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Zanzibar Ham posted:Also I forgot how unnecessarily violent Lara's cutscene deaths/injuries were from when I watched an LP years ago. Even back in Tomb Raider 1 Lara's deaths were always pretty brutal.
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# ? Dec 22, 2019 16:31 |
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# ? Apr 19, 2024 20:49 |
Stoatbringer posted:Even back in Tomb Raider 1 Lara's deaths were always pretty brutal. There was the one where Lara gets turned into solid gold for example.
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# ? Dec 22, 2019 17:50 |
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Zanzibar Ham posted:On the other hand I'm playing TR2013 right now and I'm annoyed every time a cutscene starts up or a set-piece that forces me to play a specific way instead of going at things the way I want. Also I forgot how unnecessarily violent Lara's cutscene deaths/injuries were from when I watched an LP years ago. You can’t spell unnecessarily without necessary
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# ? Dec 22, 2019 18:28 |
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Eclipse12 posted:Something that might help with Diablo and its clones would be finding ways to make junk or repeat items become valuable. And not just as "break it down so I can reroll with a 1% to get something better." What if once you reached max level, every item you collect that's already in your stash can be used to give a small boost to that item. Isn't this basically Two Worlds' (in)famous "tape 20 swords together to make a really good sword" mechanic?
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# ? Dec 22, 2019 19:01 |
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Just don't let crap items drop. Have the game look at what items have dropped already, and if the thing that's about to drop is worse than them, just drop some gold or a potion or something instead.
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# ? Dec 22, 2019 22:09 |
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Gort posted:Just don't let crap items drop. Have the game look at what items have dropped already, and if the thing that's about to drop is worse than them, just drop some gold or a potion or something instead. that works until the game has a poo poo comparison mechanic and now you have to fake out the computer to manipulate it into dropping the good stuff
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# ? Dec 22, 2019 22:22 |
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Tunicate posted:that works until the game has a poo poo comparison mechanic and now you have to fake out the computer to manipulate it into dropping the good stuff That, and something about consistently seeing something drop is important to keep players going. It's like playing a slot machine. Even if you don't win, you need some type of response to let you know to try again. I saw some developer interview a long time ago that expounded on the importance of dropping Common items even late in the game when nobody would ever, ever want one. A consistent flow of items tells the player that items ARE dropping and if they're patient, eventually they'll get what they want.
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# ? Dec 22, 2019 22:35 |
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Also, in games like Diablo 3, it can be hard to quantify "better." A certain weapon has unarguably lower stats, but it will boost my buffs for this particular build more than simply a higher damage stat could.
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# ? Dec 22, 2019 22:40 |
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In Nioh, you can go into the options and tell the game to not even show you drops under a certain level.
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# ? Dec 22, 2019 22:50 |
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I'll say this, at least ARPGs have continually equated white with boring and bad.
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# ? Dec 22, 2019 23:01 |
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Borderlands: The Pre-Sequel had a quest that rewarded a legendary shield, maybe not what you wanted but with possibly enough stats to be worth it, that had you turn in a ton of white-quality guns into a box. That was a fun wrinkle to the already too-small inventory they gave you.
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# ? Dec 22, 2019 23:05 |
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Grim Dawn has so much complexity and so many potentially important item modifiers, especially defensive ones, that unless you’re absolutely geared best-in-slot across the board you gotta look at everything that’s at least green or better. A perfect green item can be irreplaceable. Doesn’t excuse white and yellow drops from existing but at least you can filter them out now.
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# ? Dec 22, 2019 23:14 |
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DQ11 Switch version having x2 and x3 battle speeds is nice- and maybe absolutely necessary for the 2D sections or if you decide to play the game like that the whole time- but I can't help being annoyed doing an attack and then the sound and animation are desynced from each other. Also, the game has additional harder challenges you can opt into when you're making a new file but not at any point while playing the game and when you're fast forwarding things it just immediately goes over some of the dialogue that I want to read like how people just randomly get embarrased in battle by some form of nonsense like remembering 'cool' spell names you came up with as a kid or being lost in a cave and having to have your friend come find you but I can't adjust it to stop on those so I can read it, it just zooms off in under 1.125 seconds.
