>inventory limit
>weapon durability
>crafting
>open world
>quest time limit
Inventory limit
>quest time limit
This one I particularly hate, especially in games with a lot of side content.
I've been thinking about why all the anger over games being online only, and grinding. If you don't want to cheat it shouldn't matter if it's online or not, and if it's an unpleasant grind then you don't like the game so do something else.
Sounds like an mmo, and mmo's are stinky
>roguelike
>roguelite
>permadeath
>procedurally generated
>survival
>social deduction
>pvp
My game will have all of these
>zuza
go back to kc
Main quest time limit is absolutely based.
Still mad about BoTW?
>Questburg is being raided! We must save them!
>But I know you're a busy adventurer so come by whenever you're free I guess
>sidequest with vague instructions you need to complete for the true ending
Fuck no it's not based
>noooooo I can't do the true ending in one playthrough bad game bad game
sasuga casul-kun
>cinematic
>immersive
Bait
I'm making a roguelike! :D
Liking Roguelike/lites is a dead giveaway that someone posts on reddit
w-what's wrong with roguelikes?
Nothing on their own, it's moatly that now it feels like EVERY indie title needs to add roguelite elements to everything.
It's like you can't find new games that do a solid take on an establish genre anymore. They have to add sole "twist" or gommic or mash it with some other genre to make it "unique".
And rogue lite elements tend to be the first thing to go for.
You start getting tired of seeing it everywhere.
>inventory limit
Great feature in certain games. Prevents the player from just mindlessly hoarding everything.
>weapon durability
Great if done well like in Farcry 2 or BotW.
>crafting
If the materials are random drops it'll most likely be bad time. If it's something like combining two weapons to create a new one then it's fine.
>open world
Can be done well but it'll most likely suck.
>quest time limit
Haven't encountered a time limited quest that I hate. I we're talking about GAAS then sure those fucking suck but you have to be more specific.
>It's like you can't find new games that do a solid take on an establish genre anymore. They have to add sole "twist" or gommic or mash it with some other genre to make it "unique".
Think of it from the developers perspective
Why would you reinvent the wheel and make an inferior copy of an existing game (true roguelike ), when you could at least exersize your own creative flair and hopefully carve out your own niche.
No one is going to play your generic fantasy roguelike #392 when they could be playing Rogue, Nethack, ADOM, or DCSS instead. Especially considering that fresh out of release it's not going to have nearly the amount of content, features, or emergent interactions that make playing a roguelike fun.
Thankfully there are still gems being made. Such as Rift Wizard
>Especially considering that fresh out of release it's not going to have nearly the amount of content, features, or emergent interactions
I want to make a game where you have a well crafter world and physics engine, the game is handled by an AI dungeon master that evolves the world in reaction to you.
Have character creation where you set your starting stats, but have a background section where you write your character's bacstory (or play madlibs to fill in blanks of pre established back stories) that the AIDM generates specific content for.
There is no such thing as a rogue type of game. They are literally just arcade style dungeon crawlers. People seem to misunderstand that arcade gameplay is the reset on death mechanic.
Agreed on all counts. Let's put "dynamic day and night" in there, where you have to wait to get access to stores etc. In case of MMO's could add a few things:
>being forced to do pvp to get pve gear
>being forced to do pve to get pvp gear
>inventory limit
i'm okay with this
>weapon durability
i fucking hate this
>crafting
i mostly don't do crafting
>open world
i'm okay with this
>quest time limit
this is not right
Who is this woman? She looks strangely familiar
>w-what's wrong with roguelikes?
Time limits are a great mechanic and more games should experiment with them.
Experience Loss upon death. really?
No. Go home.
>points of no return
>missable collectables
>missable characters
>dedicated save points
>mid-game adjustable difficulty
>>points of no return
>>missable collectables
>>missable characters
What's wrong with these? Static worlds where everything is frozen in time, only existing for you, the player, to "100% complete" are boring.
you will never be a woman
Some of these things can be annoying, but also have their place.
The inventory limits in grandia and lunar games might make you groan, but they make you think about what to bring with you instead of just hoarding 99 of the equivalent of mega elixirs.
Although grandia is too easy for this to matter much though.
And in botw, just pick up a new weapon bro.
They literally shower you with them and the inventory limit is only an issue if you hoard weapons like an autist for "just in case" situations which of course never pop up frequently enough to justify.
Just like hoarding 99 mega elixirs.
Everquest's Sit around till new content is released then raid said NEW content till you've raped it all, then put it on auction for millions of plat where only other rich raiders can purchase. FUCK YOU CUNTS!
>immersion le bad
You were supposed to post points of a bad game, not a great game.
The inventory limit was shit in Witcher 3 but mainly because you could loot everything and get so much trash it was not fun to loot gorillion things and sell gorillion things.
>inventory limit
>weapon durability
>crafting
>open world
>quest time limit
>login rewards
>dailies
>weeklies
>mmo
>timed missions
this
and fuck karachan
It annoyed me especially since most rpgs with open maps and exporation reward you for cleaning them out so you can turn around and swap vendor trash for cash... But then its not worth shit and only certain vendors accept certain materials.
sauce
found it, her tits are ugly as fuck
What’s wrong with crafting? Atleast when done right, it’s awesome
Also every weapon you find is infinitely worse than what you already have.
none of those are as bad as slow escort quests, screen shake, slow dialogue speed and constant load screens
so dead rising 2?
i know it was shit
cope
Trannies love roguelikes because the gay permadeath reminds them of what awaits them
>niggers
fuck you
sauce
maybe they find happiness that they gain something even when they die meanwhile something like diablo 2 hardcore mode you lose everything and it can be more fun to play with such risks
That literally does nothing for my immersion. Never has. Games with scripted events where some locales or quest events were set in night, as they should because it fit, work 1000x better than a stupid dynamic cycle where you get the wrong time of day all the time and have to quicktravel or force it from a menu just so you can trade or finish a quest. It's yet another symptom of open world meme games and nothing more.
BotW's durability system is a good solution to core problems the game would've had without it, but it sucks to play with. It just feels terrible.
I need a woman to look at me like that
>BotW's durability system is a good solution to core problems the game would've had without it
Bullshit. The "core problems" the game would have had is entirely self inflicted.
They could have easily cut a majority of the korok seed tier bullshit, remove the majority of shrines, make weapons have unique mechanics and that would have solved the problem without retarded weapon durability.
NPC team members that tell you to hurry up . Fuck you I am looting every nook and cranny.
>red dead redemption 2
>dutch wont stop yelling at me to hurry up while I wander out in the middle of a gunfight to loot the bodies
Quest time limit is fine if done well and communicated.
>Far cry 2
You couldn't have pucked a worse example. Every weapon exploding after 20 rounds is fucking stupid.