this post was submitted on 10 Jun 2023
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The other thread about favorite mechanics is great, so let's also do the opposite: what are some of your most hated mechanics?

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[–] setsneedtofeed@beehaw.org 6 points 1 year ago

I've never been a fan of character weapon skill being tied to the bullet not hitting where the player is aiming in first person RPGs and immersive sims. Think something like Fallout 3, where a shot with a sniper rifle can be perfectly lined up, but the bullet might veer off randomly.

I do understand and appreciate character weapon skills being tied to certain weapons being more viable, but there are many other ways to impliment it that don't feel as arbitrary. Tying character skill to greater reticle swap, longer time to aim down sights, longer reload times, more likely to jam or jams taking longer to clear. It accomplishes the same goal of rewarding putting points into the skill and making players feel like they are progressing, but without creating the instant frustration of missing a clearly lined up shot.


On that note, actively degrading weapons are not something I think has ever been a good idea. It's neither fun, nor is the rate of degradation ever realistic. If the goal is to make player cautious, then limiting ammunition and the availability of good weapons is a much better idea. I have no problem with weapons in different conditions existing in a game, for example: Pristine rifle, good rifle, rusty rifle, etc. That's fine, but a good rifle should never degrade into a rusty rifle in the hands of the player.


Areas of open worlds dynamically level scaling to match players is another gripe I have. Once a player notices it, it takes away the feeling of progress from leveling up. In some cases, smarter players in games have found certain areas easier to beat with low level characters. It creates a bad kind of meta-game. I much prefer worlds where every area is built with a certain player level in mind. Honestly, overleveling in RPGs and going to wreck starting bandit camps is a joy that shouldn't be taken away.

[–] s12@sopuli.xyz 6 points 1 year ago

Perhaps forced online with no way to self host.

[–] Soccera@aussie.zone 6 points 1 year ago (1 children)

The bit in a certain DOS game where a demon respawns lower level demons... If you know, you know.

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[–] julianh@lemm.ee 6 points 1 year ago

Quest systems, especially in linear games. All is does is clog up the UI, and if you need to constantly tell me what to do and where to go, is your game really designed that well?

[–] chalkman@sh.itjust.works 6 points 1 year ago (2 children)

I think forced stealth mechanics in games not designed for them are my pet peeve. Looking at you Witcher 2.

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[–] Gigg44@feddit.de 6 points 1 year ago

Crafting with survival elements, one button stealth attacks, random loot with stats in story games.

Not a gameplay mechanic but constant fucking talking mains and npcs

[–] gingerrich@beehaw.org 5 points 1 year ago (2 children)

I honestly do not like the RPG mechanic of levelling up/buying skills, especially in FPS games. I'd rather have a Half Life experience over levelling.

I'm also not a fan of side quests. I find it breaks the immersion when you're character is on some crazy, world saving overall quest but sure, I can spend time to find that random thing for you.

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[–] FartsWithAnAccent@lemmy.world 5 points 1 year ago

Escort missions and weapons breaking without a reasonably easy way to get/make more (glaring at you, Dead Island...)

I really don't like random bullet spread. Especially when it becomes more random if your character is moving.

[–] TheYang@lemmy.ml 5 points 1 year ago (1 children)

Currently?
Having cool abilities tied to NPC companions.

And I'm pretty sure (nearly?) everyone knows why and what I'm talking about.

[–] TheAgeOfSuperboredom@lemmy.ca 5 points 1 year ago (2 children)

TOTK? The number of times I've lost items because the bird decided to gust instead of Link picking it up, but then having to search around for someone when you actually do want to activate a power.

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[–] neosheo@beehaw.org 5 points 1 year ago (1 children)

Crafting. I don't want to have to remember the recipe to stuff, then find out where it is, then keep going back to make it again

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[–] zerkrazus@kbin.social 5 points 1 year ago

Anything that encourages toxicity and trolling behavior, though I suppose in some ways that's unavoidable and is the nature of anonymity/pseudo-anonymity that online gaming offers.

[–] phuntis@lemmy.world 5 points 1 year ago (4 children)

crafting dear god I hate crafting if I ever find the person that introduced crafting into the triple a formula...

[–] Monkeyhog@lemmy.world 4 points 1 year ago

I enjoy crafting if its a core game component, like in a survival game. But having to craft in order to upgrade your gear in Assassin's Creed was just tedious.

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[–] _ed@sopuli.xyz 5 points 1 year ago

QuickTime events. I started replaying RE4 original. Did not miss them.

[–] AceLucario@lemmy.ml 5 points 1 year ago

Someone already sort of mentioned this, but I don't usually like crafting and building stuff. So games like minecraft and animal crossing new horizons are out. For the latter, greatly prefer new leaf.

[–] Waker 5 points 1 year ago

Controversial opinion but I mostly hate crafting. I feel like it's a huge time sink just to make you waste time in the game. It's not content at all just mindless farming for no real reason.

There are games where the whole game revolves around it so you couldn't really remove it from those games. Minecraft is an example.

But I feel like every single game now has some kind of crafting mechanics. Mainly the F2P to get some kind of weird limitation that will either take you half a lifetime to accomplish or $5...

[–] HalJor@beehaw.org 4 points 1 year ago (1 children)

Story, specifically cutscenes, especially if they're unskippable. Everything I need to know should simply be presented in the HUD or in the menu/options/inventory/etc. It's fine that there /is/ a story but at least give me the option of skipping it entirely and playing the actual game.

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[–] mtizim@beehaw.org 4 points 1 year ago (4 children)

3D 3rd person platforming. Any flavour of it. It consistently either sucks (souls games) or is just plain boring (the uncharted series). I'm sure there are some games where it's done reasonably well (probably some sonic or mario game), but I've never seen that.

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[–] mavka@lemmy.world 4 points 1 year ago

Repeateable procedural quests. I feel like [this](https://youtu.be/5C3mvRm0aOY https://youtu.be/5C3mvRm0aOY) explains it all.

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