No-fun mechanics in games

I was playing MGS V and I've come to hate every time there's a sniper or a helicopter. They don't add more difficulty or made you change things, they just force you into crawling for a minute until suspicion disappears, a literal gotta go slow mechanic that adds nothing to the overall experience. What are some other examples of "no-fun mechanics" that serves no purpose other than making things unenjoyable and dull?

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Karma systems.

Let me guess, you got triggered by Dishonored giving you a bad ending for killing half of dunwall? You get low chaos for killing only the targets, you know.

Survival mechanics

How bad are you at this game? I realize that even the best scopes are shit compared to the real world, but it’s not that hard to take down a helicopter with your normal firearm, despite what Revolver “Troy Baker” Ocelot says.

Reliance on RNG - Darkest Dungeon, nu-COM etc.
Even if the RNG is "balanced", confirmation bias will make my blood boil at how shit the system is and how spiteful it appears.

There are a literal handful of games that do this correctly. The Long Dark would have a fucking awesome system if it wasn’t for the world eventually running out of supplies and guaranteeing that you will freeze to death.

Any game with these mechanics can go FUCK OFF.

I try to play MGS V like I play every stealth game, by not bothering the enemy. There are several bonuses for playing this way too so don't come to me with the "It's an action game!" mantra

Yikes.

Let's add


It works pretty well in Fallout 1 and 2.

Dissu baito, user-kun

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Well they were hardly bug free games.

In Fallout 1, it hardly does anything. In Fallout 2, having bad boy points just stops you from recruiting certain companions. Neither would have been any worse off had the systems been scrapped entirely, which goes to my original point that karma systems in general are all terrible if the best example of one is one that hardly does anything.

That's all the defense you've got for your snowflake mentality? For fuck's sake.

Enjoy never getting more than 40% of the codenames, then (like me).

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I've got 80% of them actually. Yes, sometimes I play rambo style but it's not that fun in that game. Only stealth game where it was fun playing rambo style was splinter cell blacklist, but then again, blacklist is a poor stealth game

Yikes.

most of the karma systems are badly implemented anyways. A faction system works better

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Open worlds as a whole. They're empty, there's little to do and what usually might be fun mechanics get fucking tiring after 20, let alone 150 hours.
I just want a small comfy world that I can draw a map of after I beat the game. It's why I loved Link's Awakening and why BotW pisses me off.

Encumbrance of any kind, or just reasonable movement speeds being locked for arbitrary reason.

Armor changes the player model and has stats, but all the good armor looks like shit, and there's no way to look good and get good stats.

Pic related Freelancer was epic but it got boring after some high profit trade route runs.

They're fucking useless but at least they're not preachy bullshit

Nobody brought up "preachy bullshit". See and pay close attention to the last sentence.

Did you even read the OP you stupid nigger?
Reputation systems exist and they're good
Shit like S.T.A.L.K.E.R, The Quest and New Vegas do it well

Did you? Read my post again. The primary effect in Fallout 2 is blocking you from recruiting companions. That is a "no-fun mechanic".

i will agree

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Item decay. Never once have I played a game where it was a fun, well thought out mechanic. At best, it was a way to force the player to stop having fun adventuring and go back for repairs, and at worst, it was a way for the company to sell you items for real money to repair your virtual, broken shit. In all cases, it makes you paranoid about using good weapons because, for some reason, really good weapons have the durability of butterfly wings.

Quick time events

an inventory system where you can only carry a set number of items, but the number doesn't have any effects like weight, like dragons dogma where carrying more shit would slow you down, or being a phyiscal objects you can sort to get more slots a la stalker. Instead it's just a stupid rigid system that forces you to keep opening your menu and dropping shit.

Click-to-move controls

nah fallout 1 did it fine since you can sprint.

this is the one you're looking for

Just keep grenades on you and have Quiet use the ricochet move to easily destroy aerial foes.
They're usually positioned in areas facing likely entry points or guarding the patrol routes of other soldiers, so you should just sneak up behind them.

