What are some mechanics you despise but are a staple in a large number of games

What are some mechanics you despise but are a staple in a large number of games.

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Crafting. Shit's gay.

throw rock to distract guards

Is grinding a mechanic? I fucking hate grinding.

experience points and leveling up. it's even in fucking racing games

Excessive crafting, especially potion making.
Gear degradation.
Damage sponges.
Excessive reliance on dodging.

optional collectable hunt, who actually likes doing that shit?

Stat cap in relation to level on weapons. It's annoying shit when you pick up a really good level 25 weapon, but the level 26 weapon is already far better simply because level 26.

Daily tasks.

Horizon Zero Dawn did this right. The collectibles were optional, but you could trade them in for mods and currency.

Fuck this shit. It's in everything now.

weapons breaking

Chance-based item drops.

Using leveling mechanics to gate content and not actually level the character to simulate growth.

Using game mechanics specifically designed for Co-Op for PVP and then listening to years and years of people bitching about balance when its core foundation was never fundamentally designed for the purpose of PVP in the first place.

Not being able to anally fuck your team members

>Hold X to perform action

this coupled with what I call the "Open World bundle", which is to say, tons of side activities that you probably do once or twice in the mainquest, later on, your whole map becomes an unreadable piece of shit and my autism will make me do everything to keep it clean.
It's usually not even interesting to do, Mad Max was the worst with all it's camps, balloon and ressources gathering, same thing for Far Cry. Dying Light was alright regarding that at least

Surprise mechanics

Honestly stats on gear at all. I'd rather there be different playstyles for different weapons. Stat sticks are so lazy and dull.

having to tap a button is worse

Not too bad. Having to mash a button is what gets to me.

Absolutely Ethical

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Sections where you have to hold X to sidle slowly against a wall over a skinny cliff for no reason other than to arbitrarily low down gameplay

Two gun carry limit

>Regenerating Health
Takes away the long-term management of taking/healing damage in favour of always being at the optimal condition
>Quest tracking
Takes away the purpose of the game itself so you can play the HUD instead
>Linear equipment progress
Such as +2 atk on a sword and another that makes the first irrelevant by adding +5 atk. This is specially bad in games with item upgrade mechanics

>Gear degradation.
Are you retarded? Is that so hard to keep some repair kit in your inventory or what

auto regenerating health

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Pressing buttons

God I fucking hate this. And the unfocused main story. This shit is why I quit playing The Witcher 3
> You're looking for Ciri
> And the Bloody Baron is the only one who knows where she is
> But he won't tell you
> First, you have to do his entire questline
> But to do that, you have to do literal entire sub questlines like the wotches of the swamp
> Which has its own sub-sub questline
> And then, 5-10 hours later, you finish, and the Baron only gives a vague hint as to where Ciri is
Games with 100% optional sidequests are one thing, but it's even more common for games to FORCE you to get off into the weeds and complete their sidequest padding, either to advance the main quest or to gain xp

Forced stealth in a game clearly not made for stealth. It's always a crapshoot whether the enemy can't see 2 feet in front of them or have 2000ft 270 degree fov night vision with the ability to hear an ant tiptoe on the god damn moon.

It's just pointless busy work and money sink. If you take it out of a game all that changes is that you have more money.

>ugh they give you way too many health packs,it's not even difficult

This.
I have never once in my entire life played a game that didn't have weapon/armor durability and thought to myself "man, this game would be improved by weapon/armor durability".
Unless your entire game is built around crafting and scavenging, just don't do it.

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>entire game's point is a looter shooter
>you can't carry many guns

this but forced action in a stealth game where your moveset is geared toward stealth moves and not action

Ironically, I usually find that stealth works best as small sections in non-stealth games. It can be fun as a brief gimmick, but when you try to make an entire full-length game about it it just becomes a tedious bore

difficulty modes just changing the amount of damage done to you/the enemies, laziest shit ever
also level scaling

This is the sole thing I liked about Fallout 4 and Skyrim.

