ITT Game mechanics that are shit and need to stop being put in by devs

ITT Game mechanics that are shit and need to stop being put in by devs.

I will start
I sure do love hiding behind cover doing nothing while I wait for my hp to come back.

Other urls found in this thread:

moddb.com/mods/firearms
twitter.com/SFWRedditImages

I don;t want to die because my 7.62 NATO rifle failed to punch trough a half inch of plywood.

OPEN WORLD

Thanks for reminding me that the new Zelda will probably suck because of OPEN WORLD CAN'T WAIT TO COLLEGE 10000 RANDOM PLANTS ON THE MOSTLY EMPTY GROUND

...

Or find a health pack you casual.

If only there was some sort of item that would heal you. Some sort of healing item.
Does anyone know of any video games that have such a thing?

Cutscenes. Worse if they're unskippable.

I cannot stand them anymore, I don't give a shit if a character says a witty one-liner, I just want to play the fucking game without having to be interrupted.

Long drawn out kill animations.

Red jelly on the screen when I get hit.

Fuck that queer shit. Walking over a box of gauze and rubbing alcohol won't fix serious wounds. You should have to remove the bullet and cauterize that shit.

Even worse
FUCK YOU MASS EFFECT

KH was the worst, who thought putting a 5 min unskippable cutscene right before a boss was a good idea?

Sitting behind a wall for ten seconds won't fix serious wounds either. What's your point?

Kill yourself

Holy shit.
Game design>Realism and Regenerating health is objectively shit.

Pictured in your post as well.
Those need to go, they serve no purpose, they cover 2/3 of the screen and there is no real way to simulate depth perception outside of VR.

Meant for

since when do walls stop bleeding and heal wounds?

It is even worse when iron sights make your bullets somehow more accurate.
The reason being is because it causes 2 people to basically stand still shooting each other because you can barely walk while in that mode.

Yeah, nah, games should only strive for realism when they're simulators or at least have some degree of realism as a basis for their gameplay.

Also, it's certainly better than the alternative of regenerating health, which is even more unrealistic.

That being said, it'd be nice to see some games make use of item collection and have some degree of believable health restoration (for games where it fits, obviously). I think The Last of Us did something similar, but I don't want to give Naughty Dog any credit for that. Any other games that have done similar shit, anons?

MOVE THE MOUSE TO LOOK AROUND AND WALK USING WASD

Every mil FPS should include Arma 2 system where there's a medic on the team to cure your ass.

Fuck yourself kid. If think CoD, or even Arma is realistic you should kill yourself right the fuck now instead of menstruating all over a Nauruan gameshow image board.

I never fucking advocated for regenerating health, you fucking tard.

Why do you reatrds think that realism = regen health. Do you have an IQ below 130?

...

...

...

...

...

I don't mind that because tacked on single/multiplayer is generally shit.

Some other things I should mention

Quick Time Events


While not necessarily a game mechanic, the one thing that brings my blood to a boil is the trend of titles that take the exact name as the original game

Only if the medic has to perform surgery on you, not just "press x to heal squad mate." Like they should have to use scalpels and pliers to remove bullets and shrapnel and stitch the wound up. And if they fuck up you die.

Is it really that hard to just give people a skip option

...

That would be too fucking long for any kind of game.

user I don't think anyone wants to do a 8 minute amputation process after you get hit in the leg by a bullet. Though I kind of want it, because that sounds cool the more I think of it.

Or even worse

What's the point of having a retardedly small GUI if it splats blood everywhere anyways?

Elaborate. It's a catch-all resource where the mechanics are up to the developer, which is fine by me.

Is it the name, or the mechanic itself?

You know this could actually be done well if they wanted. Make it fairly slow and you can only regen from certain types of damage.

If that happens, with or without medic, you aren't going back to fight.

You are going back to base on a stretcher and getting a honorable discharge.

Only low IQ ADHD kiddies who have no business shitting up vidya anyway.

Always online single player

Most game mechanics have a time and place and can be used well and poorly, yes this includes regen health

But when the hell is always online single player a useful thing?

Normal press button to not die during the game I can deal with but the shit that shows up half way through a cut scene only to force you to rewatch the whole dicking cutscene if you die, its one of the few things that make me just out right turn a game off

I suppose it's not exactly a game mechanic but I despise (((Early Access)))

Grim Dawn handled regenerating health pretty elegantly, where it regenerates almost instantly outside of battle - but in doing so depletes another resource. So if enemies are easy to kill you almost never have to worry about your health, but stronger enemies can become quite a slog.

Of course, it's pretty easy to make builds that can survive and regen entirely without that resource, but it's still a neat mechanic.