Anyway, as for your question, I think that Royal Guard is kind of pointless, although I admit that I probably just don't know how to use it efficiently. Speaking about a game I despise, in The Last of Us, your character can grab human enemies and either strangle or stab them, but the Clicker zombie variant can't be grabbed without a shiv in your inventory. It's annoying, because even if you sneak up behind them and try to grab them without ever alerting them to your presence, they'll still just turn around and attack you for an instant kill. It wouldn't be so bad if you could upgrade your shivs so that you can eventually get a permanent one, but as it stands, this enemy just has an arbitrary "fuck you" immunity for no other reason than because they're supposed to be somehow stronger than the other zombies, even though they're virtually the same.

sprinting is some call of duty shit

click to move is inexcusable in games where you control a single character, reminder that gauntlet dark legacy is far better than any diablo game as well

God fucking damn I hate click to move controls. I'm not even sure why but they instantly make any game markedly less fun in that you're indirectly telling your character where to move like a single-unit RTS rather than directly pointing them in a direction. I enjoyed the PSX version of Diablo far more than the PC version for precisely this reason.

Essentially every mobile game:

Who could have fugging guessed. More importantly, what are you doing playing mobileshit? Are you a prancing lala homo mam?

in peace walker you could destroy canopy of a helicopter to force the captain to show his stupid face and have an easy shot at him.

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stamina when you have to run a lot

Foraging or hunting systems that feel unsatisfying and empty. Tomb Raider Reboot was awful at that, thought you had to eat, skin animals, anything, but you only gained experience and the "materials" were just another item to pick up. MGS3, an older game, did it in a better way without going overboard, even going as far as using poisonous or rotten food and animals for enemies.

Being able to sprint in Diablo 2 ruined the genre.

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Get a load of this guy

Artificial game lengtheners.

the controls for the PC version
I tried using Grebind, but i can't get it to work for W7

THIS DOESN'T MAKE ANY SENSE YOU COCK SUCKERS!!! I LOOTED THAT SWORD AND I WANT TO FUCKING USE IT RIGHT NOW AAAAAAAAAAAAAAAAAAAAAAAaaaaaaaaaaaaAAAAAAAAAA

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Escort missions.

Silent Hill 4 would have been the best game in the series (SH3 is tbh) without Eileen slowing my arse down. It isn't even tense or scary it's just annoying.

holy fucking shit I'm doing this right now it fucking sucks fuck this cancer

Antimicro works well.

But yeah, doujin developers need to join the 21st century already. This trash stopped being acceptable in the '90s.

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You are objectively wrong, kill yourself

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Transistor was the absolute worst for this, since the dominant strategy was to ignore most enemies and kill them one at a time and the real-time combat was unusable. The only challenge was discovering how many damage boosts you could apply to your strongest, single-hit move.


Click-to-move in Diablo and Titan Quest single-handedly made the games unplayable.


The clickers being stronger and requiring shivs is due to their fungal infection being more advanced than normal zombies. Their faces are split open by fungal crusts and they scream much more, so you can't just strangle them. It's a tenuous justification at best, but the game's few good parts came from navigating large environments filled with clickers and they were honestly well-designed enemies, so I can't complain too much.

Thinking about the gameplay-story disconnect in TLoU makes me realize how much Naughty Dog valued story beats rather than gameplay. I archived an article awhile ago which explained how the cordyceps were depicted with some reasonable accuracy, excepting their ability to grow in humans, especially relating to the life cycle of the fungus. The game doesn't draw your attention to it, but the life cycle of a spore does make logical sense and it isn't broken at any point (with the possible exception of bloaters being overly aggressive).

Then you get moments like Joel coming out of a spore-filled area and instantly taking off his gas mask as though his clothing shouldn't be covered in spores, because that's the entire point of how spores spread.

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just get Xpadder & joystick you fedora.

I somewhat agree but what is worse is a PC side scroller with FPS controls. wasd to move & mouse to aim is not how a Contra game should be played. Terraria get a bit of a pass for being fun despite its controls but the default KB/M set up for some millennial indie games is fucking reddit tier. Fortunately that trend died a few years ago. The other pet peeve is Unity games utilizing the default broken launcher and built in broken control rebinding that never works as intended.

maybe i should actually go out and buy a USB controller

All this crap just makes the player stay in game longer. Do the (((devs))) receive some kind of spiritual energy/pleasure when people are wasting time on their shit?

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HATE RNG
HATE
HATE

What the fuck
I'm not clicking on that

What are these cute little guys from?

