Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 10

Author Topic: Things your favorite game did wrong  (Read 15027 times)

HFS

  • Bay Watcher
  • Sealed Entity
    • View Profile
Re: Things your favorite game did wrong
« Reply #90 on: December 03, 2013, 03:50:14 pm »

Zelda Wind Waker: Each of the shards should have had a dungeon.

Zelda Wind Waker: Tingle. :|
Logged

LeoLeonardoIII

  • Bay Watcher
  • Plump Helmet McWhiskey
    • View Profile
Re: Things your favorite game did wrong
« Reply #91 on: December 03, 2013, 03:51:17 pm »

Quote
Morrowind: Jumping across the continent in like 4 jumps, and shoddy RNG combat

I have to disagree here. The biggest problem with the post-Morrowind Bethesda games is that you couldn't use magic in clever ways.
Back in Arena you could cast spells that would blow apart the walls and floor of a dungeon or building ... and that kind of terrain deformation has only recently made a comeback. Morrowind let you jump and levitate everywhere, but they had to break that in Oblivion or else you'd see the backlot of all their shoddy level design. There are a bunch of examples.

Minecraft:

 - Potions are unfinished. They are way too resource-intensive to be useful. Ghast tears, requiring very risky hunting in the depths of hell, in exchange for a dozen hearts of regeneration? They're nice, but still, unfinished.

 - The Mod API should have been pursued with the same energy that Notch made Multiplayer with.

 - Skeletons are now COD veterans. Zombies can spawn at any light level, anywhere (though that only happens during "sieges", it's still insane), and have "baby" versons that are twice the speed and damage of the normal ones, for some reason. Basically, if you want to be able to survive at night, you first need fully enchanted diamond armor.

Granted, this is Hard mode, but it doesn't solve the problem- once you've built a wall and have your supplies, the game no longer contains serious threats- all this difficulty scaling did was make the initial curve sharper.

 - Crafting is unintuitive, and doesn't tell you what you can make or how to make it. If you don't read the wiki, you'll never guess that you need three blocks of wood on top of two sticks to make a wooden pick so you can start mining. You'll never figure that obsidian and fire will get you anywhere.

- Mining is crude compared to everything else. The last new ore we got was Emerald, and that only appears as a single block in each chunk of extreme hills- and that after a huge fan backlash when they threatend to remove it entirely. The first word in the name is "Mine"- why is Mining so neglected?
Potions - Agree

Modding - Agree wholeheartedly - modding is what makes Minecraft truly amazing and infinite beyond what Mojang can imagine / implement, and gives it the potential to become an ultimate game.

Skeletons - Agree, I just wish arrows were somehow easier to dodge. If the skeleton had a "drawing the bow" animation it might be easier.

Zombie Babies: Yeah they need to be 50% faster and do half damage.

Zombie Sieges: The zombies should spawn outside the village area, meaning if you wall in a very small area within the confines of the village zone you can be safe. Also a "dead village" should spawn zombie villagers regularly so you can come upon one and recover it.
 
Endgame Difficulty: They need to steal a bunch of ideas from Terraria, such as the Blood Moon thing where monster spawns are worse, and general flying enemies, etc. Or I guess people can make mods.

Crafting: I thought the crafting was cute, but of course it's limited because of the 3x3 crafting grid. There's only so many recipes that will make sense, as evidenced by mods like buildcraft. I'd like to see a lot more multi-block objects like the smelter in TerraFirmaCraft or the ad hoc cobblestone generators people make. Again, there's little chance you'd know how to make something unless you looked at the wiki. Perhaps you should be able to drop an item in a new cell in the workbench which identifies the ingredients needed to make that thing. Or recipe books should generate, which tell you how to make a set of items (like a cookbook which tells how to make all the food-related things). And you should be able to make empty shelves, and when you open the shelves you see a 3x3 grid of storage and if you put something in the upper left corner of the grid the item appears in the shelf on the upper left side. Again, modding.

Mining: Needs to have different stone colors, various metals, etc. Again, modding.

//

My big Minecraft complaint is that the things it generates are very samey. I want to see a dozen different cool things when I clear out an abandoned mineshaft, and I want that to be a subset of a hundred different cool things that can be in mineshafts. I want different generation variables so some mines just go deep and then spread out, or have wider halls, or more vertical shafts, or little break-rooms and barracks, vaults, workshops, etc. If you go through the effort of getting that code to work, why not spend more time making it completely awesome?
« Last Edit: December 03, 2013, 03:53:35 pm by LeoLeonardoIII »
Logged
The Expedition Map
Basement Stuck
Treebanned
Haunter of Birthday Cakes, Bearded Hamburger, Intensely Off-Topic

LeoLeonardoIII

  • Bay Watcher
  • Plump Helmet McWhiskey
    • View Profile
Re: Things your favorite game did wrong
« Reply #92 on: December 03, 2013, 04:04:15 pm »

Oh right, for example: Minecraft cake. How i anyone supposed to remember the exact layout of the cake, even if you know that you need wheat, eggs, sugar, and milk?