Precisely "hip firing" wouldn't technically be less accurate, is just a matter of learning where the bullets are hitting, consider how firm you can hold your gun/rifle in that posture as well.


MGS5 and other games that force you to literally crawl around for an entire level or segment just because they can't turn it into a cutscene.


Your argument is basically that, walking over a box with a symbol or taking cover to regain health are both equally unrealistic, but somehow the earlier is "stupid" according to you.


Pokemon is a big offender, I don't want to find anything in dungeons that is not an evolution stone, sacred ash, or any good held item.


I hated QTEs in Binary Domain… among other things.

...

I remember when collect-a-thons and open world games weren't mutually exclusive.

Half Life 2 really ruins vidya game with all "immersive cutscenes" shit.

It just means you can't skip it.

...

You think having jelly splattered all over your screen is bad, how about turning your whole vision red so that its harder for you see to where you're going and whos coming at you?

Thanks Killing Floor

I have to expand on this for you, QTE's where failure is death is bullshit in my opinion. I think a better route would be offering bonuses like maybe an alternate scene, or you get extra health or ammo.

The worst are insta-death QTEs on games that dock grades for dying, and yes, I'm puling that right from Bayonetta

Show that to any doctor and they will laugh.

I sure do love standing in one stop for 10 seconds, really helps the flow of the game

Metal Gear Solid 3.

Reloading should be more than just pushing R and shoving another mag into into the gun. Every function on the weapon should be mapped to a key.
Walking should be more than just pushing W too.

There are several animations involving wounds on the legs.


I never said the animations were realistic.

I hate that shit. Magazine system instead of having a general ammo pool where your magazines suddenly get rounds inserted back into the mag is the stupidest fucking shit.

NIGGER WHAT ARE YOU DOING

Personally, I'm a little frustrated with the dev's decision to add a scope to the rifle in winter heist simulator, but I can deal with it

So… All games outside of Rainbow Six and Reciever?

and SWAT

Arma series, dog.

Its a stealth game so its pretty slow anyway, in anything quicker than that just falls flat on its ass.
I guess any mechanic can be good if well implemented into the right game.

be careful user, any mechanics that somewhat reflect what happens in real life are the spawn of satan in threads like this.

The fuck is with this entire post? What game even?

Nigger just enjoy STALKER.

Imagine a shooter where you could take a bullet out of your body and throw it back to an enemy.


RPG shitters, everyone.

God, this is why I'm sorta glad for Call of Duty because it at least some basic things about gunz.

Reminds me of "receiver"

Shit, selected the wrong picture. sorry!

>Do the same for machine guns with 200+ rounds

Yet another mention

That's the point. Hell, this is the entire point of Reciever, which manages to be super tense as a direct result of butter-fingering your mags onto the floor, firing empty chambers, etc.

Personally I kind f like the idea of magazines being your ammo count instead of, well, ammo, but that just means there's full mags littered all over as needed to fuel your gun. And if you have half-full mags, that's just unnecessary complication.

Moves that locks you int a 3rd person perspective

It doesn't even matter really.

In realistic mil sim where that shit happens, you would go on semi-auto most of the times, saving bullets or get an enemy gun instead.

Soul Calibur 3 had interesting outcomes with its QTEs, you didn't die, you just had some kind of small disadvantage or dialogue was different if I recall correctly.


In Battlefield 1942 if you reloaded a weapon with some ammo left on the magazine it discarded those.

From a realistic Military sim it would make sense to carry 3 weapons, in a fictional game, they have no excuse.

also

...

In my opinion, you should never be crippled for not wanting to pay attention to a cutscene, only rewarded

There's a difference. Those magazine mechanics are well implemented and aren't cumbersome.
Tacking surgeon simulator onto arma would just be a mess


You haven't played Winter Heist Simulator?


That's what I was going for. It works well for that game since it's the central mechanic. In a more complex game it wouldn't work nearly as well.

You either have to do inventory by bulk (Diablo, Grim Dawn) or weight (Morrowind, Fallout 3). There's downsides to either, really - In inventory by bulk you have mountains-of-muscle dudes never being able to carry more than wimp-stick-arms-mcgee, in inventory by weight, picking up a single apple can throw you over the weight threshold and make you int a plodding idiot.

I don't know what you are talking about.

i want reciever mechanics in an arena shooter

No.

Its a thing

RNG. All games should be deterministic. If you really want, you can use a seed for pseudorandom results, but that's all. RNG is cancer.

So you hate the entirety of the XCOM series?

As long as it's all explained it'd be fine. I hate RPGs that never tell you what stats actually do.
Alternatively, add luck as a stat.