Snipers in pretty much every X360/PS3 era 3rd person cover shooter. For some reason they're always single-shot rifles and you can only carry like 12 bullets at a time and sometimes not even a headshot is enough to kill an average enemy with one shot so the game forces you to switch back to some dull assault rifle.

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Durability

Rune Factory series. Mainly Frontier. It's a comfy action RPG/farming sim. Pretty damn good for many reasons but those little fucks there ruin the whole game.

There are hundreds of these guys scattered everywhere and you must distribute them in a way where that section of land will stay alive. Due to plot reasons, they're slowly dying because grass rune is made to be fucked. This wouldn't be a problem if collecting them wasn't such a slow, horrifying experience.

You use a vacuum to suck them up but the animation takes about 4-5 seconds and it collects about 10 at a time, in an area where like an hundreds of these things exist. And there are like 10 areas. So collecting them is a massive downer.

Ignoring them for too long can completely ruin a save file that's why. Whenever they die of in an area, it adds a fraction to the amount of time it takes to grow something. If you let every area die, it will take 10x the amount of time to grow anything. And getting them back from that state is nearly impossible.

Who the hell thought this was OK?

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The lowest part of that game, and they weren't even that bad compared to later qtes
Namely the final boss ones in RE6 on Chris' story when playing with a friend online, the slight lag would kill us over and over because that fucking boss is one big long as hell QTE rush and it fuckin blows

bulletsponge enemies with attack shockwaves for days, while you have unlimited ammo but the gun shoots wadded toilet paper and reloads every 5 shots

I watched someone play Battleborn, and 100% of the gameplay was just mag dumping on meatwall enemies with this peashooter assault rifle. There's something fucking infuriating about a realistic gun that's being used just to mindlessly and ineffectively hose lead into things, and reloading every 2 steps.

I can’t fucking get any other codenames even if I try. I’m doomed to stealth until I die.

delete

Most no-fun allowed mechanic in vidya history is boundries for the playable area instead of just fences and platforms to block such. Because with boundries that are invisible you can never explore outside of the contained area if you escape it.

Fuck you, nothing wrong with those.

Yeah i've met literally one person in my life who actually enjoyed being a healer and he was a fucking weird cunt, and I'd guess approximately 90% of people who take up the mantle do so because SOMEONE needs to and they're generous enough to take the bullet. The other 10% i imagine is like people who got their girlfriends into the game or shit like that. Clicking on party healthbars and pressing 1 or whatever is some boring shit.

Same for medic classes in FPSes, sure there's some exciting moments playing medic in TF2 but fucking 90% of it is holding left click on other idiots and not dying

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Me love games with limited continues. Especially when game is fair with many 1-ups. Bizarro favorite mechanic when game starts you from final level.

BF2142 is good because the assault class are the healers. They get the defib and health pack.
Medic classes are most fun when everyone is running around and you have to hold yourself while you get to your next teammate. TF2 can be ok depending on the match, but pocketing someone is no fun.

Battlemedics are great, but barely any games do them well.

Yeah the battlefield games have done it really well. I have fond memories of playing medic in Bad Company 2, charging through a hail of bullets, laying down suppressing fire to res teammates. It makes sense that combat medics would be on the front lines, too.

2142 corrected a problem with 2 in completely the opposite way it should have been corrected. 1942 handles medics well by giving them a peashooter. Battlefield 2 broke the entire class balance by giving medics assault rifles, and then 2142 fucked up further by eliminating the Assault and Medic distinction entirely, making the game shallower and removing tactical depth.

Agreed

I had the autism to repopulate the entire map with perfect areas then never played the game again because i hated it aftet that. Its a shame too, because frontier has the best waifus.

Randomized stat gains.

You jump through all the hoops to get the best loot possible by doing optional stuff, still gives worst items.
Usually just turns into an annoying chore that is largely forgettable once you are past the early game. Lame waste of time in 90% of the games I play with it.
Notice this a lot in games, rather than make a boss enemy smarter or more unique they just jack up its HP to retarded levels.
Sneaking through area, guy spots me just before I reach cover, need to restart the entire level instead of simply losing the guy like in most stealth games. This is made worse when it is found in games that have nothing to do with stealth to begin with.
Puts you in a maze like area with few landmarks. Bonus shit points if this area is also a water level.

