this post was submitted on 10 Jun 2023
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Gaming
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Any sort of intense micromanagement of units, resources, etc. I've got like 16kb RAM in my brain. I can barely remember what I ate today lol.
Also, invisible walls that make absolutely no sense. Maybe just all invisible walls, really.
Having played a bit of Zelda recently, micromanaging weapons. Oh, I've got this metal broad sword and I've used it to to stab an unarmored fleshy bad guy and oh it's broken after three stabs.
I get that weapon degradation is a real thing that happens, as they become blunt or potentially fragile, but Zelda BOTW and TOTK take it way too far to the point of it being a real chore. I thought they'd fix it after all the BOTW complaints but TOTK is just as bad.
Honestly, I think thats just a love it or hate it thing that I can totally see why it isnt for everyone and I dont blame you, but I personally love it and would hate to see it reduced/taken away. Once I leaned into it it really encourages me to explore and I enjoy the new fuse system enough that I like when a weapon breaks because Im excited to make a new one
I'm actually getting impatient when a weapon lasts too long, because I want it to break already so I can use something new and interesting without feeling like I'm wasting it. :P
I think part of it is having enough weapon slots that I'm choosing different weapons in different contexts, and so they all subjectively feel like they're lasting longer than they did at the start of the game (even accounting for regular vs sturdy weapons).
Also making more use of shield fusions lately, and consumables on arrows, which again results in using the weapons less.
I keep kinda wishing I could fuse things to my bows though lol, even though I can use so many different consumables with the arrows already.
Yeah! I just learned that fusing elemental items to shields adds elemental shockwaves when you block, and it really made me think more about my shield fusions
You've made me suddenly realize how rare invisible walls have gotten in my gaming life.
The closest I've come recently are "barriers" that are clearly just, like, a small pile of trash that could be easily walked over, but even that is rarer than it used to be.
I like some micromanagement. If it's tinkering with gear or stats then I'm down. Working out how to squeeze out that little extra bit of damage or efficiency is great. However, if you have to actively micromanage units or resources during combat, then its a pass for me. I feel like micromanagement should be an addendum to the core gameplay loop, not it's focus.
I really like the early access game Against the Storm, because it's got micromanagement, but it's also a bit of a roguelike so that no one run ever gets big enough to get too bogged down. It's got the feel of the fun early part of a Civ game, but almost all the time, and with fun variations.