You are overencumbered

>You are overencumbered

Has there ever been a worse un-fun videogame mechanic with such popularity?

""""Survival"""" elements that always boil down to meter management.

Diseases

Regenerating health and strawberry jelly all over your screen

Oh god I hate this. It's what always turns me off Survival games. The worst offender is Long Dark. I mostly enjoy the game, but the cold buildup happens so fast, any attempts to explore are cut short by having to rush to the nearest building and make a fire, then sit in front of it for 15 minutes to warm up.

Agreed, trying to find something in a cluttered inventory screen is way more fun and vastly more immersive.

>game is called long dark
>it's not about multicultural enrichment

There is ways to do a limited inventory without it being "You slow to a crawl when carrying too much."

Personally, I'm a big fan of the RE4 Attache case.

Literally why I dropped Fallout: DUST desu

I loved the desolate atmosphere, but the insane lengths the creator went to in order to create the so brootal hardcoar rebalance just forced me to give up on it.

>only allowed to hold 2 guns even if one is a pistol.

...

>having to reload
>having to find ammo

>"leveling up" to unlock guns in mp games

I think I win this one

>equipment degradation
>equipment degradation where the items lose effectiveness as they degrade
Horrible

>having to exist on this earth

>People in this thread whining about having a challenge and don't like resource management

When did Sup Forums become so casual?

It's either that or item slots, but then you'd complain that you can carry 10 full suits of armor but not 11 potions.

For the mostpart, inventory management is a shit mechanic for anything that doesn't have a heavy survival aspect.

2006

Space limitation > weight limitation > item slot limitation

>vidya resource management
>challenging
It's just glorified chores.

No, they're called rules. Games aren't games unless there are rules.

Yeah, man. Having a health bar isn't challenging either, it's just a chore. Every game should just give you infinite health, ammo and inventory space.

what else would it be? Not really arguing just more curious what sort of survival aspects would you want other than ensuring the basics of not dehydrating/starving.

...

Wow, you sure showed me what a retard you are.

You could just go for broke and incorporate all three. How fucked would you be then?

>hunger mechanic
>open menu, eat anything
>thirst mechanic
>open menu, drink
>equipment weight
>open menu, drop items
>weapon degradation
>billions of the same gun to pick up
>crafting mechanic
>walk around picking up wood for everything
>resource gathering
>approach a completely out of place spot and watch the animation play

>posting mechanic
>make a post oversimplifying everything

Look pal, you didn't understand what the guy was saying. Then you make a a post of shitty equivalence.

I'm here to point out that you a shit.

Yeah, man. An even dumber generalization makes you look just as stupid as him.

>Having a health bar isn't challenging either
It really isn't. Single hit deaths are.

actually, the speed of the cold is fairly accurate. much like the extreme heat, you will die in a matter of hours exposed to extreme cold.
what is really fucking dumb about TLD is that you need to eat all the damn time. I can understand constant need to hydrate because we can't survive long without water, but you can't go a few days without food and that's not very realistic.

Name 5 games where any of those mechanics aren't that simplified and shit

>actually, the speed of the cold is fairly accurate. much like the extreme heat, you will die in a matter of hours exposed to extreme cold.
Yeah, it's decently accurate to in-game time, but that doesn't make it fun to have to take a detour so often in real-time.

an inventory system based on fixed slots instead of weight is even more retarded though

I hate "open-world sandbox" mechanic.

Hear me out.

At the outset, it can be pretty exciting, you have this map, and it's dark, and you can explore. What's in that lake? I dunno lets go look. There's a cave at the bottom? Sweet! lets find some scuba gear. etc.

but then it starts turning into a chore. You are at point A, please proceed to point B. Once at point B, please retrieve package in warehouse guarded by howler monkeys, which is fine, but most of the gameplay becomes traveling, moving from point A to B. Most developers try to fix this inherent flaw with fast travel, which totally betrays the initial concept of exploration. So you end up with this broken, half-on half-off game where you spend most of your time walking/driving/whatevering to the next waypoint.

GTA handled this by littering the sandbox with random activities to keep you interested, as well as a dynamic world in the first place to be engaging outright. L.A. Noire 'painstakingly' recreated 30's era Los Angeles for it to be completely inert and tedious, an arguably unnecessary mechanic and play setting for the genre and theme the game attempted.

And then there's bethesda games... that have bloated playtimes because the area is still as large as other games, but now all the traveling is on foot. The fact that Bethesda still clings to this genre despite the obvious setbacks floors me. I'm personally not familiar with daggerfall or morrowind, but this problem does seem to get worse over time. Oblivion was not so bad because so many quests were somewhat centralized to the zone the player was in.

>Carry everything you'll ever need to meet any situation anywhere with maximum efficiency
vs
>Try to get through areas with the things you have, playing on your strengths and weaknesses

The first let's you play the game exactly the same way all the way through, most often killing every single enemy with relative ease as you will always carry the items with the right properties against their weakness.