Nigger, I think you hate the majority of RPG.

You're missing out if you haven't played winter heist simulator, there's a thread for it on here if you can find it yourself

Even if it's explained, it's still cancer, because it's random.

Arma series takes it another notch, where you engage in realistic distance, I seriously have trouble trying to identify enemies.

I'm scared as fuck hearing shots but not knowing where it comes from.

and by random it means "less favorable for the player in higher difficulties"

And lastly

Sprinting (More because if you wanna go fast and not slow most of the games, FUCK YOU, gotta take some breathers and hear your character pant like hes in some gay porno)

I can't remember which game it was, but the tutorial was basically as long as it took for you to literally run through the course. If you know what you're doing, it took less than a minute to get through the basic obstacles. I don't know why it isn't a fucking government mandate to make tutorials like that.

...

You'd have far greater ability to influence the outcome of those rolls. If you build your character right you shouldn't be missing very often unless you're debuffed

Sprinting fucks with your breathing and will destroy your aim.

I think Modern warfare 1 and 2 had an assault course as a tutorial, they were about a minute if you were even somewhat familiar with an fps

There are still rolls. Just make the values consistent (deterministic).

There is no reason to have RNG in a video game, it's just obscenely lazy programming.

I'm not sorry.

Fuck off teenfag.

The problem comes when the game pauses to give more instructions.

"Great job soldier! You've learned to walk!"

get

There goes the thread

Which one, Mah-na, or Man-a?

Or it's an abstraction because not everything can be a character action game.
Consistent values would assume that enemies react the exact same way every time.

I always found it funny when you had someone who is obviously a well trained soldier is put through a basic ass assault course that even a recruit would laugh at

While also not a mechanic

Whats the point of having multiple endings when either one happens

Someone post the aids water webm.

...

only kind of game that works in is MGS3

I enjoyed the light bar and footstep sounds of Metro 2033 and LL

I swear I'll never understand Fire Emblem

Fucking millenials who have never played a proper arena shooter, of course you wouldn't know about any of this shit because the only shooters you have ever played all have regenerating health, loadouts, and none of them have any form of pickups like armor or weapons.

When will summer end?


On a related note how about this voice acted protagonist meme? It's a waste of budget, ruins RPGs, and doesn't really serve a purpose in most other games unless the protagonist is actually an interesting character, which is almost never the case because they have to be "relatable" and "realistic".


go back to simulators or just join the fucking military


How about when you start out in a "level select" screen that is really just a level with a bunch of portals to other levels, and the only way to access anything that isn't the tutorial is perform the complex movements that the tutorial teaches you? I'm talking about dustforce by the way, you have to do a wallrun into a walljump then long jump to the opposite side to play the rest of the game. This is great because if you already learned how to play the game somewhere else you don't have to do the tutorial, but retards can't get themselves stuck on the actual levels by accidentally skipping the tutorial because they have to learn the game before doing anything else.

Demon's Souls also did this in its own way, you can skip the tutorial but you can't rely on any handicaps like summoning, leveling up, upgrading weapons, or being at full health until you have proven yourself and beaten 1-1.


Yes please, if a game has reloading and semi realistic weapons this really triggers me and I cannot think of a single example outside of muh realism sims that handle this properly. There's plenty of games that understand chambered rounds, why is this so hard to understand? It would make the process of reloading much more inconvenient so I can see the argument in more arcade-y shooters, but in any game where bullets are portrayed as scarce things I don't see why they wouldn't go all the way and make you manage them.


I don't know if you meant the W part as a joke but one thing I really like in GTA is that if you want to sprint you actually have to press A really quickly, which gets tiring for your thumb as it should. A system where you tap W for every footstep would be weird but interesting.


Dragon's Dogma mostly handled this quite well, your weight would gradually slow you and your encumbrance down but interestingly it would also be harder to knock you off your feet or for harpies to carry you. I said mostly because it was seperated by different discrete tiers so it was always most efficient to be right below the next weight tier.


Just because you hate one part of a game doesn't mean you hate the game. I'm not a huge fan of XCOM but I agree with that poster about RNG. There is always a better substitute for RNG which is something skill based. An easy example is critical hits in TF2. Lets say you have a player who is pretty skilled at the game and they aim for the head, and they've got a % chance of hitting the enemy in the head based on how good they are at aiming and how good the enemy is at zig zagging. It isn't RNG, but you still have a certain % chance of landing a critical hit that is influenced by skill rather than being completely random numbers generated by a computer.


