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Things that will never work out but devs are pushing them still.

Discussion in 'General Gaming' started by Perkel, Oct 19, 2014.

  1. Perkel Arcane

    Perkel
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    would bang
     
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  2. TheWesDude Arcane

    TheWesDude
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    ( insert obligatory "i would melee with her any day" )
     
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  3. Whisky The Solution

    Whisky
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    Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    See, that's a little goofy and I'm pretty sure the axe would be useless like that, but at least it's recognizing it's a gun and a long range weapon at heart by adding a melee feature.
     
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  4. G.O.D Arcane Patron

    G.O.D
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    Project: Eternity Wasteland 2
    Health regeneration. Kinda undermines having medkits or medics in FPS games, no? Besides that it is a silly concept to begin with.
     
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  5. Damned Registrations Prestigious Gentleman Furry Weeaboo Nazi Nihilist

    Damned Registrations
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    Amusingly, the shotguns in DoomRL are very good, but still have ridiculous spreads, with the larger spreads accompanying faster damage dropoff with range. But they have effectively perfect accuracy, since they function as an AoE attack, and most absurdly, effectively pierce through targets. Firing one down a corridor through 5 hellknights hits all of them for full damage expected at their range. They don't behave like guns at all, really. More like that wide area phaser bullshit from later startrek series.

    I think the top of my list for 'shit devs ought to give up on' would be attempts to make players stop gaming their... games. It doesn't matter what you fucking change, there will always be more and less effective ways of playing and certain players will utilize those methods. It's fun figuring out the most broken way to do something in a game. Devs should design around other goals besides trying to manipulate the players into playing a specific way.
     
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  6. Ashery Prophet

    Ashery
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    Still twenty-six games short of forcing me to use my second hand. :smug:
     
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  7. AlexOfSpades Prophet

    AlexOfSpades
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    Why not add a bayonet? The axe blade will just make the gun tip-heavy and thus, unwieldy. Also, using the gun as an axe handle is going to break it pretty quickly.

    Oh right Rule of Cool nevermind
     
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  8. Gerrard Arcane

    Gerrard
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    Flashlights.

    Bonus points if the game is set in the future and the flashlight gives less light than this fucking LED power indicator on my speakers.
     
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  9. Cadmus Arcane

    Cadmus
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    hm. Poison damage is rarely any good but it's always presented as equal to lightning and fire. Poison should be something special.
     
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  10. jcd Punished JCD Patron

    jcd
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    Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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    
    Last edited: Dec 31, 2016
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  11. Perkel Arcane

    Perkel
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    Good point. Few games though did change it to acid to make it instant.

    Imo poison should just work like disease more or less. I mean super potent poison could kill but imo it is far more interesting to have poison that would make for example your part of body completely limp. So if you would get stung in right hand you would drop your gun. Then you would need to pick it up and use left hand.
     
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  12. Perkel Arcane

    Perkel
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    attack speed

    For character like barbarian does like 2 attacks for second those are useless. BUT
    If you hava zeal pala with buffed attack speed suddenly you have someone who attacks like minigun. Suddenly those 2 out o 100 isn't something unreachable and becomes part of you standard attack.

    Let's take for example case: 10% to curse someone on hit (and it only applies to one mob you hit. [no AOE])

    For barbarian it would take like 5 seconds to have a solid chance to put that curse on enemy. For standard mobs would be useless but for bosses it would be worthy depending on what curse does and how much hits it take to kill boss.

    For zeal pala that would mean more or less always curse on hit because he would hit 15-20 times a second.
     
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  13. Perkel Arcane

    Perkel
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    To add to point above. I think that too fast attack speed is imo problem in itself and those 2% are because of inherent problem with attack speed increase.

    I mean it would be interesting to have weapon with 70% chance to shoot powerful lightning bolt but if you would have something like that in game with zeal pala it would be totally broken item as pala would just spam lightning everywhere.

    To tackle on this problem you would need to have either attack speed cap that is based on diminishing returns or set item in such way that lighting only would work if attack speed is below some range (as it would take to little time to accumulate charge).
     
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  14. Unkillable Cat Prestigious Gentleman LEST WE FORGET Patron

    Unkillable Cat
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    Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
    Gameplay that revolves around unlockables. Examples include Race the Sun, Lüftrausers, FTL and Tower of Guns. You know, where you start with jackshit equipment and have to beat in-game "achievements" to unlock upgrades and game modes. It's the biggest case of "artificial restraint" that I've ever seen. It's only there to pad gameplay, and it's one of the suckiest ways to do so.

    On a related note, not having all content available in a single playthrough. If I have to play New Game+ just to get to play the last chapter or get the true ending, that game has lost me. Especially considering that many games aren't worth more than a single playthrough, padding the game with crap like this ain't gonna work. I'm not talking about "choice and consequence"-based content, where the content is available but you have to choose which part of it you want. That's a more organic approach to encourage game replay.

    Damned Registrations mentioned "developers trying to prevent gamers gaming their games". This is a great point because once a developer releases a game it is out of his hands HOW others play the game. Imposing artificial restraints to try to herd gamers through the game is not just lazy, it's rude. A good example from Alien: Isolation is to FORCE the player to "see" a passcode at its source before it can be used...even though the passcode is ALWAYS the same, the source is ALWAYS a computer and ALL COMPUTER LOGS are saved automatically for all time once they've been discovered. It's a reaction to "the code is always the same, but we want players to go through the motions of finding the code" that DOESN'T involve the obvious solution: Random codes. UUW2 (1993) had several passwords that were randomized for each playthrough, clearly the coding marvels of 20+ years ago have been lost to the mists of time or somesuch. Or maybe CA (just to name an example) just fucking suck at their jobs.

