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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.
random encounters that aren't dynamic
Does "open world" count as a mechanic?
I often want to turn off waymarkers, but games usually aren't designed around that. I was playing New Vegas recently and started off with the markers disabled. The sharecroppers were having issues with their water, and I thought I was so fucking clever to follow the water pipe back to the pumping station to see if there were any problems along the way. No, it you have to go into some random Vault and decide whether to fix the water or kill the Vault's survivors. As far as I can tell, there's no diegetic in-game way to know that's where you're supposed to go. If you're not using waymarkers you'll just have to wander aimlessly.
Fishing minigames that are either mandatory or have particularly useful things locked behind them. Fishing in Animal Crossing is comfy, because it gets the vibe right, it's mostly just timing, and 90% of what's behind it are bragging rights and decorations. On the middle ground you have Big the Cat in Sonic Adventure, who mostly acts as a brief demo for Sega Bass Fishing, so you at least get some decent arcade-style fishing out of it. And on the opposite end of the spectrum, fishing in Dark Cloud is a miserable grind for weapon upgrades, constantly repositioning yourself for fish shadows that keep clipping out of bounds, trying not to get your good bait stolen by nigglet fish, and then pointlessly mashing buttons to reel.
>>1078466 Deck building rogue likes WHERE YOU DON'T GET TO BUILD A FREAKIN DECK Why do I always have to start over from a base deck? Why can I not progress with better cards and give some sense of progress to your shitty mechanics? Why do all the indie games I've played that feature this always fall into this trap?
>>1078515 This is a symptom, not the cause. The cause is that 99% of those indie roguelites have 20 minutes of content that the devs need to stretch to 40 hours. Cue lack of agency on the player's part and overral unfairness.
>a huge shift in genre that is a mandatory part of the gameplay, but because they're not the main focus of the game they come out half-baked and annoying Fuck off bootleg HoMM. I don't even like the original either. Fuck off bootleg base manager, I'm not here to do this shit. More base management? Why the fuck does this even exist. WHY THE FUCK ARE THERE SO MANY BASE MANAGEMENT MINI GAMES IN EVERYTHING, FUCK OFF.
Unskippable cut scenes are horrendous. I saw an interview with someone where they looked at cutscenes as a reward for a section of gameplay done. My perspective has always been as a breather inbetween high action moments. When I am able to skip it then i am able to shorten my breather for more intensity, which is a nice trade off during high energy sessions.
>>1078517 You just made my day, anon.
>>1078466 >Rythm based anything in non rhythm game No and fuck you, minigames get a pass I guess, but if your central mechanic is rhythm based and you're not a fucking regular rhythm game you fuck off and stay gone with that shit. >>1078511 >As far as I can tell, there's no diegetic in-game way to know that's where you're supposed to go. Try L.A. Noire or The Getaway >>1078496 Can you define that further? Because I can think of many ways to interpret that.
>>1078515 Isn't that the whole point of the genre? The most characteristic, defining element of roguelikes and rogue-lites is the inherent unpredictability. You start with a known initial gear/deck and after that you make the best out of whatever you find. These games often have very powerful builds, but punish you for going towards them too strictly, so getting gud means being flexible and finding ways to win with shitty decks. Classic deck building like MTG is about making a strong deck first, then seeing how well it does against others. Completely different approach.
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>>1078466 The first time I recall having this annoyance was when they added Natures to Pokemon. Catch the same thing, no visual difference, just different stats & often those stats are skewed in a shitty direction. Stat RNG just adds MORE grinding when there was already plenty.
>>1078466 Making enemies that are immune to everything and the thing that is supposed to hit them has chances to miss
>>1078524 Basically a fixed random encounter enemy list.
In JRPGs? I hate how there are a lot of status moves that give debuffs BUT a lot of enemies, especially bosses, are entirely IMMUNE to these statuses and debuffs, or they have a high chance of missing. Almost makes it not worth even trying to debuff the boss, especially if the debuff itself is temporary or can easily get removed by the boss. I fuckin' hate especially the 'insta-death' type moves because you bet your fat ass they will never proc on bosses.