The only game whose multiple endings I liked was Dark Souls, but for meta reasons. I found it to be both funny and scary by how many people were wondering which ending would be canon before Dark Souls 2 released. All those people beat a >40 hour RPG without having any idea what the whole point of the game was, that no matter what happens the flame will fade, therefore the "ending" doesn't matter at all. They even say it in the opening cutscene.

Try 1/8th" cardboard.

summer

Attempting recover them defeats the purpose of having a speed-loader because obviously you can't use it to load spare bullets. Same thing if you manually unloaded the magazine and used those bullets to load another half-empty magazine. You just gonna waste time, it's not worth it.

But what if I'm playing a RPG and I just finished combat? I'd at least like the option then.

In a FPS I'd understand because it'd be annoying to popup everytime

Yeah but in the vast majority of games despite the fact that you dumped the bullets on the floor they're still there for you to use on your speed loader because devs cannot into magazines/clips outside of Rainbow 6 and Battlefield 1942

I liked how in medal of honor pacific assault instead of just dying you'd fall to the ground and call for a medic who'd run over and patch you up.

That was neat, if that was a mechanic in multiplayer games i'd love it.

i sure grind behind cover and spam the kit till im full hp without any risk of dying whatsoever

battlefield 1942 and vietnam had that.

Insurgency has nice reloading system. You carry a few mags with you at spawn, when you reload you keep half-empty mags on you and discard empty ones. Frequent reloading doesn't makes sense because it just leaves you with a bunch of half-empty magazines that will then get empty in the most inconvenient moment because you'll quickly lose track which mag has how many bullets left, rather than having it run dry predictably because you know exactly how many bullets it holds and you can count them as you shoot.

oh and rising storm had a fantastic reload system.

...

journey

dragons dogma and dark souls did it really well.

This isn't any better.

It was awesome.

moddb.com/mods/firearms

Whew, its sure summer in here.

Granted it isnt less realistic than magazines magically refilling themselves but this shit is annoying. It worked in EYE because magazines were actual items rather than an ammopool + The amount of ammo you get from mowing down hordes of enemies

So no healthbar because it's no fun running around to grab a healthpack from a specific location. Also no dying because it's no fun repeating sections.


Really games should just avoid projectile collision in the first place, I mean COME ON IT'S 2016, the projectile is only there in order to hit things right?


Agree, game should just tell you what to do tbh. We need more movie style games.


Yeah no cutscenes period, just game.


No blood particle effects, no killcams.


No sights or aim stance unless scopes.


No tutorials.


No internet or multiplayer.


No mana, don't even have limits on magic, or just don't have magic at all.


No QTE but also no healthbars or repeated parts, so player character needs to be invincible.


Involved surgical procedures for healing as was mentioned in thread. Luckily no such thing as health or dying so it's just an optional thing for funsies.


Detailed weapon reload.


Realistic ammo.


Definitely no RNG, has to be entirely deterministic. I mean if the game is unpredictable rather than having everyone follow the exact same sequence of events to win or be the best, it's just no fun. Frankly, all games should just be DDR clones with a little extra scenery for variety. What, that's boring you say? Sounds like you need to git gud fag.


No sprinting.


Yeah none of this shit. Fuck all of that atmospheric stuff it's for homos.

Game has to mention "summer" and "millenials" a lot so we know our characters is some tryhard faggot who needs to go back to Facebook.

I have an idea for the ideal game for Holla Forums:

You're an old ass man sitting in a white padded room. There is a door which automatically opens once you get near it, but you need to QWOP your way there. There are no shadows in any rooms, just endless white with even lighting on all surfaces. Permanently first-person. A fatherly male voice guides you through into each room, and tells you to pick up the weapon within and wound yourself with it in particular ways. You can give yourself extra wounds but must heal all wounds before the next door will unlock and you can QWOP over to it.

The healing process is done via a super realistic surgery sim but with controls like the shitty flash one they actually put on Steam the cheeky bastards. The only difference is you remain completely awake during any surgery no matter how extensive, your neck can twist around at weird angles and stretch freely so you can slowly freecam without being forced out of first-person camera mode, you never faint or anything, you have access to a wide variety and volume of surgical drugs and instruments including microcams etc, oh and there is no blood, just parts. I call it Sonata Of Masochism and it will sell for $99.99 :^)

Eh, Characters have always had voices when Devs could put them in what changed is the execution. Compare to protagonists who'd only spout some one liners on certain occasions but otherwise remain perfectly silent, to those who'd talk but the talking could be disabled and be inconsequential to the actual game since you could plow through the level while everyone is talking, to unskippable cutscenes where everyone is acting out a bad scene in a shitty Hollywood movie. Examples: Link from Ocarina of Time will say exactly one line under exactly one circumstance which is gibberish that sounds like "shit" when falling too far and surviving the fall; Sareth from Dark Messiah where you can ignore what people are saying and just playing the game once you get past the introductory tutorial and cutscene sequence you can even stick around and kill the Undead Cyclops by yourself; Finally Isaac from Dead Space 2 onwards with his gruff exterior and genricness with cutscenes and the game putting you in situations where you can't move forward at all ever and a story nobody gives a shit about anymore they just want to fight Raptor Space Zombies.

