Deleted
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Post by Deleted on Jan 5, 2023 18:54:50 GMT
Poor deeky. The world paused for a second, then everyone in the neighborhood started beating him with clubs.
All for an oatmeal raisin cookie.
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Post by deekyfun on Jan 5, 2023 18:55:20 GMT
It was worth it.
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Post by ToomuchFluffy on Jan 5, 2023 19:41:28 GMT
Entire factions/groups of NPCs turning hostile immediately after an infraction. It's completely unrealistic and you should be able to do naughty things as long as you don't get caught I remember in Risen it was often pretty hard to know which things were actually considered possessions. At one point I took a frying pan off of a wall in a bar and everyone immediately readied their weapons and beat me senseless. Rather comical.
In New Vegas it was a bit annoying though. The NCR somehow thinks that Power Armor is in and of itself a sign that you are a part of the Brotherhood of Steel. But at that point they themselves are sometimes wearing Power Armor that looks exactly the same. They also don't care if the armor is on a companion.
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Post by Aunt Alison on Jan 5, 2023 19:46:11 GMT
I picked up a skill book from Roy's hideout in Fallout 3 and Betsy or whatever she's called, senses this, wakes up, walks over and takes it back. So I pick it up again and quickly leave before she gets me. When I return from Tenpenny's having worked the deal for them to move in, they've had a chat about the book and decided it's worth dying for
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Post by deekyfun on Jan 5, 2023 19:57:39 GMT
Must have been the latest Richard Osman.
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Post by rawshark on Jan 5, 2023 21:24:05 GMT
It’s something easily fixed by having making clear that if you take an object it will be stealing it, or having a line of dialogue to make clear someone has noticed your intentions.
“Sir, may I ask how you’ll be paying for that?” “You’d best drop that unless you want trouble.”
That kind of thing. Or alternatively under Spelunky rules where the crime has to be unmistakably intentional, very high risk, and probably something you’ll only try once.
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Post by dangerousdave on Jan 5, 2023 21:27:23 GMT
Entire factions/groups of NPCs turning hostile immediately after an infraction. It's completely unrealistic and you should be able to do naughty things as long as you don't get caught One of the best things about GTA 3 is when the first island becomes a death trap after unlocking the second and third islands. It was the perfect GTA survival mode.
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Deleted
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Post by Deleted on Jan 8, 2023 16:21:19 GMT
I am playing Jedi Knight Fallen Order.
It is okay, not that good, but fuck me it has some bad design. Worst bit so far is I did Kashyyk, did final battle etc, went to new planet and put game in standby. It crashed when opening, so no problem pressed continue.
Then discovered it doesn't autosave when on new planets etc, so dumped me back before a battle on the last planet. Fair enough, annoying but not too bad.
Then after the battle a 5 minutes unskippable cutscene I have already watched. Who the fuck still does unskippable cutscenes these days?
For other hateful mechanics. Sliding... it is not fun doing a long slide with tedious controls of vaguely moving left and right while sliding down a loooong glacier/mudslide/garbage chute or whatever reskinned mechanic it is. It also has annoying camera shifts just as you jump off ropes or platforms that mean you suddenly change direction mid jump and fall and die.
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malek86
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Post by malek86 on Jan 8, 2023 16:45:59 GMT
Just remembered that Enemy Zero, which was clearly trying to one-up Resident Evil, had a very annoying save system: you started the game with a recorder with a set amount of energy, that could never be recharged. Saving the game took some energy... but so did loading a game. If you wasted all the energy in the recorder, you had to restart the game from scratch. Has there ever been another game that actually allowed your savedata to become unusable? Only one that comes to mind is Nier Automata but it's only at the very end, it's optional, and the game clearly warns you of what will happen.
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Post by Aunt Alison on Jan 8, 2023 18:38:39 GMT
Fallout 3 on PS3
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Bongo Heracles
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Technically illegal to ride on public land
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Post by Bongo Heracles on Jan 8, 2023 19:01:59 GMT
Unskippable dialogue. Not every random interaction is *that* good, Ghosts Of Tsushima.
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Post by Aunt Alison on Jan 10, 2023 18:43:39 GMT
Guest characters in fighting games. I want to see Tekken, not SF (Akuma). Neegan has to be the worst/most bizarre crossover ever. Was The Walking Dead even still popular at that point?
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Deleted
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Post by Deleted on Jan 10, 2023 18:58:43 GMT
I.. don’t mind it so much, if it makes sense. T_T
Tekken 7 was pretty bad at it (though I did really like Geese). But Soulcalibur has done a somewhat better job. I liked Link in SC2, Geralt and 2B in SC6. Spawn and Heihachi in SC2, not so much. Vader and Yoda in SC4 were out of place, but fun to use.