Underwater cave mazes

An Escort Mission With A Really Slow, Suicidal And Feeble NPC In A Time Limited Instant Fail Stealth Underwater Cave Maze With Few Air Reffils And A Chasing Bullet Sponge Boss That Instagibs The Player

I fucking hate these.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

The fucking looting and crafting that is everywhere now, and the leveling up upgrade trees in every fucking game now. Please stop

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That's how I still play most games and it's perfectly fine.

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It can be fixed so easily too. The problem is that it's a complete pain in the ass to arrange them. Just make it so Candy can move them in mass for you and you just use the harvester to collect a few if you ever want to.


Hunger should only really be a mechanic in roguelikes. It's usually there to force you to keep exploring instead of using hit and run tactics constantly.

That's how I play my emulators.

Arrow keys + AZSXDC master race.

I'm slightly bothered by the resistance penalty on higher difficulties in e.g. Grim Dawn. It's basically a "wear these items or get 1 shotted" type of deal.

The constant and ridiculous amount of loot in Shadow Warrior 2 completely killed it for me. I spent significantly more time in tedious menus than I did actually playing the goddamn game, fuck that. Loot should be a reward for beating a boss, finishing a quest or discovering it in a cave/abandoned ruin. Being constantly showered with loot is just a massive pain in the ass and kills any sense of excitement or earning it.

chat and bond with your pawn, retard
mushrooms are your friends
PC has easy and cheap quicktravel
git gud
save often then
you can set hotkeys for any item, retard
play as a 7 feet ubermensch or share the load with your pawns
agree, classes without daggers are suffering

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Also why are all these "build your own" games block based? I wanna weld hull sections together into a funky shape and refine it over time into a wonderful craft; snap together is boring.

I played that game on wii when I was younger but never really bothered to read too deeply into the mechanics. Thought just occured to me- why not keep one area basically free of all non grassers, and use it to essentially grow or farm them. You just can't really grow plants there. I kinda want to play this game again. What's the best way to emulate this? I can check the share thread at some point for the actual game.

How bad are you at this game?

I can’t stand not having the ZZZ pistol at my side at all times. I’ve never switched it out in any deployment I’ve ever been on. What I don’t get is why you don’t get a second pistol when you don’t deploy as Venom.
It’d be neat if the water pistol actually did anything useful.

I can understand why killing people too much will lower your "karma" in Dishonored there's a huge plague going on, and more bodies means spreading the plague more but I don't understand why the upgrade that turns bodies into ashes doesn't negate that.

Water pistol will silently and permanently shut off radios and I think the power boxes for lights.
Also it damages the man on fire, which is pretty funny. V is a terrible stealth game but even in peace walker I had a habit of packing a permanent silencer lethal pistol, a kampf pistol, and a short barrel M60 because I headshot with that as easily as a sniper rifle.
If I had an extra weapon slot I would pick something sleepy.

This shit right here needs to end.

Fuck you Chrono Trigger

class systems, no you cant take nimble abilities like double jump that are practically mandatory and also have a big sword that would be fun, you have to be rogue FOREVER
casting a spell and double jumping? GO FUCK YOURSELF
casting and walloping with a big stick and being a pinnacle of power, both might and magic? NOPE

I don’t have time for this shit.

RF3 and RF4 didn't have that shit at all. Like, they existed, but they were just random little buffs you got when harvesting crops.


Shit son I turned it into an .mp4 and everything so you don't even give the guy views on kiketube, what more do you want?

Chrono Trigger did nothing wrong. However: Fuck YOU, Bravely Default.

That is a lot of cancer user. Sick part is that I want to see that on some level. I have no idea why.

Because you're still killing people that are just doing their job. It's not just that you spread the plague, but you also horrify people that you are so willing to kill needlessly.

fuck I hated nu-DX

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Any pointless delay. Mountains in an RPG that make you spend half an hour real time trying to find the obscure path to the top. You could just as easily "add gameplay time" by putting on a forced delay timer, and it would be just as interesting. Long hallways that fail to disguise they're really loading screens, and so the player has to be there instead of using the time to take a piss or get some coffee.

Animation delays in fighting games, where in real life you could smoothly transition to the next attack but in the game you have to wait for the animation to finish, and the move can't be aborted once started.

Using shite light tricks to obscure the player's vision instead of using actual near-darkness.

Lack of neutral and evil choices. Story lines that all end up in the same place, nullifying dialogue options. Multiple items that are the exact same item, but they have different names and skins.

