Annoying Features of Games You Enjoy

Recommended Videos

hermes

New member
Mar 2, 2009
3,865
0
0
Inventory management in Borderlands.
The UI is so clustered and it requires many clicks to get to everything its almost unusable.
They improved it on Borderlands 2, but not enough to make it comfortable, specially considering you spend a lot of time in those options.
 

Silvanus

Elite Member
Legacy
Jan 15, 2013
13,054
6,748
118
Country
United Kingdom
endtherapture said:
The purple bat doesn't half your magic meter, he effectively doubles it because it now costs half as much magic to use items.
Really!? In that case, the bat certainly fibbed to me, because he said he would halve it! and I believed him...
 

Sixcess

New member
Feb 27, 2010
2,719
0
0
Megalodon said:
Really? How bad was it in Enemy Unknown? Granted I didn't play on Classic before Enemy Within, but panic has been pretty common for me in the expansion. It does rather piss me off when three of my squad panic because one goes down, it tends to mean a restart as not being able to control what's left of my squad for a turn normally mens more deaths.
Panic can still be quite vicious in the early game particularly, especially if you're sending rookies out against Thin Men... and the jump in difficulty from Normal to Classic feels like the equivalent of going up a couple of levels in difficulty in most games.

But so far in EW playthroughs on Classic I've had no friendly fire incidents, and only rare panic moments, whereas in EU I had multiple occasions when one death (or even injury) would have panic leaving almost the entire squad cowering helpessly in full view of nearby enemies.

Although the most annoying is when Thin Men poison makes the same soldier panic 2 turns in a row.
I had a ridiculous variant on that in my previous playthrough. One of my soldiers got shot by a Sectoid and decided to run for cover... straight into a nearby cloud of Thin Man poison. He then panicked the following turn due to the poison damage and decided to hunker down in the poison, behind a car... that was on fire... which then exploded.

Quite honestly at that point I was almost glad to see the silly bastard die. At least his stupidity didn't get anyone else killed...
 

Megalodon

New member
May 14, 2010
781
0
0
Sixcess said:
Panic can still be quite vicious in the early game particularly, especially if you're sending rookies out against Thin Men... and the jump in difficulty from Normal to Classic feels like the equivalent of going up a couple of levels in difficulty in most games.
Oh good god yes, that difficulty cliff...
One thing I would've like to see is different difficulties for combat/base management. Like in Total War, I've had to abort runs on Classic, not because I was losing missions, but the resource game shafted me, leaving me haemorrhaging countries from the Council because I couldn't deploy satellites.

But so far in EW playthroughs on Classic I've had no friendly fire incidents, and only rare panic moments, whereas in EU I had multiple occasions when one death (or even injury) would have panic leaving almost the entire squad cowering helpessly in full view of nearby enemies.
True, don't think I've had a successful friendly fire yet, but I have had my entire squad panic and hunker down becuase one guy took plamsa to the face.
I had a ridiculous variant on that in my previous playthrough. One of my soldiers got shot by a Sectoid and decided to run for cover... straight into a nearby cloud of Thin Man poison. He then panicked the following turn due to the poison damage and decided to hunker down in the poison, behind a car... that was on fire... which then exploded.

Quite honestly at that point I was almost glad to see the silly bastard die. At least his stupidity didn't get anyone else killed...
At least you got a funny story out of that one.
 

Varrdy

New member
Feb 25, 2010
875
0
0
The vehicle handling characteristics in GTA IV and GTA V are very different but still pretty bad! That and your cousin calling you every 2 minutes in the former and the poor radio stations in the latter.

The speech mechanic in Fallout: New Vegas: In Fallout 3, you were given a percentage based on your speech skill that represented your chance of passing a speech check; the higher the speech skill you had, the more chance you had of passing. Even a low speech character could pass a check but it was more down to luck than a silver tongue.

However in Fallout: New Vegas you cannot pass the check if your skill is below that which is required but you get the option to attempt it, even though you know you will fail 100% of the time. Why? And why give an "award" for failing 100 speech checks? It makes no sense to me at all considering that most other things have been improved or added to in a good way.

