The other thread about favorite mechanics is great, so let’s also do the opposite: what are some of your most hated mechanics?

  • unsunny@beehaw.org
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    1 year ago

    Probably simple, mindless side/fetch quests. Defeat enemies, get loot, run it back, rinse and repeat. It also is incredibly dry to watch as well as actually do yourself.

  • hungry-kin@lemmy.world
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    1 year ago

    Escort quests. Stealth sections in games that aren’t built around stealth would be close second.

    • Witch@beehaw.org
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      1 year ago

      Genshin Impact occasionally has little stealth missions where you have to sneak by guards.

      Pain.

  • heliumlake@lemmy.world
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    1 year ago

    Stealth. I hate hiding and creeping around waiting for an NPC to move. It’s like, “oh, you want to play the game? How about not playing the game instead?” Infuriating.

    • Satouru@beehaw.org
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      1 year ago

      I feel like most games get it wrong and just make you stay in one place waiting for the enemy dude to slowly make his route as you map it in your head. It’s just boring, I don’t know.

      A nice way to change that would be to give a button that gives you a “top view” map of the enemies’s movement maybe, to make it a little bit puzzle-y. Or, if you want to make it more “action-y”, give the player a way to hide or disengage by scrambling to find something in the environment that allows them to do that, when they get detected.

      Stealth is just implemented in a terrible way in most modern games I feel like. Makes it not fun.

      • conciselyverbose@kbin.social
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        1 year ago

        I love the shit out of stealth. The last of us, metal gear solid, and sniper elite are some of my favorite games because of the stealth.

        If your game isn’t built for stealth it’s basically universally a disaster, though. If you don’t have tools to manipulate enemies, and AI where stealth is a functional element of the rest of the game, you shouldn’t have stealth sections. They’re a lock to be a trainwreck.

  • Silvia@lemmy.world
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    1 year ago

    Quick-time events but SPECIFICALLY the ones that give you way too little time to react. Like, I never mind them too much, especially the ones in the Yakuza series, but I remember there was this game on the Wii called Indiana Jones and the Staff of Kings that would throw these inputs WAYY too fast at you.

    • Pigeon@beehaw.org
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      1 year ago

      I like them sometimes, but there should ALWAYS be a way to turn them off, for people who don’t have fast reflexes or have problems with their hands, etc.

      • jared.biz@lemm.ee
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        1 year ago

        Shout out to Spider-Man on PS4 for this! Love when a game has accessibility options around quick time events, or anything where you need to mash a button really fast.

  • AngularAloe@beehaw.org
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    1 year ago

    Combo attacks - I’m not coordinated to hit the buttons in order fast enough. I tried Black Desert when it was free and this was the dealbreaker for me, though it wasn’t the only thing that bugged me about the game.

  • BeardedSingleMalt@beehaw.org
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    1 year ago

    Radiant quests. You can never complete the game because of this, the quests are generic and repetitive and offer nothing but “stretch the playtime”.

    That and mechanics like “rando dragon attacks in Skyrim” and “City is under attack” from Fallout 4. I quit F4 because I was on my way to a mission and got the "city under attack notification, and on my way to defend another city was under attack.

    • isosphere@beehaw.org
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      1 year ago

      To yes-and this: procedural content in general. No Man’s Sky is a snore-fest for me, big, empty, meaningless. Missions in Elite Dangerous and X4 are similarly pretty boring, though the former is more fun the first time around. There has to feel like there’s some world-affecting point to what you’re doing. IMO

      • AngularAloe@beehaw.org
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        1 year ago

        I found the procedurally-produced planets in No Man’s Sky to be stunningly beautiful. Then I would walk around on them and the similar-but-not-quite look of every part of the landscape would slowly drive me INSANE.

  • lvxferre@kbin.social
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    1 year ago

    I’m not a big fan of fishing mechanics, they’re usually shallow “press button at random signal, get a random prize” mechanics.

    Also escort missions where the NPC being escorted does not understand that it should protect its own life. I don’t mind repeating a mission due to my own mistakes, but I don’t want to do it because some AI went potato.

    • cooper@beehaw.org
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      1 year ago

      nah man fishing mini games are THE SHIT

      it’s not about gameplay it’s about vibes It’s just so calming

  • Freeman@lemmy.pub
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    1 year ago

    Grinding to advance and make the game easier.

    Looking at you fdev with Elite Dangerous, or Rockstar and GTA.

    Having balance and not level locking stuff is hard I get that. And you have people that will burn though content like it’s a free crackpipe. But it basically makes a lot of adults or people that just play games casually or in moderation just not fun

  • e l f @lemmy.world
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    1 year ago

    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.

    • Pigeon@beehaw.org
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      1 year ago

      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.

    • Grenfur@lemmy.one
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      1 year ago

      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.

      • Pigeon@beehaw.org
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        1 year ago

        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.

    • sijt@lemmy.world
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      1 year ago

      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.

      • neo_is_the_one@beehaw.org
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        1 year ago

        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

        • Pigeon@beehaw.org
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          1 year ago

          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.

          • neo_is_the_one@beehaw.org
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            1 year ago

            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

  • Banana@kbin.social
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    1 year ago
    • Excessive grinding or padding in a game just for the sake of it or for microtransaction reasons.
    • Microtransaction and pay-to-win models in full price $70 games…
    • Overuse of Quick time events Press E to dodge etc etc
    • Escort missions when developers want to pad their game out
    • Terrible stealth mechanics when an enemey spots me when im standing still in a bush from the other side of the map
    • sverit@feddit.de
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      1 year ago

      Yeah, the older I get, the more “I don’t have time for 10h grinding a day” I get. Just let me play a complete game in peace please.

      • smikwily@beehaw.org
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        1 year ago

        I decided a few years ago that I play games to have fun and if a game isn’t fun, I don’t play it. I don’t have much time these days to dedicate gaming, so I want to enjoy the time I do.

        I’ve had a few I’ve really enjoyed until I hit some really terrible game mechanic or even a boss encounter I can’t get past. I’ll usually give it a few days/tries, but I’ll flat out just bail and uninstall a game if it is causing me too much stress.

  • BigFig@lemmy.world
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    1 year ago

    People have said escort quests but I’m going to go more specific.

    Escort quests WHERE THE NPC INEXPLICABLY HAS A DIFFERENT WALKING/RUNNING SPEED THAN THE PLAYER…

    • drmatus@lemmy.one
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      1 year ago

      I think it was on one of the Half-Life 2 developer commentary where they mention that the made the NPC move faster than your walking speed, but slower than your running speed, so that you are able to catch up with them if you stay behind to look at something. If they move at your running speed, you are kinda forced to follow them all the time, and any obstacle will separate you more and more from the NPC that you are supposed to escort.

    • idiotexe@lemmy.blahaj.zone
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      1 year ago

      I have yet to play a game where NPCs have the same speed as the player, have you? I get it on the game design level, since NPCs need to move at a speed that their animations look natural at but player characters need to move fast enough to not feel frustrating to the character.

      • jws_shadotak@lemmy.world
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        1 year ago

        I have yet to play a game where NPCs have the same speed as the player, have you?

        RDR2 did an excellent job with this by making it more of a pseudo cutscene. You can just hold a button and your character will match the target speed.

        • idiotexe@lemmy.blahaj.zone
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          1 year ago

          That seems great. I have RDR2 on my wishlist but unfortunately it would require more storage space than my entire laptop has at the moment.

  • ycnz@lemmy.nz
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    1 year ago

    The bit in the RPG when your character gets captured and you lose all your gear, and have to do the shitty stealth thing.