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10-20-18 03:17:15 PM
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Jul - Gaming - Annoying things in games
  
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Xkeeper
Posts: 23358/23358
The problem with Sun and Moon is that the tutorials never end

Having the animation play during the text printing would help a bit (unless you sped through the text so the animation is still going, but why not just cancel it too?)... but they could always change it to "(Pokémon) is confused, and hurt itself!" / "...but managed to use (move)!"

Though for effects like that you could just have a persistent icon over the 'mon so you don't have to play it every turn, too.

The other problem is just how slow everything is, but that's not anything new.


Box shuffling

Here's a hot take: in the age of cellular networks, dream worlds, and automagical encyclopedias (that you seem to always need to fill by yourself), let people deposit and switch Pokemon almost anywhere. Hell, tie it into recovery; for every X seconds, mons in boxes recover a point or two of HP, and every so often get back a point of PP as well. Of course, going to and using an actual Center would instantly heal everything.

You could even justify making switching not work in caves — your communicator can't reach the outside world to receive data or send requests, but it can keep a queue of new 'mons to send once it receives a signal. Can even have little repeaters or rest areas in caves that allow you to do it within a small area, sort of like the recovery section in Red/Blue's Pokémon Tower.

Being able to swap at-will would certainly make it easier to keep things even, and keep a well-balanced team.
BatElite
Posts: 175/179
Originally posted by Rena
...

Pokemon makes you go back to the center and deposit a mon to make room for a gift mon, instead of just sending it to the PC like a wild catch. (Incidentally, gen 1 didn't have this problem!) Newer ones let you choose who to send away from your party, but not when retrieving from the daycare. (At least there's a PC right there, but still, why?)


Pokémon I've found to be pretty terrible for how much needless baggage it carries from its earlier days. Most notably in the dialog during battle. I haven't played Sun/Moon to a serious degree (I might have gotten my starter and stopped?) so maybe these have been addressed but...

There's no reason that something like confusion should take a textbox stating the mon is confused, an animation of said status effect, a textbox with the outcome and then actually making a move/hurting themselves. Hell, it'd be a step forward if they had the respective animations occur with the text. This goes for sleep and possibly other status effects too. The text is even the same AFAIK across generations.

Same goes for the beginning tutorial stuff: Find the prof get attacked by a level 2 caterpillar or whatever. Save them. Get a potion from a shopkeeper. Have to sit through the same ball catching thing.

Forced tutorials are also annoying.
Rena
Posts: 5253/5257
Lately I've been a bit annoyed at the ragdolling in Breath of the Wild. Like, it's neat, but it's also annoying to tumble for so damn long after getting hit. Especially if you tumble off a cliff.

Also minor gripe, but applies to many games: getting another item when your inventory is full. BotW does this alright (tells you what the item is), but you can't compare it to your current items without taking it.

Some older games are much worse, like Final Fantasy 1 not even telling you what the item is (and having separate inventories for different item types).

Earthbound tells you the item, but if you pick an item up after battle such as a cookie, your only options are to discard it or toss something else to make room, and you can't pick up what you discarded. Why can't I just read eat the cookie (or something else to make room) right there? (autocorrect pls)

Pokemon makes you go back to the center and deposit a mon to make room for a gift mon, instead of just sending it to the PC like a wild catch. (Incidentally, gen 1 didn't have this problem!) Newer ones let you choose who to send away from your party, but not when retrieving from the daycare. (At least there's a PC right there, but still, why?)
Toshi
Posts: 16/20
i hate games which combat only works if you have the enemy aimed at

now it isn't a big problem, but only if the autoaim mechanic is poorly done

dead heat breakers is a game i recently played that suffers from this. at the near end of every round, you're suppose to "race" the enemies and try crashing into them to break into them.

the issue is that you have to wait until the game thinks you're about to hit them. if you go to fast into them, you get hit and lose all momentum and they just speed ahead of you. this is even worse if the track has ramps which you fly off since the game loses track of what you're aiming at so you gotta do that stuff all over again.

and you're on a strict time limit so
Xenesis
Posts: 2518/2537
As weird as it sounds, I think time gating is why I don't like a lot of SMW hacks, because you spend so much time waiting for P-Switch things to happen.
Narumi
Posts: 130/145
Time gating was a huge problem, and it's mostly why I recently decided to walk away from the MMO genre for now. World of Warcraft has gotten pretty bad with time gating lately.
Pandaren
Posts: 3175/3182
Hoo boy, this is an MMO problem, but time gating.