Randomized weapon drops.Not only does it stop gameplay because you have to compare every weapon that gets dropped to the one your using, but it also usually results in you giving up a weapon you like because you need a more powerful one to keep up.

and EYE

Imageboard mechanics that need to stop: Faggots like these who decide to respond to 10+ posts at the same time.

Or you could just cycle through magazines like Insurgency, and have a button to combine magazines like in

Congrats, that was only the third-worst comment you could have made! The two shittier ones were, from best to shittiest:

Also, almost anything exclusively built around multiplayer. Q3A played great but sorely needed a real single player campaign (Hunter's Moon is an attempt to rectify this, but it's being made as a GZDoom mod for some fucking reason), Overwatch would make a pretty good SP/co-op action adventure shooter with big levels and selectable characters, but it's a boring as shit TF2 clone, Evolve is just plain trash, etc.

Trips confirm this fact.

climbing a tower to unlock parts of a map

FORCED WALKING FOR EXPOSITION
WATCHING NPCS TALK IN A ROOM TILL THEY OPEN A DOOR

it's not immersive its annoying, it kills replay value and it could just be done with a skippable cutscene since the story you're being forcefed through in-game exposition is generally fucking tripe anyways

Cutscenes are like in old silent movies where the actor would say a line then it would cut away to a full screen with the dialog.
Its a completely outdated technique and games will be much better when developers stop using them.

No fuck you, cutscenes can be skipped.

The HL2 shit where people talk when you walk IS unskippable.

This. Also the useless artificial looting/crafting mechanics we see in almost every ubisoft game after ACIII, all they do is prolong the gameplay with boring and tedious activities to unlock shit that should be there in the first place like ammo capacity, storage capacity etc.

Metal Cunts Fags has 8hrs of the fucking thing and its lauded as being a marvel in the gaming industry

You are right that is worse but cutscenes are still fucking cancer.

Transformars devastation the level where it suddenly becomes top down.
KH re:coded alt gameplay worlds
Any forced minigame
It's all trash and devs should stop making areas of the game where the mechanic is you're not playing this game anymore.

Cutscenes are fine if they are skippable.

There's literally nothing wrong with them if they are skippable.

>almost completely bulletproof cars that perform among the best in the game and have no restrictions at all with almost completely bulletproof i mean 25 seconds of constant minigun fire to a weakspot at full damage range

Now that i live in the future, i see that older technology wasn't a limitation to a developer's creativity, but rather to their FAGGOTRY

This is quote worthy.

Fuck that shit. I want game manuals back.

What the fuck would have been a perfect solution? Ten different posts to calm your autism?

...

You can thank half-life and its "interactive" cutscenes for that

...

sticky cover, auto aim and its variations, wall hack, hud with enemy location. if i cant turn these off i drop any game and never look back


everytime, kill yourself

as long as the custscene are done in game, pre rendered crap is cancer

Eagle vision

...

Who still does pre rendnered in current year? or recent year? Last I remember isDeus Ex HR

Assassinations/Glory kills or whatever you want to call them.

...

This is how i play Counter Strike games and stalker.>>10083091

...

This

Realism > Everything

Works well and makes sense in some cases.
Opinion discarded

Not really, realism is only good when it adds intricate details that contribute to the game being fun and interesting. I doubt people would have a great time if the game you were playing would only give you one life and would refuse to let you respawn or start over even if you reinstall it.

But Realism IS fun at least for me, i respect your opinion

Depends on the game. Would you like Cooking Mama if it was exactly like the real thing? It would be very boring, specially considering the half-hour long waits while your food is being cooked in the oven.

...

Realism doesn't matter, but following an internal logic is to be expected.

Something as simple as jumping is already following a level of realism and internal logic

Actually yes, but with speed up, slow down option

Serves as a physical explanation for magic, and also means that there is a resource to manage as a gameplay mechanic.

RNG is fine in small degrees, like spray patterns in a shooter should be predictable, but never the same each time, and loot drops in RPG's should be a little random to add to the excitement.
Random crits can go to hell.