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# ? Dec 23, 2019 05:08 |
So, a friend of mine got me sonic mania and everyone says it's the best sonic game. And I dunno, I just don't really see it? All of the new mania bits are kind of awful in my experience? Like - the first zone that isn't just a remake of an old sonic zone is almost entirely on rails and the boss just doesn't work. You're supposed to jump over red missiles, and hit blue missiles. It's dead simple and obvious; but it operates on physics that you don't see anywhere else in the game, to the point where invisible walls will halt your momentum out of nowhere and just drop you dead on a missile, and since you're basically moving on rails you can't get your rings back if you get hit. And that kind of design just fills every bit of the game that isn't a remake of an older sonic zone. Whereas the rest of the game is basically things like "what if we did chemical plan zone, but the water was also jello." It doesn't help that the physics feel just a tiny bit too slippery, so the precise platforming required in later stages gets really weird when I land on a platform and then die almost instantly because a single pixel of sonic's shoes was off the ledge when the platform started to move up.
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# ? Dec 23, 2019 05:30 |
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Second health bar boss gimmicks are always so bad, especially when that boss then acquires some instakill ability that you have to chew through another 10 minutes of the boring part to try again. Why do developers keep putting this in video games!
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# ? Dec 23, 2019 12:35 |
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So I am super late to the Subnautica train, but I picked it up since it's like $15 and was trying really hard to like it but... - why do developers still think that tedious limited inventory management is a fun mechanic? I'm totally fine with the player having a limited inventory, but if you're going to allow me to build additional storage, then feel free to just pull from it automatically when I am crafting. Don't make me go to the storage to get one more Sea Noodle or whatever. Alternately: go the Minecraft route and let items stack in a single inventory slot. - the RNG for world generation can really screw you in Subnautica. So much so to the point where it was easier to just quit and start a new game if you don't wind up with a decent starting setup. It can be the difference between having a Seaglide within minutes or it taking an hour+. The latter is kind of unacceptable for an item that's basically a necessity. - I have yet to find a game where Hunger / Thirst adds anything good to gameplay. Subnautica is no exception. It adds tedium - that's it. It's not difficult to catch food or purify water - it's just annoying. - I am playing on PS4 Pro, so I'm not sure if it's an issue on other platforms - but the framerate dropping to single digits when transitioning in or out of the water is pretty unacceptable in this day and age. It would be fine if it were just every once in a while, but it's literally every time you have to come up for air. It's SUPER jarring. - the one thing they nailed? Being underwater and looking down over a DEEP drop off really does tickle my thalassophobia. I was derping around in Creative mode and go to some area near the big ship where there's a HUGE drop off into murky water and even knowing I couldn't be injured I was like "nope nope nope nope". Same for some of the Leviathan-class enemies. It took a good hour before I was the least bit comfortable surfacing in an area full of Reefbacks. I get they are mostly harmless, but they're HUGE and scary. All that being said - in the end the primary gameplay loop is just not that fun. 2 minutes to hopefully collect things, surface, craft, rinse, repeat.
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# ? Dec 23, 2019 13:29 |
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HaB posted:- I have yet to find a game where Hunger / Thirst adds anything good to gameplay. Subnautica is no exception. It adds tedium - that's it. It's not difficult to catch food or purify water - it's just annoying. EVEN FOOD AND WATER ANNOY US
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# ? Dec 23, 2019 13:45 |
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HaB posted:- I have yet to find a game where Hunger / Thirst adds anything good to gameplay. Subnautica is no exception. It adds tedium - that's it. It's not difficult to catch food or purify water - it's just annoying. When a game gives you the option at the beginning to not have hunger/thirst mechanics, you take it.
