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Post by Dashe on May 9, 2015 13:05:32 GMT -5
Do any of you have pet peeves when it comes to game and level design? Do enemies with homing attacks trip you up? Do you really, really, REALLY hate special damage? Do you get stuck on puzzles? Do you never seem to be able to grind enough to beat the next boss? I have a hard time when there's no solid ground and I have to make accurate jumps. Same goes for beds of spikes, lava, and pretty much anything that results in an OHKO if you don't land the jump properly. I really did not like beating that level of Duke Nukem II where you had to hang off the edge of the spaceship and break in.
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Post by Mikéy on May 9, 2015 14:20:56 GMT -5
The worst problems I tend to have pertain to the Legend of Zelda series. More than once, they present you with an obstacle which is otherwise unpassable if you don't go to a certain place and do a specific action that is poorly hinted at; oftentimes those actions completely fly over my head and I find myself running in circles, frustrated, trying to figure it out. A couple examples of this exist in Minish Cap. Gotta return books? Go to the Mayor's house and sprint into the wall to make his masks fall down. Not sure how to proceed in a dungeon? Go back and look for odd grass hinting you that part of an ordinary-looking wall can actually be bombed. A lesser example was in Ocarina of Time's web-obstacle after you jump through the first one in the Deku tree regarding a feature of Deku Sticks that was seemingly discouraged in the item description. Granted, I was much younger when I started playing that, but my obliviousness still shows today if Minish Cap can still trip me up. Nothing else really comes to my mind right now. But, that's probably because LoZ has been pretty bad to me.
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Post by Bowen Aero on May 9, 2015 15:58:40 GMT -5
Bosses like Boobeam Trap. Need I say more?
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Post by Dashe on May 9, 2015 17:05:55 GMT -5
Bosses like Boobeam Trap. Need I say more? It'd probably be a good idea, yeah. This is a Legends board so I'm sure a bunch of people like me would need to google it otherwise because they haven't played Mega Man 2 or weren't very good at it. I take it you're not into rooms that attack you, then. Like the computer boss in Treasure Adventure Game! It isn't normally in French. And it's free!
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Post by Bowen Aero on May 9, 2015 17:17:10 GMT -5
Not just because they attack you with nearly inescapable accuracy. But also the fact that if you miss with a single Crash Bomb or die even once, you can kiss your chances of victory goodbye.
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Post by Aim on May 9, 2015 18:13:03 GMT -5
A short list: Wily Castles (most Megaman games), tile switching puzzles, fighting games where I have to reverse which direction I'm blocking after a player uses a mixup...
Oh, and as a Makoto player (who is also not particularly good) in Street Fighter:
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Post by Buster Cannon on May 9, 2015 21:32:03 GMT -5
Any form of artificial difficulty or where the AI otherwise breaks the rules of the game. I love a challenge as much as the next guy, but don't kill me off in a situation where it would have been literally impossible for me to react in time. Also, stuff like the barrels in Sonic 3's Carnival Night stage are horrid.
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Post by MegaTuga on May 11, 2015 14:41:29 GMT -5
stuff like the barrels in Sonic 3's Carnival Night stage are horrid. Pretty much this. The stage itself is already kind of a maze but when you add a gimmick that doesn't tell you how it works properly, it might leave you confused when you are in a dead end. As for me, it's combos. Not only I have a hard time keeping a chain of combos in any sort of game (by any I really mean any, not just fighting games) as well as when an opponent (usually human) has me in a combo I can never, EVER get out of it, all I have to do is pray that he/she does a mistake, allowing me to escape. For example, one MMO I play which mixes 2d platforming fighting with RPG, has a system which lets you fall to the ground and be invincible for a couple seconds by sacrificing 100MP. sounds cool but you could probably deal a good amount of damage by using skills which consume all that MP, it's ridiculous.
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Post by Aim on May 11, 2015 22:45:33 GMT -5
As for me, it's combos. Not only I have a hard time keeping a chain of combos in any sort of game (by any I really mean any, not just fighting games) as well as when an opponent (usually human) has me in a combo I can never, EVER get out of it, all I have to do is pray that he/she does a mistake, allowing me to escape. I love fighting games but they don't love me. There are a lot of the more combo-based fighters (Mortal Kombat, etc.) that I can't really devote myself to because I can't manage to execute combos.
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Post by satoh on May 11, 2015 23:13:17 GMT -5
Enemies that can only be hurt by a special (usually fixed damage) weapon, regardless of your stats or strengths. (And games that just generally exude the idea that "if you're competent, you're doing something wrong")
Nothing bugs me more than having my sometimes hard earned sometimes outright hacked (but still worth having) high stats mean nothing in the face of this enemy. If I have 99999 Strength, I should smack the [expletive] out of [World Slayer the Tyrant, Demon God of arbitrary exampland]. (this does not quite apply Star Ocean 3, where 99999 stats are perfectly achievable through effort, and therefore aren't as special as you might expect)
What's worse than doing 1 or 0 damage against an enemy when your stats are amazing, is doing LESS than normal damage with the mandatory plot weapon, which is usually "legendary" in some way... and does fixed damage, usually less than the maximum possible damage cap...the damage cap which you can usually reach naturally if you have high enough stats...