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This is more of a problem with JRPGs, but save points. It’s less common these days. FF has pretty much eliminated them, Falcom has been surprisingly forward thinking for a while there.. but every time I try to get back into Dragon Quest XI, I get frustrated by the lack of manual save. Having to find a church or a campsite to save is so antiquated. Though I should probably accept that I don’t like DQXI as much as I want to. It’s so slow, and the characters don’t have the charm of the older casts. Maybe I should accept that I don’t like DQ so much, as I just really enjoyed DQVIII.
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Post by docrob on Jan 10, 2023 21:23:35 GMT
Just remembered that Enemy Zero, which was clearly trying to one-up Resident Evil, had a very annoying save system: you started the game with a recorder with a set amount of energy, that could never be recharged. Saving the game took some energy... but so did loading a game. If you wasted all the energy in the recorder, you had to restart the game from scratch. Has there ever been another game that actually allowed your savedata to become unusable? Only one that comes to mind is Nier Automata but it's only at the very end, it's optional, and the game clearly warns you of what will happen. Hellblade:Senua’s Sacrifice claimed it would do this - delete your saved game if you died too often. This turned out to be a hoax though. I know, because for some bizarre reason I kept falling off a log in the level with the burning village and died about 30 times. I still don’t know what I was doing wrong. I’ve asked online and everyone sounds amazed that I had trouble with that bit.
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malek86
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Pomegranate Deseeder
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Post by malek86 on Jan 10, 2023 22:00:44 GMT
Just remembered that Enemy Zero, which was clearly trying to one-up Resident Evil, had a very annoying save system: you started the game with a recorder with a set amount of energy, that could never be recharged. Saving the game took some energy... but so did loading a game. If you wasted all the energy in the recorder, you had to restart the game from scratch. Has there ever been another game that actually allowed your savedata to become unusable? Only one that comes to mind is Nier Automata but it's only at the very end, it's optional, and the game clearly warns you of what will happen. Hellblade:Senua’s Sacrifice claimed it would do this - delete your saved game if you died too often. This turned out to be a hoax though. I know, because for some bizarre reason I kept falling off a log in the level with the burning village and died about 30 times. I still don’t know what I was doing wrong. I’ve asked online and everyone sounds amazed that I had trouble with that bit. Yeah, it was just the devs trying to put pressure on the player. Though iirc, if we want to be pedantic, we can't really blame them, because they never said that you'd have to restart if you died too often. The game only says: "if the corruption reaches Senua's head, you will have to restart". The corruption simply never reaches Senua's head. Any others? Except very old games with no save system at all, or roguelikes with permadeath where that's the point anyway.
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Post by dangerousdave on Jan 11, 2023 9:48:34 GMT
After all my ranting on Skill trees, I've only just realised the game I'm currently playing; Mario Rabbids, uses them.
They're broken up into 4 very tiny trees on a single screen that cover different areas of growth; Health, Attack, Special and Movement. Each of the 4 areas has just 4 upgrades, which keeps things simple and ensures each upgrade actually has a significant and noticable impact on play.
A skill tree system done well. It shouldn't be any more complicated than that.
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Deleted
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Post by Deleted on Jan 11, 2023 9:57:21 GMT
Was it Oblivion and Skyrim that actually upgraded stuff as you used it? The more you fought, ran, sneaking etc would upgrade naturally. Sure other games did it before but they stand out as a natural progression of skill.
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Post by RadicalRex on Jan 11, 2023 9:59:28 GMT
Yeah, I kind of like it too, but the downside is levelling up a certain skill can be extremely tedious
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Post by dangerousdave on Jan 11, 2023 10:01:50 GMT
Something like that would be great as long as it doesn't encourage grinding. That is technically as simple as it gets, but it must be near impossible to balance. Especially in a huge game that needs to keep its hooks in you for a 100-odd hours.
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Post by dfunked on Jan 11, 2023 10:02:30 GMT
Plague Tale Requiem does that too. Seems like a much better way of handling things to me.
I don't mind skill trees in RPGs, they just have no place outside of the genre.
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malek86
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Post by malek86 on Jan 11, 2023 10:04:46 GMT
Love Morrowind, but it was unbalanced as hell. I remember never choosing magical skills that might have been useful in specific situations, but you were never going to use all the time. Those would stop you from leveling. I always ended up choosing stuff that you'd use all the time, like running, jumping, swords, etc. Not great for variation.
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Post by rhaegyr on Jan 16, 2023 12:34:16 GMT
'Perimeter Sweeping' in isometric games, Tunic and Death's Door being recent examples.
These games are absolutely stuffed with these hidden paths that are intentionally obscired by the isometric perspective but don't have much in the way of visual cues to show you where they are - this leads to me moving the character around the edge of every new room to find these hidden paths.