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# ? Dec 23, 2019 14:15 |
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Dienes posted:When a game gives you the option at the beginning to not have hunger/thirst mechanics, you take it. While I appreciate that subnautica gives you the choice, by doing so they clearly admit that it sucks so why even include it
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# ? Dec 23, 2019 14:45 |
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Nuebot posted:So, a friend of mine got me sonic mania and everyone says it's the best sonic game. And I dunno, I just don't really see it? All of the new mania bits are kind of awful in my experience? Like - the first zone that isn't just a remake of an old sonic zone is almost entirely on rails and the boss just doesn't work. You're supposed to jump over red missiles, and hit blue missiles. It's dead simple and obvious; but it operates on physics that you don't see anywhere else in the game, to the point where invisible walls will halt your momentum out of nowhere and just drop you dead on a missile, and since you're basically moving on rails you can't get your rings back if you get hit. And that kind of design just fills every bit of the game that isn't a remake of an older sonic zone. Whereas the rest of the game is basically things like "what if we did chemical plan zone, but the water was also jello." It's worth keeping in mind that none of the stages are actually remakes, they're just have visuals based on old stages. The level design is completely different (and much bigger and more complex), so all of that is new as well. That said, the studiopolis act 1 boss is absolutely horrible, yeah. A lot of the bosses are. Personally, for me, it's the first 2D Genesis-style Sonic game I've really enjoyed, but it does have a few bullshit parts that can ruin it for some. Edit: Here's a thing dragging the game down - the Stardust Speedway Act 2 boss was so bad it made me want to stop playing. Apparently it's been changed but I don't know how so maybe it's better, I dunno. Zinkraptor has a new favorite as of 14:51 on Dec 23, 2019 |
# ? Dec 23, 2019 14:48 |
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Dienes posted:When a game gives you the option at the beginning to not have hunger/thirst mechanics, you take it. Why bother with thirst mechanics when you could play Final Fantasy XV, and have thirst mechanics.
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# ? Dec 23, 2019 14:54 |
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Nostradingus posted:While I appreciate that subnautica gives you the choice, by doing so they clearly admit that it sucks so why even include it Because some people are monsters and put that into games by choice using third party mods
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# ? Dec 23, 2019 15:04 |
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Nostradingus posted:While I appreciate that subnautica gives you the choice, by doing so they clearly admit that it sucks so why even include it There's masochists that mod in hunger/thirst/fatigue/temperature requirements into Skyrim and that grognard demographic must be accounted for.
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# ? Dec 23, 2019 15:40 |
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Having options for how you're going to play is the best decision a dev can make in a game.
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# ? Dec 23, 2019 16:19 |
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There are some RPGs where I'd love the option to be able to turn off random encounters. Octopath Traveler comes to mind, as there were some chapter stories that I did that my main party was way too powerful for, and the encounters were just a nuisance.
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# ? Dec 23, 2019 16:28 |
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Leavemywife posted:There are some RPGs where I'd love the option to be able to turn off random encounters. Octopath Traveler comes to mind, as there were some chapter stories that I did that my main party was way too powerful for, and the encounters were just a nuisance. Your reward for beating the godawful superboss gauntlet is exactly that, which somehow makes it even more insulting
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# ? Dec 23, 2019 16:50 |
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The amount of grinding required to get the "unlock all skills" achievement in Sekiro is ridiculous. I need 24 more points, and Genichiro in NG+++ is worth abvout 2/3s of one point. No idea why they decided to make the leveling curve so harsh.
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# ? Dec 23, 2019 17:01 |
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Barudak posted:Your reward for beating the godawful superboss gauntlet is exactly that, which somehow makes it even more insulting And at that point, why the gently caress would I want/need that? It's like getting the most powerful weapon after beating the hardest challenges the game can offer. At least New Game+ can alleviate that last one.
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# ? Dec 23, 2019 17:18 |
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Pathologic HD gives you too much time to finish tasks. It feels weird when you start to break into people houses simply because you have nothing else productive to do.
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# ? Dec 23, 2019 17:48 |
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MiddleOne posted:Pathologic HD gives you too much time to finish tasks. It feels weird when you start to break into people houses simply because you have nothing else productive to do. I also remember being in middle school.