You want to have this new feature in this expansion? Better grind out reputation.

How do you grind out reputation? By doing these quests.

How do you get these quests? By waiting every x amount of hours for them to reset.

It's just stretching content so that they keep you playing and make it seem that there's more content than there actually is.
BatElite
Posts: 159/179
I've resumed going through Legend Of Zelda: Oracle Of Ages and it has a lot of things that annoy me:

-At some point you come across an unfinished bridge with a guy complaining his workers ran off. You can't really do anything but turning back starts the event that ends you up with the character needed to help out.
If you immediately go to the workers that won't do anything, you specifically have to talk to the angry guy again and agree to help at this point. It's a great way to waste a bunch of time.

-At another point you trade your shovel for one of two items stolen from you, swapping back at will so you can use one of the two at a time. You later get things to buy the items back, but at that point the game will make you swap back for the shovel first. It's not a big thing, but it's just overly formal.

-By now I'm on dungeon 6 I think. (Crown dungeon anyway) It took one key to get into the room with the midboss. After that there's a switch block puzzle that requires 2 key in total, one midway through, so I had to get another one. Turns out that two rooms after that puzzle you need yet another key. At that point why not just make a hallway with a bunch of key blocks in? Link's Awakening did that and you could see ahead of time what was going on, here it takes retreading a quarter of the dungeon just to get from the mid-boss warp and through the switch puzzle.

-It's not really an annoyance as much as just an opinion, but being able to make dungeon rooms larger than a screen is probably a significantly important engine development. I was iffy about it, aesthetically, when I first saw it but I figured the game would show its benefits...and I still don't feel like it has. There's almost certainly rooms that only work thanks to it but for the most part I remember a lot of large but empty rooms that might fit a few more enemies in, yet they don't feel more worthwhile. It just tends to make traversing the dungeons take a lot longer.

In short, the game has been testing my patience.
Swingball
Posts: 15/44
You know what annoys me? When the AI gets unlimited stamina while you only get 200 in Urban Champion.
Lunaria
Posts: 5560/5607
Have I told you about pokemon picross? I could get away with saying annoying game rather than annoying things in game, but I want to give a special shoutout to my favourite:

The game offers either a touch screen control set-up or d-pad + buttons, I prefer the latter. But for some inexplicable reason, most menus, level select, and stuff in-game can't be controlled using that scheme. (It gives a prompt to use the touch screen if you try to!) Despite the fact that no menu in the game at all justify being touch controlled in any fucking way. And this is a 3DS title, they should have known better.
Darkhero
Posts: 76/113
Originally posted by Rena
When the devs can't help but shoehorn a gimmick in everywhere. Oh you have a touch screen? Here's a shitty touch-based mechanic stuffed in places it doesn't fit!

*cough* Dawn of Sorrow *cough* I don't think anyone appreciated the sealing mechanic, but it was an early DS game so Konami just had to add it...
Rena
Posts: 5247/5257
MOTHER.

FUCKING.

HEALTH.

ALARMS.

Someday I'm going to find the person who invented those and lock them in a room with one for a few months.



Also:


  • Permanently missable goodies with no hint that they're there.

  • When the devs can't help but shoehorn a gimmick in everywhere. Oh you have a touch screen? Here's a shitty touch-based mechanic stuffed in places it doesn't fit! Looking at you, modern Mario Karts, with practically every track having an underwater section, a flying section, and a forked path in which the road waves up and down.

  • Unskippable cutscenes and slow dialogue.

  • Having to unlock difficulty levels. Especially easier ones, that makes no damn sense.

  • Overly verbose text that you have to see often. "Thou hast done well in defeating the bear! Thy Experience is increased by 12!"

  • Unwinnable battles where it's not clear they're unwinnable. Bonus if you can actually win and the game just breaks.

  • When the game makes a huge deal out of you dying and/or feels like it's mocking you.

