ITT: game systems you want to see used more
ITT: game systems you want to see used more
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Sliding in FPS games. Love doing it in Dishonored and Insurgency.
Explain what was so good about this Mordor system.
Find generic "boss" enemy, interrogate him to get the weakness of other generic "boss" enemy, repeat.
That was a pretty forgettable system. Especially since it relied so much on the player actually dying, which is pretty hard to accomplish in that game.
Speaking of Shadows of Mordor in particular, I liked the Vendetta mechanic much more. Where you had a chance to go at (supposedly) tough captains that actually killed other players in their world.
Or that mechanic in Let It Die, where you can fight against your own or other players' dead characters.
Indirect multiplayer mechanics like this are a hundred times better than the shitty Nemesis system.
I think OP means the part about enemies remembering you if you scare/wound/kill a bunch of their allies or they hurt/kill you. That was a pretty novel and cool concept. Would love to see it done more.
The scaling difficulty system of god hang
That's like 1 part of the nemesis system..
pure fucking cancer
>ITT: great games killed by aids combat system
The batmobile killed that game
>faceplant button from gtav
Best thing ever.
I just finished it yesterday and I was amazed how good this game was.
Batmobile parts were decent, but WB decided to kill all the hype by poor port quality and denuvo.
Dedicated swear word button in Scarface
>Nemesis system
Only worked and gave any real noticeable effect if you intentionally died over and over. It looks and sounds great but it was flawed around the concept of you dying like a bitch every 10min.
the problem with this is you had to die so many times to actually power up the uruks
there was so much fucking tank shit i actually enjoyed the moments where i had to finally get out and fight people.
Dragons Dogma's Pawn system.
Fucking love it.
Just advance time you moron
Sliding is fun though.
That's only a problem because the game went with that piss easy combat system.
The nemesis system would have worked better with a harder combat system like that of mount and blade.
eh if your nemesis got the right modifiers he could be a real fucking dickhole, but getting the right modifiers to have a worthy opponent was so rare. Plus you get so many tools to deal with orcs that midway through the game you are basically a demigod.
The only challenging captains were the ones immune to combat/stealth/ranged at the same time. But that wasn't exactly a fun kind of challenge.
Do a brutal kill, get HP's
Like Space Marine more than MGR. Needs actual risk v reward not just yolo invul grab full heal and maxed energy
the only hard thing about shadow of mordor was the extremely narrow fov which let spear faggots kill you off screen.
?
It's a fully living AI system where bosses can kill each other, level up, gain new abilities, and learn from their fights with you.
Despite being such a shitty game, I have to admit the system was great.
Ruined D44M
>It's a fully living AI system
What are you talking about? They just randomly "kill" each other and level up when you die/advance time. It doesn't happen live at all.
...
>YOU THINK YOU CAN TAKE ME?
Some missions are near impossible without that system especially Freedomtown.
>have to intentionally lose to see its fullest potential
Great system.
Full looting system. When you die you can be fully looted. Make your loot worth something.
They just wanted to imitate their favorite h-games.
Battlefield 1 has a pretty satisfying slide
It really, in general, has really good movement for a >modern shooter
This sucked.
If you played the game properly, nothing interesting would happen.
You actually had to intentionally fuck up to make the game more interesting for yourself
Menu bars separated from the game screen.
>NioH revenant system
When players die they leave behind a revenant of themselves that you can choose to fight and possibly get a piece of their gear
They thought people would lose in a game that just steals AC combat!
And the last gen versions didn't even have this shit! I can't imagine what the game was, considering a lot of the story involved fucking around with it.
dark messiahs fps melee combat
Yeah thats how you do an quasi online system. That and ur-dragon were great.
F.E.A.R Goal-based AI enemies.
Dragon age:O, the AI party control you had based on triggers and conditions
I refuse to believe that 2nd isn't more common.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
the da:o conditions system? ive seen some lame flavor of it in tales of zesty, but it really wasn't that useful overall.
I don't get why people don't like this kind of UI. Tibia-like UI allows you to keep all your backpacks and windows open without polluting your game screen. It might not make much sense in a 3rd person game, but it can pretty damn useful in top-down games when you need to target or click in stuff on the edge of screen.
>Dragon age:O, the AI party control you had based on triggers and conditions
You mean like FF12? Because for some reason people shit on the game for having that despite being quite free with how much or how little you want automated.
Retards, gambits were the best part of FF12 combat.
i dont know, i've not play any of the FF series. I've postponed them for many years, and now probably a few more as i want to play them in jap only
i liked old ui better than that garbage
Runescape 2 UI is also pretty good.
I like Medivia's ui, although I agree nowaday's Tibia ui is rather messy (although they let you keep a lot more stuff opened). But anyway, the main point is simply about having all the ui stuff separated from the game screen.
When the game requires you to click on stuff, that's the way to go.
Execute all enemies who run away, just normalstab the ones who stand their ground. By the end of the game you have nothing but battlescarred veterans to fight. It's great.
Combat systems like Divinity original sin.
The game itself sucked, but i waited a combat system like this for a long time.
Silent Storm gameplay
It's claustrophobic and you just don't need all that information 99% of time.
If you don't mind playing something that's obviously really old, try Temple Of Elemental Evil
Thanks, maybe i'll try it out, it looks pretty good.
Mount&blade combat
Mouse only menu interface without keyboard hints
Its not uncommon
Portals like in Valve's game Portal. Just put them in some shooting game.