    Along these lines, invisible walls. "Oh look, I can shapeshift into a parrot and fly across the gap to *thud* "Nope. You're not supposed to go there yet, so you don't get to go there." says the developer, because Reasons. Richard Garriott knew how much this sucked, which is why several Ultima games can not only be broken, but broken in hilarious ways (See: Doug the Eagle's website, especially "Ocean Travel Without A Boat")

    QTEs have been mentioned. Just...stahp.

    I don't mind (lock-picking) minigames as long as they're worth a damn, which is not always the case. I get the feeling that the best-case scenario would be to have the mini-game start easy at first then get a little harder, then get easier towards the endgame because by the time you're going through the final act of the game you don't really want to waste a minute on a stupid mini-game to get past an insignificant obstacle. It could be written off as "the player gains an automated lockpicker that does the job for him in 10% of the time". Or maybe the game protagonist gets really good at kicking down doors.

    There are other "de facto" standards of modern game design that bother me, but I can't think of them right now.
     
    Last edited: Oct 21, 2014
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  15. Cadmus Arcane

    Cadmus
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    which would also be fucking boring and annoying and would feel ineffective and frustrating (just like Diablo for me)
     
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  16. Perkel Arcane

    Perkel
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    Actually what i propsed would increase fun from that said item for most classes. Because it would be usable only by classes that have slow or very slow attack rate.

    With this you could pump into that item better GFX and good damage and this item would be awesome.
     
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  17. Jick Magger Arcane Patron

    Jick Magger
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    PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
    'Interactive' cutscenes which amount to you just following an NPC from point A to point B as you both talk about stuff. Not that exclusively, but those ones where you're forced into walking only, and your character moves at a faster speed than the NPC, forcing you to stop constantly to wait for them to catch up. A recent example of that would also be in Alien: Isolation, where one of the most pivotal scenes in the game...

    Show Spoiler
    the flashback to the derelict


    Was ruined for me because they decided to put the player at the back of a line of 3 other NPC's in a hallway only wide enough for one person, and you walk much faster than them, meaning you'll be spending an entire segment either stopping for seconds at a time so you get a decent amount of distance between you, or you just constantly rub yourself against the backside of your buddy in front of you.
     
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  18. Unkillable Cat Prestigious Gentleman LEST WE FORGET Patron

    Unkillable Cat
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    Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
    Hah, in the second half of that segment I sped ahead and completely lost them, so I "broke" the scene in a way that while I was inside and seeing all the stuff, the rest of the team was, at best, at the entrance yet commenting on everything they didn't see.
     
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  19. Cadmus Arcane

    Cadmus
    Joined:
    Dec 28, 2013
    Messages:
    4,103
    I think most of the replies here are kinda not what you asked for. It's mostly just "retarded stuff I hate and devs keep pushing because people keep slurping it up"
    As long as we go by that definition, I want to see the death of the fucking key prompts for people who are too retarded to remember they have a USE button.
     
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  20. Ebonsword Arcane

    Ebonsword
    Joined:
    Mar 7, 2008
    Messages:
    1,743
    Er, what? Some games have used flashlights to great effect (see Silent Hill 2).


    Now, what can be annoying is when you're playing a game where you're a highly-trained soldier/mercenary/policeman/secret agent, yet you don't have a flashlight attachment for any of your weapons.
     
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  21. Zboj Lamignat Arcane

    Zboj Lamignat
    Joined:
    Feb 15, 2012
    Messages:
    3,148
    Resource heavy 3d graphics that are usually not even that good looking for strategy games that do not use the 3d in any way that is meaningful to the gameplay. That shit is ridiculous, even some shoestring budget independent games are doing this now, with even worse results.
     
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  22. DragoFireheart all caps, rainbow colors, SOMETHING.

    DragoFireheart
    Joined:
    Jun 16, 2007
    Messages:
    23,706
    Level scaling.

    [​IMG]
     
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  23. Gerrard Arcane

    Gerrard
    Joined:
    Nov 5, 2007
    Messages:
    8,120
    You mean making the game "HURR SCARY" by having a flashlight that has 10 seconds of battery life? Or maybe like Doom 3?

    Flashlights in video games
    - have around 5 meters range
    - run out of batteries in 5-30 seconds (depending if they are rechargeable or not)or not)
    - give fuck all light because game engines don't support light being reflected off the lit surfaces

    If you have a phone with camera flash you can use that as a light and it will be 10 times as effective AND it will work longer. Like I said, this is especially ridiculous when the game is set in a setting that has advanced technology.
     
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  24. Perkel Arcane

    Perkel
    Joined:
    Mar 28, 2014
    Messages:
    10,869
    Actually his Silent Hill2 example is very good. Flashlight in SH2 only once runs out of power (which is corrected in like 15 seconds and it is one of those good Ahaaaa! moments), always give you good amount of light and never works like artificial "scary moments" thing. Flashlight in SH is your best friend and you can switch it off making monsters less crazy about killing you.

    Still like in case of shotguns instead of creating proper flashlight they create some shit that is useless for most games.
     
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  25. Awor Szurkrarz Arcane In My Safe Space

    Awor Szurkrarz
    Joined:
    Dec 11, 2009
    Messages:
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    Codex 2012
    Or green eyes.
     
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