Enemies have unlimited ammo. The player doesn't. There is a screen in the way to add artificial difficulty by deflecting 3 out of 5 bullets.

I think it's worse to have both good and evil choices but not have them mean anything at all. "Moral choice" systems are like "open world". For a while everybody was shoving that shit into their games whether they knew what they were doing or not, and we ended up with a lot of crap like nu-Fallout and Mass Effect where the choices didn't really matter.

Fucking THIS. Why are you pretending you have content when you have no content!!??

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Can you imagine how well that would actually balance?

I killed all the infected and spared all the civilians while playing dishonored and still got low chaos ending so it partially works

Sounds nice but devs don't want to create a good AI if they had to make finite ammo for enemies, just make them shoot endlessly and there you have it, DIFFICULTY!

waiting for enemies to waste their ammo so they get close was my favorite tactic in the old Fallout titles

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Fuck that noise. That one single aspect is what killed Darkwood for me.

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You are next level shit at games/planning ahead in general if you didn't end Dankwood with 4000 extra reputation you couldn't spend and a shitload of ammo and tools and other bullshit.

It really depends on the kind of game you're going for. Enemies suddenly running at you with their melee because they ran out of ammo can look silly in some games.

And while it might make sense in a setting like Fallout where everyone is fighting with whatever they can salvage and therefore aren't carrying an ideal amount of ammo to begin with, you also get games where your enemies are going to be well-equipped and would therefore be carrying enough ammo as so that they're unlikely to deplete it when shooting at you. Thing is then they'll be carrying so much ammo on them that ammo conservation just flat out stops being a thing, why worry about that when your average killed enemy will be carrying just as much ammo as you are?

RNG is fine if you can counter it or if it doesn't mean losing progress. Final Fantasy Tactics does this pretty well: one of your characters might get crit or you might get a string of misses or whatnot, but you can rez your party or finish the fight and not lose a party member permanently.


Makes sense in an MMO as a shitty gold sink, which still sucks. Also makes sense when there are mechanics behind like like durability/repair spells such as Morrowind or Dark Souls series. But outside of that, fuck durability.


Healing can be fun when it's a challenge. Clicking on health bars and spamming 1 button is boring as fuck though.


Infinity Engine games. Thank Helm for mods.

Fuck you.


Fallout 1 and 2 did this perfectly. Quit crying.

Or maybe just escaping/conserving ammo/waiting for their friendly ally to share ammo with them

It opens up possibility for a lot of neat gameplay mechanics that could tie into the setting great but devs are too lazy to implement this

TIMERS

you just reminded me of one
its just that one second of jumping that is like is not so bad on its own but over the course of an entire game are like nails on a chalkboard.

Feel the same way.

It creates a barrier between you and the character. Its as if you are not actually playing as the character as you are just some guy telling him what to do

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How the hell would ammo conversation work with guard ai? And seeing your enemy run from you because they ran out of bullets would be anti-climatic as fuck.

I also don't see ammo sharing being all that useful for them, but being able to loot off their dead allies corpses might work. Actually it could be really cool if guards with weaker guns would swap them out for the strong ones their allies drop.

Fucking powerups as set pieces with temporary uses, instead of just giving you a cool power. If you're gonna take away an ability or a powerup, do it as a consequence of getting hit too much, not just because you can't design the level to accommodate it.

Some times they are retarded. You kill someone, no one sees and you still get penalized.

Fucking powerups as _set pieces_ with temporary uses, instead of just giving you a cool power. If you're gonna take away an ability or a powerup, do it as a consequence of getting hit too much, not just because you can't design the level to accommodate it.

Resupply runners


Not with decent AI and design. They can ask their friends for ammo, they can cower and piss themselves, they can run away, they can call the runner for ammo, they can turn around and dig in an ammo can… the possibilities are endless and very immersive.


Almost any game that involves shooting has that mechanic.

They shoot normally while they have over 50% of ammo
After they have lower amount of ammo they take slower better placed shoots

That depends on whether the karma is of the mystical variety, or just what people think of you. But it would be better if, after you murder someone there's a chance it will be found out later and only then people will like you less.

That's not ammo conservation. And that can be awesome if killing resupply runners to starve the enemies out is a valid tactic due to the way the game works. But it can easily feel like its just over complicating the game just to address an unrealism nitpick, especially if it makes it seem silly that your foes aren't just giving the runners their own guns and have them fight too.

