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The worst mechanic in gaming.

I know it's a huge part of Mega Man, but I could not stand how you couldn't shoot diagonally. Samus would destroy Mega Man in a fight solely for this reason.

If we are talking about the NES versions, at least megamans default shots go all the way across the screen. lol
 
In Dragon Quest V an annoying little bastard decided to cast a spell and put my entire party to sleep. Game Over. That was the pinnacle of annoyance for me.
 
Don't know if this qualifies as a mechanic, but I hate it as well.

yeah gameplay mechanic as its part of the overall game design.

Agreed with the both of you there, since it really fucks with trying to control movement correctly and press the analog stick in.
 
D. Souls no-pausing sucks. There is no reason for the game to not pause if you're playing offline. If they really want you to deal with menu management in real time then make it so pausing doesn't allow you to access the menu. But really if I'm with my friends or something comes up I don't wanna have to find a hiding spot or save then later reload my game. It shouldn't be that complicated at this point.

I still don't get why people think this is a problem; the game saves everything you do, so when you quit, you're literally right where you were. No checkpoints, no save points to seek out, no nothing; that's the opposite of complicated.
 
I still don't get why people think this is a problem; the game saves everything you do, so when you quit, you're literally right where you were. No checkpoints, no save points to seek out, no nothing; that's the opposite of complicated.

Reminds me of when reviewers were complaining about how you could save anywhere in Dragons Dogma.
 
Did anybody say QTE's yet? I'm sure I'm the first. It's QTE's. QTE's are for developers who dont have the talent to pull off that kind of gameplay in real time. GoW and Heavy Rain are the exception.


QTE's during cutscenes are absolutely the worst. Oh you wanted to watch this cutscene? Guess what it's not a cutscene, you were supposed to be pressing buttons. Sorry but you died. So now instead of watching a cutscene I need to focus on a 3 inch by 3 inch area on my screen for the button prompt. So now I get a shitty gameplay mechanic and no cutscene. It's the best of both worlds.

I still think the Krauser knife fight in RE 4 was awesome.

QTEs don't bother me unless they're too difficult, like the QTEs in the Ndesu boss battle in RE 5 on Professional.
 
Are there a lot of games where you get the chance to beat down the enemy with your strongest attacks with less risk than when you're using your weakest attacks?
I dont see how this is relevant to the conversation at all. Again, a well-designed boss battle should not need QTE's.

If it story exposition, it is not a problem. If it is the end of a bos fight like in Darksiders, I just get bored. I didn't particulary care for QTEs before that game, but when I was doing that game there were just bosses where I was waiting for a QTE in those awesome beatdowns in the cutscenes. I wanted to feel like I had at least a bit of input. (Especially there because it uses QTEs at other times)
I mean, if you enjoy that, I cant argue with you and convince you otherwise, but I find it a really strange position. Its not in my ability to even slightly understand your opinion. lol
 
Level grinding. That's basically why I won't play jrpgs. Once I realize I have to grind I just shelve the game.
 
I wouldn't mind escort missions if you can revive your escort.

Level grinding. That's basically why I won't play jrpgs. Once I realize I have to grind I just shelve the game.

tbqh grinding has only existed in very old rpgs
 
The only thing I can agree with you is 2, and even then it's fun wrecking havoc with a level 1 character with 255 in major stats

1) Salary actually makes it easier to earn money vs. killing crap, since taking tests automatically raise your level, and automatically raising your level means you gain the money quickly. Also you really don't need to buy much save for pots. And then there's that selling for profit trick.

The fact that the leveling system was the most counter-intuitive I've ever seen in an rpg. (easier not to level up and junction high level magic) The salary system was another thing. It wasn't even the system itself. Its how it conflicts with the rest of the game, which is the problem with most of ff8's mechanics. They weren't designed well with everything else they did. its an obvious example of throwing shit at the wall and seeing what sticks. The salary system by itself is fine. The fact their is nothing to spend your money on isn't. No, weapons and armor to buy. And a terrible forced weapon creation. Honestly the broken mechanics are only a part of the problem with the game. If the story and characters were written better, I could enjoy the game despite many of these flaws.
 
