genuinely gets wrong all the time is "begs the question". It does not mean "prompts a follow up question" like everyone thinks it does.
>Time is money is actually a true statement regarding the value of labor in society.
young adulthood is thinking time is money
Adulthood is realizing money is time.
Depending on the game this is pretty lame yeah.
Like for example rise of the tomb raider was worse for it, but I can't even blame the devs, because dumbass fans asked for it.
>I can't even blame the devs, because dumbass fans asked for it.
Fans ask for all sorts of stupid bullshit. They'll always want more features, so it's on the devs to say no.
Imagine how much harder it would've been to level design for Elden Ring if it had swimming and climbing and gliding, like a non-zero part of the playerbase wanted.
ITT: no one explains why they hate mechanics they just list things they've seen before, without suggesting alternatives
you stole fizzy lifting drinks!
Genshin added underwater combat. It's bad because it's a gimmick where none of your characters are able to use the movesets you pulled them for. My alternative is simply not adding underwater areas and combat, and putting all the resources wasted on it into more land areas, thus supporting the core gameplay players originally signed up for.
FALL DAMAGE
I NEVER GOT THE POINT. THERE HAS NOT ONCE, IN TEH HISTORY OF GAMING, WHERE FALL DAMAGE DID ANYTHING MORE THAN MADE BACK TRACKING ANNOYING.
The only game, ONE game, that even used fall damage in an interesting way was minecraft, because you can argue it'll make exploring crypts easy. Maybe Thief but I confess, I only got to the tomb and forgot to finish the game, so I forget if they made interesting use of it.
But in Skyrim, Gothic, New Vegas, Postal 2, and countless others, it's used solely to just make the world less navigable. You don't even unlock ways to mitigate it, except in Gothic where you can turn to a fly thing
It's honestly a really fine thing when it is reasonably limited and, for instance, doesn't let you redirect your jump arc and forces your momentum to carry.
Levelling up, just fucking end it man. At best it's a crutch for retards to overlevel and bypass any challenge, at worst it leads to atrocious roadbumps in your playthrough because you need 8 more levels to damage the next boss in any capacity. Then there's epic trolls like the dance competition in Shin Megami Tensei 2 where you NEED 15 levels in a useless stat to progress the story because uhhh you just do.
Agreed with this, always fucking hated it but I can stomach it in older games.
Swimming
Boy insure do love clunky controls and being forced to use a spear/harpoon gun for this one particular section of the game, and never again. And just overall playing the game in a completely different way that the devs never intended for.
Obviously the exception is full on water gamesime subnautica.
Fast travel. If you aren't naturally led to the next place to go, and actually need to open a menu to teleport around then your game is probably shit. Very few exceptions.
I love abusing vehicles. Trophy system+hulldown and you are basically untouchable in CODM
I even added a vehicle mod to my minecraft pack. Lovecraftian horrors are nothing in the face of 88mm ap round
>Romhack advertises new types >Cobalt weak to Wood and metal but only when the kitchen door is pointed east. >Everything's weak to Gevurah, except for grail or edge but only when duel typed with Long or Hour. >I'm can just using toxic on everything like I normally do in these kinds of games
We STILL have >Escort quests >Enemies that stun you (bonus gay points if you have to mash a button or waggle a stick to recover) >cutscenes showing a door opening that's right in front of you >Characters talking while you stand and wait for them to shut the fuck up before you move on
Time is money is real though, especially in the case of videogames
if you include excruciating repetitive grind in your game it's morally correct to save yourself time and skip it by cheating or save editing it in
The funny thing is that I was watching a video of an old PC game in a Ganker thread, where you don't actually die per-se, but being defeated results in a context dependent cutscene where you get dragged off from your current area into a dungeon or holding place where you are tortured that you have to escape from if you are defeated, which will generally be near where you are and a totally unique and actual but hidden part of the environment. It was really weird, because devs don't normally put that much effort into 'defeat' states and just see dying as redoing things as "how games work".
The soft bad ends in Degrees of Lewdity are pretty cool, especially the farm, asylum gets a bit repetitive as you go through the motions, I imagine it doesn't take even near as long to escape in that game you are talking about though.
ITT: no one explains why they hate mechanics they just list things they've seen before, without suggesting alternatives
you stole fizzy lifting drinks!
Equipment durability. Either the durability is too low and tedious... or it's too high and it hardly matters, except when you forget about it and it becomes an annoyance.
I don't think anyone has ever went >Oh boy I really am excited to repair my sword/gun/armor for the 10th time.
It only makes sense in survival type games, like STALKER I guess. Even then, I think it's shit but at least it's understandable.