I very much doubt that. That's precisely the sort of ai functionality that dev's normally don't bother with unless it's bots in a multiplayer mode where they need to think about picking up weapons.


That could work actually, should be easy to program and make for a nice touch.

Nigger, imagine being in a battle where as you start to wear them down your enemies are shooting slower, calling for the runner (who you just shot), arguing over the last ammo can, and starting to buckle under the pressure until they all panic and run away. How is that not the most awesome mechanic ever?

Sounds fucking boring. Good video games increase the intensity as the action reaches a crescendo.

All video games do that, and nothing else has been tried.

Try playing D&D games where you just run out of spells, scrolls, wand charges, once-per-day abilities and so on as fights go on.

It ain't that bad, just really tedious. GIT GUD

I don't play bad games, so I can't comment. Speaking of no-fun game mechanics though, let's talk about certain RPGs' tendency in the late '90s to add tabletop dice roll success probability mechanics to fucking everything.

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You start the battle, both sides are going full tactics.
As you get closer and closer to battle you drive the enemy over the edge. Some just cower in fear, others empty what little ammo they have left on your troops, others charge at you in suicide attacks. People are going fucking insane, so you don't know what they're going to do next, not because they've planned it well, but because they haven't planned at all.
In a well made game, it'd cause the end game to be intense as fuck.

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Fucking checked.
Quads confirm MGSV is not be a MGS game.

that must be why it's actually fun then.

I keep playing it even though there’s nothing to do in the world, simply because it’s something to think about other than suicide. FOBs aren’t fun because the guy or his friend ALWAYS finds you and ALWAYS comes to fight, and they’re ALWAYS using a trainer to make themselves invincible and teleport around. I don’t know; I guess the game’s controls are built okay…

Fuck you Mamodo Fury.

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On-foot sections in Mad Max. Holy fuck the on-foot sections in Mad Max. I came for car combat, cool cars and maybe some gunplay with a fucking shotgun. But instead I get BAMHAM with a "Kill nearby enemy" button.

Which is why I think the game would need to be designed around such an idea. If you put that in a typical shooter the player would just mow down all the enemies and never witness this behaviour.

You would need to design the game so that starving out your opposition becomes a valid tactic, probably by making taking damage very punishing, forcing you to pick at the enemies one at a time, as they desperately grab cover, terrified of being killed, also would probably work better if the runners are mainly for enemy health as opposed to just ammo.

Because of the scarcity of ammunition it would necessitate stricter difficulty. Bullet sponge enemies are a no-no. Player and enemy alike can be killed by a single well placed headshot, forcing the use of cover and careful maneuvering instead of bumrushing.

I'm one of the few who enjoys healing. I was good at it too. I mean, just spamming 1 would drive anyone to sleep, but juggling a set of 10 spells and cooldowns, knowing when to use which is a lot more challenging than just going through some maximum dps rotation, of which you couldn't even see your effects on the boss, because 20 others were hammering away at him as well. The only thing I liked as much as healing was tanking, except in big raids. Too much pressure.

There's nothing wrong with it. The only reason to use WASD is if your game requires the usage of the mouse.

In a game like don't starve it works (well, it has to with a title like that), but it annoys the shit out of me in a game like legend of Grimrock. I don't mind having to search or even grind for food, buy it, stockpile it, or prepare it like in MMO's or whatever, but when it's just a replacement level-timer it ruins the game for me. I hate timed levels, especially in exploration games.

Unless you wanna play mods Cave Story Plus is the definitive version

Absurd enemy spawns.

You tripped an alarm? What do you know, we just happened to have three helicopters and five tanks right at your spot. Pure coincidence I swear.

I liked itI'm a sucker for anything whaling related, I even liked black flag but I never got off the ship as soon as I got it

Dustforce and Cuphead have pretty much the same controls and feel kind of weird at first but when you are going fast as fuck through the levels somehow it feels better than other layouts i have tried, the only exception being the "hitbox" layout i use to play fighting games using my keyboard because i realized it was better for me than using a pad

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i like item decay in theory but i have never seen it implemented in a good way in any game except in stalker with the misery mod in my opinion

what i like about equipment decay is the possibilities, image you are playing a game in wich you are some sort of warrior and you are fighting some monster or something, the battle gets too long, you sword is getting dulled, your shield is just a metal rim and your armor is falling apart, that would create a desperate situation and you would have to find a way out, that's just awesome to me

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sadly it had cut content and required 10 slots in your memory card to save

this, also

Game hides most fun abilities behind secret bosses which end up being the most challenging content.

