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Forums - Gaming - Things gamers don't complain about that you dislike

Vinther1991 said:

I really find skill trees and weapon/armor upgrades in most modern AAA games a pest. There are games that do it well, and some that need it (RPGs for instance), but for every game that implements the mechanic well there are 4 where it just makes the experience worse. DOOM 2016 is a game I love, I also found a lot of enjoyment in the modern God of War games, but why did they need to shoehorn this upgrading crap into the games, just let me slay enemies. Or if you have to, then just let me find the upgrade through exploration, instead of skill-points I need to decide what to spend on. It is also a more satisfying, that your exploration gets rewarded with a unique weapon/armor instead of some orbs, where you can decide which of your existing gear you want to upgrade.
It doesn't help that so many games also have terrible menus, that are confusing to navigate in, another thing people don't complain enough about imo. Between skill trees, gear changes and upgrades and crafting, some of those games make you spend more time in menus than actually playing the games, which is driving me nuts.

Very much agreed. Crafting and skill trees are so annoying. The worst skill trees are 0.2 less fire damage when taking a shit in a sherpa's tent on Mount Everest on a Sunny Day. Just these stupidly specific ones that do fuck all. I despise most crafting systems. It often feels there because other games do it. Then hold button to make thing. It's lazy. On top of the the menu comment. Every game has the same UI now and I hate it. Dreamcast,PS2 era a lot of games themed the UI with the game but kept it functional. Atlus still does that. Now every menu in a game is a tabbed web browser. 



Bite my shiny metal cockpit!

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I dont really have anything that bothers me much in gaming. If I find something that I dont like, I just move on from the game. One feature that I am not a fan of is live service games that put the best gear/cosmetics behind a paywall, and the base game that you buy just has the most generic and boring looking gear possible.

There is one potential future dislike I can see coming sooner or later. I love RE games, especially the most recent ones. But which Veronica coming up (super hyped for) I am wondering how long Capcom can continue to use this 3rd person formula before people start to get tired of it. I just hope they dont make too many and give the series space to breath and allow for innovative new ideas in the future.



我是广州人

I dont like stamina bars as a gameplay mechanic. Im fine with it when its involved in combat, because it becomes part of the combat design - and even then i have my reservations - but not when it is involved in exploration of the world map, cause in that context it feels more like a annoyance than a good design. Like "your character cannot run anymore cause the stamina bar is depleted" kinda thing. Its fucking annoying.



Excessive loot. It's just such a chore. It took me a while to get fed up with that, but it's just something I want to get done as soon as possible in games. It's generally not interesting, I could probably automate much of that if games gave me tools for that. It's 95% absolute junk, 4% something to consider and then throw away, and then 1% is something to actually keep. That 95% is just a waste of time, something I do pretty much mechanically, and I hate it.

It's especially bad if inventory management in the game is bad. I remember this being particularly bad in Pokémon Go. Some Dynasty Warriors games have also been particularly notable offenders. Recently I completed Dark Souls and have been playing it a bit after that too, and being able to show only four items at once on the screen is just awful, and it doesn't help that the actual inventory management is in many ways clumsy and often missing information as well. Luckily there isn't a huge amount of junk in that game, but inventory management is still not great in it.

By the way, what a great thread idea. The other one was great too, but this might be even more fun.

Last edited by Zkuq - 23 hours ago

curl-6 said:
Vodacixi said:

Realistic running and turning animations in third person games. Especially action/adventure games. Over the last... 14-15 years, the aim for realistic graphics also affected animations and controls. The result? This utterly annoying, slow and clunky animations for actions like turning and running. I think I've commented on this before, but I'll just say it again. Characters nowadays control like they have balls of iron and they struggle to move.

It's very frustrating to me, to the point where I just can't get into many games that are generally conisdered masterpieces or at least great. I want my character to feel snappy and fluid. I don't care that people don't turn instantly in real life. I'm not in real life, Jesus Christ xD

And nobody seems to care about this. Whenever I bring this up, people completely ignore my comment. I guess it's just a "me" problem...

Nah, it's not just you; GTA5 and Red Dead 2 were notable offenders here where it felt like your input was giving the character suggestions about where to go instead of actually moving them.

This goes back much further. Ever played the original Prince of Persia (the 2D titles from the 90's, not the 3D successors)? Many, MANY deaths occurred because the Prince didn't react instantaneously like Mario or other jump & run characters, instead realistically needed some steps to come to a stop for instance.

