I disagree. The best thing about TF2 was the near perfect balance and the uniqe and consistent art style.
With all the new updates the balance is ruined more and more which means that the gameplay suffers and with all the hats, accessories and particle effects the art style is just a mess.
I agree that TF2 was bonkers, or at least caricatured and funny. But I don't think Valve should be able to put whatever they want into the game just because it's funny or zany. You need some consistensy and I think that video games often benefit from the expression "less is more" when it comes to game design.
Not even that. There's a way to beat all the bosses really easily. You only need a gun for one of them.
First guy: Throw the exploding shit at him
Second girl: Just load up healing items before hand. Unload on the giant battery/server things, then when the water becomes eletrofied jump continuously while downing painkillers to stay alive. Load back up on health items from the lockers, and repeat about two more times.
Third guy: Right when the battle starts, run to the opposite side of the wall just to the left of the naked man. He'll jump over when he's done shooting. When he reaches the top of the wall, hit B (or melee) and the battle's over.
Final boss: By this time, if you're playing it smartly, you should have enough of those hack items to buy every node in the console that controls the turrets. After that it's just a matter of waiting.
It's been a while since I played but all of that should be accurate.
All you need is a laser rifle, because that penetrates the shield in front of Zhao Yun Ru(the last boss) and damages the boss. It's really quite silly.
Shuguard said:
Sp3ratus said:
Danceofmasks said:
Shuguard said:
I think in general(games and mmo's) RNG needs to go, no one really likes the fact 1 guy can get it first time, and other may need 99 tries to get it.
A very elaborate meter that if you don't get something valuable for a few runs your chances are increased each time. It is a possible solution, but might be impractical. Token systems solve it, but have a few set backs. Large amount of loot at once rather than just a few pieces. It's a complex question.
Interesting ideas for sure. The meter isn't a bad idea, the biggest hurdle I can think of right now is the performance, since implementing something like that for each player is probably not trivial. I'm doubting the latter will be considering by a lot of MMOs, because people getting loot faster won't keep players hooked like it would, if there are still pieces of loot they need, you know, the whole skinner box thing. But you're right, it's on an easy question.
The boss battle with Disciple Lorithia. In a game that relies on a pair of AI teammates and your control over their positioning is sketchy at best, this boss combines terrain hazards in the arena with the ability to push player characters around, and a radial knockback and knockdown ability. Not too bad in and of itself but the AI is completely oblivious to the terrain hazards and will stand in the acid until they die unless prompted to do otherwise. To clarify, to do this the character the player character must be alive, on their feet, not stunned and not in the middle of another action. The command brings both team-mates to the player, causing them to ignore their other duties - such as healing - until they reach the player. They must then be given another order to attack the boss again. If the player dies during this, due to being spiked by the boss' adds; since the team-mates are moving instead of fighting, that counts as the player character being downed while disengaged which is an instant game-over regardless of whether you have enough morale to revive. In short, the engine does not support the kind of battle tactics they were trying to implement for this fight.
The Freebird part in Spec Ops: The Line. Anyone who has played it on FUBAR difficulty knows what I mean. To sum it up for those who don't, you're told to run as a helicopter attacks you, the classic "run for your life", but if you immediately run, you will be killed. You have to delay a second or three then run to make it. Also, the helicopters bullets phase (not penetrate, but ghost) right through anything, up to and including solid concrete walls and other assorted cover. Also, the damage isn't even synced with the bullets meaning you can be ten feet away from the impact points and still die.
I died something like 5 times there once I started to run too late then too early, then I tried to take cover which game won't allow you to do then I ran right past the turn because I had somehow managed to get past my pet npc who was supposed to tell me to turn and he did so when it was already too late.
Planet scanning in Mass Effect 2... Seriously BioWare! What were you thinking? ME1 was by no means perfect however, I really enjoyed it in comparision to ME2. I'm probably one of the few players that actually ENJOYED driving the Mako straight up near vertical cliffs only to fall back down and start again. I understand that most people find that aspect of exploration very dull and detrimental to the overall pacing of the game as well as the standard cut and paste quest design that so many RPG's fall victim to. Anyway, I felt it added to the level of immersion, environmental exploration and the overall sense of scale of the galaxy itself.
