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Mechanics that turn you off games Anonymous 03/10/2025 (Mon) 01:32:49 Id: f77b31 No. 1078466
>Was going to buy Rise of the Ronin >Turns out it has color coded gear just like Nioh, the reason I dropped that game and never played the sequel I absolutely hate this garbage and I fucking hate Blizzard for making this lazy awful shit popular. What I love the most about this color coded RNG bullshit is the fact that not only are you getting the same weapon with different stats, which just waters down the weapon, instead of adding actual variety like a different weapon model with the same moveset, is the fact that you constantly get lower tier colored weapons that have higher DPS than top tier colored ones. Not even a skin to differentiate these weapons as well, absolutely immersion breaking and lazy to the very core.
Upgrade/progression systems. Wow, you gimped the character and now I have to do MMO grinding just to play the game.
>>1079032 BEE-TRAYAL
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>>1079037 Yet the executives of the company start to wonder: >what went wrong? >why nobody's buying the pile of dogshit? For the next day just to shitcan everything or mutilate the whole thing beyond recognition, raping the game's main source code into a spaghetti mess.
>>1079037 Anything published by Bethesda and Ubisoft, progression systems are fine when done right though. Issue is these two fucking companies pushing for dripfeeding for the most basic stuff with no actual player choice. >5% more damage >10 more boolets Fucking cunts
>>1079092 You'd be surprised at the retention for those mechanics. It's also why in the majority of games nowadays you might not have everything unlocked right away, it "gives a sense of progression" that they're constantly aiming for the "just right amount". Normalfags love grinding shit, which doesn't surprise me given that they're conditioned to do so.
>>1078590 Borderlands would be much better if the game gave you 1/15th the loot, but it started from tier 3. So much grey and green trash that only exists to sell for borderline useless currency. In the original game, around General Knoxx is when I began ignoring loot that didn't come from chests. The enemies dropped so much you could legitimately have 100+ weapons, grenades, and shields littering the area after a single battle, sorting through it all was a tedious process that rarely had a benefit. What's worse is finding weapons that are good, but the stats are barely different from what you currently have and you can't tell what's better. Choice paralysis becomes a real problem in "looter" games. >>1079116 I have talked to normalfags who've told me they won't play a game without a battle pass because or prestige system because "it gives me no reason to play". Number go up is a very strong motivator for some people, and a huge number of gamers are wageslaves who only play vidya to unwind and turn off.
>>1079037 Progression systems work when the game mechanics are so complex they would be overwhelming for a new player. So something like Factorio or Kerbal Space Program can effectively use the progression system as a guide for the player. But I can't think of anything in action or adventure games so complex it would ever justify a progression system.
>>1078828 Pokemon Crystal did this with some mon encounters I think.
>>1079138 Gold, Silver, Crystal, HeartGold, and SoulSilver all do it. Different encounters and rates depending on if it's Morning, Day, or Night. There are also various things that happen depending on the day of the week, including NPCs only appearing on certain days, for example. Gen III and later all do it to a much smaller degree, though. Like Gen III removed pretty much all of it except for the Berries, which still regrow based on the real time clock, rather than in-game time. Gen V has Seasons, though each Season is only a month, not three months. Still, you might have to wait three months to see something if it's in the previous Season. That one might have been a little too much. I fucking love Pokemon Gen II. I was so mad when they removed this depth from Gen III. I did think it made everything much more immersive, even though I almost never was able to play in the Morning.
>>1078466 Of all the things that could you turn you off of RotR and it's the fucking loot system? What the hell anon?
>>1079189 The real-time feature in D/P/P was really good, in my opinion. At least, that's the opinion of a kid who had more time on his hands and could play any time of the day as long as he wasn't at school. What I liked the most, though, was the different soundtracks depending on the time of day.