Well what if you made a cake by throwing the ingredients in a cauldron to make a dough and then either put the dough in a furnace or light a fire under the cauldron? Then you'd just have to remember: 3 wheat, 2 eggs, 1 sugar, 1 milk. If you get it wrong, and you throw in 1 of each, maybe crepe batter comes out, I dunno. But I just love the idea of a cauldron full of cake mix and a fire under it and then the cauldron is full of a square cake ... hit it with a shovel to make it pop out ...

Heck, I'd like to see a mod where you throw the iron ingot in a fire and it turns red, and you throw the red ingot on an anvil and hit the top surface with a hammer and you flatten the ingot. Is it possible to do away with all the little crafting interfaces?

What if, oh man, what if you could carry small items but any whole blocks had to be picked up and hauled around? Your inventory is just your 10 item bar and whatever you wear, and nothing stacks. Mining and building would become this huge enterprise. I think nobody would play if it had any kind of legit encumbrance system.
Logged
The Expedition Map
Basement Stuck
Treebanned
Haunter of Birthday Cakes, Bearded Hamburger, Intensely Off-Topic

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Things your favorite game did wrong
« Reply #93 on: December 04, 2013, 12:40:56 am »

There is a mod like that, I think it's called terra firma craft. I've played it, and it's.... interesting, if not really fun.
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

Shakerag

  • Bay Watcher
  • Just here for the schadenfreude.
    • View Profile
Re: Things your favorite game did wrong
« Reply #94 on: December 04, 2013, 12:40:57 pm »

Shining Force 1 & 2 - Some characters were just completely worthless to pick :(

LeoLeonardoIII

  • Bay Watcher
  • Plump Helmet McWhiskey
    • View Profile
Re: Things your favorite game did wrong
« Reply #95 on: December 04, 2013, 12:49:56 pm »

Yeah. TerraFirmaCraft revamps the entire terrain generation, adds actual stone types, multiple ores, prospecting... it removes the ability to make a pickaxe initially (you have to hunt surface stones in the hopes of getting small copper ore, and make that into a pickaxe head via a mold crafted out of clay, then fired in a kiln), adds tons of new metals (zinc, bismuth, steel, et cetera), and basically makes the game last much, much longer in terms of development.
Yeah I played it some. I didn't see anything very interesting when it came to terrain generation. But I liked the ideas like the smelter and charcoal-burning.

Take Tekkit (I believe, either that or Buildcraft). I would have liked to see a system where instead of a Macerator you crushed things when a piston closed on the space it occupied, or sand dropped on it. Then you'd have to either crush manually or build a machine using parts available in the environment. That's the kind of stuff that excites me, not a new block but new ways to use blocks.
Logged
The Expedition Map
Basement Stuck
Treebanned
Haunter of Birthday Cakes, Bearded Hamburger, Intensely Off-Topic

TripJack

  • Bay Watcher
    • View Profile
Re: Things your favorite game did wrong
« Reply #96 on: December 04, 2013, 01:11:42 pm »

fallout disappointed me greatly when i got to the Master and discovered there was no romance option alas if only bioware had made fallout instead of black isle

but ok really the worst mistake in fallout was that the companion characters were uncontrollable morons, getting blasted by friendly fire or getting boxed in and being unable to move in small areas (upper cathedral floors anyone?) got old real quick
Logged

LeoLeonardoIII

  • Bay Watcher
  • Plump Helmet McWhiskey
    • View Profile
Re: Things your favorite game did wrong
« Reply #97 on: December 04, 2013, 01:24:34 pm »

I thought the companion AI was especially bad with burst and full auto weapons. They would just chew through the player, each other, innocent NPCs, etc. Plus they didn't line up properly for maximal burst results. I just always gave them single-shot weapons.

Logged
The Expedition Map
Basement Stuck
Treebanned
Haunter of Birthday Cakes, Bearded Hamburger, Intensely Off-Topic

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Things your favorite game did wrong
« Reply #98 on: December 04, 2013, 03:26:20 pm »

Oh, definitely.  When I was younger that was the only way I could figure out how to beat some sections of the game.  For that part in particular, you almost need powered armor and late game weapons of some sort.  Trying to beat it anywhere near the time you'd normally reach it is nigh on impossible.

It took me quite a few playthroughs and researching the game to really figure out good ways to build characters to handle that without resorting to cheating.  Tagging small guns, bumping the skill up as much as you can early on, and focusing on getting perks to improve your criticals makes it a pretty viable tactic without having to resort to savescumming every round in a fight.

