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#41 | ||
Evil Nerd
Join Date: Jul 2007
Location: Latveria
Posts: 215
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. |
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#42 |
Professional Threadkiller
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Lost-forever items. That you have no idea how to get in the first place. Best example? Zodiac Spear in FF12. Also, battles that don't allow you to train your characters between them. Fire Emblem does this a lot, but isn't NEARLY as much of an offender as Rondo of Swords ( a new DS game ). The game has quantity > quality and then dumps you into fights that are either INSANELY HARD or stupidly easy. ( I got in the 5th battle or so and, like, I have 5 characters. The enemy has 25 and the weakest one is the average level of my party and there's a bunch of them in the 20s. My highest level guy was 6. You're SUPPOSED TO WIN. )
Oh yeah, battles that are easy until the enemy pulls an extremely damaging attack out of nowhere and you just lost. Every single boss in Castlevania Curse of Darkness suffers of this. A LOT. Last edited by Ryong; 05-17-2008 at 12:05 AM. |
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#43 | |
Sent to the cornfield
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That's the thing about civilisation style games, it's all about just building up a production base and an empire, it's not about micromanagement of battles. NOt only would this distract from the other areas of the game, it would take forever too. My key point, though, is that there is difference. Different players like turn based, other players like action based. It's nothing to do with developers being lasy and I can vouch for that. I geniunely prefer turn based systems. The same goes for RPG. I like to think about my attacks (and a good RPG should have me thinking) and so I like it. There is a place for turn based and real time battles in such games. Different people like different ones. |
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#44 | ||
Om Nom Nom
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But that's not because Real Time is a "Better" system than a turn based one, it's just because the one they used in Final Fantasy sucks. Like, bottom of the barrel suck. Easily the worst combat system ever created for a videogame unless you count ones that are buggy/unfinished/too obscure for me to know about but might possibly be worse. X-Com is a good example of a turn based system that made the game. A real time X-Com wouldn't be nearly as strategic, tense, or memorable. Assuming they found a way to even make it playable. In replacing turn based combat with real time combat, you lose the spirit and enjoyment of the game. Fallout is another example of a turn based system that works much better than if it were controlled real time in a WASD or Diablo style, but it wouldn't be as extreme a degradation as X-Com if the turn based was nixed.
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[14:26] ManoftheRus: YOU GODDAMN SNEAKY DEE |
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#45 | |
Join Date: Dec 2003
Posts: 12,119
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When a party/hero gets to the bad guy after plowing through is minions, but then three guards show up, they/he should not just give up and be captured. Kill the three weak minion and have the boss battle. You killed about a hundred of them and planned to kill the bad guy anyway, three more don't matter.
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"If I'm reincarnated, I want to be Musashi again!" - Musashi, Brave Fencer Musashi |
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#46 |
Evil Nerd
Join Date: Jul 2007
Location: Latveria
Posts: 215
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I maintain that a Civ game with Total War battles would be great and no one will ever convince me otherwise.
Anyways, moving on before I derail the thread. I hate indestructable walls. I don't mean the environment should be destructible (although that would be nice), I just want to able to shoot through the wall. A peice of plywood should not be able to stop a .50 caliber rifle. One example that jumps to mind is Half-Life 2. You'll be fighting a gunship, a gunship made by a race that has conquered multiple realities mind you, and you can safely hide inside a barn or behind a drywall. It make no sense. It wouldn't even be very difficult to program. Just take a material and add some code that lets weapon A, B, and C pass through it but stops weapon D. If an enemy hides behind a wall, my .45 should be able to shoot him dead.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. |
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#47 | ||
...Really?
Join Date: Jun 2007
Location: in Theory. Everything works here
Posts: 3,961
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WOW this thread really boomed! now where to start
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ah yes and the "Paper Bulletproof walls" thing is starting to die (finaly) with the COD4 shooting system (which i remind you that the AI never used) a thing i hate is When NPCs can do something you cant... "oh look Gordan Ill put my back up ageist the wall so that i can lean around the corner and scout ahead can you do that???" another thing i hate is paying someone for a MOD! "yes we are charging people for Garrys mod" "is Garry even getting money for this?" "QUIET YOU!" Another thing god damned back stab moves. I mean like Im a hyper advanced dues ex machina generator/super soldier/really "lucky" guy...and one tap on the back kills me What the HELL! at least in teamfortress 2 spys where the only ones to have this ability and frankly it makes since an knife shoved through your spine can kill you.
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I have a Pesterchum its DangerousDoc I am ether fading out of Time, Space, or Reality...Or Simply my Typewriter is running out of ink |
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#48 | ||||
Swing You Sinners!
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Back on topic: mascots and comic relief, because they're almost never funny. I was thinking particularly of Perel from Terranigma. He's just about the only blemish on an otherwise wonderful game--he's far from the most flagrant offender in the history of annoying mascots (and some of this, I admit, is the dated "rad sk8board" thing), but the game is so good he still stands out for me pretty badly. All the other characters get to resemble proper characters somewhat (insofar as this happens in video games; I'd like to see more of them given plot and dialogue by established writers), but Perel? He gets a totally rad and awesome skateboard like wow, duuuude!!1!11!!!!1! (Also, he seemed quite the anachronism for most of the game.)
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#49 |
We are Geth.
Join Date: Nov 2003
Posts: 14,032
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The ever-classic way to slow plot progression.
"Well, if that's how you feel, I'm not going to talk about this anymore!" "Whatever, look, we have more important things to do, can we just drop it for now?" "I am not going to talk about this subject any further, but I will bring it up randomly in a few more hours of gametime." God, would it be so difficult just to make it so that you ask something and the character lies, then explains it later? Or that their response is just "I'd rather not say" or "It's personal," something real people would say? Or maybe that the plot progression, instead of being divided up into segments you get to hear, why not in segments that are relevant to the plot at hand? Mass Effect did this really well, when you had the in-between mission where you could go up and say, "Hey, what's your thoughts on the last mission?"
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Last edited by Mirai Gen; 05-17-2008 at 03:17 AM. |
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#50 | |
THE SUPREME COURT DID WHAT?
Join Date: Dec 2004
Location: Arkansas (for now)
Posts: 1,477
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What do I hate about videogames? That I'm going to have to cave and buy a 360 at some point, but won't have that kind of money for a while./whine Oh, and the complete lack of quality licensed Avatar games that THQ inflicts upon the world. The first was merely lacking in some areas, whereas the second game upset me so much, I don't like to think about it. And now they are making what will probably be a piss poor third one. You fuckers./rant The Wandering God |
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