>>1079266 If the checklist open world shit wasn't bad enough, you have to sort that shitty mess and craft and min max your build for 5 hours only for RNG to give you some better bullshit 10 minutes later. Fuck color coded loot systems
>>1079138 All of Gen 2 did it. Gen 5 did "seasonal" encounters where every month cycled to a new season. That was great. They shouldn't have REMOVED THE DAY NIGHT CYCLE and they should have KEPT THE SEASONS for all subsequent games. I want to only catch geese in the fall in the evening. I want to only catch cicadas in summer during the day.
>>1079189 The whole seasonal/day and night cycle thing for Pokemon, I didn't mind because the games don't nag at you if you aren't spending time trying to catch pokemon in specific times/seasons. I suppose I'm more annoyed at games that nag at you when you don't play than the actual time passing itself. Makes you feel like you're doing a job more than playing a game.
>Level scaling applied to the whole world whether it makes sense or not Oblivion is probably the worst offender. Level scaling was applied to everything and was immersion breaking. If you happened across a legendary weapon early on, its stats were scaled to be similar to ones of a low-tier weapon. On the flipside, in late game you had common roadside bandits running around in daedric armor worth tens of thousands but still shaking down people for 50 coins. Equipment that was worth fortune and should have been rare became common. And many lower level creatures were replaced by high level ones, rendering scamps for example nearly extinct by the time you reached max level. Ironically, Morrowind did it best. Most of the level scaling was applied in certain spots and it made more sense. The higher the quality of equipment, the more scarce it was in the world. Usually buried in a challenging dungeon or in possession of someone powerful. You could still encounter weaker daedra, undead, and animals even at max level. >Game where you and the AI should be more or less 1:1 opponents but the AI gets to ignore the rules and mechanics to make it more challenging or fair because devs can't code a proper opponent This probably bothered me the most in Civ V. AI gets to practically ignore happiness mechanic so it can spam cities to take over whole coastlines or resource nodes with no penalties. On higher difficulties AI gets tech and other bonuses so playing a game on these settings means always following the same script of always rushing science and wonders that help yo keep up and ignoring most other mechanics for the first couple hours of the game. This annoyed me so much that I haven't touched any game with Sid Meyer's name on it since Civ V.
>>1078511 >This Map markers were a clever or lazy way for devs to tell the players where to go without having to write text that need to be translated, or worry about what happens if the area gets redisigned if the marker is tied to the objective. Fuck it, they may even design quests before having the area designed, because they just slap a markeron the objective and call it a day. >It just fucking wrecks exploration and immersion.
>>1078466 There is nothing good about Cyberpunk 2077's lootsystem(s). Why the fuck did the color coding in particular piss you off?
>>1079938 >Game where you and the AI should be more or less 1:1 opponents but the AI gets to ignore the rules and mechanics to make it more challenging or fair because devs can't code a proper opponent I forgot how much this one bugs me. All the fog of war cheating in Advance Wars, where the AI doesn't need to sight your units before attacking; all the arena opponents in the Armored Core games that inexplicably get OP-Intensify's benefits, because their builds often can't work without it; all the times in Sonic Shuffle where the AI goes out of its way to steal the one card from your hand that you needed, even while you shuffle your hand; all the Yugioh games where the second the AI is at a disadvantage, it can "Heart of the Cards" as many copies of Raigeki as it wants, while the player is limited to only 1.
>>1080614 Every game that does this pisses me off fag It's RNG hell busywork
>>1078511 Nigger use the fucking map Bethesda is fucking awful doing that, but at least you get a pretty accurate map.
>>1080742 But you can upgrade any weapon from cum-tier to legendary-tier if you just grind for the right ingredients, anon!
>>1080829 >Spend 1 hour sorting and upgrading weapon >Get a better weapon not 5 minutes later >Same model >Same moveset >But this one is gold Fuck this whole system
>>1080832 >This Once upon a time a weapons didn't need colors to be different. And they didn't need to drop fucking 200 variations of the same fucking thing, just to let you farm for upgrades. That shit belongs in MMO time sinks and even there it's a shitty mechanic. >Make different weapons different again!
