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Author Topic: Gaming Pet Peeves  (Read 524290 times)

Neonivek

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Re: Gaming Pet Peeves
« Reply #2655 on: November 04, 2015, 10:41:02 pm »

My issue is often Rock Scissor Paper feels really artificial and games rarely try to justify it in anyway other then "Balance" or in other words "Story and gameplay segregation".

Instead of working on giving units advantages and disadvantages that can give counters. Instead enemies just do more.

An example of countering without artificiality in the newer Total War... Spears brace against charges that will massacre charging horses. Yet hit spears from the side, back, or while they are distracted and they will fall like anyone else.

Other games would have just given spearmen this sort of mystical advantage against horses.
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Sergarr

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Re: Gaming Pet Peeves
« Reply #2656 on: November 04, 2015, 11:07:32 pm »

My issue is often Rock Scissor Paper feels really artificial and games rarely try to justify it in anyway other then "Balance" or in other words "Story and gameplay segregation".

Instead of working on giving units advantages and disadvantages that can give counters. Instead enemies just do more.

An example of countering without artificiality in the newer Total War... Spears brace against charges that will massacre charging horses. Yet hit spears from the side, back, or while they are distracted and they will fall like anyone else.

Other games would have just given spearmen this sort of mystical advantage against horses.
Hey, that's exactly the point I've recently made:
Second, in Total War, the "rock-paper-scissors" relies on proper positioning and manoeuvring. Spearmen only counter knights if they form a spear wall in the direction from which the knights come from, ... , and this is why Total War is a strategic game.
Seems like your issue is also my issue.
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Shadowlord

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Re: Gaming Pet Peeves
« Reply #2657 on: November 04, 2015, 11:35:20 pm »

It's bad because it simply changes the winning strategy from one optimal unit to an optimal combination of units. If you remember, the Civ4 system of "units counter units" has led to the so-called "Stacks of Doom" phenomenon, where because the combat system always chose the best defender, the only optimal strategy was to combine all different defensive units in a single stack so that it literally counters everything and then add up enough offensive units there to instantly capture enemy cities. The Civ5 has then, to solve the problem, has introduced positioning-and-manoeuvring as a large part of combat system, which made the combat much more strategic.
I remember the stacks of doom showing up, but I think the primary reason was the removal of a rule that was in Civs prior to 4: When a single unit in a stack was destroyed, every unit in that stack was destroyed, with the exception of stacks at forts and cities. Certainly you would want to stack your units in Civ 4 (unless someone was hitting them with artillery), but you'd have done the same thing if that rule didn't exist in civ 2, since your best attackers and your best defenders would still have been different units (unless you were using mainly cavalry/howitzers, since no defensive units could keep up with them unless they were on railroads).

It's pretty much the same with every other inexplicable/naked RPS system of balance - it doesn't actually create any strategic depth for the game. It adds an illusion of depth, but there isn't any actual depth to it after figuring out the best combination.

In general, any system that makes things easier from balancing perspective should be viewed with suspicion. There is no such thing as free cheese, and here "cheese" is "strategic depth" that you can very much lose due to resorting to "easy" balance methods. And without strategic depth, people ain't gonna keep playing the game for long.

There's a reason why most people stop seriously playing the actual rock-paper-scissors when they get older than, like, 10, despite it being literally perfectly balanced.

I can agree with that.

MoO II was pretty fun even though the AI couldn't really think to counter players' strategies, but asking it to think is a ridiculously high bar. For example, I designed ships that tractor enemy ships, they just have to fly up to a ship, tractor them, and board and capture them. The AI tries to counter it by self-destructing its ships when you close to point-blank range, or by retreating if they're outnumbered IIRC, both of which are self-defeating. A more sensible plan might be to design ships with 360 degree weapon arcs, and have them fly away from your tractor ships while continuing to shoot them. Since they're not carrying a bunch of tractors and troop pods, they'll have more room for weapons in theory, even if making them 360 degree cuts into the space.

I don't really care for when something feels artificial, either, but in some cases being based in some part on an RPS-like system appears to make some sense. In Halo Wars, a Halo RTS for the 360, for example, on the human side, for vehicles you have:
The Warthog (jeep) for scouting, mainly,
Scorpion tanks, which have machine guns and canister shells that make them better than the other vehicles against infantry but also good against vehicles,
Wolverines, which are anti-aircraft vehicles which fire guided missiles (and can be upgraded to be able to use them on units), but are weak to infantry and anti-armor units,
Cobras, which are anti-armor vehicles which fire railguns. They can be locked down to boost their range, and can be upgraded with deflection plating which deploys when they're locked down). They're also good at blowing up buildings, iirc.
And units specific to specific commanders, like an EMP unit for one and a better tank for another.

