>running stamina meter
ITT anti-fun game mechanics
weapon durability
level scaling
>frog posting
crafting and cooking
this thread again?
Get out of Sup Forums then faggot
yes
>fat guy exploding when taking fatal damage
I too enjoy having a good top kek at some dank pepe memes, my fellow Sup Forums user
>running stamina meter
Depends, if it's in a dungeon that's not long enough before loading screens and an enemy can just pop out of the corner and goblin your noggins off then it makes sense, then you'd just run endlessly unpunished instead of exploring.
But if it's a big open world and there's not other means of faster transportation then yes it's kind of retarded but since there's no aforementioned thing then it's already clear the devs are retarded so why wouldn't there be running stamina depletion?
Again, that makes sense in some scenarios but not in others.
With this one I honestly don't see a problem.
Care to elaborate?
If it doesn't take time, i.e. instant recipe click to make shit from ingredients you passively amass anyway then I see no problem.
i'm just interested in this as a dev, pls no bully
>Care to elaborate?
Highway bandits wearing full glass armor don't really make sense.
>Highway bandits wearing full glass armor don't really make sense
Okay well this is just a particularly bad example.
But with monsters it works better, if a giant 10 foot tall demon wacks you in the face with a mallet for 100 damage instead of 50 like he used to, to adjust for your level improvement since then, then it works, no?
>"Junk" in your inventory.
wrong
ass=blasted
UNSKIPPABLE CUTSCENES
Yes, this one.
Although it's super rare.
I think I've probably seen only 2 games do this in my whole life, but by god fuck them.
>have to stop playing to hear an audiolog for a code I need
>audio logs in general
this is not fun stop it
You spam dodge move to move faster.
Holding dodge to run is a genius invention
I actually had fun cooking and gathering ingredients in FFXV, am I wrong in the head?
...
>you picked up a note
I don't think I've ever read a note in a game. They can't be important since I never feel like I've missed anything. Notes are gay.
being forced to listen to NPCs give you quest information is about the same thing and way too fucking common
>game mechanic
>hitting level cap halfway through the game
>fighting is now an annoying nuisance
Looking at you BG2
>fighting game
>attacks cost hefty amounts of stamina
>defensive play costs little to no stamina
Health bar
>breath of the wild has all the shit listed ITT
Stamina is good for a bunch of mechanics.. Battlefront II has running/rolling stamina, Jedi stamina, and a jetpack that can be toggled mid-air to save "fuel" that replenishes on the ground.
Maps should honestly make up for any low stamina situations anyway.
not him, but i might argue that it detracts from the sense of accomplishment or progression.
like, okay, this normal enemy is hard as hell to beat, there's no way i can explore that area over there with all the way tougher enemies.
>some time later
okay, i can clobber these normal enemies, i might be ready to tackle that tough area, but those critters are still dangerous, especially in groups. if i play well, i can get through it and be ready for tougher challenges later.
versus
all these enemies feel the same. the giant spiders and the goblin mages hit about the same and neither are particularly dangerous
>some time later
okay, now i'm fighting dragon knights and death robots and everything feels about the same and those other enemies simply stopped spawning. now, if i go back to an earlier area to get stuff i missed, it won't be any easier or harder to backtrack. why even bother leveling/powering up?
but that's just like my opinion, man
>wahhhh mommmy reddit took our frog that we've been posting long before anyone knew it's pepe and called him sad frog
>sprinting uses stamina
>empties out in two seconds of running
>refills two seconds later
>spend entire game running like a retard
Zelda SS was so terrible
you really need to go back
yes yes
keep listing these mechanics.
good...
>Have to wait 5 minutes after attacking boss for him to finish his extremely long attack and become vulnerable again
If you can sprint all the time, why not just get rid of sprinting entirely and make default movement speed higher?
i'm not the one that knew that reddit had a fucking site for fucking pepe, you are.
what's wrong with crafting? seems a hell of a lot better than earning xp from fighting.
because in lots of games you can't attack while sprinting
At the least it allows for some mediocre climbing.
>level scaling
for key battles like boss fights sure, but for everything else? what's the point of gaining levels then?
Good games either has some extreme burst speed on sprinting(Dark Souls), or somewhat faster but permanently(Oni, Secret of Mana).
Bad games has 2 seconds of sprinting with no real speed increase.
I always liked sprinting not taking stamina but being so fast that it's unruly/impractical for a lot of situations/areas.
Entirely dependant on implementation and intent, as is everything in this thread.
Maybe it's a survival horror game and the threat of running out of stamina if you fail to manage it properly increases the tension.
Maybe it's an RPG and the player's improving level of fitness brings a sense of long-term satisfaction to the gameplay.
Level scaling ruins the immersion for me. It doesn't make sense that all the creatures magically get stronger as I do or that I can face any foe at any level.
I like the feeling of coming back to NPCs that were once a challenge and be able to defeat them easily. It makes me feel like I've progressed as a character.
Conversely I like getting my ass handed to me when I head into an area or fight an enemy I'm not ready for. It's incredibly satisfying when you can eventually overcome it.
Go and play the horror game for the famed Virtual Boy: Innsmouth no Yakata
You tap to move. So you mash tap to move fast. And you get chased by monsters, and have to stop and aim to shoot.
Its amazing.
There is tension because you mash to go really really fast.
Invisible mission boundaries
MGSV did it perfectly
if that game had a stamina bar it would actually be ruined
harvesting crops, picking flowers and mining minerals
I have an idea how to make a game more fun. Lets make a shit ton of stuff you can craft and collect, but make a backpack really fucking small so you get the
>backpack is full cant move fuck you nigger
every five minutes!
Seriously whoever thought that making a limit to stuff you can carry should be gunned down in a street like the degenerate he is
>random bullet spread
>especially when there's no indicator of possible spread
Flashlights which run out of battery after 20 seconds. Malus points if the setting is in the future and they have literally decreased in simple technology.
turn based combat
ok
>lmao heres an audio log but hey guess what dude
>yup you guessed it. gotta press select/start and scroll through a menu to listen to it
>lmao enjoy
Limits are what make games, games. If you have an inventory in a game, then there should be a limit to it. Otherwise, it's just a list.
There are lots of times when an autoplaying audiolog is annoying, though. It's nice to be able to move around and do mundane stuff while you're listening, but I think it's better still to do it out of real time without other noise and things happening.
Also, having to go and call them up yourself makes it feel like something extra. I especially liked the tapes in Arkham Asylum.
Procedural generation. Give me handcrafted levels or fuck off.
This is such a meme. You realize that any map can be procedurally generated, even to be the same across every disc.. (?)
>hunger gestion
>tracking
Fuck dork souls 2