It's really boring and completely saps the pace of the game.
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Post by simple on Jan 17, 2023 0:50:06 GMT
I know its already in here but I’d just like to reiterate in-engine cutscenes or dialogue that can’t be paused.
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Post by Danno on Jan 17, 2023 1:23:07 GMT
I know its already in here but I’d just like to reiterate in-engine cutscenes or dialogue that can’t be paused. And/or skipped
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Blue_Mike
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Post by Blue_Mike on Jan 17, 2023 13:05:11 GMT
I can forgive the one in the Assassins' Creed: Valhalla Ireland DLC because that's the actual Giant's Causeway you're depicted as visiting.
The ones in Dragon Age: Inquisition would have been more tolerable if they'd just kept them to one area like the Storm Coast, instead of cramming them into other areas like the Hinterlands as well and forcing you to do complicated jumping up the side of them to reach one of those fucking shards.
Then Bioware compounded it by taking that and just re-skinning it in metal and lights for 85% of all Remnant technology in Mass Effect: Andromeda across every planet you visit.
They show up in Solstheim in Skyrim as well, IIRC.
I've been playing Uncharted 4 this week, and of all the locations in Scotland they could have chosen to model that level after, they had to choose Fingall's bloody Cave.
I'm sure there are a load of others I've forgotten about as well. One of the Halo ones?
For fucks sake, of course there would be one in Mankind Divided as well:
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Post by RadicalRex on Jan 17, 2023 13:16:06 GMT
In 2D platformers, jumping/falling being slower than walking/running, as if to discourage jumping around. I love jumping around, that's one of my favourite things in these games! Looking at you, otherwise beloved Metroid series.
Worse, being slowed down when landing on the ground for a moment, discouraging jumping even more. I get it in a game like Counter-Strike, even if I didn't like it when they removed bunny hopping, I do understand that was very much against what they had in mind with the game. In a platformer though? Come on! Looking at you again, Metroid series (although it looks like Dread fixed this one).
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Post by simple on Jan 24, 2023 13:14:08 GMT
One which has crept up on me during Mass Effect 3 -
Quests remaining in your journal/log/to do list after the point at which it is literally impossible to complete them. In this case hangovers from dlc set in locations I can no longer access as side quests to missions I’ve already completed.
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Blue_Mike
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Post by Blue_Mike on Jan 24, 2023 18:34:22 GMT
One which has crept up on me during Mass Effect 3 - Quests remaining in your journal/log/to do list after the point at which it is literally impossible to complete them. In this case hangovers from dlc set in locations I can no longer access as side quests to missions I’ve already completed. I think I could guess at least one of them, if it involves Eden Prime...
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Post by RadicalRex on Jan 24, 2023 20:00:27 GMT
I'm not sure I recall correctly, but you can't put quests on ignore, can you? That's such a lifesaver in Borderlands games, just flag something with "ignore" if you don't want to see it, and if you want to return to it later, just go in the "ignored" category and unflag it. Every game with quests should have that. And if a quest can't be completed anymore, it would at least mitigate the issue. I so badly want this feature in Bethesda games, or any way to organise that mess of a quest list. Speaking of which...
"Quest items can't be removed from your inventory". Dravin's Bow, anyone? Thankfully quest items don't weigh anything (which the game doesn't tell you), but they clutter up your inventory and you shouldn't have to google items just to find out how to get rid of them. Have a separate quest items category. Or have a dedicated quest item container in your home. Or have something like a hint button in puzzle games that puts a marker on the quest giver. Just do something. Anything.
Even worse, having a quest item that isn't unflagged after completing the quest and they never fixed it, like the Strange Amulet. You absolutely shouldn't have to use the fucking developer console to get rid of shit, an option that console players obviously don't have.
Another shit "mechanic" while we're at it, no buyback option for sold items. In a game where you sell truckloads of shit all the time, and it's so easy to accidentally sell something that you didn't want to, please have that option. It's annoying having to quicksave before every transaction and be super careful while going through that huge list of stuff to sell. Amazing would be an option to flag items as "don't sell" so they just don't show up in trading dialogues.
I guess all I can do is wait for Starfield. Certainly Bethesda will learn from their mistakes and address well-known issues in any way whatsoever...
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Post by JuniorFE on Jan 24, 2023 20:19:06 GMT
One which has crept up on me during Mass Effect 3 - Quests remaining in your journal/log/to do list after the point at which it is literally impossible to complete them. In this case hangovers from dlc set in locations I can no longer access as side quests to missions I’ve already completed. That's another one of the small things I liked about the OG Xenoblade (the other games don't even have expirable quests iirc): quests that would expire after a certain point were marked with a clock symbol in your log to let you know, without spoiling when exactly it would happen (and vanished after that point, of course).
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