Results 121 to 140 of 324
20-02-2013, 04:18 PM #121
- Join Date
- Feb 2012
- Stockton-on-Tees, UK
Monsters attacking me when I rest. It's really annoying. I want to adventure until my resources are depleted to the level that I can't adventure any further, and then I rest. One of the challenges is to get as far as you can per rest. So I want to rest precisely at the moments when my party cannot deal with a random encounter. Random encounters on rest make it in your interest to rest before your resources are particularly depleted, which seems to be entirely contrary to the intented purpose of these encounters. Either that, or it makes you just quickload a lot when you rest, which is rather lame.
A better idea would be to count the number of times you rest in a particular dungeon, and then increase the strength and preparation of your enemies. This would make it in your interests to press on instead of resting after every encounter, but also not punish you unduly for resting when there is no other option.Irrelevant on further examination of the rest of the thread.
20-02-2013, 04:22 PM #122
20-02-2013, 05:41 PM #123
20-02-2013, 06:48 PM #124
- Join Date
- Sep 2012
20-02-2013, 07:03 PM #125
20-02-2013, 07:06 PM #126
This is a weird gripe, but a gripe nonetheless:
Pre-ordered Brutal Legend, which gave me access to multiplayer. Multiplayer has a vs AI mode, which is good, but it explains fuck-all, which is bad. So for the first ten minutes I was running around randomly trying to hit things with my guitar and holy shit there's an army coming towards me. I want an army! How do I make an army? Hitting random buttons now. Ah! TAB! That would've been a useful button to know in the tutorial.
So I queue a bunch of random shit that goes and stomps their random shit. And then they come out with random shit that's like three times as tall as my random shit so I just head back to TAB city and queue more random shit. But what does it all mean? So I look at their in-game wiki.
And thus I hit my gripe: The single-player campaign is basically just one long, storied introduction to all the random shit you can queue in multiplayer. Thus, understanding all the stuff you can spawn in multiplayer is just one big spoiler for the campaign. THEN WHY DID YOU GIVE ME THE MULTIPLAYER FIRST, FUCKO?
20-02-2013, 07:09 PM #127
22-02-2013, 05:13 AM #128
1. The red screen (and its variations like the jam screen, Mass Effect's veins etc) in FPS games when your health falls too low. Do the developers think I'm too stupid to track my health?
2. Regenerating health. The only place it makes sense is in sandbox games like GTA or Saint's Row. And even in those it should only kick in after the encounter is over or after you've escaped the enemies.
3. Checkpoint-only saves. No one is putting a gun to your head and making you quicksave. Let those of us who like to quicksave have the option of doing so.
4. QTEs. I've never come across a QTE which I've liked.
5. Quest markers. Having the option to disable them would be nice.
6. Non skippable intro movies. This is quite common in EA games. It's embarrassing to see a company so desperate for gamer recognition that it forces you to sit through it's dumb logo animations.
Last edited by Frostbite; 22-02-2013 at 05:19 AM.
22-02-2013, 05:31 AM #129
22-02-2013, 05:40 AM #130
22-02-2013, 07:15 AM #131
IMO the best system is a hybrid like we saw in Far Cry 2 - the health bar is segmented, with each segment being able to regenerate unless it's depleted. To replenish depleted bars you need syrettes from medkits. Solves the problem of reducing some of the tension and difficulty, without relying on random medkits from the sky.
That said the regen health system when done properly (i.e. not "hide behind wall for 2 seconds to replenish entirely") effectively mirrors how a lot of people play: "Well, got through that really hard fight, down to 25hp. Better quickload and try again because now I'm screwed." It removes that needless repetition.
22-02-2013, 08:02 AM #132
I don't play multiplayer games but in the short time that I indulged in CS1.6 with my friends, most of my favorite memories are having pulled off some kill streaks while low on health. Managing to overcome multiple opponents while low on health is much more satisfying than getting all your health back after every successful encounter and repeating the process. The low health forces you to come up with more innovative strategies. The regen system breaks the game into a series of fights where your reward is a full healthbar for a successful encounter. There's no tension left over from the previous fight.
22-02-2013, 08:31 AM #133
The entire "no tension" thing can be entirely resolved by having a system like in Far Cry 2 like I suggested. But with quicksave/quickload there's no tension anyway. Came out with only 10hp? Who cares, just quickload and do it again. Tension destroyed.
22-02-2013, 09:17 AM #134
22-02-2013, 10:08 AM #135
22-02-2013, 10:10 AM #136
I really miss the older fps games where you'd come out with a sliver of health left after a tough fight and be on your absolute highest alert looking out for either enemies or a precious precious health pack. It was such a tense experience, which you could ruin by reloading and trying again of course, but if that's your model of operation I guess you're not as immersed in the game as people who would carry on.
Nothing ruins tension like hearing that little sound of your health bar starting to go up again.
My gripe is when devs give you a windowed mode, or a fullscreen windowed mode, but they don't lock the mouse to the window when you click in it, meaning when you sweep far enough to the side your mouse comes out of the game. This is mostly a problem with multiple monitors.
22-02-2013, 10:18 AM #137
22-02-2013, 10:29 AM #138
The ending of Halo 4 does this as well and it was super super lame. What happens in the end is you end up on a light bridge facing off against the big bad (I think he was called the Didact, I can't follow Halos preposterous story line having only played 3 and 4), when he uses his magic to throw you off the bridge. You cling onto the side, while your little Ai friend multiplies and holds onto the Didact. Then you regain control of Master Cheif, to be promoted by the following messages "Push (Left thumbstick icon) to climb), which upon completion you get "Press (Right Trigger Icon) to plant the bomb". GG, game over, a winrar is you.
23-02-2013, 08:06 AM #139
FEAR did a lot of things right. The enemy AI was pretty good and you could carry medkits. Theys till went overboard with the amount of medkits on each level, though. Playing it on the hardest difficulty without using bullet time was so much fun.
23-02-2013, 08:11 AM #140
- Join Date
- Jul 2012
More than one function on the same button. Holy crap. I think it was one of the Fable games that had like "Dodge" and "Stop moving, put away your weapon" bound to the same key. So many deaths.Little non-interactive time wasting things. Like animations between menus. Maybe it's hiding loading, but how much do you really need to load between 'equipment' and 'skills'? And then at the extreme there's final fantasy style summons. Maybe it was cool the first time (probably not) but for the love of all that's holy can we move this along?