>busy work
>click on shit your gun repaired
Nani

romance

The mirror is also true. Forced action in a stealth game is cancer. i.e. Human Revolution boss fights.

I don't remember the last time using a grenade

You can't be serious. If it's as easy and pointless as you say why even have it in the game in the first place?

Yeah. Why fucking have it? It adds NOTHING to the gameplay. Nothing at all. It's pointless tedium.

Seriously.
>play through all stealthy because you understand the dangers
>this level is you have to go guns blazing

Enemies having "levels" period. Making the same enemy harder just by increasing its health/damage numbers is cancer

Maybe you don't have to stick to one gun, or keep you equipment in check or maybe for immersion
The fuck should I know

>that level where you have to rescue malik

>Forced stealth in a game clearly not made for stealth.
Instantly reminded me of this game.

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It's in everything you shouldn't play user.

I was like 12 and dropped pcine of persia warrior within solely for that reason

If you don't know what the purpose is, then you shouldn't defend its inclusion, cretin.

Having the thought of "THIS ITEM IS GOING TO LOSE ITS WORTH" in the back of your head at all times is not very fun

Awww yea.

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>nothing
>what is dark souls, ss2, stalker
Sure

Fun fact: Tsuburaya made this thing. The same company that made Ultraman.

> Implying durability in Dark Souls was anything other than an annoyance
Literally the only time durability was an actual strategetic mechanic was Sinh the dragon in the Dark Souls 2 DLC

Any mechanic that serves only to be a pain in the dick until you get a magic item that basically removes it.

Naming examples is not an argument. Tell me, with words, what it adds to the game.

Puzzles.

Areas with random encounters. For the love of god stay dead

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Playing a Superman game, you deserve every bad thing coming to you.

Anything that makes me have to think.
I just want to push button, recieve number and colors.

Stick waggling

Having to hold A/X to select shit in a menu

>not an argument
Coz you said? You first sweaty
>adds NOTHING
Muh argument

Half assed story and rpg elements

>Exploration and completion yields XP
This shit is ALWAYS unbalanced and restricts playstyles. Soft-capping XP gain per area is superior.

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You're a fucking idiot and hell is too good for you.

Burden of proof. I can't prove a negative, you have to prove a positive.

Shoehorned in vehicle sections, car chases and shit. The controls are always shit and usually you get thrown into one without any prior turtorial.

In most games you eventually have so much fucking money that all it is, is a constant fucking annoyance. The way they do it is fucking stupid too. Like your weapons and armor are made of fucking plastic or something.

Like, how the fuck is my gun's durability decreasing at such a staggering rate when real guns, at least well-made ones can basically be beaten to shit and still work pretty goddamn well?

Don't introduce a fucking game mechanic that you don't understand in the real world.

Literally how the fuck are you supposed to prove that it adds nothing to the game? Are you retarded?

escort missions, following a npc is the fuckin worst, specially when you already know the path
but you have to wait for them to catch up or actualyl walked beside them otherwise they wont even move.

>compare real life with video games
Mcfucking kill yerself

>item weight
>money weight

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No, you fuck right off.
If you're going to put weapons in video games, they should actually be MORE durable than in real life, not less. I didn't buy your bullshit nonsense to put up with annoying shit I deal with in real life.

Double jumping
Ledge grabbing in action games
Wall Climbing in action games
Pointless button smashing and joystick wiggling
Showing things to the player in cutscenes etc, taking away control
Having to bring items to perform something menial, like repairing or bandages. I will always have enough, because I won't even leave town if I don't have enough. Why make me carry a truck load of them. Demon's Souls for example, I seriously do not enjoy grinding the fucking grasses but I have to do it anyway.

kill yourself faggot durability in dark souls did fuckall
and in SoC it just made you constantly pick up new guns, whereas in pripyat there was a fucking repair system so it was, again, pointless
he's right durability in games does nothing except to waste your time and money
the only kind of game that can have a durability system is minecraft

this shit. your lvl 15 dark sword is fuckin useless
against lvl 20 monsters so now you have to use
a lvl 21 rainbow dildo sword, I just want to be edgy.
I like what dark souls do, a sword its a sword and you can use it all the way till the end if you like.