Mass Effect - Liara's ever expanding norks. I love Liara to bits and it pains me to see her being given space-silicon just to make her "more appealing". More attractive to who? To a 14 year old social reject, maybe...
She's damn smart, can kick ass with the best of them and really grows as a character throughout the trilogy. It's just the same that she grew in other areas too as again it stands out a mile. OK so my preference is for small over massive but it really gets my goat how they couldn't leave her as she was. I see this a lot in reality too - it doesn't matter how clever, talented, tough, kind or brave a woman is, if she doesn't have huge knockers and legs that go all the way up then she isn't going to be taken seriously, and this is from someone who rolls his eyes when feminists start to rant.

But hey, at least now the millions of 3D model manipulation images on DevArt have that little bit extra...
 

Someone Depressing

New member
Jan 16, 2011
2,417
0
0
Games that scale XP gain depending on how usefull a character is. For example, in Persona:

Eventually, you'd get a party of five people. Yourself, Maki - the mage/healer - Mark - the physical attacker - Nanjo - the wall/buffer - and one of several characters.

You'd get XP because you have a good range, Maki's get XP because she'd keep everyone in check, Nanjo would get XP because he'd buff everyone up and absorb attacks, and your last character would get XP because they're usually well-balanced.

Mark won't get XP because his range is crap, and most enemies have resistance against physical.

And hence, he'll be behind a level or two. Then 5 levels. Then 15 levels. And then you'll sell all of his gear and just put him at the back of the party because he's completely useless.

I really hate this in RPGs; particuarly games that are hard, or ones that use a class system.

I also hate misleading branches. Looking at you, Mass Effect. I didn't expect I'd punch her in the face... then again, I'm not ggood at reading context.
 

laide234

New member
Aug 30, 2013
12
0
0
Games - mostly RPGs - where a character becomes exponentially weaker by joining your party.

It always starts the same way...
Boss Battle
(this guy is tough)

Boss is defeated
(whew, that was tough)

Cut scene
(You're really a good guy? You're going to join my party??)

New character has joined your party!
(Hold on... Why is your HP 1000? When we were fighting a minute ago your HP was 1,000,000! What gives???)

Off the top of my head, I can think of at least 2 games - Grandia 2 and Final Fantasy X - where this has happened.
 

Thandran

New member
Feb 19, 2011
183
0
0
laide234 said:
Games - mostly RPGs - where a character becomes exponentially weaker by joining your party.

It always starts the same way...
Boss Battle
(this guy is tough)

Boss is defeated
(whew, that was tough)

Cut scene
(You're really a good guy? You're going to join my party??)

New character has joined your party!
(Hold on... Why is your HP 1000? When we were fighting a minute ago your HP was 1,000,000! What gives???)

Off the top of my head, I can think of at least 2 games - Grandia 2 and Final Fantasy X - where this has happened.
Let me guess... Mareg and Kimahri? :D
 

Exhuminator

New member
Oct 14, 2013
218
0
0
Been playing Dark Cloud for the first time lately. It's a pseudo-rogue-like, so I'm down with the weapon breakage. But the dehydration meter can go straight to hell.
 

laide234

New member
Aug 30, 2013
12
0
0
Thandran said:
laide234 said:
Games - mostly RPGs - where a character becomes exponentially weaker by joining your party.

It always starts the same way...
Boss Battle
(this guy is tough)

Boss is defeated
(whew, that was tough)

Cut scene
(You're really a good guy? You're going to join my party??)

New character has joined your party!
(Hold on... Why is your HP 1000? When we were fighting a minute ago your HP was 1,000,000! What gives???)

Off the top of my head, I can think of at least 2 games - Grandia 2 and Final Fantasy X - where this has happened.
Let me guess... Mareg and Kimahri? :D
Bingo!
 