  • Devs thinking 30 or even 20 FPS is good enough.

  • Games that don't work properly with some system settings/versions. Like having text get cut off because you have the font size turned up, or be unreadable at lower resolutions, or have important sound cues but no hint that they're there if you have sound off.

  • Input lag. You had one job, Virtual Console guys.

Reverend Crush
Posts: 47/52
Originally posted by Nin★Collin
2. Games with limited or improper gamepad/joystick support.


This is why I don't often buy PC games aside from genres where a joystick/pad makes no sense whatsoever (simulation games, RTS, you know, the stuff that was designed with a keyboard and mouse in mind.) I was too poor for a PC until the late 90's, so my main gaming experience has been with a controller of some sort. 8Bitdo's SN30 Pro has been a godsend since it can be easily configured to run with DInput or XInput, so that clears up the problem with a lot of the games from last generation that only supports 360 controllers. Still, there are games like Hell Yeah! that only allow movement with the left analog stick... which would be fine if it weren't a 2D sidescrolling Metroid-like.

The "joypad" support in Morrowind is horrible. I'd love to play the game, but what they call "joypad enabled" just means that you can control your character and some action commands with a joypad, but you'll still be using the mouse for camera controls and the keyboard for most of the menus. I'm guessing there's a mod to fix this, maybe I'll look into it sometime.
Nin★Collin
Posts: 115/165
Ooh, I got some

1. Games not treating 2,4,6,8 as arrow keys on the numpad while numlock is off. This annoys me to no end.

2. Games with limited or improper gamepad/joystick support. It's really annoying when I want to use one of my controllers and a game only supports PS4/Xbox controllers. Also annoying is when a game has no gamepad support, or an extremely poor calibration system.

3. No Midi support. Man, sometimes I just want to plug in my SC-88 St and listen to the games music through that.
Lunaria
Posts: 5544/5607
Most of the scans you can miss in the prime games are bosses, though there are a few odd ones that are way less clear. They should probably have made your % of scans like, less relevant? There shouldn't have been as much focus put towards scanning everything.
Scooblee
Posts: 6/26
Yeah, I suppose 'oversight' might be a better word ^^;
Xenesis
Posts: 2471/2537
I don't think it was a glitch so much as an oversight and it was altered in every release after NTSC 1.0.
Peardian
Posts: 7362/7421
Originally posted by Scooblee
Originally posted by Peardian
Dumb Ice Shriekbats.


Ah yeah, but a weird thing is that instance is at least due to glitch, iirc. They reappear in other regions' versions of the game, just not the NA ones for whatever reason. Otherwise, I don't recall too many one-time-or-you-miss-it scans in Prime 1, and I'm hardly familiar with 2 or 3 (still need to play those though, oops.)

I'm not sure if it's a glitch or not. I seem to recall the official Player's Guide for the game indicating that there was only one chance to get scan them.

As for other instances, I believe the only scannable blue door is at the very entrance of the Space Pirate Frigate Orpheon. Considering you encounter hundreds of other doors in your journey, it's pretty weird and arbitrary.
Scooblee
Posts: 5/26
Originally posted by Peardian
Dumb Ice Shriekbats.


Ah yeah, but a weird thing is that instance is at least due to glitch, iirc. They reappear in other regions' versions of the game, just not the NA ones for whatever reason. Otherwise, I don't recall too many one-time-or-you-miss-it scans in Prime 1, and I'm hardly familiar with 2 or 3 (still need to play those though, oops.)
Peardian
Posts: 7360/7421
Originally posted by BatElite
On the topic of Metroid: I think a lot of the ones since prime use scanning and I hate that in the DS one (probably others as well, but I haven't played many) there's a bunch of stuff you can scan that you better scan the first time or you'll have a gap forever.

Oh yeah, that kinda stuff is a pain. Dumb Ice Shriekbats.

I like how Paper Mario: The Thousand-Year Door handled the issue, by allowing one-time enemy Tattles to show up in Professor Frankly's trash bin. I'm sure the Metroid developers could have easily allowed for Samus to find some kind of database or something somewhere that gave access to the "missed" vital scans without breaking the immersion of the game world.
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Jul - Gaming - Annoying things in games



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