Why are you defending weapon degradation

To be fair, the bloody baron plot was the most focused of plot in the witcher 3. I felt if they could have kept the level of "tightness" that plot line had the game would be so much better

It's funny, I hated the MJ and Miles stealth sections in Spider-Man PS4, but I actually really enjoyed stealth so long as I was actually playing as spider-man. Stealth works better when it's an option, and you don't instantly die upon being seen.

>pointless
>in a game where you have to keep your equipment in check so you don't find yourself reloading every second or dying from 1 anomaly
>inb4: armor resistance doesn't work in all Stalker games
Pososi moi hui, Ivan.

Hidden load screens and forced cutscenes

>press E to climb ladders
>ladder climbing is an animation
or
>press E to climb ladders
>your character attaches himsel on the ladders before you can use them

I hate this and it makes gameplay feel so clunky. Deus Ex: Human Revolution was full of this shit. I understand it can be difficult to make ladders good and you're bound to slip off them or accidentally climb them if you walk towads them, but c'mon now it's supposed to be "realistic first person simulation". That shit really ruins the pacing. Ladders worked just fine in original Deus Ex.

Alternatively:
>action mission in stealth game designed for sneaking around, not for combat

i bet you'd defend fallout 3's durability system too, jesus

It keeps you from just being able to pick up any enemy's weapon and just use it freely, sperg. Far Cry 3 was so boring because I didn't have to unlock any guns. I could just take out any mook and keep their weapon forever. Never felt rewarding.

>Stealth/persuasion until just before leaving the area
>Go back and kill everyone after you've reapt all the EXP
Every single time.

Since well know you're whining about BOTW, it was necessary from a design standpoint. Having unbreakable weapons would compromise the game's open-ended design goals and break progression and pacing completely. Stop hoarding weapons for that "perfect" situation and use them like any other resource in the game, stop wasting six weak weapons on a single strong enemy and then bitching about how you have none left.

>be mage
>can't wear heavy armour
Yeah, fine, give me an AP penalty or slow down actions based on STR, or something, but still leave it as a viable class. There's literally no reason why spellcasters should be pathetically under-equipped.

hunger, weapon degradation and rng

>have to dress like a retard for stats

i have come over time to truly despise level scaling for base stats on items

Gear stats combined with an upgrade system.

>level 20 sword fully upgraded is better than my level 25 sword
>but fully upgraded the level 25 sword might be better
>no way to actually tell except by spending all the resources and currency to fully upgrade it

Special shoutout to forced walking segments. Shit's cancer.

Just dress to impress and git gud to compensate.

that can be done non-lethal no alerts if you've got the right augs and some emp nades

Having to pay gold to advance a skill/stat.

Yeah, I said it. If you're going to make an RPG you can make EXP the currency for buying new skills.

I ghosted that. Do yourself a favor and get a Stun Gun.

stealth

In games with melee weapons, the type of attack being tied to the direction you're moving in. Like if you're moving backwards you swing this way and if you're strafing you swing that way.
Why can't I just freely swing the weapon in the direction I want independent of my characters movement? This shit was figured out 25 years ago with Elder Scrolls: Arena at least. Or even earlier with Ultima Underworld but I don't remember if you could really swing any way you wanted to in that game.

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>max payne 3
"Let's just murder and replay value our game had!"

Unnecessary RPG mechanics in game that don't need them Japanese games do this shit too damn much.

I.e Senran Kagura
So westerns do this to mainly for microtransactions

all 3rd person combat now has to be souls-like

>Double jumping
>Wall climbing
Why?