If I built a combined-arms group of vehicles, I usually built a bunch of cobras, the same number of wolverines, and a few tanks. Tanks were the least useful.

But! The infantry and air units by and large aren't RPS-based. The infantry consists of Spartans (limited in how many can be active at a time, tech upgrades give them better weapons, they can hijack vehicles or drive yours, making them better), flamethrowers (anti-infantry), and marines (upgradable to ODST), which can throw grenades and later fire rockets. In my limited experience, ODST are capable of stomping everything except the Covenant's Scarabs, provided you drop a ton of them on whatever group you want to kill.

The covenant units didn't seem to have many that used RPS mechanics, either (and they have one that wtfpwns everything, if your opponent doesn't kill you before you can build it - but you can fit two in your upgraded pop cap, if you get rid of almost all your other units).
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Bohandas

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Re: Gaming Pet Peeves
« Reply #2658 on: November 05, 2015, 12:52:30 am »

I feel it's unrealistic the way research in 4x ganes seems to occur in a vacuum. (which is to say that one civilization's discoveries don't propagate to other civilizations like one mifht expect. Consider the real world example of the internet; it didn't have to be invented independently multiple times; other countries can't keep it out
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NullForceOmega

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Re: Gaming Pet Peeves
« Reply #2659 on: November 05, 2015, 12:58:11 am »

Why do you assume that separate alien species would have integrated data networks that communicate (or are even capable of communication) outside of their own empires?  Just how much cultural exchange do you think is really going to be happening here?
« Last Edit: November 05, 2015, 01:00:19 am by NullForceOmega »
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Shadowlord

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Re: Gaming Pet Peeves
« Reply #2660 on: November 05, 2015, 02:41:35 am »

Well, other countries can keep it out, if they really want to. North Korean citizens don't have internet access at all. Plus, nobody tried to keep the internet secret.
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Neonivek

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Re: Gaming Pet Peeves
« Reply #2661 on: November 05, 2015, 03:09:23 am »

I feel it's unrealistic the way research in 4x ganes seems to occur in a vacuum. (which is to say that one civilization's discoveries don't propagate to other civilizations like one mifht expect. Consider the real world example of the internet; it didn't have to be invented independently multiple times; other countries can't keep it out

It is kind of one of the reasons why I try to remember interesting takes on research trees.

One of the interesting yet incredibly super annoying one... was one where research always has a "chance" of success and if you fail you can NEVER learn it.

It would certainly be interesting to have a 4x game where research is hands-off and all you can do is influence it.
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Shadowlord

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Re: Gaming Pet Peeves
« Reply #2662 on: November 05, 2015, 04:11:22 am »

SMAC does that by (defaulting to) only allowing you to tell your researchers what category to focus on, but if you study the tech tree and the rules of the system and keep track of what you already researched so you know what's available to research next, you can manipulate your scientists into researching the techs you want them to in the order you want them to, simply by changing the category before you complete researching a tech.
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Krevsin

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Re: Gaming Pet Peeves
« Reply #2663 on: November 05, 2015, 09:47:38 am »

Enemies have gun models that do not appear in your own arsenal

A lot of old FPSes did this. It annoys me.
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Rolan7

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Re: Gaming Pet Peeves
« Reply #2664 on: November 05, 2015, 09:59:33 am »

Also in SMAC and (older?) civs, there were two strong mechanics encouraging technology spread:  Research exchange, and spies.

Exchanging research was a very tasty win-win for you and *one* other faction.  So if you exchanged 1 tech each with 4 other factions, you won a lot more than they did.  I found myself trying to trade away new discoveries, even useful ones, before they had a chance to propogate amongst the AIs, because that way all the benefit was focused on me.

And if I didn't, someone would just steal it anyway.  That was easier to prevent in SMAC and Civs I guess, with spy units having to move on the actual map, but in MOO 1&2 espionage was spammable and happened automagically.  I usually built a few spies in MOO2 just to be aware, but assumed that my techs would get stolen sooner or later.  Another reason to trade them first.

Plus MOO2 had that very neat system where you only got 1 tech per tier in each field (except for creative races).  So you can choose android workers, scientists, or farmers (and if you're *uncreative*, it's random).  There were some early techs like automated factories which were practically essential, but their alternatives were interesting stuff like troop pods for extra marines.  So you had to be creative, or find some silly AI which made the "wrong" choice and trade.

