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Post by LegendaryApe on Nov 8, 2024 17:49:47 GMT
It's Dragon Age: The Veilguard
My created character is in an elven forest, ancient beauty and stunning vistas abound.
My first instinct when I enter this area of astounding natural beauty?
Bounding about the area like a feral, mutated hyena, cartwheeling and tumbling through boxes and crates and wagons, destroying them in the hopes of picking up just a few gold.
That's right: your forward roll is powerful enough to destroy an entire wooden cart with no effort!
No wonder the main character is the man to save the world. It's absolutely appalling, and I need to stop myself but I can't. Story and dialogue completely missed while I throw myself bodily through crates of seemingly incredibly poor craftsmanship.
There has to be a better way
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Post by LegendaryApe on Nov 8, 2024 17:55:09 GMT
Yeet!
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Post by Mark1412 on Nov 8, 2024 19:36:51 GMT
Annoys me as well. Not sure when we got to the stage that it wasn't okay to walk more than ten steps without having to pick up some wood. I end up doing a perimeter loop to make sure I've checked every possible corner of each environment but feel I need to otherwise I'll be missing out on some barely noticeable incremental upgrade or bit of pointless shit. We used to have to pick up rubbish in detention at school; now it's core loop "gameplay" in AAA games.
Environmental artists must fucking hate it.
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Aunty Treats
Junior Member
Delivering tasty treats to the townsfolk
Posts: 1,012
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Post by Aunty Treats on Nov 8, 2024 19:41:30 GMT
They could do it the Bethesda way and have you spend hours manually searching through crates for literal junk
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Post by Mark1412 on Nov 8, 2024 19:45:47 GMT
I actually prefer that. You know most of it is shite and it's where it logically should be! I don't feel compelled to search. In this, a bag of gold emitting golden rays (!?) has been dropped next to some guy begging for money. And ten steps later is some golden wood. And then a coffin-sized chest with a teeny-tiny helmet in it.
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Post by LegendaryApe on Nov 8, 2024 20:20:09 GMT
I actually prefer that. You know most of it is shite and it's where it logically should be! I don't feel compelled to search. In this, a bag of gold emitting golden rays (!?) has been dropped next to some guy begging for money. And ten steps later is some golden wood. And then a coffin-sized chest with a teeny-tiny helmet in it. Absolutely agree with this. Find a gun locker in Fallout? Chances are, there'll be a gun in it. Need metal for upgrades in Skyrim? Visit a mine, not in a vase in a wood.
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Post by dfunked on Nov 8, 2024 20:37:24 GMT
Here, have some starter gear.
What's that? You don't want it in your inventory any more now that you've got better gear? Hah, get fucked! You'll still be carrying it around when the end credits roll.
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Post by ToomuchFluffy on Nov 9, 2024 7:45:43 GMT
It's Dragon Age: The Veilguard My created character is in an elven forest, ancient beauty and stunning vistas abound. My first instinct when I enter this area of astounding natural beauty? Bounding about the area like a feral, mutated hyena, cartwheeling and tumbling through boxes and crates and wagons, destroying them in the hopes of picking up just a few gold. That's right: your forward roll is powerful enough to destroy an entire wooden cart with no effort! No wonder the main character is the man to save the world. It's absolutely appalling, and I need to stop myself but I can't. Story and dialogue completely missed while I throw myself bodily through crates of seemingly incredibly poor craftsmanship. There has to be a better way I had a similar problem with Bioshock Infinite. In the first two games you usually feel like scavening through the remnants of a civilization, in Infinite you are more like a half-crazed beggar rifling through the garbage uncaring of what is going on around you.
But the thing with boxes just conveniently breaking when you touch them: I had never seen it done that way until The Ascent. Though now that I think about it, I believe it was similar in Dark Souls, wasn't it?
