>crafting
>inventory limit
>collectible shit on minimap spread every 10 meters
>hold down key instead of press once
>5% passive increase "talents"
Game "mechanics" that should've died already
>>hold down key instead of press once
I don't get this one but I'm not anglo
"People" that should've died already:
y'know, like hold A to pick up weapon, when pressing A does not have a function. it's pointless.
far cry, nu-male effect, i think witcher 3 did this too but I'm not sure. Every interaction needs you to hold the key for 2 sec instead of pressing "E" once triggering the action.
Like hold C to crouch as opposed to press C to toggle crouch, in some games sprinting will bring you out of a crouch, while in others it doesn't. Another example might be with sprint itself. In some pressing it is all that's needed to stay in a sprint and changing your direction sharply will bring you out, others require you to hold the key/button constantly while in motion.
Ah okay, or this. This makes a lot more sense. Yeah, this needs to die or at least have an option to toggle the delay. Same thing with looting animations as far as FC3 goes.
Combat.
>collectible shit on minimap spread every 10 meters
This one THIS MOTHERFUCKING ONE needs to be removed completely from games. It's bullshit filler crap that should have never been added, pretty much every game has some sort of collectables in it, especially open world.
>game has lots of knick knacks, crafting materials and currency to pick up
>game makes you stop and look at each item and press a key to pick them up
>walking over currency and the like still isnt automatic
Seriously. I'm sick of picking up every little fucking item, shit you shouldn't have to acknowledge that you want to pick it up.
Yes obviously I want to pick up the Wolf Kidney for the quest for 700 Wolf Kidneys. Why on Earth do I have to confirm picking up the Wolf Kidney of the 38th Wolf I have just killed?
Yes obviously I want to pick up the GOLD COINS/SPACE CREDITS/GIL/DOSH/WHATEVER THE CURRENCY IS, why do I have to confirm I want to pick it up?
weapon/armor durability
that one weapon that has high stats but drains your health
QTE melee kills
>those items in games where they have a huge benefit for builds/styles that are purely based on a gimmick but other then that they are worthless outside of said gimmick builds/styles
Why even bother at that point honestly.
For all the things Borderlands got wrong, the one thing it did get right was picking up ammo/money became automatic as the series went on. Don't know why it wasn't the same for eridium/moonstone though, it's not like everyone didn't get the same amount as the guy who picks it up
>5% passive increase "talents"
I think Tales of Berseria does this well.
You earn skills like these in the lower levels, yeah they dont do much, but when you level up, they explode as the stats get higher, allowing you to contend at the higher difficulties later.
>the only weapons that are good are the most mainstream/well known weapons
>the "bad" weapons are so bad in comparison to make the weapons a lot of people know look vastly superior in every way so everyone ends up using so few weapons that all combat is the same
Weapons should never be added to a game when their only purpose is to hoist up other weapons in the popularity department imo. Either make your gameplay fun and all weapons have a use, or just stop making a game.
>Limited inventory space
My hard drive has literally hundreds of gigabytes worth of available storage. Sort your fucking game out so I can hold more than 30 things.
>inventory limit
Because computers have infinite memory space, right? Kys
>pokemon/pokemon type clone
>dragons are the strongest
Pretty much every computer can handle a lengthy unsigned byte or short array to indicate how much of each item someone has. There's no excuse for "YOU CAN ONLY HOLD 10 (TEN) ITEMS!!!!!!"
You know that Pokemon didn't start Monster raising JRPG genre, right?
Fuck no Inventory limit and Crafting are great. Bitch more because you cant carry 10000 potions becasue you suck dick so bad,
When Borderlands 2 was on the horizon, I replayed the first game in preparation.
When launch night happened all my friends were like HOLY SHIT BORDERLANDS 2
I didn't have the game yet and I went into mumble and they were playing it and they were all yammering and all excited and shit and then they all said "user you should totally get this, its on sale on green man gaming even at launch, this shit is fuckin great"
I told them all to shut the fuck up for one second and answer me one question. A very very VERY important question.
"Do you auto pick up money when you walk near it?"
Oh yes instead I can only carry 9999 potions and need to tp back to base every once in a while to sell my crap which truly enhances the gameplay
Inventory limits are almost never any meaningful
I only agree with collectibles.
I hate the shit so god damn much.
And if you look at the achievements on Steam or Xbox or whatever only less than 2% of people even do it so what the fuck is the purpose?
I mean I know the purpose is so people have a "you didn't REALLY beat the game tough luck kid :^)" out when the game is criticized but its bullshit.
Instead I can carry 30k shitberries and 10k bottles fuck you nigger it's meaningless fluff
Yeah but console systems have to make sure with much less available space and there have to be hard defined limits because of security issues like stack smashing
Also
>items that should stack, don't stack just to be tedious and annoying
>item stacks that don't end in an even number
>press R for crutch-o-vision
>crafting
>inventory limit
both of these can be done well though
e.g. re4 and ja2 inventory management, monster hunter crafting
>collectible shit on minimap spread every 10 meters
yeah this one is pretty bad, but ironically a limited inventory can make it better by forcing you to prioritize picking up better things/specific things for whatever youre doing at the time
>hold down key instead of press once
this is used as a replacement for a confirmation box, and it's okay for that purpose.it does get overused though
>5% passive increase "talents"
better than 5% chance to do x (the witcher is the worst offender for this). and it's acceptable as a small addition to a bigger progression system, e.g. the prestige points in nioh
I can't think of anything that did that in Witcher, but I played on M+K, might be different with a controller.