Btw, cool video about the topic from Ars Technica:
Zippy6 said:

People complain about it, but not enough.

Early Access to games for buying the more expensive version is a predatory bs practice. Publishers have invented a way to get people to spend more that requires absolutely zero effort or work on their part. It's fake invented value weaponising fomo.

They didn't invent anything, as usual they stole the idea somewhere. In this case, it's from places like Kickstarter or Indiegogo where it was used as both an incentive and as a reward for supporting a project with a higher amount of money, and they just took that without all that "supporting the game" thing, as the execs do that unless they kill them...  

KratosLives said:

The inherent motion blur from anti aliasing/ post processing effects. Where every movement or swing of a weapon results is a quick blur. Like what's the point of playing a game if you can't see all the glory in the details, as it's happening in realtime..

Today i installed dead island 2, and then had to uninstall after 10 minutes..

This mostly comes from TAA and similar temporal AA techniques, which I would love to deactivate too if I could, but they're often not just active by default, they're often also non-negotiable. And then some publishers love to add some motion blur on top of that, making everything blurry in the process. When using more proper (read: older, much more performance-hungry, but way better) AA techniques like Multisampling or Supersampling, the blur doesn't appear, but very few games support those much better TAA alternatives nowadays, almost forcing you to use DLSS/FSR just to get the TAA artifacts smoothed out.



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xl-klaudkil said:

Digital only games

IF there are no digital-only games that interest you at all because the content of the game itself still isn't sufficient, that's fine. But even before recent years it is tough for a lot of small games in both file size and publisher/developer to get even a limited release. 

Some games that are digital-only probably could have a physical copy (they get enough money or the publisher has enough money) but it's not as cheap or simple as it should be.



Lifetime Sales Predictions 

Switch: 159 million (was 73 million, then 96 million, then 113 million, then 125 million, then 144 million, then 151 million, then 156 million, then 161 million)

PS5: 116 million (was 105 million, then 115 million, then 122 million)

Xbox Series X/S: 38 million (was 60 million, then 67 million, then 57 million. then 48 million. then 40 million)

Switch 2: 120 million (was 116 million)

PS4: 120 mil (was 100 then 130 million, then 122 million) Xbox One: 51 mil (was 50 then 55 mil)

3DS: 75.5 mil (was 73, then 77 million)

"Let go your earthly tether, enter the void, empty and become wind." - Guru Laghima

LegitHyperbole said:

Motion blur.

People complain about motion blur all the time. It's one of the most common complaints I see.

Kaunisto said:

Boss fights that are just about learning the pattern and then executing right dodge-dodge-attack combo twenty times.

Sekiro says hi. The game is great otherwise, but the boss fights go too far with learning the boss movesets. It's the same thing every boss fight, where it doesn't feel like you're any better as a player by the time you're done, instead it just feels like you've spent a bunch of time learning it by heart. I love Sekiro, but at the same time, the boss fights are a chore, and if I recall correctly, there are a lot of boss fights in the game. Or maybe it's just that I suck at the game, but even then, I can easily force myself through the game by simply learning the boss movesets. I could honestly get the platinum trophy in that game easily, it's just about time.



This is a big pet peeve for me in action games. It's been going on since the 16-Bit era. It's still in games and it always fucking sucks. Not to mention almost all of them are the same. Even some different ones suck. Ledge fights. It's a giant enemy. So large that you can only fight them on a ledge or on a rooftop of a building. Most of these fights are they sweep their arm. You dodge the arm. The pound the ground and you must do chip damage to their hand/arm/head. Even variations of this like in DMC4,Ninja Gaiden series suck. Often these are the final boss or close to it. Everything I learned up to this point. All these skills and abilities. Thrown out the window for the same lazy ass gimmick too many other games do. Get fucked. 



Bite my shiny metal cockpit!

The lack of voice acting in Nintendo games.

Nintendo has been sneaking voice acting I've noticed a bit more into there games recently, but not having fully voiced games annoys me. And I do not see many people complain about this.



     

Check out my lastest games review: Fast RMX and  Snipperclips: Cut it out Together

Dark souls (and games like them) are not good. They are not difficult by good game design, they are difficult because of bad control schemes. Basically the only thing they have going is the only bad part of the 3 NES Castlevania games.