The whole purpose behind the planet scanning aspect in ME2 is to replace the planet exploration mechanic via the Mako in ME1 as well as acquire and accumulate resources for weapon and equipment modification. I think they should have stuck with the original idea of simply finding and/or purchasing your weapon and equipment via enemy loot drops and in-game merchants and stores like in ME1. They should have invested time in redesigning and updating the inventory system instead of the boring, repetative and silly planet scanning mechanic.
The funny thing is they also had the same resources that you scan planets for aboard the Normandy readily available in numerous spots throughout the entire game, side-quests and story-quests alike. The better decision would have been to keep the random resource drops that pop up during the regular quests and simply reduce the cost or amount of resources it takes to upgrade your items. Then re-work the environments to make it easier for the Mako to drive in i.e., less sharp inclines and rocks and flatter, smoother surfaces and improve the driving mechanics of the Mako itself so it's easier to handle and drive.
Like a lot of the RPG elements in Mass Effect 2 exploration was very "dumbed down" in favor of a more streamlined easy to use system.
I totally agree. Due to an immense backlog, I've only just gotten around to playing ME2. Loving it so far, although the planet scanning has to be the most annyoning gaming element I have EVER encountered. I'm not that far in, just finished recruiting my team and will head down to save(?) Ashley, but I'm already dreading each time I have to do the scanning. It's so freaking tedious, and it totally kills the momentum of the story. Like you stated above, I also much preferred the Mako driving. Although it felt a bit empty, at least it gave you some interesting planets to explore, and it certainly contributed to flesh out the universe and helping it come alive. By taking that exploration part out and putting in a dumbed down inventory/upgrade system, ME2 certainly feels more episodic to me than ME1 did. The combat is good though, and the characters/story seem strong so far. Hopefully my thorough scanning in the beginning will allow me to skip scanning altogether towards the end so that I can start to focus on the actually great parts the game has to offer.
The Scarecrow segmens in Batman: Arkham Assylum. They're fine at first, with Batsy hallucinating strange things like his parent's copses, or Jim Gordon's death. But then there are these stealth/platforming sections right after... uch...
It is a nightmare on PC, because for some reason W is not always forward, sometimes it is left and then sometimes S is forward, it was all so bloody confusing, also the end boss battle arena thing was nearly impossible with PC, I stumbled through it only because I was lucky.
In Fallout 3 and NV you can't put more than 1 mapmarker on the map and without those remembering all those points of interest and things you want/need to unlock or hack is fucking impossible. It is less of a problem in NV because the game won't allow you to go everywhere and restricts your movement with terrain and unkillable baddies, so by the time you can go anywhere you can also pretty much hack and lockpick everything, but in FO3 it's really an issue because in 3 you can go almost anywhere you want right in the beginning and you will discover things you can't unlock or hack really early in the game and I had to write things down in my notebook so I would remember where everything I wanted to get back to was located.
Well, in the PAL version and the Team ICO collection version of ICO, there was this one area which contained some kind of... piston? I'm not sure what it was. But anyway, when you activated it, you had to stand on it and wait for the exact right moment to jump so it propels you upward to the next ledge. I still haven't really figured out the timing on that thing.
After that, you had to jump on top of a water wheel and then hop off of it to grab onto a ledge that brings you to the switch that shuts off the water flow preventing you from proceeding to the next area. The time between getting on the thing and jumping to the ledge was really short. You have to either be really good or really lucky to get that jump on your first try.
I guess I wouldn't say they were "terrible" design choices. But apparently, they were annoying enough to the point in which they were both taken out of the North American version in favor of a pole you had to shimmy across and a ladder respectively.
They were not taken out. Unfortunately, the North American version was rushed for a much earlier release. The game was really incomplete, without some extras like the readable subtitles and the alternative ending. Fumito Ueda and Kenji Kaido talked about that in a interview.
I'm gonna go with the Fade in Dragon Age: Origins. I get that they wanted to change things up a bit, but good god, did they make a bad decision with that place. It was excruciatingly boring and time consuming. In my opinion, dangling a carrot in front of us with a few permanent stat bonuses and maybe some character development are simply not worth the giant amount of back tracking.
I didn't like the Fade on my first play through. I absolutely hated it on the second.