You mean that, despite being procedurally generated, they can be compensated because if the bullets start going to the left, that means they are going to start deviating to the left for a while? As in, there is a center in where bullets can be generated randomly in a small radius, and said center moves randomly but smoothly. This way you can still compensate the recoil of the weapon, but you won't be able to memorize the spread pattern for high level play like in CS:GOY.

I agree, but there should be a way to make them deterministic. As in, the RNG is there to determine if you can get the item faster, but every time the item doesn't drop, its drop rate should increase until it is 100%. That or compensate the players for their bad luck with points for each time items don't drop so they can buy them in a specific store that accepts these points for astronomically high prices.

MonHun isn't as grindy as your average MMO, and the desire detector in that game is nuts. Farming for the 1% drops sucks, and then you have other games with 0.1% or lower drop percentages. That has to go, it just makes the game painful.

Deterministic crits can add a whole new dimension to the game. You can try to load your crit bar and then use an attack that can profit from said crit.

Also, crits with secondary effects are the best.

...

...

Wowie, summer edge.

...

...

I was lead to believe that this was a mod that infected you with horrible diseases that killed you in minutes after entering pools of still water.

we need a shoah on mobile game mechanics infesting video games

MGS V with the "send your guys off and wait until you have enough energ- I mean until the mission completes" was the most egregious.

it's a cheap shitty substitute for gameplay

Those healing animations are not as far-fetched as you'd be lead to believe.


Learn to heal yourself and you can save a shit-ton of money on emergency room visits.

...

I'm allergic to aloe vera, what can I use instead? Pig's blood?

Sorry, if you don't have aloe vera: you're screwed.

Use Mentholatum ointment. I actually put that on my balls all the time. It keeps them feeling fresh and it smells nice

What about ingame time waiting? As in, order a task to your soldiers, then it will be completed after you play two of your missions.

Matchmaking. Bring back dedicated servers you console plebs.

counterexample: the most interesting "loot system" in an RPG I've played doesn't really use RNG and when it does it's pointless Dark Souls 1, and to some extent the rest of the series. All of the weapons are mostly equally balanced so every single weapon and armor you find is a sidegrade that may be better or worse depending on your build, but every weapon is viable on at least one kind of build. I much prefer this to randomly getting some sword with boring random numbers that I'll be replacing in 10 minutes because in this, the specific equipment you have is a bigger part of the build than your stats which is pretty neat.

The kind of health system I'd like to see return is this:
1. You have an anatomical diagram, divided into five parts (head, torso, left arm, right arm, legs). Each of these five parts can become impaired (lose some functionality) or crippled (lose all functionality). You instantly die if your head becomes crippled (or maybe even if it becomes impaired, depends on implementation).
2. You also have a meter showing how much blood you can lose before death. Every time you take a bullet, assuming it gets past your armor, there's a chance (either random or modeled) that you'll start to bleed out, and that blood meter starts going down. You can stop blood loss (but not recover any blood) by applying an item (like an automated artery clamp). If it's a team-based game, one of your teammates will have to come and apply the item for you.

I like this system because it's a reasonable compromise between realism and "gamey-ness" (for lack of a better term). It also allows for a lot of intermediate and mechanically distinct stages between "full health" and death–unlike most games, where you have all your abilities, even if you've taken ten bullets, but for some reason the eleventh is the one that completely and instantly incapacitates you.

But they don't require you to be online.

So Deus Ex meets STALKER?

I guess, though I'm not into the "food heals you" thing.

One time I got decapitated by a saw.
Nothing a sawing needle and some duct tape couldn't fix.

Except it doesnt

Well done user most people would have lost their head in that situation

...

...

...

i always liked how in Swat, if you got shot in the leg, you walked slower. if you got shot in the arm, your accuracy dropped.

but that also meant i had to slowly limp through the rest of the level.

i liked how in deus ex if your legs got fucked, youd have to crawl.

...

Yeah, that's the kind of stuff I'm talking about. If you're trying to make a game that's realistic or immersive, it's great to model health in that way.

my first time playing deus ex i got blasted by a mine. the idea of crawling on my stomach like my legs got blown off was awesome. good thing i had a med pack to realistically grow back my legs.

My legs are OK


I wanna fuck that Kanker.

My legs are augmented.

jump, speed, or stealth.

I like to sneak.

Thats gay.
YOU'RE GAY

...

I don't want to be limited to two guns it makes the game 10x less enjoyable.

Hardcore mode with one life and game deleted if you die. Games are never designed around this feature and they just shoehorn it in for muh difficulty.

Make a fucking game around having to save and reload if you want difficulty!

I still maintain that in Far Cry 2 you play as a Terminator.

You can thank
I want to see a return of protagonists who carry mountains of weapons.