It was one reason Creative wasn't quite as OP as it looked (and it was very expensive too).  AIs were very willing to trade techs to fill the gaps in their own lists.
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Graknorke

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Re: Gaming Pet Peeves
« Reply #2665 on: November 07, 2015, 06:13:49 pm »

I had a go at Metal Gear Rising and... it's really not enjoyable.
Well it's not helped by the fact that I can't run it fullscreen because it tries to force 24fps and causes screen juttering to an unplayable degree if you're using a HDMI connection. Which I am. Seriously is it that hard to pick something like that up in QA?

And then whoever designed the mini/bosses really needs to learn a thing or two about choreographing attacks. Attacks are directional but generally you only see what direction the attack is coming from or even if it's blockable at all when it's already too late to get out of the way.
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Calidovi

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Re: Gaming Pet Peeves
« Reply #2666 on: November 07, 2015, 08:19:12 pm »

I feel it's unrealistic the way research in 4x ganes seems to occur in a vacuum. (which is to say that one civilization's discoveries don't propagate to other civilizations like one mifht expect. Consider the real world example of the internet; it didn't have to be invented independently multiple times; other countries can't keep it out

It happens, but I always feel like 4x games happen in a vacuum anyway. It's a constant power struggle in universe, completely incomparable to what happens in the real world. It's like what happens when a bunch of North Koreas try to inflate their ego in an area the size of Louisiana.
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Arbinire

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Re: Gaming Pet Peeves
« Reply #2667 on: November 09, 2015, 09:58:35 am »

Honestly, just the state of gamers in general these days is a pet peeve of mine.

Every single player story driven game these days is met with cries for "co-op", so stories end up suffering.

Every MMO is met with demands for "solo play", so the group content suffers.

Every genre has now "defining" features which if not included in a game means the game is a "failure", yet on the other side of the coin if it has all those features it's "such and such game with such and such skin" and also called horrible.  Also every game needs to be tagged as "rogue-like, sand-box, action, RPG, FPS, puzzle, loot, open world, memetarded, atmospheric, fantasy steampunk futuristic post apocolypse with post-modern elements", whether or not it has any of those things.

Shi**y games are praised for their "art", while good games are bashed for theirs.  Then there are the endless bandwagons, hype-trains, and hive-mind crusades to either promote or tank a game, with no real merit or basis.

I know I'm ranting here, but I really wish for another video-game crash so people can just start enjoying games for what they are again, instead of the constant demand that every game be something it isn't.
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Rolan7

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Re: Gaming Pet Peeves
« Reply #2668 on: November 09, 2015, 10:16:26 am »

I want co-op in pretty much any game that has multiplayer.  The story doesn't have to recognize the change.  Look at Halo:  Absolutely no explanation for why there are multiple Spartans, and each one seems to be Master Chief.  Canonically there's really only one, but the gameplay is much more fun with two or more.  Halo 2 was the same, there are just unexplained Chief or Arbiter clones.

Apparently in Halo 3 the cutscenes are slightly different though.  Not in a bad way, but it must have taken some development time...

Unreal and Sniper Elite 3 did a good job too, never mentioning the co-op players.

I guess what I'm saying is that I'm peeved when a game *could* have co-op with minimal effort, but doesn't.  Including, bizarrely, Just Cause 2!  As evidenced by the mod that made it a MMO lol.
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Sergarr

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Re: Gaming Pet Peeves
« Reply #2669 on: November 09, 2015, 10:36:44 am »

I feel it's unrealistic the way research in 4x ganes seems to occur in a vacuum. (which is to say that one civilization's discoveries don't propagate to other civilizations like one mifht expect. Consider the real world example of the internet; it didn't have to be invented independently multiple times; other countries can't keep it out

It happens, but I always feel like 4x games happen in a vacuum anyway. It's a constant power struggle in universe, completely incomparable to what happens in the real world. It's like what happens when a bunch of North Koreas try to inflate their ego in an area the size of Louisiana.
Honestly the problem here is that space is 99.99+% empty. It doesn't help that people don't really try to model space in 4x strategies as actual space, instead preferring to make it sort-of-like-sea. You'd think that someone would remember after all these years that space has, like, gravitational wells and almost zero friction, which would allow your spaceships to actually accelerate over time, which would be a first truly innovative game mechanic in 4x genre... but oh no, that's too innovative. Can't allow actual innovation to reach 4x games, how else would we then be able to sell the same game several dozen times under different labels with some slight changes?
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