FFT balances spells and abilities with charge times. Accuracy becomes a non-issue after you get concentrate, but charge times make you high vulnerable so you have to be careful with positioning.

The OP abilities like Holy Sword don't actually deal that much more damage than magic but are instant cast which makes them very versatile.

Wish more tractics games would balance abilities this way and the only thing that would improve the system would be turn delays to penalize op abilities like Holy Sword.

sauce on that pic?

what the fuck user

Every isometric ARPG is guilty of this and it's not even a hard fucking fix from a dev standpoint.

i would LOVE that in stalker, all that

i want to know it's name so i can avoid it

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And usually the UI to sort all that shit is terrible. Shadow Warrior 2 being a case in point.

actually theres a ton of shit in MGSV that shits me

i mean things could be far worse but still the lack of give a fuck is almost insulting, also what the fuck is the deal with no fire selector

RNG is good in short roguelike-inspired games. When the game forces you out of your comfort zone to understand the mechanics better, it's fun. "How can I make THIS stupid combination work" is far more stimulating and encouraging of replay than being able to get the best gear and predict the best results every time.

Not being able to get or remake the Patriot is the biggest bullshit. MGSV barely feels like an MGS game at all.

I like lost in the blue though

Bad mechanic implementation =/= bad mechanic

Stop fapping and find a women. Problem solved, no need to thank me.

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user, the game isn't making you do that, you are. I always used D-Walker with missiles so I didn't ever have to give a fuck about helicopters.

Probably the most gunporn with gameplay we can get for now, and it's still kind of shitty, even though it looks great on screenshots and makes me want to reinstall it again.
All what is left is to wait for Escape from Tarkov to release.

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moddability is good too, but konami locked a bunch of stuff around online sync so the part i want to mod the most (weapons) is the part i cant mod
i did end up building a bunch of custom guns with CE, mostly weapons that are supposed to resemble real life counterparts or ammo conversions of existing weapons (7.62 g44 because every enemy has 7.62 weapons for some reason)
also skulls uniform is pretty good, its like frogs except extra lewd

Fuck ESO man

Never was a good mechanic.

3d bitches

I'm not even pointing fingers at any game in particular, I just fucking hate this shit.

Thanks, Witcher 2.

I cannot fucking stand item durability. All it does is discourage me from using or constructing superior equipment since all those resources took time and effort to collect and they'll be gone in a matter of minutes. It's just another way of "extending gameplay" by introducing further grind to maintain your lavish lifestyle of using tier 2 weaponry, or making you do everything slower if you aren't using the expensive tools.
How am I supposed to enjoy any of the combat if I have to carry around 6 swords and 3 sets of armor because the others are going to fucking break halfway through every fight?
Animal Crossing is the only game I can think of that at least let me unlock unbreakable variants of tools.

But user, don't you know? It's okay if Nintendo does it! :^)

I could see it being durability being neat if unarmed combat was viable and you could pick up or makeshift weapons out of what's lying around. It'd encourage changing playstyles.

Why? The game is supposed to be fun, i want to play with the fun stuff from the beginning, not in the last act.

When the game gives a shotgun terrible cone spread. Most games have this.

Skill points

Any mechanic that delays me from playing the game.

This shouldn't exist. The reason why it does is that the game makes standard equipment far more powerful than the character, which is dumb. There are actually fun ways to add requirements to weapons. For instance, requiring the user wear a gauntlet, rings, or armor to wield a powerful weapon, have them gain favor with a god and maintain it, locate fragments of the weapon and assemble it, etc. Those weapons can be powerful in relation to the user and they may even change the way the person plays the game.

I'm fine with item durability in certain conditions. If weapons are throwaway and there are other ways to attack like in Mad Max. If the equipment can be repaired and provides sufficient use before dulling or breaking.

Mad Max does that.

Has anyone ever liked the random-mob encounters with invisible mobs attacking you and put you in a battle? It only lengthens the fucking game to ridiculous amount of shitty grinding. I fucking hated this when i was a kid and recently replaying BoF 3, i fucking hate it know aswell.