Fucking take the time to design your level and put health packs in places that make sense or just refill health by killing enemies like in NuDoom.
Stupid, ugly, obnoxious effect that needs to be retired.
Adversely affects FPS design, bunch of bullshit designed for dipshits who use controllers and can't even aim correctly with them (was it really that fucking hard in say, Halo or Timesplitters, for example!?).
Been there, done that, this shit has gotten so old, and it never fools anyone that it's ever anything but glorified cutscenes. Dynamic enemy AI and heavily-interactive enviromments would be a superior alternative.
Slows the game to a crawl, kills the replay value, fucking boring to watch, play, and listen to. Make them skippable or replace them with a loading screen or at-least a cutscene that's visually interesting or skipable.
Bloats the games budget and devtime significantly, and besides not every fucking game needs a giant, empty Bethesda world full of fucking mountains and cliffs that get in the way of your objective. Linear level design is fine so long as the mechanics built around it work well and vice-versa.
So fucking tired of this crap. Some devs seem to finally be wisening up to these practices but it ALWAYS divides the playerbase in multiplayer games, eventually destroying the community, and it's almost always some kind of nicle-and-diming crap that either tempts or exploits the player into spending money on superficial trash. Proper expansion packs, and free content updates are a suitable alternative, even buyable cosmetics are fine… However…
Self-explanatory, takes the concept of DLC to the extreme and destroys all appeal in the game itself and brings more attention to a sort of gambling mechanic to try to get players addicted rather than immersed. An absolute travesty against video games.

how should an RPG tell a story without cutscenes?
not an ARPG btw

The Lich King fight had a 1 minute intro on pull. We did 430 pulls of H LK 25 over the course of Wrath. That's over 7 hours of my life spent listening to unskippable lore bullshit.

Not always a bad idea, but it's a "been there done that" tired mechanic that should be heavily de-emphasized or retired. If you're gonna make an RPG just make a fucking RPG and not a wishy-washy half-assed hybrid.
Mainly the fault of DLC and other shitty business practices, might get even worse since some companies like Bethesda and Valve want to control and monetize player-created content.
Pure cancer. Absolute dross from every conceivable metric, it's inexplicably large revenue generation and popularity have adversely influenced the industry.

...

I skipped out on raiding in WOTLK after ulduar but I remember kael thas being just as bad if not even worse. I cant remember the amount of attempts we had on him but I do know we were on him for weeks on end

They already solved your problem.


Yeah, they made the regen faster which is just as retarded.

Even when you can see your feet, it just doesn't really work well and ends up being just another way to artificially lengthen the run time of the game by having you trying the same bit dozens of time.

Trips confirm. I loved Metroid Prime but the first-person platforming was borderline-painful sometimes.

...

How do you install and run Firearms? I've been trying for half an hour, and there's nothing on the internet about it.

Any cutscene.
Last time I played Black Ops 3 on realistic difficulty setting and nothing is more annoying than hearing the same idiot shout the same instruction 20 times in a row because you just keep getting raped by instakill bots. And that's a game that does checkpointing fairly sensibly.

Can't remember which game did that, but the game would stop autosaving for up to a full hour, or autosave every 2 minutes. No in between.

Worst thing about the Halo series, by far.

...

nothing gets my blood boiling faster than an FPS with the fucking
FOV LOCKED AT A DEGREE LOWER THAN 110
FOV LOCKED AT A DEGREE LOWER THAN 110
FOV LOCKED AT A DEGREE LOWER THAN 110
FOV LOCKED AT A DEGREE LOWER THAN 110
FOV LOCKED AT A DEGREE LOWER THAN 110

I'm a big fan considering bhopping, surfing, kreedz, all count as "first person platforming".

Real life is extremely grindy. I don't want that level of grind in my games.

I know savescumming and quicksaves can occasionally break a game, but come the fuck on I want to save whenever I need to fucking save. NuDoom was one of the worst offenders of this as its level design was relatively non-linear and the checkpoints were very annoying once you accidentally die while looking for secrets.

I'm okay with checkpoints only, as long as they're well placed.

...

I fucking prefer the alternative, where you are forced to watch the characters interact or slow walk instead of just playing the damn game.

I meant, I prefer cutscenes over the alternative. Damn it brain.

Shaky cam effects can't be turned off.
Weapon sway.
View bob.

Fucking nausea inducing.

Unless the levels are super-linear corridors, it's inexcusable for me. Never fails to piss me off.

Yeah, I guess it depends on the overall structure of the game. Something like MGR, checkpoints are fine for me, as long as they're fair.
Far Cry 3, on the other hand, has no fucking justification for its awful save system. It's open world! I should be able to save whenever and wherever I want.

