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Post by simple on Jan 24, 2023 20:37:27 GMT
One which has crept up on me during Mass Effect 3 - Quests remaining in your journal/log/to do list after the point at which it is literally impossible to complete them. In this case hangovers from dlc set in locations I can no longer access as side quests to missions I’ve already completed. I think I could guess at least one of them, if it involves Eden Prime... Eden Prime Resistance, Aria’s sofa and helping the mechanic on Omega. I even had the thing the mechanic wanted but there was no prompt to hand it over, he just repeated the thank you dialogue without resolving the quest.
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Blue_Mike
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Post by Blue_Mike on Jan 24, 2023 20:55:45 GMT
"Quest items can't be removed from your inventory". Dravin's Bow, anyone? Thankfully quest items don't weigh anything (which the game doesn't tell you), but they clutter up your inventory and you shouldn't have to google items just to find out how to get rid of them. Have a separate quest items category. Or have a dedicated quest item container in your home. Or have something like a hint button in puzzle games that puts a marker on the quest giver. Just do something. Anything. Even worse, having a quest item that isn't unflagged after completing the quest and they never fixed it, like the Strange Amulet. You absolutely shouldn't have to use the fucking developer console to get rid of shit, an option that console players obviously don't have .... I guess all I can do is wait for Starfield. Certainly Bethesda will learn from their mistakes and address well-known issues in any way whatsoever... Yeah, that's something that annoyed me about Fallout 4. Probably won't be implemented in Starfield either, as it would potentially break quest progression. At least modders fixed it easily enough in F4 and Skyrim et.al though, where you have the option to either drop them or simply change quest item weight to zero.
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hedben
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Post by hedben on Jan 25, 2023 8:13:19 GMT
AI enemies that can one-shot you from a distance with a generic assault rifle. Looking at you, CoD DMZ mode
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Deleted
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Post by Deleted on Jan 25, 2023 9:13:49 GMT
I'm not sure I recall correctly, but you can't put quests on ignore, can you? That's such a lifesaver in Borderlands games, just flag something with "ignore" if you don't want to see it, and if you want to return to it later, just go in the "ignored" category and unflag it. Every game with quests should have that. And if a quest can't be completed anymore, it would at least mitigate the issue. I so badly want this feature in Bethesda games, or any way to organise that mess of a quest list. Speaking of which... "Quest items can't be removed from your inventory". Dravin's Bow, anyone? Thankfully quest items don't weigh anything (which the game doesn't tell you), but they clutter up your inventory and you shouldn't have to google items just to find out how to get rid of them. Have a separate quest items category. Or have a dedicated quest item container in your home. Or have something like a hint button in puzzle games that puts a marker on the quest giver. Just do something. Anything. Even worse, having a quest item that isn't unflagged after completing the quest and they never fixed it, like the Strange Amulet. You absolutely shouldn't have to use the fucking developer console to get rid of shit, an option that console players obviously don't have. Another shit "mechanic" while we're at it, no buyback option for sold items. In a game where you sell truckloads of shit all the time, and it's so easy to accidentally sell something that you didn't want to, please have that option. It's annoying having to quicksave before every transaction and be super careful while going through that huge list of stuff to sell. Amazing would be an option to flag items as "don't sell" so they just don't show up in trading dialogues. I guess all I can do is wait for Starfield. Certainly Bethesda will learn from their mistakes and address well-known issues in any way whatsoever... There was a bugged item in Fallout '76 called 'Fincham Farm Interview' that sat in inventory for a couple of years with the little diamond next to it. They finally fixed it in a recent update, diamond gone, you could drop it. Brilliant. Until you log back in and realise it reappears every time and needs dropping again. So they're still learning.
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Post by dangerousdave on Jan 25, 2023 13:58:06 GMT
We need an opposite thread for this discussion, for games with mechanics you like. For example, the Catch-up screen on Dragon Quest 11. You can put that game down for a few months and still know what is going on, where you are and what you were trying to do. Not enough RPGs do this.
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Deleted
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Post by Deleted on Jan 25, 2023 13:59:10 GMT
A positive thread, pfft. Would barely make 3 pages.
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Tuffty
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Post by Tuffty on Jan 25, 2023 14:01:13 GMT
In a very broad general sense Im gonna say loot based gear with passive skill upgrades that change fuck all about how you play. Specificially using Dying Light 2's weapon/armor skills and rarity as an example. Like other games of its type, getting better gear for your character based off its rarity can give passive upgrades to your characters stats. My gripe with it is when games decide to reward you with wonderful stats like "5% damage increase". Stat upgrades so miniscule it makes little difference to how you play the game. If it still takes me say 5 hits to kill something with thr skill enabled, what's the point?