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Post by dangerousdave on Nov 9, 2024 7:52:47 GMT
Here, have some starter gear. What's that? You don't want it in your inventory any more now that you've got better gear? Hah, get fucked! You'll still be carrying it around when the end credits roll. Blame folk like me. Regardless of the RPG, I am instinctively hoarding everything. It all started with Final Fantasy 7, in which I needed to have 1 of every item in the game for no other reason but to feel like I had a complete list. A bizarre behaviour I have carried with me for 25 years. It was Starfield recently, that made me finally challenge that habit, but I know I would likely slip into old habits again with almost any other game.
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rftp
New Member
Posts: 656
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Post by rftp on Nov 9, 2024 8:16:17 GMT
I'm for realistic load outs, personally. One ranged weapon, one melee weapon, an optional side arm and a rucksack. Armour in armour wearing games.
I spent years collecting everything and being able to find nothing in the inventory and it's shit and I've stopped.
I am not a packhorse and I like to have my hands free when I'm moving about unless I know I will need a appropriate item in my hands, so I like games where you can holster or sheathe your weapons or tools and move around freely too.
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Post by dangerousdave on Nov 9, 2024 9:04:23 GMT
I too would prefer that. Games that give you a ton of weapons are fun if you’re an over-powered killing machine, but when there are other demands on the player, the last thing you want to be doing is opening a weapon wheel or cycling through 10 different weapon types.
First game I remember keeping your load out to 3 weapons was Killzone. I’m sure it wasn’t the first, but it made you consider gunplay a lot more often.
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Post by dfunked on Nov 9, 2024 9:24:47 GMT
Halo certainly popularised it, not sure if it was the first though.
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Post by dangerousdave on Nov 9, 2024 9:47:42 GMT
Far Cry uses it too, if I am remembering those games correctly. And with the rusting in Far Cry 2, it meant you often had to find another weapon on the floor, whilst trying to remain in cover.
Those were good times.
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Post by simple on Nov 9, 2024 10:35:10 GMT
Didn’t the early WW2 Medal of Honour and Call of Duty games have limited loadouts too?
Return To Castle Wolfenstein did in its multiplayer too but that was class based so its not really the same
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Post by dangerousdave on Nov 9, 2024 10:43:59 GMT
I forgot about Halo, so I’m pretty sure I’m forgetting a ton of games. I always think of games like Doom and Unreal Tournament, where you could just hit the numbered key of the gun you wanted. It works for those style of shooter at least, because that’s pretty much all you do.
Battlefront broke up the weapons by class, which was pretty awesome for the time.
I kinda wish Red Dead Redemption had a limited load out though. One pistol, rifle and a melee/explosive. No weapon wheels and no going up to your horse to flick through 8 different types of rifle.
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lukasz
New Member
Meat popsicle
Posts: 673
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Post by lukasz on Nov 9, 2024 11:31:55 GMT
Limited inventory space when there are serious crafting mechanics involved.
Like horizon zero dawn.
So much to craft all the time and while resources are abundant running out of them is easy.
Yet countless times you would have to abandon one resource for another because your rucksack is full already. And then shortly need that abandon resource.
Screw that. Installed a mod to give me unlimited inventory half way through the game.
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rajin
New Member
Posts: 269
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Post by rajin on Nov 9, 2024 12:33:56 GMT
Witcher 2's limited inventory was awfull as well.
I dislike rng crafting mechanics such as demon skills in SMT 3: Nocturne, crafting in all of the Star Ocean games and many more.
Bullet sponge enemies are also the bane of many games. The worst offender noone ever mentioned is Uncharted 3. Its ridiculous how many bullets those large guys eat on very easy!
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Blue_Mike
Full Member
Meet Hanako At Embers
Posts: 5,320
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Post by Blue_Mike on Nov 14, 2024 11:48:28 GMT
Photo Modes should let you save settings preferences. Having to turn off depth of field every single time is an arsehole.
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mrpon
Junior Member
Posts: 3,715
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Post by mrpon on Nov 14, 2024 11:51:34 GMT
Loading screens with lots of text that disappear after 2 seconds without a prompt.