I can understand the ledge grabbing if the game annoyingly has the grabbing it when you don't want to

Why do we need health bars?

Rpg mechanics. They are in every single game now, even sport games, survival horror and shooters have to have that shit now. I just wanna play a game, not spend points and craft and shit, i would play an Rpg if i wanted to do that, since they are actually made around that system too.

Want something like Afro Samurai or Monster Hunter monsters?

Prefer it over red jelly on the screen like in the latest Metro game, have to guess how much health i have left and make strategic choices from guesses.

>dress like a retard and get through quickly
>dress with a mind for fashion and do chip damage and take hours to get through next section
gear level is pretty shitty mechanic

>>Double jumping
Not him but it's often a lazy crutch for bad platforming in mediocre 3d platformers and doesn't feel good to do

Warframe

Open-world

It is, but that can also be a sign of lazy design. I like a game that lets me waltz into a high-level area and survive on skill and determination alone.

This makes no sense; Any time I hear a noise, I look where I heard the noise, then spin my head around like I were an attack-helicopter, trying to interpret where it may have been/where it came from. Sentries in video games walk slowly to the place the rock hit and then stare at the ground for a good five seconds. Then look up a little and only look in the direction their facing.

If you're going to put a day and night cycle in video games, it should last longer than real life. This is how retarded you sound. Games should not scale to life at all.

Slo-mo that deliberately takes all the challenge away so you can look cinematic eliminating enemies.

Having to beat the game on normal to unlock hard and higher

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>game has a time-stopping ability
>only works on weak enemies that you can easily kill otherwise

You sound like a low iq sperg, jesus.

>difficulty mechanics are so all over the place that hard is actually easier than normal

>Gear stats combined with an upgrade system.
All of my this

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Any DoT or chronic debuff for which the cure isn't fairly readily available

Fucking Far Cry 2

I haven't even played BOTW, but the fact that you're getting preemptively defensive about it makes me assume it's probably terrible.

>Experience points
>Skill trees
>Unskippable cutscenes
>Unpausable cutscenes
>Having to unlock difficulty levels
>RNG based pickpocketing/lockpicking/disarming traps

I'm guessing it's a lot easier on both fronts: the AI is retarded but only has to walk towards where the sound came from and the AI isn't smart enough to outsmart the player which could lead to frustrating situations, but it's so cookie cutter at this point that I'm tired of seeing it.

Looking back it's funny they flat out put a (in game currency) paywall when trying to travel to that viking island to advance the main quest to force you to play more of their sidequests

I deleted that shit off my hard-drive real fast.
>weapon jams constantly in spite of being well cared-for
No, no, no.
Fuck your "realism." As I remember, you tended to have a fucking FAL. Those things are fucking pearl and they don't fucking jam. Fuck you and your shit. Fucking Canadians shitheads, it's a gun, not your flaccid leaf cock.

Fuck you

Shotguns are useless beyond a certain distance. Fucking annoying.

Fucking THIS. It's meant to be a customization of the game, why is it not just in the settings to begin with for fucks sake? Diablo is the worst offender in that sense

no game done it right

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You probably just dont like stealth games

Open world
Gear degradation
Shitty collectables
Hmmm...

The whole fucking point of weapon degradation is to make it seem more “realistic” you fucking tard.

Unrealistic qualities are supposed to make things better, not worse, you fucking simpleton

>Special shoutout to forced walking segments. Shit's cancer.
Thank HL2 autists that say dumb shit like "HURR WELL YOU CAN HAVE CONTROL DURR"
No, I want to skip a cutscene if I play a game more than once

>game has an instant kill move
>doesn’t work on anything except 1 hit mobs

Third person shooters always have these retarded sniper enemies that are literally a timer.
>GET OUT OF LE RED LASER OR YOU TAKE BIG DAMAGE
>DUDE GET IN COVER
>DUDE ITS LITERALLY A TIMER FOR YOU TO GET IN COVER OR YOU TAKE DAMAGE
Fuck that shit

It works for Dead Rising.

that enemy sniper.. SNAKE GET DOWN

Drakan did.

shotguns being tickle tier beyond 3 meters

BAM HAM combat

also not sure if it counts but a twin barrel shotgun dumping out both shotgun shells after firing only 1

>giving you some really cool and fast means of transportation for one mission then taking it away

It's only actually good in Bamham because you have all these gadgets with specific uses that make it fun. Any other game that mimics it can't do it well. Bamham combat isn't deep, but it's fun and satisfying as fuck.