I'd have to agree with most of this. Though I did enjoy my first runthrough of the Fade, because it was so different and weird and I had to puzzle my way through it to save Alistair (and some other guys I suppose). But the second time I just got the arse with it. And because I have it on PS3, I can't use the skip Fade mod. But I do go through with a walkthrough now, just to get it over and done with faster. On the other hand, I'm one of those twisted individuals who absolutely adores the Deep Roads, so work that one out...
I'd also cite the Draw mechanic of Final Fantasy VIII for being the most mindbogglingly tedious thing known to man. And the sixaxis arrow controls bits of Heavenly Sword caused me to invent new swear words.
A very elaborate meter that if you don't get something valuable for a few runs your chances are increased each time. It is a possible solution, but might be impractical. Token systems solve it, but have a few set backs. Large amount of loot at once rather than just a few pieces. It's a complex question.
Token system mixed with a little RNG would be fine. Anything you could get via the tokens associated with whatever dungeon/raid/etc. you were running would have a small chance to drop in said dungeon/raid/etc.
Mass Effect 2 Thermal Clips. Who in their fucking mind would retro fit a 5000 round magazine of solid metal and heatsink with a thermal heatsink that limits the number of times you can fire your weapon to that of conventional weapons?! No one! I played the game on the hardest difficulty and loved it! The only issue was... I always fucking ran out of ammo in the first minutes of combat. I will take the damage to fire rate to heat dissipation ratio of ME1 any day over what ME2 offered.
They did explain it though. They say that the overheating caused the guns to jam and become more unreliable. They also prevented soldiers using their weapons for constant supression, such as trying to keep an enemy in one plave while the rest of the squad flanks the target. That was the in-game universe explanation was for it. If you didn't like the mechanic, that's fine, but always remember to look at the codex pages/environmental hints etc that are in-game(this applies to any game) before outright saying the addition makes no sense universe wise.
To some degree you could also assume that Earth still occaisionally uses weapons which require clips of ammunition. But this is just an assumption so I can see where the unease comes from Shepard immeidietly knowing how to use the weapons after just waking up.
Persuasion minigame in Oblivion was utter bullshit. Who thought it was a good idea, burn.
Also some of those later armors looked idiotic. The same applies to armors in WoW for example (There are good pieces there, but all high level stuff looks silly).
Insta fail sneak missions in FPS are not good too- The only one I thought was good was Chernobyl from CoD MW.
Perhaps I'm just senile, but up until about tier 6 epic armor WoW featured some generally class appropriate often impressive armor. Nowadays they seem to have fired the creative art department and just put the same boring dross on everyone.
Insta-fail sneak missions/games. This is a fine line to walk, as I can think of 3 scenarios.
1. Insta-fail (restart from checkpoint/mission)
2. Nearly impossible odds if fail
3. Balanced combat if [sneak] fail
Options 1 and 2 are nearly the same; in games like Metal Gear Solid (1) or Velvet Assassin if you get seen your odds of getting away without dumping a ton of medkits, let alone surviving, are slim. Often times getting seen and then trying to fight your way out just ends up taking more time, because you'll die anyway and have to restart rather than just restarting immediately. This is frustrating.
Option 3 is akin to Dishonored. If fighting is just as easy, nay, easier than sneaking; why bother? Why not just go through each level guns blazing?
X-Com "Hey guys you know what would require more skill on harder difficulty? Giving AI statistical advantage over player by increasing hit chance by double on AI and reducing on his after all getting lucky in %25 shot is skilled right? Oh and lets make sure the statistics are completely wrong so you miss %98 shot 3 times in 40 shots and make it %5 hit for %25 and lets make all the others completely random"
oh and enemies that start taking cover when you see them so you can't ambush them.
Fallout 3: "Lets make this huge epic map with awesome gameplay and just a handful of sidequests so players won't feel like they have to explore" thank obsidian that they fixed that in fallout NV but failed at map dept imo after all desert doesn't feel post apocalyptic like a city and vegas is a city right? couldn't they used some city textures around to make it feel like old sin city?