Take any of your favorite games. Add equipment durability to it, if it doesn't already have it. The game is now worse. I rest my case.
Movement. i mean: why do i have to move all the way to the enemy or ally to complete my task!? i didnt buy the game to do chores for anyone i like sitting just as well. also win conditions. why are modern developers forcing the global agenda on gamers by showing them how to be "winners"??? fk this shit
You don't have to keep working, but there's always opportunity costs. Plus time in money works in reverse too, money is time. When you already have enough money, you don't need to work as much and can enjoy more leisure time.
I'm not surprised a 4chantard doesn't understand. Stay poor and keep blaming the garden gnomes for your pathetic life.
>Time is money is actually a true statement regarding the value of labor in society.
young adulthood is thinking time is money
Adulthood is realizing money is time.
This. Both are true, a = b and b = a. The best reason for making money is to earn more time for yourself. And it's not worth doing something for a lot of money if it eats up all your time and makes you hate living.
>caring about money
That's how I know you're poor or even worse, a penny pinching m*ddle class fag.
Real non-poors like myself are so rich we don't care about money at all, we make so much it doesn't matter to us.
>Real non-poors like myself are so rich we don't care about money at all, we make so much it doesn't matter to us.
See? You "don't care about money at all" because you already have so much of it. So you're free to spend time worrying about other things. You're proving my point.
>Story >Cinematic >Realism/photorealism
these 3 chancers, no particular oder
Character that arent' conventionally beautiful 10/10s with sex appeal and normal sexuality is another, but not exactly a mechanic
Worthless companions who die all the time or somehow having the same gun as me can't take out a single enemy. They'll be engaged with an enemy but never seem to kill them.
Excessive lockpicking. I like say Fallout 3 where a lot of the time could be a computer hack or physical lockpick. Human Revolution I love but was over it with the hacking at some point.
Having weapons with barely any ammo available or getting a cool gun during the last 15 minutes of the game.
Some event triggering because I walked to a certain spot before I explored the rest of the level. What was behind that other door I was going to look at next?
I'm not sure if it fits here but I wish more games had like a free play area like the virtual range in MGS4. That one should of had buildings, ladders as well but still. I like to really zero in on the controls. Or tutorial levels could be better. How many times are you half-way through a game and realize ohhh hold vs press does something different.
Just make a cutscene, gay, this isn't gameplay and you're not fooling anyone.
The only place I generally tolerate it is Half-Life just because of its central gimmick of trying to look like one generally seamless adventure from Gordon going to work or getting off the train in City 17.
I don't really like regenerating health. Heath packs made things more tense in the old days. Not a lot of info but I swear I played a game where you could carry heath kits, there were small and large ones, max was 3. Something like that seems to be good. It probably makes for better level design. Not against the health + shield idea like Jedi Knight.
Time is money is actually a true statement regarding the value of labor in society. Darkest before dawn is just emotional bullshit to make people feel better because they will eventually get over a tough spot in real life. That 3rd one is made up bait that no one has ever said.
Your a fag.
This thread is now about big titties in non porn games
Exceptions that prove the rule are a real thing, it's just everyone uses it wrong
>no parking here on Sunday
This implies it's ok to park there every other day except Sunday. Hence the exception (Sunday) telling you the rule (you can park there every other day)
>it's just everyone uses it wrong
No, we're being ironic.
No, everyone just uses it wrong
No, we're really just being ironic.
The one everyone genuinely gets wrong all the time is "begs the question". It does not mean "prompts a follow up question" like everyone thinks it does.
pretending to be retarded is worse than actually being retarded
>Time is money is actually a true statement regarding the value of labor in society.
young adulthood is thinking time is money
Adulthood is realizing money is time.
>minimalistic UI
>waypoints
>XP, HP, MP etc. Just 'numbers' in general.
>ungodly amounts of post-processing effects
>filler quests
time is money is the only one ive ever heard anyone say with any kind of frequency. what a dumb picture.
Crafting
Unless the game im playing has the word CRAFT in it, I don’t want any fucking crafting to happen
Depending on the game this is pretty lame yeah.
Like for example rise of the tomb raider was worse for it, but I can't even blame the devs, because dumbass fans asked for it.
>I can't even blame the devs, because dumbass fans asked for it.
Fans ask for all sorts of stupid bullshit. They'll always want more features, so it's on the devs to say no.
Imagine how much harder it would've been to level design for Elden Ring if it had swimming and climbing and gliding, like a non-zero part of the playerbase wanted.
Genshin added underwater combat. It's bad because it's a gimmick where none of your characters are able to use the movesets you pulled them for. My alternative is simply not adding underwater areas and combat, and putting all the resources wasted on it into more land areas, thus supporting the core gameplay players originally signed up for.