>game has "unarmed" combat
>"unarmed" combat is actually putting on different kinds of weaponized glove

Nintencels have such a persecution complex lmao

Crits, misses, evades and the rest of RNG with large momentary impact. They always make it worse. If I failed a battle because of a random evade I'm mad as fuck. If I win because of a big crit procing I feel like shit because I just lucked out.
I'm replaying FFT and good god I forgot how irritating RNG in it is. Worst of all is resurrection spell missing.

>game has level that takes away your gear
>doesn't have the balls to leave you defenseless, gives you new gear within 5 minutes

>this irritating mechanic is needed to offset the consequences of this other irritating mechanic

>Since well know you're whining about BOTW
Literally the last game I was thinking of when I typed "weapons breaking" so no

More like
>run gearless for the required story length
>find a chest that contains and autoequips all your gear

The 'someone talking to you over radio commenting on every little thing or talking exposition every few steps you take'

Just shut the fuck up and let me enjoy the world with all its ambiance and music

>Game rewards exp for exploration and completion
>Game rewards exp for every single takedown and also rewards bonuses for not alerting anybody in a level
>Game gives extra exp and praises you for non-lethal takedowns even though it's the easier way to play and there's no actual benefit or convenience to going lethal
The exp system in the new Deus Ex games sucks so fucking much. Lethal takedowns not only take longer to activate, cause a lot of noise compared to the completely silent non-lethal one, but they also give you less exp for them on top of that. It doesn't even make sense from a story perspective since the exp system is supposed to be you getting used to the augs you already have and learning to activate more but the lethal takedowns are the only ones where you actually use your augments. I wish one game would actually make being a good guy and going non-lethal the harder route rather than just saying it is in the story.

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How else are you supposed to accurately gauge your health in a game like DMC or Doom?

leveled loot. Elder Scrolls you son of a bitch I see you.
be lvl 5 doing an obviously higher level dungeon
fight the dungeon boss wasting half my potions and half my equipment close to be broken and all i get is 8 gold coins, a petty soul (empty) and a potato.

>Normal is too easy
>Hard is just unfun bullshit

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>doom
>health bar

Imagine lying on the internet to save face

We don't.
Bu we need some kind of information on enemy behavior from wounds. Which means limping, bleed, movement animations, etc.
Or B you just do the healthbar
Or C: All enemies has little to no health

There is a huge difference between most LoZ games, where in Zelda you have good control over quanity, so when a boss sticks out with bizzare amounts of health it feels right.

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Why did you need the medallions to get the sword if there's a window you can break

I don't even have a switch faggpt

No not really, weapon degradation is meant to limit the player's ability to always use the best weapon available and allow designers to put in overpowered weapons for boss fights or other uses knowing you can't stomp the whole game with them.

TP reveals that there's a whole dungeon behind that window IIRC

Half the complaints people have about BamHam combat don't even apply to it. The games give you a lot of moves and gadgets to change things up and adds in different enemy types so just mashing buttons doesn't work. It also has stealth sections to change up the pace. Like you said, it's not incredibly deep, but it works well enough in the actual Batman games.