Endless space: "Hey we got this interesting combat system with 3 weapons and 3 defences and 3 different accuracy levels depending onrange but you know what would be nice? Lets make missiles so slow it will take whole battle for them to reach and kinetics to be as accurate as blind man using MG 42 to snipe a guy in another town that is balanced right? Oh and travelling can be done only on imaginary rails between systems that will make space vast and allow for such array of strategic manuvering. "
RPG's "Hey we designed this boss and we gave him an ability which 1 shots random person if they happened to be not playing a tanky class oh and since its random anyone can get hit by too so player cant strategise, that will show those pesky mages!"
Darksiders 2: "You play death and %70 of the game are jumping puzzles because thats what you would want to do with a horseman of apocalypse right? Solve puzzles by jumping!"
Civ 5: "Ottoman jannisary for teh winz! %100 heal when killz and extra attack ,YOLO *procedes to code constantly repeating music"
Spec Ops the line: "Highlight of the game are the hell that characters go through and its made in way that player will feel guilty but in order to do that we made sure characters make all the dumb choices so player will face the consequences of a actions of a delusional mental patient without a choice that will make it immersive, right?"
GTA 4: Niko, its your cousin ... F*** Off and take your heavy accent with you.
Galactic civ 2: Lets make this awesome 4X game which is more detailed than a electron microscopic view and lets make sure player can't do anything but watch during combat a little card game would be nice *cough* endless space *cough*
Dark souls PC version: "PC? Whats that, who uses it anyway... ehm you use it with controller right, yea i think so lets not translate any controls to pc language and lets make it unplayable with keyboard" Game is good, design choices are covered by solid gameplay but when you can't play it, it fails really hard.
But you don't have to? You get a message asking if you wanna replay the mission, then you get ported to a reasonable position/starting position of the mission.
OT: Gonna go with the fade, I hate that part of DA:O, nearly ruined a otherwise excellent game.
- Sometimes you can fire through what appears to be three solid walls.
- I hit more with 45% chance to hit than any other percentage ever.
- Enemies can move on their turn, but if you haven't seen them on the battlefield yet that mission, they then go into the "discover" animation and get a free turn to move again. Which screws up tactics.
- The inability to pause during enemy turns is idiotic.
The Walking Dead Episode 3:
Carly/Doug will always be shot by Lilly, no matter what you say to her. Even if you lie and claim you were the one stealing supplies.
Halo 4:
- The Promethean enemies are not enjoyable in the slightest to fight. Seriously, they feel like a complete chore.
- The Forerunner weapons are uninspired. They are the same as Human/Covenant weapons with slightly different stats, no new types.
Mass Effect 2/3:
- Thermal clips do not make sense. They are universal so can work on all weapons, yet you don't have a specific amount available overall, it limits you per weapon. There is no logical reason for it.
- The nightmare sections in Mass Effect 3 are the second worse thing in the series after the ending.
- Kai Leng is the third worse thing.
Perhaps I'm just senile, but up until about tier 6 epic armor WoW featured some generally class appropriate often impressive armor. Nowadays they seem to have fired the creative art department and just put the same boring dross on everyone.
Insta-fail sneak missions/games. This is a fine line to walk, as I can think of 3 scenarios.
1. Insta-fail (restart from checkpoint/mission)
2. Nearly impossible odds if fail
3. Balanced combat if [sneak] fail
Options 1 and 2 are nearly the same; in games like Metal Gear Solid (1) or Velvet Assassin if you get seen your odds of getting away without dumping a ton of medkits, let alone surviving, are slim. Often times getting seen and then trying to fight your way out just ends up taking more time, because you'll die anyway and have to restart rather than just restarting immediately. This is frustrating.
Option 3 is akin to Dishonored. If fighting is just as easy, nay, easier than sneaking; why bother? Why not just go through each level guns blazing?
I can think of 4th one. Make it so that you have plenty of abilities/moves/gadgets/whatever that will make escaping easier than fighting enemies head on. Thief 1&2 did this good, fighting was hard but doable, yet often it was easier to run away from the enemies then douse the lights with water arrows and hide in dark corner. Splinter Cell Conviction has this too- you can see where your last known position is, so you can adjust your tactics accordingly (this last one is a bit far fetched, since Conviction is more of an action game than stealth, but you get the idea). Batman Arkham series has similiar mechanics, where if you screw up, you don't fail instantly.
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