>>1078548 JRPGs are full of weird design issues like that, especially classic ones. I've played games with healing items that don't work in combat, but there are free ways to heal when not in combat, so you've got these useless items that are only good for selling.
>>1078466 Any simplification done to attract normalfags.
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>>1078534 Fortunately that only matters for competitive teams, so no sane person ever has to care.
>>1078554 That would have taken him four straight years if done three times a day
Long winded tutorials Grindfests Boring story
Crafting. It isn't a instant turn-off but if the game demands I do crafting I just do as litle as humanly possible. I am so fucking tired of every RPG having crafting. I wanted to be a cool dude raiding dungeons I don't want to tie scamp foreskins together to make a bow.
>>1078559 I actually like crafting if it's done in a tasteful manor. Alchemy Meister was perfect to me and a central game mechanic. Can't stand shit like Minecraft however
>>1078559 This. Zelda is about exploring and finding cool items, but since you're supposed to make everything, everything breaks, so you are disincentivized from using your good items, since you dont know if you'll ever have it again. It's no longer exciting when you find new items, since you cant use them anyway.
>>1078566 Yeah I hated that. What they should have done is make a weapon with a certian "durability rating" that won't degrade at all if used against enemies who are lower than that durability rating. So in essence, you'd only really degrade weapons by using them on bosses or giant enemies. It is kind of embarrassing to have a really strong sword that looks cool and is impressive and was difficult to obtain, only to have it break because you hit one too many rabbits with it.
>>1078556 Three times a day is hardly enough, then. Better put in the extra hours.
>>1078559 It depends mostly of the game but the general golden rule is that crafting must be rewarding and satisfying. For example in Underrail crafting absolutely breaks the game and tend to be mandatory for the DOMINATING! difficulty but once you crafted your weapon/armor you begin to melt absolutely everything in your way and you can also craft your own repair kits so your equipment will always be in good condition. Probably if you have a crafting mechanic you should also include a repair mechanic as well because of shit like >>1078566 >>1078568 which reminds me of Rimworld where you can craft your gear and there's no way to repair it, only to replace it and here's comes the fun part: gear is divided in quality from awful to legendary and to craft a legendary you need: a) a good pawn with high crafting and keep in mind the skills beyond 10 will degrade over time and the higher level, the faster can degrade but at least it will never degrade below 10 b) Said pawn to have an artistic inspiration that happens absolutely at random: this will allow the pawn to create something double the quality. c)And randomness because this does not guarantee the result will b legendary even if your craftsman is at max level And well you got a legendary hyperweave duster? Congrats, in three months your pawn will get sad because its durability went down and you will need to craft another one when Jesus comes back because the idiot that sewn it doesn't know how to fix/patch it because 38 gorrillion years into the future when mankind have created god machines being capable of turning reality into snowflakes and everyone can genemod itself into fully functioning furfags at will for some unknown reason the science behind clothing repairs and windows are lost forever.
Card building mechanics. I just find cards to be gay, especially if it's not an option mini game I can just avoid and is integral to the gameplay.
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>Randomized loot with minor percentage based boosts that you slot into other equipment >Boost is so minor you don't really care for what you get unless you're really lucky or stack the same one constantly The eighth gen is fucking infested with this "mechanic" and it extended to REmake 4 for some god forsaken reason.
First-person perspective, it causes motion sickness.
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>>1078590 I played this really jank Russian RPG called Gedonia recently that was the inverse of this. You'd find an amulet, and it would give you plus +200% HP and a huge boost to various stats. The game is absolutely filled with busted equipment, it makes going out adventuring worth it. The catch is the equipment is all broken in different ways and towards different play styles, that +130% to dark damage might look cool but it's not worth it if you're not spec'd into dark magic.