It was not necessary at all, it was a poor choice the devs made and actively discouraged combat.
Obviously you couldnt just make the weapons unbreakable as the game is now because that would break the system. They would have to have designed the game around a better system from early on. There are many ways games have dealt with weapon progression systems, and all of them are better than BoTWs.
I'm praying it does not return in BoTW2

Biggest of all is RNG-based loot. It's basically gambling. You got so and so item not because of anything you did, but because you rolled the dice and were lucky enough to get the results you wanted in that particular instance. Another person may have gotten it sooner, another person may have gotten it later. It's all down to luck. If people find this shit "rewarding", then it's only for the same reason gamblers find gambling rewarding.

Another is games that automatically play cutscenes, even on subsequent playthroughs. Every game should at least have the same toggle Nioh does in its options that automatically skips cutscenes you've already watched. Fighting a lot of bosses in Devil May Cry 5 or Sekiro and being forced to mash a button to skip through their introductory cutscene is just tedium.

I figured a health counter fell in line with what he was talking about but if you wanna be a fag about semantics then go ahead.

There's an important difference
You said accurate and a health bar is not accurate
Nothing is more accurate than a number

Do you have autism?

It's not autism to call you out on being wrong. A health bar is not accurate.

>game menu doesn't show numbers for mouse sensitivity
>have to estimate the X and Y sensitivity levels if you want your mouse sensitivity to be even to all directions

Don't argue with him he's a New Vegas fag.

Again, do you have autism?

He's correct, though, health bars are good for estimations. Which you can argue is "accurate" but I would say it's more akin to a generalization of your health.

Hate this shit so much. It’s basically shopping list for shit you need to progress in the game. However, what really grabs my goat is that crafting is so prevalent, yet player-driven custom weapon/spell/item creation is so fucking rare by comparison.

Depends on how the health bar looks, besides a health bar can be better for showing the rate of health lost assuming that damage was taken over a period of time and not instantaneously

I'm not going to respond to you any further if you refuse to actually argue
Well, my thoughts are that I like to know how much damage a certain attack or enemy or whatever does. If an attack does 25 damage, I know that I can be hit by it 4 times before dying. When an enemy tears off a vague chunk of a health bar, it's not really as clear

He is correct. It also has literally nothing to do with what I was replying to or talking about except to argue over semantics about how Doom doesn't have a health bar when I was clearly talking about any indicator on your hud that showed your health.

What am I supposed to argue about? The only reason you even replied to me is because I figured any non-autist would understand what I was saying and that I didn't need to point out that Doom has a health counter instead of a bar. A health bar is not perfectly accurate but the topic was about why is it needed in a game like DMC rather than how to improve upon it.

>level grinding
>casual matchmaking in FPS games instead of a server browser
>flashbangs and smoke grenades in FPS games

>It's basically gambling.
It literally is gambling, but that's not necessarily a bad thing. Most people find gambling enjoyable. That's why Vegas exists. That's why people get together with their friends and throw $20 in a pool for poker. The problem with gambling is when you're throwing away hundreds of dollars at a casino with astronomically low odds of actually winning all for the profit of some billionaire faggot. Killing bosses in Diablo or opening chests in Borderlands is probably the most innocent way to get out a vice that many people have.

this

Skill trees. Most games you aren't building towards a certain playstyle but just filling up your stat sheet, eventually becoming the best at everything. The whole point of skill trees is to build a character with strength and weakness.

>Game fucks with your sensitivity depending on what equipment/weapons you're using
I too find it harder to turn around when using a sniper rifle compared to an AR that weighs nearly the same and I too overshoot my targets by a foot because I took off my jacket.

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This. It's the main reason why I haven't got Zelda BotW. No option to make armor/weapons unbreakable ruins it for me.

It's a non-problem in that game, the real problem is the inventory space, especially if you don't know where Korok land is.

Loot too, especially in singleplayer games
I had enough of WoW to stop caring about +50 strenght swords for a lifetime double so when I can't even show it off to anybody else in SP

I mean, if you play on cemu or something you can just use the unbreakable cheat thing. It makes the game a lot more fun to me since I can just use the weapons I want.

>you despise

gameplay. who the fuck needs any of this busy work? just get to the point already

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