Meaning, your legendary sword of pwning+10, does less damage than your bent metal pipe of suckage... It truly infuriates me. Though honestly I hate the idea of fixed damage weapons altogether. Mortals and Demigods should be unequal when wielding the same weapon. Its just realistic. Rational. Logical. ITS JUST GOOD BUSINESS. If you want it to be non-stat-related, it needs to be some kind of special magical weapon whose special magical power is [not giving a crap]. For that matter you may as well let the weapon fight for you. It'll do just as much damage without you holding it anyway!
This is not the same as supplying the player with a MOP. Gimp weapons that have lower than base, or even negative stats, are still stat oriented. They have their place. They make the game harder. Fixed damage weapons don't change the difficulty of the game, they change what the game actually is. Fixed damage weapons and 100% damage reduction bosses are basically just some programmer saying "Hey. You. Your effort to get better is stupid. Play this other vaguely similar game that lacks character advancement for a while instead."
Imagine MML if you only had the Kick attack, and weren't allowed to improve it or get subweapons. It wouldn't be the same game at all would it?
(Don't even get me started on [You must lose this fight to progress] and even worse [Winning this fight gets you a bad ending and game over])
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Post by Mikéy on May 12, 2015 23:08:37 GMT -5
I love fighting games but they don't love me. There are a lot of the more combo-based fighters (Mortal Kombat, etc.) that I can't really devote myself to because I can't manage to execute combos. Tekken definitely says hi. In most of the games, I try to do the listed combos, but the game simply isn't happy with the timing you put on your input, so the fighter ends up doing something completely different / generic despite your best efforts. I'll never understand why they have such impossible-to-pull-off 10-move combos in that game if no human can even pull them off.
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Post by HF on May 13, 2015 2:24:51 GMT -5
I'll never understand why they have such impossible-to-pull-off 10-move combos in that game if no human can even pull them off. I had the same problem when I started playing Guilty Gear and Skullgirls. It was not until earlier this year when I considered getting an arcade stick for these kind of games; I eventually went with HORI's V5 Hayabusa which works on both PS4 and PC, since I may as well get a nice one which lasts. And now, I never went back to gamepads for fighting games unless there was no other choice (or if I couldn't lug mine around easily). I was able to execute precise moves much quicker and more successfully than with a gamepad, and discovered new moves for even my most-used characters in both games (or I just sucked at fighting games until I started going through them in greater detail, as in beyond button mashing). Difficulty-wise though, having the arcade stick doesn't necessarily make SNK-level bosses any easier (I'm looking at you, Marie 300%).
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Post by Bean on May 21, 2015 5:40:48 GMT -5
Single-block jumps and enemies that can one shot you even when you're powered up are two of my biggest annoyances in gaming. On the former, it's total precision that forces you to generally slow down. With the other, it's more about being defensive even when you should feel stronger. I don't mind hazards like lava, but I do not like enemies that can just down you like they're "moving lava" or something like that.
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Post by Dashe on Jun 15, 2015 0:55:17 GMT -5
Not just because they attack you with nearly inescapable accuracy. But also the fact that if you miss with a single Crash Bomb or die even once, you can kiss your chances of victory goodbye. Okay, so I beat Boobeam Trap a few hours ago and now I know what you're talking about. I wouldn't call it hard so much as just terrible design on the devteam's part. That whole area was just...I'm glad they put an E-tank in there, to say the least. If you use even one of those crash bombs anywhere after the checkpoint, you have to hurl yourself into spikes until you hit the Game Over screen because you have almost no way of recuperating the ammunition you lost trying to beat it the first time unless you are very, very lucky. It's like the game says, "Here, take three lives. If you get to the boss with your first one, great, just make sure you don't miss and you don't die because if you do, you will never get your ammo back up to where it was because we didn't really give you any areas where you can collect ammo. Any lives you have after Boobeam Trap beats you once are completely useless." If they'd put Tellies in the long hallway leading up to the boss instead of all of those Sniper Joes, you might actually have a chance to recuperate your bombs. It's either that, or patch it so you regain your ammo every time you lose a life, but I have a feeling a lot of Classic fans may like that about this particular game. The first and second Wily Castle stages where you need to cross large areas with Item 1 and Item 2, respectively, were similarly cheap, but to a lesser extent. 1 in particular. There was one large ammo item and it did not respawn once you collected it. Once you master the skills required to get across those areas of Wily Castle 1 and 2, it's not so tough...but the lack of opportunities to farm for ammo while you're trying to get the platforms to do what you want make the learning curve pretty rage-inducing. I suppose some people would argue that it ought to be hard at the Wily Castle, but any design choice that implicitly encourages you to off your own character because it's easier to just respawn from a game over screen is not a good design choice.
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