Don't try.
It's awesome game, probably one of the best combat systems/dungeon crawling ever.
But fuck it's buggy.
No amount of fan patches could fix it.
You will lose hours of progress again and again until your soul is crushed.
Bonus points: Menu bars separated from the game window, so you can drag them to the other monitor.
That would be something.
Mortal online does this I think.
...
ToEE is neither "really old", nor is it too buggy.
Its perfectly suitable for play today.
Inventory tetris
It still sees use.
One of the best difficulty settings in video games.
Depends on the game.
This would be better if it didn't lower itself every time you died. I want to keep going at the same difficulty. It's insulting that it goes down.
>Dragon age:O, the AI party control you had based on triggers and conditions
Dragon Age stole it wholesale from Final Fantasy XII
Make it so you don't give an auto 3* for pawn deaths, there's some pawns that deserve a worse rating for some shit.
Button just for saying mario
You could collect different conditions in XII, right?
That's an interesting concept really.
I imagine some sort of a sci-fi rpg or even action where you're spending game basically programming your drones to fight for you and teach them to do stuff.
Like that shitty the last guardian game, but with gameplay and fun instead of cheap drama.
farcry, battlefield, call of duty.
it's quite common
enemies go up in rank as well as in the system.
once you find an uruk who has no waknesses (stealth kill, fire etc) let him kill you, he gains powers, traits, rank and goes up in the system.
If you are just killing all the mooks that come along you don't evnd up fighting and owning the battle hardened warriors that you can create in this system.
Auto-loads the last made save file before its last exit.
same, but I actually prefer when the battle system is not repetitive in the first place
>FF:TA job and item system
God damn, how I love this shit. Being able to fully customize your abilities and gear like that feels so good.
>Laws system
This would be really fun in pvp games.
faction mechanics, ai life and other stuff that actually use the open worldedness for something
More games with nondirect control of your character or characters. For example basic commands like in Sims could work very nice in CRPG with multiple characters and significant social aspect. Another example: semi sentient AI in RTS which takes all the busywork from the player while you concentrate on more strategical things.
>Another example: semi sentient AI in RTS which takes all the busywork from the player while you concentrate on more strategical things.
Aka Majestic 1&2.
Majesty is good at what it does and I would certainly liked more of it on a different scale. DF is another great game like this but unfortunately I can't play it without therapist.
So much wasted potential with this system.
Branding was part of the problem, I wish you could choose not to brand because it also replaces terrifying enemies.
It would have been more interesting if it had been more like the situation with Ratbag. You could manipulate or intimidate orcs into doing stuff without just press button to control. Watching the Nemesis system unfold was more interesting, sending Death Threats and Terrifying captains was more interesting than branding. It also needed more interesting abilities, most of them didn't really matter until some Sneaky, Rapid Shot, Deadly, Poison Shot, Ruthless dude came out of nowhere.
So I have to lose on purpose in order for the game to be good? Lol
What about a real-time tactics game where you issue commands as the general and hope your army follows them, if your message even makes it there?
Always thought that would be cool, but the fact that it doesn't exist must mean some people tried it, it was shit, and they cancelled it.
Such an obvious thing wouldn't be ignored unless it was very bad.
Actaully, that's a screenshot from store.steampowered.com
It is the sequel their Gettysburg title that I guess was successful enough to warrant a sequel
They've just released a second DLC for waterloo, so it must have SOME degree of quality
I actually have downloaded a torrent of waterloo but been too scared to try it, fearing that I'll suck too much, so I can't tell you if it's any good
It would have probably been quite infuriating if your men died because they failed to follow a simple order.
This is why most of h-games are bad.
I actually quite like this about Dominions.
You set up your formations and order, then send armies off. But the fights happen between turns and you can only view the aftermath and adjust tactics as necessary.
Napoleon knew that feel too.
This isn't really the case. You can advance time and Uruks will naturally fight amongst themselves. You can also manipulate events, for example find a Captain on a Beast Hunt, then kill all the beasts to make sure he succeeds. He'll gain power and learn new traits. Sending a Death Threat to a Captain also gives him a power spike and gives them a contingent of bodyguards. There's quite a bit to the system, it just gets really underused by the game.
Are there any games kind of like Victoria 2, except minus the micro management and direct orders to build shit or recruit and move armies?
Just budget sliders and policies and focuses checkboxes, and watching a simulated population develop culturally, politically and economically (or not).
im sure this isnt a gripe for your h games user
These things also makes more sense to do when you get the mind control
Yeah but the ease of the base game really kinda pulls away from it. Especially when Branding is just a different button. Absolutely no downside to combat branding at all over an execution.
>make heals only recover the last damage received
>DoT spells become a viable spell to use instead of picking the spell that does a ton of damage because of it
Most rpg might get interesting when most fights doesn't boil down to outputting more heals than you take damage
The bad thing about Dominions is an abyssmal amount of micromanagement you have to do on strategical level. It starts quite managable but as your nation become bigger you will have to keep so many things in mind to do this or next turn. I always keep forgetting something important. I feel like the game would have been much better if you could install vassals to give them some distant corner of the map to contribute with economy and research while following some basic command like building armies for you and sending them in general direction of the enemy where you can give them more direct orders at any time.
Absolutely agree
Game was good for five hours or so, and definitely worth the bandwith
Not sure what that is