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Things that will never work out but devs are pushing them still.

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
shotguns on my one hand that were not shit

Doom
Ultimate Doom
Doom 2
Master Levels for Doom 2
Final Doom
Blood

That's two hands already, assuming you're not a mutant :troll:

Still twenty-six games short of forcing me to use my second hand. :smug:
 

AlexOfSpades

Arcane
Joined
Aug 19, 2013
Messages
494
Why not add a bayonet? The axe blade will just make the gun tip-heavy and thus, unwieldy. Also, using the gun as an axe handle is going to break it pretty quickly.

Oh right Rule of Cool nevermind
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,015
Flashlights.

Bonus points if the game is set in the future and the flashlight gives less light than this fucking LED power indicator on my speakers.
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,264
hm. Poison damage is rarely any good but it's always presented as equal to lightning and fire. Poison should be something special.
 
Unwanted

jcd

Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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
 
Last edited:

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,858
hm. Poison damage is rarely any good but it's always presented as equal to lightning and fire. Poison should be something special.

Good point. Few games though did change it to acid to make it instant.

Imo poison should just work like disease more or less. I mean super potent poison could kill but imo it is far more interesting to have poison that would make for example your part of body completely limp. So if you would get stung in right hand you would drop your gun. Then you would need to pick it up and use left hand.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,858
random bonus effects in diablolike hack&slash games

"7% chance to convert 3% of damage dealt to hp"

"5% chance to restore 11 mana on hit" (average character has 700 mana)

"2% increase in found gold"

what's even the point

attack speed

For character like barbarian does like 2 attacks for second those are useless. BUT
If you hava zeal pala with buffed attack speed suddenly you have someone who attacks like minigun. Suddenly those 2 out o 100 isn't something unreachable and becomes part of you standard attack.

Let's take for example case: 10% to curse someone on hit (and it only applies to one mob you hit. [no AOE])

For barbarian it would take like 5 seconds to have a solid chance to put that curse on enemy. For standard mobs would be useless but for bosses it would be worthy depending on what curse does and how much hits it take to kill boss.

For zeal pala that would mean more or less always curse on hit because he would hit 15-20 times a second.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,858
To add to point above. I think that too fast attack speed is imo problem in itself and those 2% are because of inherent problem with attack speed increase.

I mean it would be interesting to have weapon with 70% chance to shoot powerful lightning bolt but if you would have something like that in game with zeal pala it would be totally broken item as pala would just spam lightning everywhere.

To tackle on this problem you would need to have either attack speed cap that is based on diminishing returns or set item in such way that lighting only would work if attack speed is below some range (as it would take to little time to accumulate charge).
 

Unkillable Cat

LEST WE FORGET
Patron
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May 13, 2009
Messages
27,207
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
Gameplay that revolves around unlockables. Examples include Race the Sun, LĂĽftrausers, FTL and Tower of Guns. You know, where you start with jackshit equipment and have to beat in-game "achievements" to unlock upgrades and game modes. It's the biggest case of "artificial restraint" that I've ever seen. It's only there to pad gameplay, and it's one of the suckiest ways to do so.

On a related note, not having all content available in a single playthrough. If I have to play New Game+ just to get to play the last chapter or get the true ending, that game has lost me. Especially considering that many games aren't worth more than a single playthrough, padding the game with crap like this ain't gonna work. I'm not talking about "choice and consequence"-based content, where the content is available but you have to choose which part of it you want. That's a more organic approach to encourage game replay.

Damned Registrations mentioned "developers trying to prevent gamers gaming their games". This is a great point because once a developer releases a game it is out of his hands HOW others play the game. Imposing artificial restraints to try to herd gamers through the game is not just lazy, it's rude. A good example from Alien: Isolation is to FORCE the player to "see" a passcode at its source before it can be used...even though the passcode is ALWAYS the same, the source is ALWAYS a computer and ALL COMPUTER LOGS are saved automatically for all time once they've been discovered. It's a reaction to "the code is always the same, but we want players to go through the motions of finding the code" that DOESN'T involve the obvious solution: Random codes. UUW2 (1993) had several passwords that were randomized for each playthrough, clearly the coding marvels of 20+ years ago have been lost to the mists of time or somesuch. Or maybe CA (just to name an example) just fucking suck at their jobs.