The second way can make you use more stealth, avoid certain confrontations and just be more cautious of your surroundings. Usually giving more variance in gameplay and difficulty.

Underwater Home in New Vegas has an optional teleporter gun and that thing is beyond cheap. Overencumbrence isn't a problem with that since you can go home, unload your inventory, and go back to the same spot you left in a matter of minutes.

what do you even need besides a gun and ammo in dust? everybody kills you in one hit so armor is useless, not that you would be able to find it anyway.

Swoggle is looking very bad this days.

Everquest did it right

>I can run at full speed carrying 43 battle axes
>44 battle axes? Gotta walk for this shit

I never understood why they don't make it a sliding scale. The more you carry, the slower you run. Now there's an actual trade-off and advantages/disadvantages for carrying both very little and a lot.

If there's just a single point where you become overencumbered, then you don't get rewarded for carrying any less than just below that threshold.

>this guy has a sex tape

>what else would it be?

Not him but I think perhaps he objects to literally having gamey UI elements like a meter or bar that you have to fill up.

If your character became more sluggish, made hunger sounds, started to verbalize that he's hungry, and if it roughly correlated with time of day modified by activity level (as opposed to the game thing where doing a lot of X activity rapidly depletes your hunger and now you have to gobble down a whole chicken in a few seconds)?

Basically, something a little more clever and immersive.

Honestly, that's the way most games are, except most games actually instruct you to do those things whereas open-world sandbox just leave them there for you to do. It's the same difference between the original Legend of Zelda and a Link to the Past.

>Look down the scope of a sniper
>Cross hair bounces all over the place for the sake of """"""""""""""realism""""""""""""""""""""
>People will defend this

to be fair, I loved how it worked in Minecraft, at least at the beginning
I mean, aside from the simple graphics the landscape was actually good-looking and interesting, and being able to completely modify your surroundings, building structures and transport networks and so on partially solved some of the problems you're mentioning

>only allowed to wear one/two ring(s) when you have 10 fingers

>un-fun

yeah let's remove all constraints, infinite ammo, no dying, carry infinite weight and infinite items

so much fun

this. on a first playthrough, it's a lot of fun to try and balance out your equipment and consumables before venturing out to try and plan for everything

on a later playthrough, it's fun to know exactly what you need and plan ahead to crush the situations you know are coming

basically instead of "money" limiting the amount of potions you carry, you pick a loadout based on your inventory

a min-maxed diablo 2 character doesnt have room to pick up anything that drops, so you directly balance power with ability to gain wealth. this is called interesting decision making. this inventory is jam packed with charms, greatly boosting the character's power

but if anything valuable (save a rune) drops, they'll have to ditch a charm to pick it up

I feel you man. I almost never buy open world sandbox type games anymore. I like games with goals and smaller handcrafted worlds with story and plotlines that you can follow. If I wanted to make up my own story, missions, and engagements I don't need to buy a game to do that. It's called "playing pretend".

Honestly, I liked Morrowind precisely because of this. They tell you to go to a place, and the trip itself can be just as dangerous. You have to plan your journey, leave behind as much as you can because your inventory WILL get raped, you have to be stealthy so the asshole birds won't fuck you up, and avoiding Daedric ruins is usually hard since many are near the water.
Of course, this changes when you get 2stronk. But by then you're not doing open-world, dangerous exploration, so it's fine.

Dragons Dogma killed it with details like that.

Can't argue with that. Although it can be really hard to relay a feeling a game character is having without them outright telling you. Instead of a bar going down it's just going to be the character going "man i sure am thirsty" every few in-game hours.

slow eating could actually be an interesting mechanic for some games, you'd be forced to stop and find a place to prep, cook and eat your food without making yourself too vulnerable to the elements or to attacks of some kind

obviously it would mean making the game more about this kind of mechanics and less about vehicular guerrilla agains druglords in the middle of the jungle

>weapon/armor degradation

>gun has recoiled
>gun can't shoot straight
>gun fire isn't accurate
>gun fires slow
>gun can't kill anyone at all

so some shit games have tried to cash in on open world, and now you think it's shit

durability

>oh shit i've swung my sword an arbitrary amount of times, better suspend all gameplay so i can throw money into a repair

Sprinting having a meter. Its worse to be able to sprint but not infinitely than it is to never be able to sprint because it gives you a taste of what you want then takes it away. A lot of games work well without sprinting.
Regenerating health can work if done right, but only if its slow.

>Game has survival elements.
>You need to eat/drink
>Instead of just letting you eat once a day and go about your business, 80% of your play time consists of you getting side tracked to feed your foreverly starved character
>"Its cool bro if you're too much of a casual to put up with this dumb shit I understand"

>Survival game
>you have to face harsh weather and defend yourself from constant attacks
>you can't build a shelter

I'm looking at you, Don't Starve

I haven't played in a while but I think carrying a torch or lantern may keep you warmer. That is until you can get better clothes like the wolf skin coat.