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Blue_Mike
Full Member
Meet Hanako At Embers
Posts: 5,320
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Post by Blue_Mike on Nov 14, 2024 11:53:08 GMT
Loading screens with lots of text that disappear after 2 seconds without a prompt. "If you can read this before the level loads, upgrade to an SSD"
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Post by ToomuchFluffy on Nov 15, 2024 8:46:58 GMT
Loading screens with lots of text that disappear after 2 seconds without a prompt. Agreed, it's similar with dialogue that can accidentally be cancelled by left-clicking in a game where you move around that way.....
I also prefer dialogue windows for that reason. Instead of dialogue that just happens as you wander around a game where it might conflict with other conversations or sounds, I'd rather have the game stop me and let me focus on the dialogue.
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Post by Bill in the rain on Nov 15, 2024 8:53:39 GMT
Don't play Oxenfree!
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Post by simple on Nov 15, 2024 9:12:50 GMT
And Oxenfree had your dialogue choices on a timer so you had to press them at the right moment. Then you’d start talking directly over the top of whatever dialogue was already under way.
But I’m here to say:
Limited edition timed/event dlc.
I know its usually something you only really see in grindy mobile influenced live service bullshit games but I’ve been tapping away at WWE 2K24 since it was on PS+ as a brain off podcast game.
I was already only using half a roster due to a very large chunk being hidden behind a scarce in-game currency. But I just learnt how much is locked behind two additional digital currencies in its FUT influenced grindy mobile bullshit mode. And that not only do you need to either pay a lot of real money or grind hundreds of matches to unlock lootbox cards but that those cards are used to unlock specific limited timed event matches behind which additional skins and characters are hidden.
And the one I’d have been tempted to grind for is no longer available anywhere as his event is over.
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Post by dangerousdave on Nov 15, 2024 9:22:43 GMT
Abandon that game immediately. That’s piss poor game design and if you’re not ok with it now, you’re never going to be. That sounds awful.
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Post by simple on Nov 15, 2024 9:46:54 GMT
The actual gameplay is fine its just got so many barriers to letting you have the whole thing. If it wasn’t PS+ I wouldn’t have touched it.
If I was that way inclined I think the only way to unlock even the full base roster would be heading toward £100 and that’s before the season pass (£30 for 5 dlc packs), the three standalone pieces of dlc (tenner each for two, £20 for the other) and the descent into the lootbox hell mode to mop up hidden skins, variants and timed exclusives.
It also puts all of the locked characters into the character select screens of the normal modes. So if your wrestling obsessed kid wants to play as Undertaker they can see him but he’s greyed out with a signpost to your wallet.
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Post by gamingdave on Nov 15, 2024 10:22:51 GMT
Loading screens with lots of text that disappear after 2 seconds without a prompt. Agreed, it's similar with dialogue that can accidentally be cancelled by left-clicking in a game where you move around that way.....
I also prefer dialogue windows for that reason. Instead of dialogue that just happens as you wander around a game where it might conflict with other conversations or sounds, I'd rather have the game stop me and let me focus on the dialogue.
If the text if just tips, I don't mind (as long as those tips are all stored somewhere in the settings/menu), but if it's stuff you need to read to know what's going on then that's really bad design (and I'm a slow reader which makes things worse). Accidental button presses (from buttons that change action depending on the situation) can be very frustrating too. Dave the Diver is one of my favourite games of the last few years, it's perfect in almost every way and a delight. But. Having the same button for using an air tank (if selected) being the same as the one to disassemble something is infuriating. The amount of times I wasted a consumable because I was a pixel out of position is far more that it should have been.
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Post by dangerousdave on Nov 16, 2024 17:03:43 GMT
Not so much a mechanic, but why do horror games tend to have rubbish boss battles? I’m watching my partner on her second playthrough of Silent Hill and where I did Eddie for her last time, she’s having a go at it herself this time. It wasn’t very difficult, but it reminded me of the majority of boss battles in Resi 7 and 8, which were equally naff. If you game is purposefully restrictive in its movement, don’t challenge the player in regards to speed and precision. Play into its strengths. Not its weaknesses.
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