How would you simulate character growth otherwise?

By rewarding for actually accomplishing something? Usage rewards just encourage grindy exploits.

I removed every game that had random encounters such as these (of which i had no prior knowledge) and declared it unworthy of my time. Nowadays I just check the forums. Random encounters? Well fuck off then.

jfc. why would you post this image?
This is a non-jewish site user, we have morals.

I'll be honest, they suck at first but they present interesting changeups to the gameplay and are almost never required. They also often make farming talasmans easy as fuck.

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t. warframe

Agreed, I've always thought the way a lot of RPGs do optional super bosses is really dumb.

It is bit weird but not in a creepy/disgusting way. 5/5 would watch again.

I could probably write an essay about Europa Universalis IV but I don't know where to start.

Warframe is shit and Chinese. Never ever play it again.
t. Warframe Pro

That's a cute elf. I sincerely hope that it is both a female and not going to be raped, murdered or otherwise injured. If it's a male, I still hope that bad things won't happen to him but I'm disappointed in you.

Paradox is chock full of idiotic devs who think stop-gap measures are good mechanics. The infestation of "politics mana" is evidence enough.

Random image I had saved. Checked and it's apparently that Touhou character who has power of manipulating jealousy
TL;DR: it's girl.

Also I do really hate the mana system that would be stupid enough without it being used to magically develop provinces. M&T despite having handful of it's own flaws improves the game drastically by improving the A)Invest money to build stuff in provinces B) Province produces more money C) You have more money to invest. War and looting damages provinces much more severely and they won't automatically recover just by waiting. In fact previously prosperous area can be reduced to few peasant hovels if armies run across it enough. Wise versa, some poor areas can grow many times the population and income they start with if kept at peace and invested on. After playing said mod, base game's map feels even more like a static piece of cardboard.

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That's a cute elf. I want to rape, murder or otherwise injure it.

You know you have a spindash, right?

An entire zone of content?

Bravery Default did nothing wrong. However: Fuck YOU, Bubble Bobble.

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You say they do not change things or add difficulty then proceed to explain exactly how they changed things for you and added difficulty (you had to take cover and be aware of surroundings).

A) Stop playing video games and get an education.
B) You suck and you bitch about stupid shit. Get good. When the urge to speak strikes you, stop, think, do not impose your retarded opinions on the innocents around you.

It's literally a case of being too lazy to design unique, interesting loot. If you throw randomly generated shit at players, they'll get something useful eventually, and you don't have to do any tedious creative work. In random loot games, loot needs to be common to ensure players get something worthwhile occasionally. In a game with sparser loot, each piece must be designed well to prevent the few loots you get from being garbage.

tl;dr randomly generated loot generally equals lazy fucking devs

just CC them and run away :)

It's a weak way of making a game harder by having levels. Instead of you having to up your strategy-game later on as the bosses gets harder, you just have to grind to a certain level so that you can take hits and deal enough damage. It's cheap and it sucks to have to walk around some empty map and constantly be interrupted by shitty mobs.

Fuck you game, why are you making me purposely lose fight, what a waste of time.

They got an entire series out of the no-fun rule 'you can't cancel your attacks' :^)

I've played one game ever that actually has this (Tales of Symphonia). Why do people act like it's some sort of trope?

just as bad as buzzfeed, why are you even linking to this site? use allthetropes.orain.org/pmwiki/pmwiki.php/Main/HopelessBossFight

I love you too filter.

Legacy of Kane also begins with a fight you must lose.

You haven't played Breath of Fire 3?

FUCK YOU YS SEVEEEEEEEEEN

I think Planetside 2 did it very well. Medics carry a slightly stronger weapon than a light assault and can self heal, which makes them strong at defense. They just lack tactical abilities and are not as powerful as a heavy assaults, so they're not taking any jubs.

Quads of truth.

Not really a mechanic, but fucking Tekken 7 story mode. Last battle against kazuya, in increasingly stronger forms. Win all battles anyway. Trigger end cinematic: he still kills me. Why the fuck did I have to win all those rounds then? Fuck that ending.

That's a great layout.

← THIS is a shit layout.

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Sure is nu/v/ in here.

Games developed to be played exclusively online.

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