DL2 takes it further by offering stat upgrades so miniscule it's pathetic. 3.2% increase to striking damage. 2.7% protection against electric. And this is on rare gear. I had a rare chest piece that's like 1.6% piercing damage and 1.9% fire damage. I think get the legendary version of the same armor, the highest rarity there is. And I get the same stats...1.9% piercing damage and a reduction in fire damage to 1.7%. It's pathetic, feels so badly thought out and doesn't need to be in the game at all, nothing in the game merits the effort to put into it. If a game is going to do this, the upgrades need to be substantial enough to notice the difference.
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Post by richyroo on Jan 25, 2023 14:16:18 GMT
Open world games in general with shit, pointless side quests and collectibles which dilute and pad out the experience.
I am talking about 90% of open world games which are made nowadays. Even games such as Spider-man which have an excellent story and characters still suffer from truly shit, repetitive side missions and collectibles.
Look at the recent Forspoken. Half your time playing that game is just traversing the landscape so you can get from point A to point B. This is just not fun to me.
More and more I find myself looking towards more linear games in structure, ones which have highly curated levels and/or areas. The Dead Space Remake for example, or the Resi games etc.
It seems that publishers are pushing open world games more and more as people seem to value length over quality. If its "only" 10 hours long then some people just won't entertain this over a long, drawn out 100 hrs experience.
Theres a reason I have completed games like the Resident Evil 2 Remake numerous times. A quality, linear 10 hr experience does not out-stay its welcome like an open world game. I find it disheartening that they try and shoehorn in open world mechanics at every opportunity nowadays.
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Post by Aunt Alison on Jan 25, 2023 15:09:25 GMT
A positive thread, pfft. Would barely make 3 pages. I'd considered a companion thread several times but this is it. People love a moan
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Post by simple on Jan 25, 2023 15:26:48 GMT
Theres a reason I have completed games like the Resident Evil 2 Remake numerous times. A quality, linear 10 hr experience does not out-stay its welcome like an open world game. I find it disheartening that they try and shoehorn in open world mechanics at every opportunity nowadays. I remember most of the magazines I read as a kid factored Replayability into their scoring systems alongside graphics, gameplay etc. Most modern games are one and dones for me now although stuff like the Resi remakes I can play over and over.
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Post by rhaegyr on Jan 25, 2023 15:27:57 GMT
A positive thread, pfft. Would barely make 3 pages. I'd considered a companion thread several times but this is it. People love a moan Give it a go!
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Post by Aunt Alison on Jan 25, 2023 15:34:04 GMT
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Post by RadicalRex on Jan 25, 2023 20:36:57 GMT
I remember most of the magazines I read as a kid factored Replayability into their scoring systems alongside graphics, gameplay etc. Most modern games are one and dones for me now although stuff like the Resi remakes I can play over and over. Back in the NES days, when most games were 1-2 hour playthroughs at best, replayability was absolutely essential for a good game, and developers, players and journalists paid great attention to that. With time, as games got longer and longer, I think it became less of a priority but usually was still paid attention to. Nowadays though, many think of games as one-and-done, and if a game is good value is determined by how many hours you get in a single playthrough. But what that means is that many developers just water their games down so that reviewers can tell players that a game gives you 50 or 100 hours of content. What people tend to forget is that 50 watered down hours is worse value than 10 great hours that you play 5 times. An extreme example of the opposite is one of my favourite games of recent years, Mega Man 11. Once you're good enough, that's a one-hour playthrough, but despite (because?) being so oldschool it was a breath of fresh air in the modern gaming landscape. It's short but very condensed and refined, with no filler or padding whatsoever. It just goes bam bam bam and doesn't waste your time, and so I've played through many dozen times and every time it was a blast from start to finish. I think it's a great example of how limitation can breed creativity and greatness. A related issue is that if devs have no limitations, they often resort to throwing in any idea that they can think of, even if many of them aren't great and end up being a waste of time. If you don't have the space to throw all that in, you have to make tough decisions about what to leave out and what to keep in, and if the right decisions are made, the game will only have the good ideas. In a game as radically short as Mega Man 11 (but made with great care by expert game designers), the selection process allowed only for the best to stay in, and that's why it's such a no-nonsense thrill.
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Post by baihu1983 on Jan 26, 2023 16:12:11 GMT
Open world games that don't allow enemies to attack each other. Especially animals/monsters.
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Post by drhickman1983 on Jan 26, 2023 16:21:31 GMT
How long a game lasts really isn't a great metric.
It doesn't even necessarily need to be replayable to be a good game.