>devs dont make an effort to differentiate item icons in the inventory so you spend god knows how long looking for that specific item
Use colors. Use numbers. Use different pages for different things. Make an attempt, please god.
>There's no excuse
yes there is
>game has healing potions
>are easy to get and very effective
without a limit, the game will have no challenge whatsoever because you can carry as many potions as you want, but with a limit of like 10 you will have to be careful everytime you leave from town or your storage and you have to manage with what you have or can find
>go into map/crafting/whatever menu with "J", "I" "K" or something
>same button doesn't work to go back to game, have to press escape 4 times
the worst are items which solely exist to be sold. i think the first time i came across an explicit example for this was rage and i was shocked at how stupid it was
Zelda does this so nicely. You get silly little Koroks every now and then for exploring, but otherwise you're exploring to find new monsters, get new ingredients, or just to paraglide off it to head towards your next destination. You're never just filling off a checklist.
>inventory limit
>crafting
Nothing wrong with these if they're implemented well
>collectible shit on minimap spread every 10 meters
This.
I'm a completionist so every time a game has this it fucks with me until I get every single thing.
This is especially worse with Ubisoft games.
sick bait
>games that desperately need a minimap don't have it
I'm honestly stumped at the incompetency of video game devs sometimes.
>infinite saves/quicksaves/quickloads/checkpoints ever 3 steps
>interfaces that are clearly designed with controllers in mind, with no changes when using kb+m
>shit UIs in general
>stealth game
>hiding in dim lit corner waiting for whatever to pass by
>they dont notice/sense the player at all whatsoever
Stupid. No one's gonna hire guards or whatever that are this worthless.
>yfw pc version still has console button prompt icons and shit
>hold E to do the thing
Fuck you
For Honor was a recent example, these menus and UI were such a mess
>die
>enemies you killed after your last save respawn
>kill group of enemies that are really annoying
>healing after said encounter
>walk three steps and run into the same encounter or an even more annoying encounter
>this goes on for 2 hours just to progress 30 actual minutes
This is the life of a Players 8 hell difficulty Diablo 2 player.
>Game can't even remember which enemies you killed so everything respawns every time you die or reload, regardless of whether you killed them before you saved or not.
What is this, the fucking 90s?
>C to toggle crouch
>Not holding ctrl to crouch
what's wrong with you m8
This. Just play a fucking MMO you stupid normalfags
agree. But the hold shit is because of controllers and their lack of buttons.
Durability can be done right in some games, like botw. But I agree that it should be gone in most cases.
I haven't played the game you mentioned, but I don't understand why couldn't they simply increase stats with lvlups automatically, and have talents be some other cooler shit.
Limit the amount of consumables than, there's no need to have you trowing away shit you'd sell just cause you didn't go to a store in between adventures...
The souls games, after demons, did it right.
This is not bad for every game. Some people don't enjoy redoing the same shit they did for the last hour. Though depending on the game fewer saves could add more tension.
> kill all enemies in the room
> save and quit to eat some tendies
> load save file, stand in the middle of respawned enemies
Why do devs still do this?
>i key for inventory is still default in games nowadays
Stop. Use tilde.
>aiming
>sprinting
Literally why would you want a toggle for these?
>cover mechanics
>regenerating health
>designing games for gamepad
>motion control gimmicks
>touchpad gimmicks
Crafting is retarded and undermines progress milestones in rpgs because they're always an all or nothing system. Either the entire gearing process is collecting bits of animal hides, dragon scales and silver hafts, making it anti-climatic when you defeat a powerful boss because you don't get that wicked looking sword he was using to fuck you up with but rather a shopping list recipe for something else, instead; or the stuff you make is so inert that you end up filling your inventory with pointless shit on the off-chance that, 'maybe i need that,' if there's even curated items at all; which can also result in bland items that never have unique effects on them and are therefore never exciting to the player.
There's a few exceptions. Baldur's Gate II strikes a good balance, offering a handful more items for observant players; whilst creating absurdly broken spells in an Elder Scrolls game is always satisfying. Generally it's just a marketing checklist feature the game could do without, however, and, in a broader sense, modern games could do without presenting players with checklists to complete like strict parents.
>Crafting
Fair, it's just a way to elongate a game given crafted stuff is either just another supply of consumables you get via drop anyway, or a way to create equipment which is almost never as good as drops.
>Inventory limit
Depends on the game but generally this is okay. It forces you to be careful with consumables and to actually go back to towns occasionally to get rid of your shit.
>collectibles
Again this is just another game stretcher, especially if the collectibles number in the hundreds.
>hold down key
This one sounds really annoying but I've never actually come across it yet without good reason, for example if you want two actions on the same controller button because of limited buttons.
