• Ech@lemmy.ca
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    5 days ago

    Holding a button to do anything/everything. I can see the logic of where it may be useful, but it doesn’t need to be used for everything. So damn annoying.

    *Oh, and similarly, forcing excessive submenus to do basic things, like continue a save from the main menu. That should be one, maybe two button presses, not 4+ along with a confirmation. I’ll never understand games with stuff like that.

    • Quetzalcutlass@lemmy.world
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      4 days ago

      No Man’s Sky is a repeat offender for both of those things. How they’ve released constant major updates for a decade but never taken the time to fix their terrible user interface is one of life’s great mysteries.

  • julysfire@lemmy.world
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    3 days ago

    You know when you are in the middle of a game’s story and then you get caught or something wjd the enemy takes all your gear and you have to find your gear or fight to get it back? No screw that. So annoying.

    And I’m the kind of player that does all sise quests before doing the main story so I can be OP and plow through the story. Just let me do that and don’t take what I worked hard to get.

  • pachrist@lemmy.world
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    4 days ago

    Grinding.

    When the game progresses naturally, and as you move through the game, you always find yourself in the right spot to overcome the next obstacle, that’s great. But the second I have to stop progressing through the game and go spend 6 hours killing goblins, I’m done.

  • jordanlund@lemmy.world
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    5 days ago

    Escort missions. Specifically when the person you are escorting is as sharp as a bag of hammers.

  • theherk@lemmy.world
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    4 days ago

    How about the release broken game then finish the game way after release… if you’re lucky mechanic?

    • zipzoopaboop@lemmynsfw.com
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      5 days ago

      Speaking of botw, lots to explore and find… And none of it is worthwhile or actually affect the gameplay in any real way.

      Especially when it’s the excuse for the massive world that takes forever to traverse.

      And now let’s convince the entire industry that this blight is a good idea and shoehorn it in to everything

      • aesthelete@lemmy.world
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        5 days ago

        Completing botw became more of a chore than anything else. I couldn’t get all the way through tears of the kingdom. The chores in that one just compounded. I managed to somehow light up the entire underworld and yet my gear was too fucking terrible to face the end bosses.

        Botw was very cool at times, but it had a few things that made it utterly frustrating to play. The weapons breaking and having to watch Link go “uhh eeefff eeeff ooof” on the side of a cliff for hours was just painful and purposeless.

        To your point, it seems like no game can manage to have an expansive, explorable world that’s actually rewarding to explore. Maybe there is an exception out there but I haven’t encountered it.

        • zipzoopaboop@lemmynsfw.com
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          4 days ago

          Elden Ring has done it best so far, particularly the dlc, but it also obliterated the replay value compared to other souls games with how much empty traversal it adds and now that you can go anywhere you know what’s available and wind up googling where things are instead of making do with your limited options as you go.

      • Trainguyrom@reddthat.com
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        2 days ago

        I feel like The Witcher 2 had a good balance. You’re instanced in a smallish but very meaningfully designed map that’s big enough to feel like you’re actually exploring a bit, but small enough to actually be hand-designed and decorated and feel like it too

        • zipzoopaboop@lemmynsfw.com
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          3 days ago

          I’ll have to take your word for it, I couldn’t stand witchers combat until 3. Heard nothing but good things about it otherwise

    • Trainguyrom@reddthat.com
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      3 days ago

      The indie game Sable had brilliant climbing mechanics. You have limited climbing like in most games, but you literally don’t need the extended climbing range for almost the entirety of the main game except for like one or two not-required missions, you only really need it to collect all of the collectables that extend your climbing range. You know how I know? I didn’t find the way to extend climbing range until like the very end of the game. Somehow completely skipped over it!

      • aesthelete@lemmy.world
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        3 days ago

        I 100%d sable and only found it mildly frustrating in certain parts. Pretty good game overall.

        I wish there were more games like it where you could just enjoy the world instead of it being all about some missions.

    • WALLACE@feddit.uk
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      4 days ago

      If only it was climbing. BOTW was more like “oh there was light rain recently so fuck you, no access up here.”