Reloading

Wouldn't you say its the opposite? Surely having all the inventory you need allows you to play however you want? If your limited to just carry, say a bow, then your going to have to use a bow against every single enemy.
Where as if i had diffrent types of weapon you can change when you feel like it.

see
skyrim encumberance was absolutely fucking retarded. in everquest, you could be like 15 pounds overweight and barely slow down, 30 pounds was noticeable, and it took like +50% of your weight in order to stop you from moving

there was also a scaling agility penalty, and over encumberance was especially harsh against monks since they're not supposed to wear armor or weapons

More than one gun.

Armor helps prevent being killed in one shot.

How about you just give a limited inventory size instead of assigning weight to everything and making you move slow as shit if you pick up one potion too many? Works out fine for Diablo, Resident Evil, Monster Hunter, etc.

Unepic is the only game I know to actually give the ability to wear more rings

Epic meme bro upvoted

>Nethack and other roguelikes
>you don't move slower when encumbered, everything else just speeds up

What I would give to kidnap a famous midget and make his life a living hell. I would force him to dress up in elf and leprechaun outfits and subject him to pure awfulness and humiliation. Just terrible degradation and shameful acts. It would be so easy to break his spirit and drive him to suicide, but I wouldn't let him do it. If I could train a dog to rape on command then I would totally do that as well. A really big dog, like a Mastiff. He would be so completely and utterly powerless to stop it, not to mention terrified, a big ass dog is even scary and life-threatening to a normal human. But a midget? Might as well be a dragon. I'd keep him in a call and what's more is that I would actually place a key inside with him but put it in a high place. Not extremely high but just ever so slightly out of reach. It would drive him mad. I would dress him like a baby and force him him 99 cent store baby food. I'd also pick him up like a child and toss him from one corner to the next. I'd grab him by one leg and swing him as hard and as fast as I could then hurl him to see how far he goes. I'd rent one of those giant inflatable bounce houses and body slam him all day until my arms got tired. I'd hold him down with one hand and slowly stick things up his butt just to see him squirm. I would stick him in dryers and turn them on and leave him in there for long periods of time. I'd force him to fight other midgets to the death. Just so many things I would do.

Why not just not being able to pick up something that will make you go over the weight limit?

where the hell did this come from

...

Weapon degradation is absolute shit. Why bother being realistic when weapons function like theyre made out of paper mache and wyres

Uh, you actually do move slower, you take more turns to move

Yeah but it doesn't frustrate the player like in a real-time game, because one step is still one button press.

You can build a shelter in don't starve but it just won't have a roof

how bout this idea:

Instead of a distinct line of "Able to run normally" to "can only slowly stumble"..

The more stuff you carry the gradually slower you get. You can balance out how fast you want to go with how much crap you want to carry around.

Increasing strength stamina and whatnot can obviously increase ability, etc.

>Strawberry jelly
What now?

When you take damage and the screen starts getting red

kek i missed this pasta

>weapon degradation system
>the weapon is the only thing that actually degrades, not individual parts
>things like springs don't start to wear out over time in the +10,000 round count
>entering salt water then ignoring maintenance does not speed up the corrosion of parts
>not using lubrication when in high round counts can start to make the gun fail to cycle occasionally
>using different greases or lubricants in different weathers can have adverse effects

Does a game do this?

>Cannot wear Heavy/plate armor....

There's a difference between games like No Man's Sky that say you're not having fun because you just don't have an imagination, and games like Kenshi which are a broken mess but have the functionality in place for you to just play the game, and come up with stories while you're playing. Or Dorf Fortress. Those games are fun on their own, but also sandbox games that by chance have stories occur and you can make up your own goals for the game and decide to take over the world with your undead army or whatever, those are the type of games that sandbox games need to be like but are too stupid like most modern developers and don't understand the games they're maken. And also yeah kenshi is neat but a fucking broken mess of a game, it has it's heart in the right place though.

Ruined Metro for me.

that's still not enough to go past 50. you should only wear clothes that increase your special stats in dust, not actual armor because even low quality armor weighs 15 pounds.

Honestly don't know why the mechanic exists, it's hot garbage.

>roguelike players
>frustrated

Haw!

Mini-Me is based.

Who else /doesn't get their Subway cut in half/ here?

>waaaah why am I being punished for not thinking!!!!!!!

Grid inventory is GOAT

Why doesn't he use pic related to carry his turkey?

Why doesn't he ask the Sandwhich maker to cut it in half or fourths?

I'm sorry, I can't hear you over the tits.

that's my point, you can't really call it a shelter if you don't have a roof and a door, it's just a fence

Ohhh, that.

>die
>time to visit a loading screen

Forced tutorials and tips

Karma, it's fucking retarded. Reputation is far better, but harder to implement I guess.