Along these lines, invisible walls. "Oh look, I can shapeshift into a parrot and fly across the gap to *thud* "Nope. You're not supposed to go there yet, so you don't get to go there." says the developer, because Reasons. Richard Garriott knew how much this sucked, which is why several Ultima games can not only be broken, but broken in hilarious ways (See: Doug the Eagle's website, especially "Ocean Travel Without A Boat")

QTEs have been mentioned. Just...stahp.

I don't mind (lock-picking) minigames as long as they're worth a damn, which is not always the case. I get the feeling that the best-case scenario would be to have the mini-game start easy at first then get a little harder, then get easier towards the endgame because by the time you're going through the final act of the game you don't really want to waste a minute on a stupid mini-game to get past an insignificant obstacle. It could be written off as "the player gains an automated lockpicker that does the job for him in 10% of the time". Or maybe the game protagonist gets really good at kicking down doors.

There are other "de facto" standards of modern game design that bother me, but I can't think of them right now.
 
Last edited:

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,264
To add to point above. I think that too fast attack speed is imo problem in itself and those 2% are because of inherent problem with attack speed increase.

I mean it would be interesting to have weapon with 70% chance to shoot powerful lightning bolt but if you would have something like that in game with zeal pala it would be totally broken item as pala would just spam lightning everywhere.

To tackle on this problem you would need to have either attack speed cap that is based on diminishing returns or set item in such way that lighting only would work if attack speed is below some range (as it would take to little time to accumulate charge).
which would also be fucking boring and annoying and would feel ineffective and frustrating (just like Diablo for me)
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,858
To add to point above. I think that too fast attack speed is imo problem in itself and those 2% are because of inherent problem with attack speed increase.

I mean it would be interesting to have weapon with 70% chance to shoot powerful lightning bolt but if you would have something like that in game with zeal pala it would be totally broken item as pala would just spam lightning everywhere.

To tackle on this problem you would need to have either attack speed cap that is based on diminishing returns or set item in such way that lighting only would work if attack speed is below some range (as it would take to little time to accumulate charge).
which would also be fucking boring and annoying and would feel ineffective and frustrating (just like Diablo for me)

Actually what i propsed would increase fun from that said item for most classes. Because it would be usable only by classes that have slow or very slow attack rate.

With this you could pump into that item better GFX and good damage and this item would be awesome.
 

Jick Magger

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PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
'Interactive' cutscenes which amount to you just following an NPC from point A to point B as you both talk about stuff. Not that exclusively, but those ones where you're forced into walking only, and your character moves at a faster speed than the NPC, forcing you to stop constantly to wait for them to catch up. A recent example of that would also be in Alien: Isolation, where one of the most pivotal scenes in the game...

the flashback to the derelict

Was ruined for me because they decided to put the player at the back of a line of 3 other NPC's in a hallway only wide enough for one person, and you walk much faster than them, meaning you'll be spending an entire segment either stopping for seconds at a time so you get a decent amount of distance between you, or you just constantly rub yourself against the backside of your buddy in front of you.
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
Hah, in the second half of that segment I sped ahead and completely lost them, so I "broke" the scene in a way that while I was inside and seeing all the stuff, the rest of the team was, at best, at the entrance yet commenting on everything they didn't see.
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,264
I think most of the replies here are kinda not what you asked for. It's mostly just "retarded stuff I hate and devs keep pushing because people keep slurping it up"
As long as we go by that definition, I want to see the death of the fucking key prompts for people who are too retarded to remember they have a USE button.
 

Ebonsword

Arcane
Joined
Mar 7, 2008
Messages
2,339
Flashlights.

Er, what? Some games have used flashlights to great effect (see Silent Hill 2).


Now, what can be annoying is when you're playing a game where you're a highly-trained soldier/mercenary/policeman/secret agent, yet you don't have a flashlight attachment for any of your weapons.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,541
Resource heavy 3d graphics that are usually not even that good looking for strategy games that do not use the 3d in any way that is meaningful to the gameplay. That shit is ridiculous, even some shoestring budget independent games are doing this now, with even worse results.
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
Things that will never work out but devs are pushing them still.

Level scaling.