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# ? Dec 23, 2019 18:13 |
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exquisite tea posted:Second health bar boss gimmicks are always so bad, especially when that boss then acquires some instakill ability that you have to chew through another 10 minutes of the boring part to try again. Why do developers keep putting this in video games! This would be a good time to mention the last boss of Clock Tower 3, who has a double healthbar AND a one hit kill super move. Well ok it takes 3 "hits", but those hits just put a leash on you and keeps you in a small zone of movement. Once the third one hits you he does a super move and thats it, you're dead. The kicker though is this: When you kill him there is a cutscene that happens. Then suddenly you're back in the fight. During the cutscene you lose your weapon and what you're supposed to do is run to a certain spot in the arena. And you can still die during this scene!
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# ? Dec 23, 2019 20:09 |
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HaB posted:- the RNG for world generation can really screw you in Subnautica. So much so to the point where it was easier to just quit and start a new game if you don't wind up with a decent starting setup. It can be the difference between having a Seaglide within minutes or it taking an hour+. The latter is kind of unacceptable for an item that's basically a necessity. What RNG?
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# ? Dec 23, 2019 20:14 |
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Gay Rat Wedding posted:What RNG? I'm not sure how to be more specific than "the RNG for world generation".
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# ? Dec 23, 2019 20:28 |
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HaB posted:I'm not sure how to be more specific than "the RNG for world generation". It’s a static map. The pod can land in some slightly different spots but always in the same zone and the map is always the same.
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# ? Dec 23, 2019 20:32 |
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Ugly In The Morning posted:It’s a static map. The pod can land in some slightly different spots but always in the same zone and the map is always the same. I think the blueprint fragment spawns are mostly random. Like the spots are all the same but the bp's you will find there would be different in another playthrough.
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# ? Dec 23, 2019 20:44 |
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exquisite tea posted:Why bother with thirst mechanics when you could play Final Fantasy XV, and have thirst mechanics. Just wanted to let you know that I appreciated this.
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# ? Dec 23, 2019 21:37 |
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The bosses in GTA 3 have an obnoxious aspect that they seem to share - they come up with a plan, tell you to do it, then when it doesn't do what they wanted it to, they blame YOU for their lovely plan. So far Kenji of the Yakuza and Ray(?) the corrupt cop have both done it. It's annoying. OWN YOUR MISTAKES!
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# ? Dec 23, 2019 22:15 |
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BioEnchanted posted:The bosses in GTA 3 have an obnoxious aspect that they seem to share - they come up with a plan, tell you to do it, then when it doesn't do what they wanted it to, they blame YOU for their lovely plan. So far Kenji of the Yakuza and Ray(?) the corrupt cop have both done it. It's annoying. OWN YOUR MISTAKES! Owning your mistakes is a philosophy you imprint onto the poors, it's not for the rich. The rich way is to hire a series of proxies to do your dirty deeds then leave them twisting in the wind if anything goes wrong, leaving yourself carefully insulated from any fallout.
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# ? Dec 23, 2019 22:34 |
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Olaf The Stout posted:Owning your mistakes is a philosophy you imprint onto the poors, it's not for the rich. The rich way is to hire a series of proxies to do your dirty deeds then leave them twisting in the wind if anything goes wrong, leaving yourself carefully insulated from any fallout. See also: Jabba the Hut: Jabba: "Han, go smuggle this spice" . . . Han: "The Imp's caught me, I had to dump the cargo" Jabba: "Not my problem, pay me for the spice!"
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# ? Dec 23, 2019 23:06 |
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# ? Apr 19, 2024 20:49 |
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BioEnchanted posted:The bosses in GTA 3 have an obnoxious aspect that they seem to share - they come up with a plan, tell you to do it, then when it doesn't do what they wanted it to, they blame YOU for their lovely plan. So far Kenji of the Yakuza and Ray(?) the corrupt cop have both done it. It's annoying. OWN YOUR MISTAKES! Just like real life.
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# ? Dec 23, 2019 23:29 |