nit picks in gaming
too much platforming. its unrealistic when you're constantly climbing and jumping platform to platform, worse if you have to wait for it, race for it via a switch

too many paths easily overwhelm me

when the game is very cryptic

getting lost and going in circles due to poor level design

missing sound effects like objects falling and crashing to the floor

weapons that dont feel powerful at all, like am i doing any damage?
no enemy health but may not matter with damage sponge at play

very basic combat too
< >
Näytetään 1-15 / 17 kommentista
Pipe 19.5.2024 klo 17.00 
SilverTail lähetti viestin:
when the game is very cryptic

very basic combat too
I think these two things may apply to terraria lol
I dislike it when a game has lore books in the game to read but if you didn't read the books then you'd not even know of what is written. And as a bonus, also only using a tiny part, or even nothing of the lore, in spoken dialogues and quests.

Simplify game systems too much.

Having the player character understand and know of things like lockpicking even when there's no good reason for the player to know it outside of the "game'ify" philosophy.

The player character becoming the best thing since sliced bread in the first half of the tutorial in the eyes of NPCs.

Having scaled levels where the godly player using the "godslayer super sword" to fight higher level "commoners" that are fighting with rusty weapons.


And lastly, not a nitpick to me; power level system. Games like Destiny that uses a gear based level system, i.e., power/gear level is the second worst leveling system there is. The only worse leveling system is having no leveling system at all.
Difficulty settings. Everyone should suffer on very hard mode
Pipe 19.5.2024 klo 17.54 
TheHogfather lähetti viestin:
Difficulty settings. Everyone should suffer on very hard mode
this would tank the review ratings of many games lol. and therefore hurt their profits
(you're probably just joking though)
Pipe lähetti viestin:
TheHogfather lähetti viestin:
Difficulty settings. Everyone should suffer on very hard mode
this would tank the review ratings of many games lol. and therefore hurt their profits
(you're probably just joking though)
I'm only half joking, difficulty settings do turn me off for some reason but some games hard modes suck compared to others, there's a wide range of difficulty when you consider every games hardest difficulty
Mina 19.5.2024 klo 17.57 
I don’t like optional objectives or re-do’s to “fully” complete the mission
Pipe 19.5.2024 klo 18.05 
TheHogfather lähetti viestin:
some games hard modes suck compared to others
oh for sure, yeah
I really hate when games ask players to make inconsequential choices. I’m not talking about stuff like your actions not affecting the outcome of the story, though I know people complain about that too.

What I mean is, for example, when an RPG has loot that gives negligible bonuses. “Oh, this tunic provides +3% elemental resistance, while this one will add an extra 2 points of damage onto my 170-damage sword.” It doesn’t matter which option I take in that scenario, because either one is not going to have a tangible impact on the outcome of fights beyond extremely niche, 1-in-a-million scenarios. It’s the same choice either way, essentially.

Another one is skill trees. The point of this system is to give a bunch of options to the player, and they’re supposed to plan ahead and pick ones that open up other branches in the future, right? Your choices in the present determine your future? So then why do some games let the player buy nearly everything on the skill tree by the end of the game? That makes my choices feel irrelevant, because I now know that the game is balanced around having them all unlocked eventually. There’s also no feeling of my character having strengths and weaknesses either, they’re forced to buff all aspects of their build.

I’m willing to bet this is an issue that stems from developers not willing to allow players to screw up and fail. They want to have player choice in the experience, but they don’t want that choice to lead some into a dead-end where their build can no longer succeed and they’re forced into starting over. So the options have to be either nerfed or unrestricted so that player can always still reach the end of the game.
Pipe 19.5.2024 klo 19.39 
quality comment, phirestar
Phirestar lähetti viestin:
why do some games let the player buy nearly everything on the skill tree by the end of the game?
can you name me a game that does this?
Viimeisin muokkaaja on Pipe; 19.5.2024 klo 19.39
Good thread, good replies. I'd hand out points to everyone so far, but I'm stingy.
X-ray vision and invisibility in "stealth" games.

At that point, the danger is eliminated and it's not stealth anymore, is it? These are cheat codes, not mechanics.
Escort missions in open world games are very boring.
It kinda amazes me how bad some inventory systems are. Organize that ♥♥♥♥.
Nitpick: Having multiple assault rifles, grenade & rocket launchers in your inventory that arn't visible being carried on your character.
I don't like when important plot points are hidden in side missions and when there are too much filler dialogues that bear no significance to the actual plot or character development.
< >
Näytetään 1-15 / 17 kommentista
Sivua kohden: 1530 50

Lähetetty: 19.5.2024 klo 16.45
Viestejä: 16