180px-OB-npc-Argonian_Chieftain_M2.jpg
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,015
[Er, what? Some games have used flashlights to great effect (see Silent Hill 2).
You mean making the game "HURR SCARY" by having a flashlight that has 10 seconds of battery life? Or maybe like Doom 3?

Flashlights in video games
- have around 5 meters range
- run out of batteries in 5-30 seconds (depending if they are rechargeable or not)or not)
- give fuck all light because game engines don't support light being reflected off the lit surfaces

If you have a phone with camera flash you can use that as a light and it will be 10 times as effective AND it will work longer. Like I said, this is especially ridiculous when the game is set in a setting that has advanced technology.
 

Perkel

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Actually his Silent Hill2 example is very good. Flashlight in SH2 only once runs out of power (which is corrected in like 15 seconds and it is one of those good Ahaaaa! moments), always give you good amount of light and never works like artificial "scary moments" thing. Flashlight in SH is your best friend and you can switch it off making monsters less crazy about killing you.

Still like in case of shotguns instead of creating proper flashlight they create some shit that is useless for most games.
 

agentorange

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rpghq (cant read codex pms cuz of fag 2fa)
Codex 2012
QTEs obviously.

Mostly in regards to RPGs: building the game in such a way that the player will see everything in a single play-through. All games now days just feel like checklists; bite sized fragments of a game linked together by cinematic events.

Parkour.

 

Lemming42

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The Satellite Of Love
Cover systems. The only good use of a cover system I've ever seen is in Red Orchestra 2. 99% of cover systems seem to exist just to look cool so you can watch your character roll around dodging bullets like he's hot shit. I preferred it back when taking cover involved pressing crouch or standing behind a wall.
 

himmy

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Oct 13, 2012
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New Europe
Time Travel. Everytime dev wants to use it in plot, it usually means that plot is so weak that it needs time travel to connect dots.
Even when time travel is logically explained and actually has some interesting things to it, it never adds anything better than if dev would simply wrote better story without it.

8NYJgey.jpg
 

Perkel

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Mar 28, 2014
Messages
15,858
Sometimes i wonder if RPGcodex is full of retards or full of trolls or trolls that are retards.
One case of good implementation doesn't mean jack shit when 99,8% rest of games take those features and make them shit.

It's like a fucking zombies currently. Everyone is doing them and most of those games are shit but every once a while there will be some faggot that will say BUT BUT BUT THERE WAS AMAZING BOOK ABOUT ZOMBIES WORLD WAR Z !!! therefore all zombie shit in games is justified.

Or QTEs. God of War did them in really good way (aside from those annoying doors and chests), therefore now game devs think they should have QTE because they are cooool. Now they are fucking not cool when you make QTE from brutal finishers into game of hold a button to mop the floor.

================

BACK ON TOPIC FUCKERS

MINIGAMES. This is almost thread worthy.

Like in QTE case devs take it as completely different thing that it should be. Back in old days minigames were ACTUAL minigames. No i don't shit you, they were like actual mini games. They were mostly optional and build from start up to be FUN. They were entirely optional because they worked as sidekick for gameplay. Sort of a breather from normal gameplay if player wanted it. So if you wanted you could spend some time playing them and maybe in some cases getting some better loot and interesting stuff.

Now what devs do today with this concept ?

THEY FUCKING DO IT WRONG.

First they make it not optional. They make it literally part of what you need to do in game.
Secondly use "minigames" as filler. Want to open door ? Here is lockpick minigame. It's fucking easy for anyone even your dog but you need to spend xx seconds to do it.
They are not fun. Because of a) they are filler b) not optional and finally c) as non-optional things to do, there is no goal so there is no reward.

Instead of minigames they should be called boring time fillers.

So if you are dev, reading it and you think, that creating hacking minigame for your game, that will not be optional, is a good thing... then you are a faggot and you should fucking die.

You know what you should do instead ? Do fucking kayboard stuff and password like in fucking Deus Ex or fucking Multitool again like in Deus Ex because shit supposed to be done instead of fucking around playing jackstraws for braindead.
 

ironyuri

Guest
Perkel said:
Things that will never work out but devs are still pushing them.



RTwP in RPGs.

:bunkertime:
 

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