Unnecessary crafting mechanics. Seriously, it's like every game that comes out nowadays has to show that it has depth by including crafting in a way that feels very contrived. Most of the time, for example, you're walking around, find bandages, then open up a couple of menus to craft a health kit with those bandages. Can I ask what did this accomplish exactly? Why did I have to craft it in a meaningless manner instead just finding a health kit lying around?
Crafting is nice when it forces a difficult choice on the player. For example, in Last of Us, you have to decide whether or not you'd like to create a health kit or a molotov, each using the same materials but both having totally different uses. It made sense and actually added depth. .
See, I generally like crafting systems, but I fully agree with this post. It must be a lot of work for developers to shoehorn in something which only barely helps their gameplay. I thought Far Cry's was decent because it encouraged you to explore the world, and TLoU's was great but then Dying Light has a giant crafting system based on hundreds of blueprints you can collect, for almost no reason. Seriously, there must be 250 craftable items in the game, and I never crafted more than... Four? Maybe five. Medkits, lockpicks, a certain type of bomb, and one type of distraction item. Those items aside, I never used one of the other 246 craftable blueprints. I still had a fantastic time with the game, but it would have really been worth hugely streamlining the system, ala TLoU, where there are maybe 8-10 crafting ingredients only and items based on those.
It's really annoying when you boot up a new game and, there it is, 'Crafting' in the menu. Assassin's Creed has one of the worst. There is absolutely no need for it. Please I would much rather do stupid side missions/assassinations to unlock new kit. I don't want to hunt and craft. It's not bad gameplay in itself but it doesn't gel with the rest of the game mechanics at all. At least in Unity they got rid of it and made it buy/unlock based (which is what I wanted).
Another nuisance is when free-roaming NPCs are constantly blocking your path. Your AI parters have the properties of a brick wall in TLOU, in more ways than one.
See, people really complained about this in TLoU, but it never happened to me. Not once. In 5+ playthroughs.
Then my gf started it a couple of months back and was instantly getting blocked by Ellie and becoming really frustrated.
I don't know what it is, but the pace of the game just
gels with me. I seamlessly and painlessly go through it every time, I'm totally at one with it. Pity that's not the experience a lot of people have.
I would love a game where you patch up/bandage visibly the shot area after you have been hit, and the bandage would stay.
This happens in The Last of Us and, IIRC, Left 4 Dead. Get wounded - use first aid kit - character applies bandage - bandage stays on until death/new scene.
In both games, though, they only ever apply the bandage to their left arm. Still, it's a solid compromise. It would be such an unnecessary amount of work to create animations/decals for bandaging every separate body part.