Far Cry 3 is another guilty party. Another thing that takes the piss out of me about these checkpoint saves is that you're limited to only one save slot. It restricts you from being able to fuck around or experiment without impeding your own progress, and you have to start a new game on the other slots, rather than being able to save over those.

You could save wherever you wanted in Far Cry 3.

Nope. You always started in the last safehouse you were in.

...

I actually played around with UE4 and implemented realistic reloading without wasting bullets.

Player has a pool of magazines and each magazine has a number of bullets in it.

When reloading, the current magazine is unloaded and put back into the pool, and the magazine with the fullest magazine goes into the gun. If the magazine in the gun is already the fullest, reloading doesn't happen.

If there is a round in the chamber, the player doesn't have to cock when they put the new mag in, plus they can fire (an inaccurate shot) while reloading and get a plus one to the number of shots they can fire (so you can have a mag of 30 plus the round in the chamber). if there is no round in the chamber, the player cannot fire until they cock the gun.

I also did shotgun reloading but it's not nearly as elaborate.

...

I liked it in morrowind, in 99% of the games its shit though

I remember when that used to be fairly common to see in games.

****ing racist devs. It's 2016!

i really need to play far cry 2

Why can't there be more games where lore is introduced during gameplay? I think even warframe got that right. And c'mon, it's WARFRAME!

...

>when other players join your game and you start it you have to watch a skippable cutscene it's only skippable if everybody already watched it
GTA 5 WAS A MISTAKE
A HUGE MISTAKE

...

...

...

warframe has no lore though, even tetris has more background story

...

But thats objectively wrong

SWAT 4 did this.

how the fuck do you know something's wrong?

So did Rainbow Six 3. And the original Ghost Recon *which was the only one worth playing.**

Welp, time to kill myself.

Maps. You should make your own map and you progress the area.

Also quest markers should be more broad and not specific saying go here.

Pick one m88

It had a little bit, just not nearly as much as Oblivion (or even Skyrim).

Incredibly slow starts in games where you start off with jack fucking shit and 5 hours later you start getting the good weapons/upgrades/abilities.

It was different. Morrowind had leveled lists for loot and monsters to choose from, but they were themselves not at the same level as the player (also a cliff racer was always just a cliff racer, if not diseased or blighted). NPCs were at fixed level, so some were really OP from the start, some weren't a challenge even for a newbie.

Fair enough, I found the balance was great and discouraged you from fucking around in areas you weren't supposed to be yet.

Low level campaigns in RPGs.

They fucking suck.
No, I'm not against starting at level 1 but if the usual range would be between 1 and level 20 and by the end of the WHOLE game we're only level 7 then it's dumb and I hate it.

Baldur's Gate is a big offender in this, Shadow of Amn and Throne of Bhaal are great but the Iron Throne it's a god damn bore, even more so if you're a mage.

No, thanks.

I was just shitting on the people that think that that automatically makes it better than other modern FPS. It is basically regenerating health that rewards sawing demons faces off instead not getting shot. While some people might see that as an improvement, it just means that never have to worry about low on health or ammo and unlike in CoD you can take a lot of consecutive hits.

Either you want all racing games to be simulators or you just are dumb

I think you miss the sarcasm billboard

The extra nice thing about that is one word there: "discourage"

If you really know what you're doing you can go pretty much anywhere from level 1, like how the sub 4 minute speedrun for Morrowind isn't really about exploiting bugs, just very smart usage of potions and scrolls.

Regenerating health allows for individually hard encounters rather than managing your health as you go along. There is nothing inherently wrong with it, but the application of it in 99% of games is the cover bullshit, which ruins it.

I think that's a fair point. The reason most devs do it is because they want to know that the player has 100% health at the start of every encounter, as opposed to worrying about whether everything is possible and fair on low health. I think a compromise would be regenerating your health to full after you kill everyone and combat ends. I'd still personally prefer health packs, but if devs are really that lazy then they might as well be lazy correctly.

If they want to be sure taht the player has full health after every encounter they could just put lots of health packs between them.
Then you can even challenge yourself by taking less/none health packs.

The devs we're talking about are the same kind of devs that put in a 30 minute tutorial of how to press WASD and look around at the start and don't provide an option to skip it with their excuse being that a dumb player could accidentally skip it and end up not knowing how to play the game. I don't think they'll settle for a compromise like that.

That would be true if health regeneration only occurred between encounters. But it's usually implemented on such a short timer that you'll regen multiple times during the same fight.

The only game that I played that did regenerating health well is AAC which ironically isn't an FPS.