>>1078590 You mean the gacha? Yeah, that was ass but the good chains actually gave you decent bonuses like higher run speed. The worst thing about it was the "crafting" which was absolute ass as well, just busy work pretending to give you options when it could have been left to the RNG with random ammo drops.
>>1078559 I like how UnderRail handled crafting. You can craft and the best stuff is often attained through crafting, but you don't need to. In fact, if your character isn't built specifically to craft gear, it's not worth doing. I felt no obligation to ever engage with the game's crafting system and never had a desire to do so. It allowed me to strike off all that tedious busywork games often want you to do and focus on the gameplay.
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>you have to lose progress/revert your character to a shittier form to progress as artificial grind >hidden stats that you have no way of knowing the exact details, you just get a vague hint and you have to guess beyond that >overly dramatic trash voice acting that's tied to every other characters audio so you can't mute them specifically >option to customize your characters looks in detail, after the first chapter it's entirely thrown out and you never get to control their appearance again so it was pointless
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>Bullet-sponge and fist-sponge enemies >Grinding because the devs want you to shell out for in-game currency to actually get anywhere >Forced build mechanics, like in Fallout 4 >Forced to walk >When the first few hours (sometimes even 10 hours in) are just a dragged-out intro, and you can’t do anything meaningful or move the game forward
>>1078558 >Long winded tutorials Even worse when they are voiced.
>>1078622 >When the first few hours (sometimes even 10 hours in) are just a dragged-out intro, and you can’t do anything meaningful or move the game forward I was going to cite the legendary several hour Kingdom Hearts II intro until you got to "you can’t do anything meaningful or move the game forward". You can actually do quite a lot during that intro and the story progresses throughout. Hogwarts Legacy does fit this, the first eight or ten hours of that game are like a long tutorial. You have to play for so long before it feels like you're in the game.
>>1078622 >Grinding because the devs want you to shell out for in-game currency to actually get anywhere It's ten years later and I still don't have my fourth FOB in MGSV, because their free in-game coins are only given out maybe once every two weeks as a sign-in bonus, and it takes $10 worth of them to buy even the cheapest FOB. FOBs determine how many staff you're allowed to have at once, which determines how high your respective department levels can go, which determine what in-game weapons and tools you can unlock, which literally locks off part of the game behind "you technically don't have to pay for any of this buuuuuuuuut you'd better like waiting literally a decade and logging in every day to get it!" paywalls.
>JRPG >Final boss or challenge boss takes 40+ minutes, sometimes even an hour, to beat <RNG is possible and could fuck up your entire battle <One wrong move and you get teamwiped and have to start all over SMT 2 did this to me but also the Touhou SMT clone. Fucking unbearable.
I hate rogue-likes honestly speaking. Honestly, just fuck them.
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>>1078802 >Metal Slug Tactics
>>1078520 You'd think with many romhacks being made, there would be more of them either making cutscenes skippable or outright removing them.
>>1078808 Don't remind me, probably the worst example of it but even just browsing around, seeing a cool looking game and then suddenly "roguelike" out of nowhere for no good reason is extremely unpleasant.
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>>1078802 The actual Rogue is quite fun, albeit very difficult and arguably too long. I don't know where the "character builds are based on random bullshit" aspect came from, that wasn't present in Rogue or many other early roguelikes, but it's become a staple of the genre with games like Binding of Issac and Risk of Rain 2. I hate how the kind of shitty PC port is the only version of Rogue most people know, it's eclipsed the significantly better Atari-ST version.
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For context, this is what the PC version of Rogue looks like
>>1078812 What if they made a remake of rogue?
>>1078817 It would be a low budget soulslike with a little metroidvania and homosexual art style.
Not sure what you'd call it but games where real world time and game time are synced together are an instant turn off. I remember deciding to give Animal Crossing on the 3DS a try because I wanted to feel comfy but the constant nagging from the characters when I didn't play for a few days was annoying and not being able to access certain features at night, while immersive, was frustrating when I didn't have much time to play during the day.
>>1078817 Third person shooter.
>>1078466 This shit.
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.


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