DLC bosses were CONSIDERABLY easier than Gwyn to me, same SL mostly, high 90s.

I found
Artorias
to be way more brutal than Gwyn personally, especially after a few NG+. He is slower and his attacks are easier to dodge, but he has more health and some of his attacks do so much damage it's not even funny. I still remember getting killed in one hit through my shield in NG++ (with a full stamina bar) by
his forward slide after I failed to stagger him while he was powering up
.

Edit: Sorry about the spoiler... It didn't really occur to me because the name of this character was in pretty much every single piece of advertisement for the DLC...
 
Who was complaining about that? The complaint I always saw was that you only had one save for your entire profile.

I wish I could find the review. I actually read that review from what someone had posted here on GAF in the DD OT.
 
I found
Artorias
to be way more brutal than Gwyn personally, especially after a few NG+. He is slower and his attacks are easier to dodge, but he has more health and some of his attacks do so much damage it's not even funny. I still remember getting killed in one hit through my shield in NG++ (with a full stamina bar) by his forward slide after I failed to stagger him while he was powering up.

man I missed that part where this thread was marked for Dark Souls DLC spoilers
 
Encumbrance. Haaaate it.

Yep. Half my playtime in Skyrim was either inventory management or fast travelling to my home to dump my loot off. I'm surprised I never installed a zero weight mod since that's the first thing I did with Witcher 2. I hate the it's more realistic argument too. Tell that to my bottomless chest in Breezeholme.

The only thing worse is degradable/breakable weapons.

Rogue Galaxy also has a special spot in hell for me for taking spreadsheet weapon crafting to the unfun extreme.
 
Encumbrance mechanics, inventory limits, etc when done well are useful since it's otherwise very easy to totally kill the game balance and economy. I agree that when not done effectively those mechanics can become an annoyance.
 
Equip encumbrance = Good.
Inventory Encumbrance = pain in the ass, especially if it applies to crafting materials and petty shit, when i go through a dungeon i don't want to kill the pacing constantly, to drop petty shit i don't care about.
 
AGREED with post 1.

"Dodge" / "Miss" in turn based games fucking SUCKS.

I put months into that Avengers Facebook game.

Then I learn the ones who win are the ones who buff stats that increase your ability to "Miss".

FUCK that game. And FUCK YOU.
 
If you want to talk realism time to study proper terminology. ;)

While its not design it irritates me to no end when devs use the word "clip" instead of magazine or use both assuming its the same damned thing. Seriously in the days of the interbuts and Dr. Google there is no excuse for stupid fuckups like that.

What game calls clips magazines or magazines clips?
Anything in like the last 10 years?
I dont think ive ever seen that happen....the only time clip vs magazine is when talking to human beings, online or otherwise.....games themeslves im pretty sure keep their Magazine and Clips labeled correctly.

The only place i can think of something like this happening and im not even sure its right is like Borderlands, maybe theres a Sniper rifle in that game that still has its clip size altered by using Magazine altering abilities or mods.

One thing I always hated as many others have mentioned cutscenes that cant be skipped. Esp if one has already cleared the game once.

This needs to be addressed ASAP.
Playing through Max Payne 3 was absolutely painful, i can understand why devs dont offer the choice to skip cutscenes even if im forced to look at a loading screen.....unskippable cutscenes are the devil.
Bad unskippable cutscenes instantaneously give games zero outta ten.
 
  1. QTEs. No excuse for this shit.
  2. AIs that cheat.
  3. Rubberbanding the player in racing games.
  4. Enemies that level up with you ESPECIALLY when non-combat skill levels level up enemy combat(UP YOURS OBLIVION!)
  5. Standing still to regenerate health.
  6. Cover shooting. Peek a Boo with guns now tired and pace-killing.
  7. Repairing equipment. Fuck that time/money sink up the arse.
  8. Crafting. Especially if it has a failure rate or it takes a long time.
  9. Escort missions(ICO is the only exception I can think of.)
 