>5% passive talents
This stuff should just be on gear, such talents are boring non-choices.
As for me, graphical """improvements""" like depth-of-field and chromatic aberration are horrible and I don't understand why they're always on by default in games that have them.
If I wanted to view my media like that I'd rig up a shitty 60s camera lens and take off my glasses for the shortsightedness.
>new shit RPG with over 300 hours of content***
>***10% story and 90% collecting bullshit
>scrolling down a list in a console port
>one press of the down key goes down one entry
>holding the down key doesn't scroll you down the list really quickly
>get carpal tunnel from mashing the down key just to navigate a fucking list
Violence as a means for achieving a goal or resolving a conflict.
>5% passive increase "talents"
90% of borderlands2 """"""""skill trees""""""""
In a similar vein
>no auto save after finishing quests/missions etc
Nothing quite like the rage of having entire quest lines erased because you assumed a game would auto save in the twenty first fucking century.
This.
Also
>tutorial mode
>can't jump unless allowed in context
>can't crouch unless allowed in context
>batman braindead two button combat
>3rd person """stealth"""
>detective vision
>difficult options
shit meme needs to stop.
Yeah, I legitimately hate this.
I hate this shit so fucking much. It's just a constant announce in every single game it's in.
underrated post
>collectible shit on minimap spread every 10 meters
THIS
even l2's spoil system was better than running around picking flowers in every modern mmo ever
Developers who do this should be shot.
>Unskippable cutscenes
>Sidequests thay are nothing more than "the farm is under attack please kill 7 goblins" with no story exposition whatsoever
Small % increase passives turn out to be fucking massive honestly.
I've been making a game for minmaxing homos for a while and I've literally nerfed % shit more times than I can count.
One ability went from giving up to a max of 40% crit chance all the way down to a max of 6% over the course of like 10 nerfs.
am I getting baited or is this just the dunning-kruger effect in action?
i can never be sure
Is there a single game where crafting is actually fun and worthwhile?
Toggle crouch is always enabled by default in fps games and it drives me up a fucking wall.
Aim, crouch, and sprint should always be set to hold by default
>game has skippable cutscenes but can't pause during cutscenes
>doesn't tell the player
>press pause button to try and pause and skip scene
>early access survival garbage with crafting
>sells like hotcakes on steam
what the fuck is so wrong these days?
minecraft, terraria and other games like them. Aka, games where crafting is the main focus, and not just some thing to do on the side.
Maybe if you weren't such an OCD ridden autist you could just, y'know, ignore the optional collectibles but I guess you wouldn't be able to live with yourself if you didn't unlock that 100% achievement.
Minecraft came out 6 years ago. This is the nostalgia of the new generation. We do not matter anymore.
people want to play with their friends and they overlook how shitty the game actually is
or something
>only one save slot
>no save profiles
or alternatively
>game makes unique saves every five minutes, cluttering the menu and causing memory leaks and long load times
>having to go heal at an inn
The Last Remnant already proved you can just make every fight hard and then fully heal the player after each encounter.
Stalker is the only game where inventory limit is good and makes sense
And not combine these 2 or three items with a button press and wait 5 seconds.
Fuck I hate this shit.
EVERY FUCKING GAME. EVERY SINGLE FUCKING GAME.
"Oh yeah there's about 400 items littered in the world that serve zero fucking use beyond making the game artificially longer"
Fuck it. Fuck the cunts that attach trophies/achievements/unlockables to them. They aren't a test of skill, they're just an autism detector and nothing more. Fuck I hate them.
I love this game, even if it is ball busting hard
assasins creed and ubisoft games in general ruined open world gaming
>crafting
Agreed
>inventory limit
I don't agree - inventory limits means you need to carefully select your items, adding some challenge to proceedings
>collectible shit on minimap spread every 10 meters
Part of the wider problem of too many open-world games
>hold down key instead of press once
Too true
>5% passive increase "talents"
Yep
>"Sprint" is a single press afterburner that remains in effect until you let go of the forward button and stop dead
Who knows, it's pretty easy to see you could have an inventory that holds more items than feasible for a player to collect.
If the game uses shorts to denote the ID of the item in the inventory, having a million items would only cost about 2MB of memory.
Even if the items were completely unique or had stupid random stats like borderlands, and they use a short for the base item, and then a list of shorts for the stat increase followed by a float for % increase of that stat, and on average every weapon provides 4 stats, that's 25MB for a million items in your inventory.
...sooo horizon zero dawn thread I guess?
this is literally retarded programming
yep
The second one is just a high risk and reward weapon, nothing wrong with that
>tilde is not console
GAAAAAAAAAAME
>morality system where the good option is both easier and yields as good or better rewards than the bad option
>morality system where being good means acting like a complete doormat pacifist
>morality system where the bad option is being literally hitler who eats babies for fun and making things deliberately harder for yourself when you supposed to be acting for your own self interest
>"grey" morality system where the game explicitly judges which actions it deems correct and which not
but this is actually nice
dont have to press the sprint button all the time
weapon degradation
>Caps Lock bound by default