Saves
Loss conditions
Graphics
STOP PUTTING STUNS AND MOVEMENT SLOWDOWN IN GAMES
NOBODY WANTS TO BE FORCED TO MOVE SLOWER
Haha too bad buddy, you're confused so now the directions are reversed :DDD
Yes, negative status effects are generally undesirable. That's the point.
FALL DAMAGE
I NEVER GOT THE POINT. THERE HAS NOT ONCE, IN TEH HISTORY OF GAMING, WHERE FALL DAMAGE DID ANYTHING MORE THAN MADE BACK TRACKING ANNOYING.
The only game, ONE game, that even used fall damage in an interesting way was minecraft, because you can argue it'll make exploring crypts easy. Maybe Thief but I confess, I only got to the tomb and forgot to finish the game, so I forget if they made interesting use of it.
But in Skyrim, Gothic, New Vegas, Postal 2, and countless others, it's used solely to just make the world less navigable. You don't even unlock ways to mitigate it, except in Gothic where you can turn to a fly thing
On that subject not a common trope but fuck dark souls giving you fall damage reduction stuff that doesn't work if the fall would be lethal anyway
Double jump. Shittiest mechanic ever conceived, completely unrealistic too.
>unrealistic
bro?
It's honestly a really fine thing when it is reasonably limited and, for instance, doesn't let you redirect your jump arc and forces your momentum to carry.
RNG in any form
weight limits in games where it doesn't belong in(99% of them)
Contact damage on everything.
Fuck this shit man.
Levelling up, just fucking end it man. At best it's a crutch for retards to overlevel and bypass any challenge, at worst it leads to atrocious roadbumps in your playthrough because you need 8 more levels to damage the next boss in any capacity. Then there's epic trolls like the dance competition in Shin Megami Tensei 2 where you NEED 15 levels in a useless stat to progress the story because uhhh you just do.
Agreed with this, always fucking hated it but I can stomach it in older games.
Swimming
Boy insure do love clunky controls and being forced to use a spear/harpoon gun for this one particular section of the game, and never again. And just overall playing the game in a completely different way that the devs never intended for.
Obviously the exception is full on water gamesime subnautica.
Crafting. It's anyways implemented in the most boring and tedious way possible.
QUEST COMPASS
RPG mechanics in non-RPG games
QTEs
Tacked on survival mechanics
Fast travel. If you aren't naturally led to the next place to go, and actually need to open a menu to teleport around then your game is probably shit. Very few exceptions.
I-frames
Fucking awful lazy ass development that is predominantly only used by incompetent Jap devs.
>vehicles in non-racing games
I'm still mad about Nuts & Bolts, and I will die mad about Tears of the Kingdom.
I love abusing vehicles. Trophy system+hulldown and you are basically untouchable in CODM
I even added a vehicle mod to my minecraft pack. Lovecraftian horrors are nothing in the face of 88mm ap round
Aiming down sights in non-tactical shooters
Having to hold a button for several seconds to back out of a menu or skip a cutscene. FUCK THIS SHIT.
Holy shit yes fuck this on the menu part, I assume it's partially a consequence of controllers making keyboard users suffer
>element systems with the same elements again and again and again
What do you expect, the periodic table?
>Romhack advertises new types
>Cobalt weak to Wood and metal but only when the kitchen door is pointed east.
>Everything's weak to Gevurah, except for grail or edge but only when duel typed with Long or Hour.
>I'm can just using toxic on everything like I normally do in these kinds of games
Sounds pretty Kino IMO.
We STILL have
>Escort quests
>Enemies that stun you (bonus gay points if you have to mash a button or waggle a stick to recover)
>cutscenes showing a door opening that's right in front of you
>Characters talking while you stand and wait for them to shut the fuck up before you move on
Timed switches
These are great though, they are maybe sometimes slightly too tight
Time is money is real though, especially in the case of videogames
if you include excruciating repetitive grind in your game it's morally correct to save yourself time and skip it by cheating or save editing it in
Having numbers in an "RPG" just for every single thing to function as fixed percentages under the hood
death. NOBODY wants to die you fucking cunts. why add it to the game? IT OFFERS NOTHING
epic irony bro
the threat of failing is the only reason you actually care about playing
The funny thing is that I was watching a video of an old PC game in a Ganker thread, where you don't actually die per-se, but being defeated results in a context dependent cutscene where you get dragged off from your current area into a dungeon or holding place where you are tortured that you have to escape from if you are defeated, which will generally be near where you are and a totally unique and actual but hidden part of the environment. It was really weird, because devs don't normally put that much effort into 'defeat' states and just see dying as redoing things as "how games work".