>>1080743 I'm not sure you even understood the post
>>1080866 >If you're not using waymarkers you'll just have to wander aimlessly I know how to read And I understand your issue and agree, I'm just saying that using a map that's tied to your wrist is at least more immersive than a fucking compass or arrow in the middle of your screen.
>>1080870 >You gotta learn how to think also Map wont do shit, if the devs rely so heavily on markers, that the only other desrciption you get is 'Go talk to Steve', and without marker, you have no fucking clue if Steve is around the corner, or i nthe bottom of Vault Fuck You that you already visited, but he's behind the secret door that only opens if the quest if active. A map will not fucking help you dim wit.
>>1080870 The problem is that the games that use waymarkers usually don’t bother giving the player enough info in their journal or whatever to do every quest without them.
>>1090219 Directions as well, this shit should be diegetic, even moreso nowadays with 1000000000 Million dollar budgets for visuals and marketing.
>>1090480 Remember when they said RDR2 would have diagetic directions in-game if you didn't want to use map markers? Fucking frauds.
>>1078582 Speaking of Rimworld, I want to lump in Starsector and Oblivion while I'm reviling this mechanic. In Oblivion it was level scaling, in Rimworld it was the storyteller deciding you had too much of a good thing. In Starsector you'd get fleets that spawn in a way where they're unavoidable and always larger than what you currently have. I'm not sure what these mechanics can be collectively called other than anti-fun, where there is no sense of progression because eventually the game just fucks you on purpose. In Rimworld there are events that spawn enemies near you that eventually move away. Becoming a stronger colony could mean that you are able to clear these easier and get better loot with scaling there. But no those are infrequent compared just getting bumrushed by a bunch of mechanoids who give you a few worthless components when you can sell booze for way less effort. I'm really burnt out on seeing Oblivion get rightly blasted for it only for indie devs to go right back into this cop out of a strategy.
I've gotten really tired of 2 mechanics: >Choose 1 of 3 choices >When X do Y (Like slay the spire items) It's not that the mechanics are bad, it's that every single indie game uses them seemingly. It's everywhere. I play games to have different experiences that feel like a simulated world that is kinetic and fun. It reacts to what I do, I exert a presence and force upon the world, and it reflects that back to me. The way I do so is gamified like making a choice/shooting/dialogue/whatever.. The systems are fine, good ways to interact with the world. But when every game does it, man, it's so boring. I don't want to play the same game over and over. Give me new systems and ways of interacting. Give me new genres and mechanics!!
>>1078466 Not really a mechanic, but I absolutely despise how nearly every minecraft modpack expects you to enjoy spending 30 hours sitting in your base and setting up tinkers construct, create, *insert overused tech mod here* or whatever the fuck. >>1078512 I enjoy it when fishing minigames have useful shit locked behind them but they're NOT required. Just more of an alternate path sorta. Like you might need to fish for food and stuff, but you can get some real neat shit if you're lucky. I really enjoy how minecraft does it as you can fish up some really useful stuff, and you can also completely ignore it.
>>1078466 I absolutely can not stand RPG style gear that has the most nothing burger stat attributes on gear. Plays very well into your complaints as well as really the only gear that is allowed to have meaningful stats are the legendaries and even then most legendaries have like 90% shitty stats that nobody uses and the last 10% are so broken that the endgame just becomes constantly grinding for the perfect roll. ... And I'm doing this in a franchise that was not even originally an RPG. It's fucking numbing and I refuse to ever touch the nu-GOW games or the nu-AC games because of it.
I can't stand playing games with "player engagement" mechanics. >daily quests >limited "stamina" >rotating pay shops >FOMO gameplay events I can't be fucked. That shit is faggy as hell. I want to play a game, not play a lifestyle choice. Any time I load a game up and it shows me something I want and then shows me a list of dailies I have to farm for months, I drop it on the spot.
Not really a mechanic, but I hate isometric games. Why does everything have to be diagonal. It's annoying to look at this.


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