  • justdaveisfine@piefed.social
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    5 days ago

    Ah another one - Forced stealth sections where you can’t be detected at all. Especially in a game where stealth is optional or not even a thing you can really do normally.

  • Quetzalcutlass@lemmy.world
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    5 days ago

    Poorly done procedural generation where it’s a waste of time to explore. The first Remnant was pretty bad about this, with small setpieces scattered throughout the levels that looked interesting but usually only contained basic enemies and one or two empty pots. Filling out the map was a chore that was almost never worth the effort - almost never because sometimes there was a unique drop hidden in a level just to screw over anyone who got sick of fighting through hundreds of empty buildings and decided to stick to the main path.

      • Quetzalcutlass@lemmy.world
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        4 days ago

        Bethesda’s random leveled loot is another contender for worst mechanic. It was always fun picking the lock on a master-level chest deep in a dungeon only to find thirteen coins and a wooden spoon inside.

        “Some may call this junk. Me, I call it treasure.” could be a line from their design document.

  • justdaveisfine@piefed.social
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    5 days ago

    I don’t like durability mechanics when its clearly there just to waste your time or money or whatever. Any game that makes you do more hiking to repair benches than fighting is either getting a thumbs down or I’m going to download a mod.

    • canofcam@lemmy.world
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      4 days ago

      It is a fine line, like in Minecraft durability obviously makes sense, so it makes sense that other games try to emulate that. But then look at Stardew Valley, one of the most popular mods is the one that stops fences from degrading because repairing them is tedious.

      • Caveman@lemmy.world
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        3 days ago

        I would totally be up for requiring more resources to craft a tool to not have it degrade ever.

      • I Cast Fist@programming.dev
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        3 days ago

        Can you make fences out of stone or metal, or just wood, in SV? Because I recall Harvest Moon DS allowed you to make stone fences, which were a lot more likely to survive hurricanes and snowstorms

        • ActuallyGoingCrazy@sh.itjust.works
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          3 days ago

          Yeah you can make stone, iron, and hardwood fences too. Only real difference is that they last longer respectively, but you still need to eventually replace them. Which is still kinda tedious.

    • KombatWombat@lemmy.world
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      4 days ago

      Breath of the Wild is generally pretty good about letting you explore your own way. For example, the exposition ghost at the start explicitly acknowledges you could go straight to the final boss after leaving the tutorial area if you want, and there are plenty of ways a determined player can reach areas faster than the typical progression routes would take them.

      But my goodness the pitiful weapon durability made me want to avoid combat. I distinctly remember coming across a white lionel relatively early and determining I shouldn’t bother trying to fight simply because I didn’t have enough weapons to get through its health bar.

      • foggenbooty@lemmy.world
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        4 days ago

        Yup. I played through BotW always holding onto things I thought were good because the stupid durability mechanic made me hoard stuff.

        When I started TotK I decided to turn durability off and see if I enjoyed more and I absolutely did. Made the game way better. The only thing that broke was some balancing around crafted weapons. For example you can take a stick and slap a horn on it and get a very powerful, but brittle, weapon. With durability off it just becomes a very powerful weapon, which pretty much matches or beats any proper weapon you can find. If you think that’s too hacky you can just make a rule for yourself not to craft things like that.

        Many games have gone through this and time and time again scarcity makes people not use things. In Witcher 2 you had to craft potions manually by collecting all the ingredients each time. In Witcher 3 they just replenish after a rest if you have alcohol on you. 2 is more realistic, but the work involved (and the fact that you had to drink them before combat started) made them too much of a pain and I just went without. In 3 you can simply use them and not worry.

      • Rai@lemmy.dbzer0.com
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        4 days ago

        I played BotW with 4x durability mod and it was soooo much better.

        I expected to do the same for TotK, but the fusion system made things infinitely more durable than the breaking garbage weapons of BotW, so I didn’t have to mod durability in.

  • Puni@lemmy.world
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    4 days ago

    The worst game mechanic is artificial difficulty where enemies aren’t challenging. Instead, they are just damage sponges.