Outward isn't that old Anon. And it would have been fun if you didn't have to walk for 20 fucking minutes to get anywhere.
The soft bad ends in Degrees of Lewdity are pretty cool, especially the farm, asylum gets a bit repetitive as you go through the motions, I imagine it doesn't take even near as long to escape in that game you are talking about though.
ITT: no one explains why they hate mechanics they just list things they've seen before, without suggesting alternatives
you stole fizzy lifting drinks!
Open world and crafting
Exceptions don't disprove the rule, retard
>Crafting
>Corpserunning
>Air-dash
atb
Equipment durability. Either the durability is too low and tedious... or it's too high and it hardly matters, except when you forget about it and it becomes an annoyance.
I don't think anyone has ever went
>Oh boy I really am excited to repair my sword/gun/armor for the 10th time.
It only makes sense in survival type games, like STALKER I guess. Even then, I think it's shit but at least it's understandable.
Take any of your favorite games. Add equipment durability to it, if it doesn't already have it. The game is now worse. I rest my case.
Anything procedurally generated
Movement. i mean: why do i have to move all the way to the enemy or ally to complete my task!? i didnt buy the game to do chores for anyone i like sitting just as well. also win conditions. why are modern developers forcing the global agenda on gamers by showing them how to be "winners"??? fk this shit
Female protagonist is a crutch for indie games.
Bullet sponge and time limits
Artifical difficulty bullshit
>Bullet sponge and time limits
Pic related uses both of those as essential core mechanics and yet it's one of the best action games ever made.
>furshit
RPG elements rammed into everything. Normies have to have "progress" instead of just getting through a game.
Time is money is a good one, the other two are dumb. Only poorfags disagree with time is money.
Time is money is a bullshit rhetoric pushed by gnomish puppetmasters who want you to keep working during your leisure time.
You don't have to keep working, but there's always opportunity costs. Plus time in money works in reverse too, money is time. When you already have enough money, you don't need to work as much and can enjoy more leisure time.
I'm not surprised a 4chantard doesn't understand. Stay poor and keep blaming the garden gnomes for your pathetic life.
This. Both are true, a = b and b = a. The best reason for making money is to earn more time for yourself. And it's not worth doing something for a lot of money if it eats up all your time and makes you hate living.
>caring about money
That's how I know you're poor or even worse, a penny pinching m*ddle class fag.
Real non-poors like myself are so rich we don't care about money at all, we make so much it doesn't matter to us.
I care about time, which is why I made enough money to retire early
Shitposting on Ganker is a valuable use of my time because I enjoy it.
>Real non-poors like myself are so rich we don't care about money at all, we make so much it doesn't matter to us.
See? You "don't care about money at all" because you already have so much of it. So you're free to spend time worrying about other things. You're proving my point.
So who is paying you to post here?
You aren't just wasting your time, right?
Slapping leveling and stat autism on action games and calling them RPGs
>Story
>Cinematic
>Realism/photorealism
these 3 chancers, no particular oder
Character that arent' conventionally beautiful 10/10s with sex appeal and normal sexuality is another, but not exactly a mechanic
Worthless companions who die all the time or somehow having the same gun as me can't take out a single enemy. They'll be engaged with an enemy but never seem to kill them.
Excessive lockpicking. I like say Fallout 3 where a lot of the time could be a computer hack or physical lockpick. Human Revolution I love but was over it with the hacking at some point.
Having weapons with barely any ammo available or getting a cool gun during the last 15 minutes of the game.
Some event triggering because I walked to a certain spot before I explored the rest of the level. What was behind that other door I was going to look at next?
I'm not sure if it fits here but I wish more games had like a free play area like the virtual range in MGS4. That one should of had buildings, ladders as well but still. I like to really zero in on the controls. Or tutorial levels could be better. How many times are you half-way through a game and realize ohhh hold vs press does something different.
>walk and talk segments
Just make a cutscene, gay, this isn't gameplay and you're not fooling anyone.
The only place I generally tolerate it is Half-Life just because of its central gimmick of trying to look like one generally seamless adventure from Gordon going to work or getting off the train in City 17.
but exceptions do prove rules because otherwise they wouldn't be exceptions
>i'm smart because I realize colloquialisms aren't literally true
I don't really like regenerating health. Heath packs made things more tense in the old days. Not a lot of info but I swear I played a game where you could carry heath kits, there were small and large ones, max was 3. Something like that seems to be good. It probably makes for better level design. Not against the health + shield idea like Jedi Knight.
crafting