I think of Limbo and Inside. I've only really played each once, but those games stuck with me immensely, due to the amazing art and design.
Then there's something like AC Valhalla, which I didn't even dislike, but I got bored nowhere near finishing it. I have less visceral memories of that despite playing it more recently.
But lots of games have too bloat. Even something like The Witcher 3, which I'm currently replaying and enjoying a lot- the main quest has some great moments and there's some good side quests, but frankly the contracts are usually not all that exciting.
I really like the design philosophy of Ico and Shadow of the Colossus. Very stripped back.
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Ulythium
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Post by Ulythium on Jan 26, 2023 16:30:20 GMT
Having multiple actions mapped to one button.
There are enough buttons on the PlayStation controller, BioWare - why are 'loot' and 'jump' both mapped to X? My Inquisitor keeps going to loot a fallen enemy, then jumps two feet in the air instead of picking up the goodies!
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Post by deekyfun on Jan 26, 2023 16:39:20 GMT
Thinking about annoying button choices, have we done 'Whenever the run or jump button is mapped to R3 or L3'?
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Post by dangerousdave on Jan 26, 2023 16:44:17 GMT
To further that, some games have too many commands, let alone sharing the mapping of them. Some shooters would play better without a jump button. Or a sprint button. Keep it simple!
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Deleted
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Post by Deleted on Jan 26, 2023 16:46:54 GMT
Thinking about annoying button choices, have we done 'Whenever the run or jump button is mapped to R3 or L3'? Worse for me is L3+R3 trigger photo mode, which can disrupt the action in the heat of combat. Just make it an option in the pause menu.
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EMarkM
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Post by EMarkM on Jan 26, 2023 16:58:40 GMT
Thinking about annoying button choices, have we done 'Whenever the run or jump button is mapped to R3 or L3'? I detest ANY function assigned to a clicky stick! I love modern gaming controllers, but the stick-clicking thing can bog off.
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Post by ToomuchFluffy on Jan 26, 2023 17:03:31 GMT
Having to run a lot in a game, but having no toggle option. I eventually made an Autohotkey to reverse Shift and CapsLock entirely because it's more convenient over time.
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Post by RadicalRex on Jan 26, 2023 17:07:20 GMT
And then, when they make a PC port but keep the multiple actions on the same button shit even on the keyboard, like ME3 putting half of all actions on the space bar. Or Fallout 4, where you have to hold a button for a second or two to activate your flashlight or whatever. Well, that game at least has a developer console, so surely you can do something like "bind F toggleflashlight", right? Nope.
What are they thinking? Surely nobody finds joy in seeing the PC Master Race cry?
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Post by deekyfun on Jan 26, 2023 17:08:32 GMT
Glad it's not just me. If I'm pushing the stick forward to move, I just find then also having to press it down to trigger the click fiddly and unpleasant.
I'm not really sure what I'd want the R3 and L3 buttons to so, actually. A map, maybe. Photo mode? Certainly nothing involving actual control, and not when the stick is 'in use'.
I don't think I've used the L3+R3 combo in any game. That sort of move I'd assume would make all the buttons pop off like a clown car.
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Deleted
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Post by Deleted on Jan 26, 2023 18:12:30 GMT
I like in the new God of War they've added an auto pick up for stuff. Big QoL improvement.
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Post by Aunt Alison on Jan 26, 2023 19:50:44 GMT
I don't think I've used the L3+R3 combo in any game. That sort of move I'd assume would make all the buttons pop off like a clown car. God of War 3 used it and it was quite something
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Blue_Mike
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Post by Blue_Mike on Jan 26, 2023 21:14:55 GMT
A positive thread, pfft. Would barely make 3 pages. I'd considered a companion thread several times but this is it. People love a moan I could probably write an essay about how much I love using Adam Jensens' metal fists to punch padlocks off of locker doors in Mankind Divided.
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Post by Danno on Jan 26, 2023 22:09:18 GMT
The single save file on BotW can fucking do one.
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Post by JuniorFE on Jan 26, 2023 22:18:23 GMT
The single save file on BotW can fucking do one. Make a new profile on your Switch and play on that, I've got two profiles that are literally just BotW save files
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Post by Danno on Jan 26, 2023 22:23:49 GMT
I can't be fucked with that, youngling.
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lukasz
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Post by lukasz on Jan 26, 2023 22:28:48 GMT
The single save file on BotW can fucking do one. [ In this age this is simply not acceptable imo. I am pc gamer so we have the option to manually backup saves so i never truly had that issue but it was still annoying whenever i had to manually backup save. Especially when game offers choices.
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