  1. QTEs. No excuse for this shit.
  2. AIs that cheat.
  3. Rubberbanding the player in racing games.
  4. Enemies that level up with you ESPECIALLY when non-combat skill levels level up enemy combat(UP YOURS OBLIVION!)
  5. Standing still to regenerate health.
  6. Cover shooting. Peek a Boo with guns now tired and pace-killing.
  7. Repairing equipment. Fuck that time/money sink up the arse.
  8. Crafting. Especially if it has a failure rate or it takes a long time.
  9. Escort missions(ICO is the only exception I can think of.)
I can't agree on most of these.

1.QTE's can be done well, and allow the fight to look more spectacular. Might as well make the closing moments interactive, even if slightly. Blindly saying, "they all suck" is crazy.

2.OK, a bit general, but yeah, cheating sucks.

3.Rubberbanding, again, can be used well. If not, a lot of races simply devolve into time trails. Where is the fun in that?

4.OK, enemy scaling kind of sucks, I'll give you that one.

5.Regenerating health, yeah, that's a contentious one, I can see arguments either way to be honest.

6.Cover shooting. I don't see the problem. It's a natural evolution of the TPS, if you are getting fired upon IRL, you best believe I'd be diving for cover!

7.Repairing equipment? What? I don't understand.

8.Crafting. Again, what's the problem? You don't have to do it.

9 Escort missions. Yeah, OK, these have a propensity to suck balls.
 
I can't agree on most of these.

1.QTE's can be done well, and allow the fight to look more spectacular. Might as well make the closing moments interactive, even if slightly. Blindly saying, "they all suck" is crazy.

2.OK, a bit general, but yeah, cheating sucks.

3.Rubberbanding, again, can be used well. If not, a lot of races simply devolve into time trails. Where is the fun in that?

4.OK, enemy scaling kind of sucks, I'll give you that one.

5.Regenerating health, yeah, that's a contentious one, I can see arguments either way to be honest.

6.Cover shooting. I don't see the problem. It's a natural evolution of the TPS, if you are getting fired upon IRL, you best believe I'd be diving for cover!

7.Repairing equipment? What? I don't understand.

8.Crafting. Again, what's the problem? You don't have to do it.

9 Escort missions. Yeah, OK, these have a propensity to suck balls.

Some RPGs have equipment that degrades over time/use and you have to repair it unless you want it to break.
 
The strawberry jam all over the screen in COD. I love not being able to see what I'm shooting. Please add this revolutionary effect to all other first-person shooters.
 
As for my own most hated mechanics, QTEs and escort missions probably. The only time I really enjoyed QTEs was in the Paper Mario/Mario & Luigi series. Hated them in Resi 4 and God of War series though.

Do healthpacks still exist? I thought everything was just lie down a bit and recover.

Dishonored has them. And is better for it. Petrichor be trippin.
 
This. I remember running in circles at some point in FFX in order to rise a few levels. Never again.
Spent an hour and a half grinding in Dark Souls last night. It was cool, listened to some Lucy Rose and Sbtrkt, now tonight I might be able to actually make some progress!
 
QTE. They all suck, no exceptions. Yes, even in RE4.
So you've finished fighting a boss you have three options:

He simply keels over and dies.

It cuts to a cut scene of you dramatically finishing him off in style.

It cuts to a cut scene, and prompts you to time button presses to finish him off in style.

You'd honestly pick choice 1 or 2?
 
tumblr_mb0z3exNbl1r4cgduo1_500.gif


Idiotic QTEs.

So you've finished fighting a boss you have three options:

He simply keels over and dies.

It cuts to a cut scene of you dramatically finishing him off in style.

It cuts to a cut scene, and prompts you to time button presses to finish him off in style.