Interesting to bring up companions in the first two games: I never even bothered with them.  This is partly because I was a powergamer from the start and dumped charisma to 1, which doesn't let you pick up even 1 follower.  I didn't know it was even possible until my second or third time playing through Fallout 2.  By that point I was able to beat the game without them anyway, so I just didn't bother.  In the original Fallout, which I played after the second, I did pick up Dogmeat, and true to tradition, raged and bent over backwards to make sure he didn't get minigunned or flamethrowered or plasma rifled or force fielded to death over and over again.

The companion AI is definitely too stupid in those games.  Marginally better in 3 and New Vegas, but only just.  Those have their own problems... "Critical Strike on Veronica!" gets pretty annoying, fast.  Especially when it happens in VATS.
Logged
Through pain, I find wisdom.

LeoLeonardoIII

  • Bay Watcher
  • Plump Helmet McWhiskey
    • View Profile
Re: Things your favorite game did wrong
« Reply #99 on: December 04, 2013, 03:31:17 pm »

It was kind of a bummer how buggy Fallout 1 and 2 were, although I recall 2 being much worse.
Logged
The Expedition Map
Basement Stuck
Treebanned
Haunter of Birthday Cakes, Bearded Hamburger, Intensely Off-Topic

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Things your favorite game did wrong
« Reply #100 on: December 04, 2013, 03:34:13 pm »

Not sure about NV, but Fallout 3 had companions that might've been Terminators. By that I mean they have an absolutely insane amount of health when you reach the higher levels, especially Dogmeat. Dogmeat could take on deathclaws by himself when I reached level twenty, and the only time I managed to kill him was by shooting him in the back of the head with a shotgun while he was in a fight. Definitely saps some of the difficulty when your companions can destroy entire settlements by themselves, possibly even in a more effective manner than the PC.

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Things your favorite game did wrong
« Reply #101 on: December 04, 2013, 04:31:10 pm »

Not sure about NV, but Fallout 3 had companions that might've been Terminators. By that I mean they have an absolutely insane amount of health when you reach the higher levels, especially Dogmeat. Dogmeat could take on deathclaws by himself when I reached level twenty, and the only time I managed to kill him was by shooting him in the back of the head with a shotgun while he was in a fight. Definitely saps some of the difficulty when your companions can destroy entire settlements by themselves, possibly even in a more effective manner than the PC.

If I remember correctly, one of the DLC for Fallout 3 introduced a bug where Dogmeat and one another companion (Can't remember who off the top of my head. A robotic one, if I remember correctly) would gain large chunks of HP with each level, turning them into unstoppable death machines. I'm pretty sure that the other companions had reasonable amounts of health, but then again I always went solo so I'm not entirely certain.

It was kind of a bummer how buggy Fallout 1 and 2 were, although I recall 2 being much worse.

Fallout 2 was sorta stitched together within the last couple of weeks of development, so I'm not surprised. Hard to squash all the bugs in a couple of days.
Logged

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Things your favorite game did wrong
« Reply #102 on: December 04, 2013, 05:39:26 pm »

Fawkes could also become an unstoppable killing machine, who would scream at the top of his lungs as he roasted bloatflies with a gatling laser.  Whether or not his HP was as broken as Dogmeat's I don't really recall.  Companions seem much more sane in New Vegas.  Or, at the very least cazadores and death claws chew Veronica and Rex up in short order.

Speaking of bugs though, I'm going to have to agree that as a whole, the Fallout games are pretty buggy.  2 was definitely worse than the first, with broken perks, scripts, weapons and system mechanics sprinkled throughout the whole game.  Interestingly, I've never run into any game breakers, and if I didn't know about some of the bugs I'd probably have never recognized them on my own.  It's possible to play the whole thing without it really mattering.

New Vegas is a different story.  I know it was worse when it was first released, but even still it's surprisingly buggy.  It crashes far too often (especially when fast traveling or moving between areas), but most of the other bugs at least are pretty innocuous, despite being much more obvious.  I can't count the number of times I somehow fired a gun in the middle of reloading, which should have sent the bullet off into lala land but actually hit anyway.  Or how many times I've queued up shots in VATS only to have the enemy get so close the auto aim screws up and wastes every shot.  Or the times my character just stood there like an idiot in VATS rather than actually shoot.  Or the number of times I've watched things clip through the geometry.  That was surprisingly not fatal when it happened to me.  Animation bugs are pretty common too, like when the shaman in one DLC talked to me without moving his mouth, instead just giving me a permanent :O expression.

Eh, I'm not sure if being buggy really counts for this discussion, but it really does kill it for me when a game I otherwise love is seriously broken.

