Your most hated mechanic or things used in game design still?

Gizmo_Duck

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And I'm still farming :snoop:

This is a good one on its own, farming for rare drops. fukk this mechanic, especially in single player games.

Thats why i gave up on MMORPG’s, who has time to camp out and wait for a monster to spawn with 20 other people and hope you’re the lucky one that gets a rare drop from it
 

Khalil's_Black_Excellence

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This is exclusive to fighting games, but I hate in fighting games that some characters have situations where you can still do full damage combos during traded attack situations. For those that aren't familiar with that term in fighting games, it's when both you and your opponent land attacks on the exact same frame and you both have some sort of stun/reeling back animation from it, except that one character still has an advantage to recover quick enough to continue combos in this sequence. Biggest offender of it was Sagat back in SFIV. I know plenty of FGC heads revel in shyt like that, but I never liked it ever.
 

Khalil's_Black_Excellence

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For RPGs, I hate that random encounters still exist in any type of RPG. I felt that was a design/system limitation in the past that definitely doesn't exist anymore. Turn based battles are fine, but I should be able to see the enemies on screen or at least have them in hiding and jump out at you with some capability to avoid the fight or initiate it when you want to rather than just the screen fade to black/scramble animation and you're transported to another battleground.

Also, regarding the later, I'd prefer most RPGs to not need to magically transport to another "battle arena" either and just fight wherever you are.
 

Gizmo_Duck

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For RPGs, I hate that random encounters still exist in any type of RPG. I felt that was a design/system limitation in the past that definitely doesn't exist anymore. Turn based battles are fine, but I should be able to see the enemies on screen or at least have them in hiding and jump out at you with some capability to avoid the fight or initiate it when you want to rather than just the screen fade to black/scramble animation and you're transported to another battleground.

Also, regarding the later, I'd prefer most RPGs to not need to magically transport to another "battle arena" either and just fight wherever you are.

Are there still major rpgs that do that?

Random encounters is the main reason why i can’t replay older rpgs
 

NZA

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escort missions and quicktime events


im fine with random battles if they take place in a canonically dangerous area. ambushes are a logical thing. but i do think you should be able to go around to a safer route with the tradeoff being less loot or EXP gained.
 

Pull Up the Roots

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RNG dependent crafting mechanics. It's especially bad when your mod pool contains 10s of choices and there's no gating to reducing the chances of getting lower tier mods.
 

TheSuperkick!

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- UNSKIPABLE CUTSCENES! fukking why?

"Oh, our devssss worked so very haaard on these renders and we just really really want the player to be immersed in our worldssss."

- Forced Walking Segments! fukking why?

You have a battle and then when it's over your character limps from one cutscene to the next cutscene. Just have one fukking cutscene! But don't reduce my movement speed to a god damned crawl for ambiance just for them to be fine in the next 2 minutes. Oh no, I just got hit with a scripted and unblockable shot, blown up, caught in a bear trap, almost drowned, been tortured or poisoned but I narrowly escaped! Now to limp to the checkpoint for 67 seconds and watch another cutscene!
 
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