Shoggoth2588

New member
Aug 31, 2009
10,250
0
0
The Elevators in Mass Effect. I like dynamic loading screens and you don't get any more dynamic than a real-world elevator that takes you from one area of The Citadel or, Normandy and into another. Yeah, there were other loading screens too but the Elevators were charming. They were a place for flavor-conversations between your squad mates.
 

MysticSlayer

New member
Apr 14, 2013
2,405
0
0
PainInTheAssInternet said:
I have a feeling that this point might be rebuked because it's a feature of realism that adds tension. I'd reply that the game has mutants, zombies, giant flies and scorpions, Liam Neeson not *****-slapping the shit out of everyone with light sabres, etc. and games are meant to be fun. I just find weapon degradation annoying as it drains my resources and makes my weapons weaker than they should be really fast. I've never felt tension from this, just frustration.
The point isn't entirely realism.

For starters, the game's entire premise is survival, and degradation is a common feature in any game with survival as its premise. Granted, Fallout 3 isn't the greatest example of a survival game, but it's made very obvious throughout the story that the idea is the "war of survival".

Second, it adds more to the game's mechanics in multiple ways. For starters, it encourages more exploration to find weapons. It also requires that you make decisions about what to take and what not to take, but at the same time, getting rid of one weapon to help repair another weapon is a good way to lower what you're carrying when you find yourself going through a particularly long dungeon, but you do have to consider the loss of caps that results from using a weapon to repair. It also adds extra to the Skills and Perks, forcing the player to manage their points better around what they want to do. That's not even to talk about some of the economics involved.

Maybe you don't like the system, but having taken full advantage of it, I personally would have found the game much less enjoyable, especially on my playthroughs that were more about roleplaying a character rather than just having fun.

Anyways, as for my games:

L.A. Noire: Starting at Vice, the game has a nasty tendency of overloading you with a lot of street crimes within the first one or two missions before completely ignoring them. To make matters worse, these are generally found across the map from where the main mission is taking place. As a result, I often found myself driving across town to a street crime, finishing it, driving back to the main mission, and then getting a brand new street crime that I had to drive all the way back across town for. Yes, I know that there is the option to have you partner drive, but I seem to have some psychological disorder that prevents me from every wanting to use it no matter how bad the alternative is.

Mass Effect 2: You want to know what is really dumb? You pick your squad to be theoretically prepared for any situation. However, towards the end of the mission, you find an enemy that one of your squadmates is completely useless against and the other is near useless. I know this happened on Horizon if you have Jack in your squad against the "boss" of the mission. Essentially, it puts you into a situation you couldn't have possibly been prepared for.

Prince of Persia: The Sands of Time: That stupid auto-lock-on feature just wouldn't work, and its effects are only magnified by how horrible the camera was at times.
 

EyeReaper

New member
Aug 17, 2011
859
0
0
So, recently I've been replaying digimon World 2 for the original playstation, and I gotta say, most everything about it is terrible. The way it forces you to fuse off your digimon to increase the level cap, how many items you have to waste to catch anything higher than a rookie, the fact that some digivolve into different digimon depending on your dp, and you don't get to choose which one, locking you out of mons you might like.
Still a fun game though, but it could've been done sooooo much better
 

MrHide-Patten

New member
Jun 10, 2009
1,309
0
0
scorptatious said:
The races in Jak 2.

I don't know what it is with these races but I find them really difficult, stressful, and infuriating.You have to partake in four different races. Three of which have you going around the track five times, with instant death pits that also serve as shortcuts. You pretty much need to take these short cuts, which makes the races that much harder as you risk dying every time you use them.

Then there's the race across the city with Errol. Ugh...

Still pretty satisfying beating them though. If only because I didn't have to do them again.
DEAR GOD YES, THIS!

I've been playing the HD remakes lately and I have to top the races with the off road cars in Jak 3. The Rcaes in Jak 2 weren't as bad once you figured out the handling (restarted 6 times), but all the off road cars in Jak 3 handle like literal cows in supermarket trolleys.

Apart from that the 'Wak a Metalhead' game was impossible, I had to cheat to finally get past it (pausing the game with the select button).