You'd honestly pick choice 1 or 2?



Option 4: Developers stop making grander and grander set pieces and focus on making the core gameplay so compelling that your interaction with the enemies/bosses might as well be a cutscene.
 
So you've finished fighting a boss you have three options:

He simply keels over and dies.

It cuts to a cut scene of you dramatically finishing him off in style.

It cuts to a cut scene, and prompts you to time button presses to finish him off in style.

You'd honestly pick choice 1 or 2?

I'd like to finish him off with an in-game move, not with a cutscene. Bonus points if the boss has different death animations, depending on the move I use.
 
Dichotomic moral decisons / storyline paths / gameplay style.


Light VS darkness!

Rebels VS empire!

Order VS chaos!

Saint VS sociopath!


Fucking childish, unrealistic, shitty approach to game design and narrative. As if the real world has anything to do with black and white. The day something along these lines is taking into account when gauging player actions and personality inside a game world we might start talking about games as a "mature medium" and all that yadda yadda (albeit major props goes to games like The Witcher and Catherine for breaking that rigid mold).
 
Eh, the problem with Witcher is that while it's a grey morality, the whole setting is pretty bleak. It seems like you can only grey the morality when the view is cynical or pessimistic. I'd like something which has no morality, but at the same time very optimistic in its view.
 
Dichotomic moral decisons / storyline paths / gameplay style.


Light VS darkness!

Rebels VS empire!

Order VS chaos!

Saint VS sociopath!


Fucking childish, unrealistic, shitty approach to game design and narrative. As if the real world has anything to do with black and white. The day something along these lines is taking into account when gauging player actions and personality inside a game world we might start talking about games as a "mature medium" and all that yadda yadda (albeit major props goes to games like The Witcher and Catherine for breaking that rigid mold).

This, filling the Paragon & Renegade bars in the Mass Effect games was just plain stupid for example...having achievements for filling a bar completely made this even worse.

Other things that are really annoying IMO is 100% accuracy by enemy AI...such a stupid way to make a shooter game "harder" in higher difficulties, also boss fights with long ass health bars that don't feel a thing and drag too long with no real challenge - I really hate those, Onimusha: DoD & El Shaddai come to mind.
 
This thread really is about FF8.

1) No money from beating enemies. You get a salary instead and need to take exams to get a higher salary.
2) Auto-levelling enemies.
3) You can break the game by drawing 100s of magic early in the game...
3.5) ...and in turn become weaker if you actually use the magic.
4) Fuel for vehicles. Well, selected vehicles that is. I hate fuel systems in general.
5) Junctioning, unless you know what you're doing from the start, can screw up your game in the long-term.

FF8 introduced a lot of innovations, and while there were some duds, on the whole I liked them and thought that with a little tweaking, they could have become a standard for RPGs.

(1) is a good thing. There's no reason monsters should be carrying currency around with them. At the time getting a daily stipend was a great innovation.

(2) and (3), point well taken. Drawing would have been a lot better if you'd gotten several dozen of whatever you're drawing instead of a maximum of 9. Better yet, have many more draw points out in the world and have those automatically take you to 100 of whatever magic is being offered. As for (3.5), you only become very, very slightly weaker with each use of the magic; what's annoying is having to manually go fill the magic in again from another character's stock. Automating this in some way (consider Chrono Cross' offer to heal you with accrued magic after battles) would have made the mechanic better.

(4) Fuel was annoying but the vehicles themselves were criminally under-used. If you play the game the way you're expected to, you only use a vehicle twice (from Balamb Garden to Balamb City, early in the game, then much later from Esthar to the launching pad). They should have made much more use of vehicles.

(5) Was there a way in which bad junctioning could permanently mess up your party? Aside from potentially missing draw-able GFs, or not noticing that multiple GFs could be junctioned to each person (and thus missing out on long-term stat boosts), I didn't see anything that would permanently hurt you.
 
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