More on the subject of doing things wrong, I've got to say that playing New Vegas has reminded me of how much I hate level scaling mechanics.  New Vegas doesn't seem to outright penalize you for leveling the way some games do (like Oblivion), but leveling up does almost nothing for me aside from letting me get one step closer to being able to hack or pick a particular lock.  Combat stays as hard as ever.  I might be able to stomp the occasional rad scorpion I still stumble across, but when the game starts throwing more and more cazadores at me and then starts handing plasma rifles out to raiders or 12.7mm machine guns to freaking tribals, I have to wonder if I'd be better off at a lower level.  The final boss is outright ridiculous at high levels, since his level scales at 130% of yours.

And speaking of cazadores... I really dislike how they and the other "uber" mundane enemies basically make armor worthless.  Death claws I can sort of almost understand, but how is a wasp stinging through power armor?  Or night stalkers, which are no bigger than a dog but are able to kill you through power armor in about 10 seconds.  They're much more dangerous than a super mutant bashing you with a sledge hammer.
Logged
Through pain, I find wisdom.

Reudh

  • Bay Watcher
  • Perge scelus mihi diem perficias.
    • View Profile
Re: Things your favorite game did wrong
« Reply #103 on: December 05, 2013, 01:55:23 am »

Fawkes could also become an unstoppable killing machine, who would scream at the top of his lungs as he roasted bloatflies with a gatling laser.  Whether or not his HP was as broken as Dogmeat's I don't really recall.  Companions seem much more sane in New Vegas.  Or, at the very least cazadores and death claws chew Veronica and Rex up in short order.

Speaking of bugs though, I'm going to have to agree that as a whole, the Fallout games are pretty buggy.  2 was definitely worse than the first, with broken perks, scripts, weapons and system mechanics sprinkled throughout the whole game.  Interestingly, I've never run into any game breakers, and if I didn't know about some of the bugs I'd probably have never recognized them on my own.  It's possible to play the whole thing without it really mattering.

New Vegas is a different story.  I know it was worse when it was first released, but even still it's surprisingly buggy.  It crashes far too often (especially when fast traveling or moving between areas), but most of the other bugs at least are pretty innocuous, despite being much more obvious.  I can't count the number of times I somehow fired a gun in the middle of reloading, which should have sent the bullet off into lala land but actually hit anyway.  Or how many times I've queued up shots in VATS only to have the enemy get so close the auto aim screws up and wastes every shot.  Or the times my character just stood there like an idiot in VATS rather than actually shoot.  Or the number of times I've watched things clip through the geometry.  That was surprisingly not fatal when it happened to me.  Animation bugs are pretty common too, like when the shaman in one DLC talked to me without moving his mouth, instead just giving me a permanent :O expression.

Eh, I'm not sure if being buggy really counts for this discussion, but it really does kill it for me when a game I otherwise love is seriously broken.

More on the subject of doing things wrong, I've got to say that playing New Vegas has reminded me of how much I hate level scaling mechanics.  New Vegas doesn't seem to outright penalize you for leveling the way some games do (like Oblivion), but leveling up does almost nothing for me aside from letting me get one step closer to being able to hack or pick a particular lock.  Combat stays as hard as ever.  I might be able to stomp the occasional rad scorpion I still stumble across, but when the game starts throwing more and more cazadores at me and then starts handing plasma rifles out to raiders or 12.7mm machine guns to freaking tribals, I have to wonder if I'd be better off at a lower level.  The final boss is outright ridiculous at high levels, since his level scales at 130% of yours.

And speaking of cazadores... I really dislike how they and the other "uber" mundane enemies basically make armor worthless.  Death claws I can sort of almost understand, but how is a wasp stinging through power armor?  Or night stalkers, which are no bigger than a dog but are able to kill you through power armor in about 10 seconds.  They're much more dangerous than a super mutant bashing you with a sledge hammer.

Broken Steel, a DLC for Fallout 3 massively buffed several surprisingly weak companions.

Dogmeat in vanilla had 500 hp, which for an exclusive melee character that can't heal is pitiful. Broken Steel buffed it to a minimum of 2500, with a maximum at level 30 of 15000.

Fawkes also started with 500 hp in vanilla. Broken steel buffed him to a minimum of 3000, max at level 30 of 15000.

Given that your character has maybe 400hp tops if you put all the points possible into it, that's pretty broken.

Mech#4

  • Bay Watcher
  • (ಠ_ృ) Like a sir.
    • View Profile
Re: Things your favorite game did wrong
« Reply #104 on: December 05, 2013, 02:37:32 am »

Ah, I disliked Cazadores. Large, fast flying things that poison and need armour piercing bullets to take down seemed like a tad much. With the usual problem of more health to make a bigger challenge on top of that and you end up wasting so many bullets to take down something that gives little in return.
Logged
Kaypy:Adamantine in a poorly defended fortress is the royal equivalent of an unclaimed sock on a battlefield.

Here's a thread listing Let's Players found on the internet. Feel free to add.
List of Notable Mods. Feel free to add.
Pages: 1 ... 5 6 [7] 8 9 10