Current Events > Mechanics in genres that don't need to exist.

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cuttin_in_farm
08/13/21 3:02:14 PM
#1:


Missing in RPGs. Specifically tactical or turn based ones. I feel like missing an attack serves no purpose other than to frustrate the player. Missing should only happen if the enemy does something to specifically affect accuracy like double team in Pokmon or hiding in forests in Fire Emblem.

Without everyday moves being able to miss for no reason, actual dodge builds or tactics can be strengthened as a result.

Be having an 85% chance to hit and it missing just because is stupid.

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EmbraceOfDeath
08/13/21 3:04:02 PM
#2:


Failing to run away in RPGs.

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LightHawKnight
08/13/21 3:04:46 PM
#3:


Eh as in life, you can miss.

Escort missions however.

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Illuminoius
08/13/21 3:05:43 PM
#4:


EmbraceOfDeath posted...
Failing to run away in RPGs.
why do people want their rpgs to never have stakes, risk, or tension
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Smashingpmkns
08/13/21 3:05:49 PM
#5:


That over encumbered bullshit in any game but especially RPGs that let you pick up everything around you. Worse when you can obtain skills that are like "add 50kg to weight limit" or whatever.
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g0ldie
08/13/21 3:08:54 PM
#6:


I don't mind "missing" in turn-based RPGs, since the same attack doesn't really vary in attack damage, so it helps makes combat encounters (amongst similar enemies) feel a little different, IMO.

anyway, I hate base building/protecting in any game that's not a sim involving stuff like that.

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EmbraceOfDeath
08/13/21 3:09:30 PM
#7:


Illuminoius posted...
why do people want their rpgs to never have stakes, risk, or tension
They can have those things without random garbage. Persona games let you always succeed in running away but you have to wait a certain amount of turns. Legend of Legacy lets you always succeed AND you do it first, but you go back to the start of the dungeon. There are stakes in both of those cases, but you actually have input, unlike failing to run.

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Jabodie
08/13/21 3:10:11 PM
#8:


I disagree with the OP. Depending on the RPG, especially SRPGs, miss chances add an element of risk reward when playing the numbers.

Smashingpmkns posted...
That over encumbered bullshit in any game but especially RPGs that let you pick up everything around you. Worse when you can obtain skills that are like "add 50kg to weight limit" or whatever.
This bullshit though can go away.

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#9
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NoxObscuras
08/13/21 3:17:25 PM
#10:


g0ldie posted...
I don't mind "missing" in turn-based RPGs, since the same attack doesn't really vary in attack damage, so it helps makes combat encounters (amongst similar enemies) feel a little different, IMO.

anyway, I hate base building/protecting in any game that's not a sim involving stuff like that.
I love base building. I actually wish RPGs that include it would make it more in depth. Like in Ni No Kuni 2, it was fun to progress from just a couple of buildings, to a whole town full of people. But each building had a set location it was built in, so there wasn't really any customization.

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g0ldie
08/13/21 3:19:29 PM
#11:


sorry, I mean mandatory base building.

if it's a side thing, I don't mind.

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ModLogic
08/13/21 3:21:23 PM
#12:


ai has 10% chance to dodge means you have 90% chance to miss

ai has 10% chance to hit means you have 90% chance to get hit

status effects having next to no effect on ai

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NoxObscuras
08/13/21 3:27:45 PM
#13:


g0ldie posted...
sorry, I mean mandatory base building.

if it's a side thing, I don't mind.
Okay that's fair. It shouldn't be forced, since that's not what the rpg genre is known for. I've spent so much time on fun optional content in RPGs. Like blitzball in FFX, or Gwent in The Witcher 3.

Anyway, the only thing I can think of that annoys me, is something that's mostly a Jrpg thing: Forcing your party to split up into teams. I hate that so much. I usually have several characters I never use that are incredibly underlevele and it just becomes a slog.

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Slayer_22
08/13/21 3:27:54 PM
#14:


Instakill QTEs in...anything.

Oh no, you didn't expect to press a button at an arbitrary time we decided on during a cutscene! Have fun dying!

Especially annoying during Platinum games. I learned that during my MGR playthrough.
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ToadallyAwesome
08/13/21 3:42:01 PM
#15:


Bullet sponges. They arent fun. Usually they have a pattern that is pretty easy to dodge. Its just lazy gameplay

I also second that status effects should work on bosses. Not at the same clip as regular enemies but they shouldnt be immune

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mooreandrew58
08/13/21 4:06:23 PM
#16:


Stealth sections in non stealth games. Forced anything really thats drastically different than the main game style. Like mini games being required to progress.

Cutscene qtes that are difficult enough to distract you from the cutscene itself (dark cloud for example)

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BlueBoy675
08/13/21 4:11:28 PM
#17:


Missing is kinda essential in RPGs like Fire Emblem and the like. A lot of strategy and tough decision making is taken away when every attack is a guaranteed hit

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cuttin_in_farm
08/13/21 5:30:39 PM
#18:


BlueBoy675 posted...
Missing is kinda essential in RPGs like Fire Emblem and the like. A lot of strategy and tough decision making is taken away when every attack is a guaranteed hit

No its not. Make the game actually need strategy.

Missing is basically tripping in Smash Brawl.

Its one thing if theres terrain reason missing is possible. Or status ailments. Or attacks that specifically increase evasion.

But there is zero benefit to even having a character have a 90% chance to hit something. Theres no strategy there. All that happens is you just do it again next turn and hope it hits.

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Questionmarktarius
08/13/21 5:33:30 PM
#19:


Status effects that are meaningless in random encounters, and intentionally useless in bossfights.
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s0nicfan
08/13/21 5:34:51 PM
#20:


Missing is fine as long as it's positional. So you can pretty much guarantee a 100% hit rate if you hit them from behind, but that means exposing your own back to the enemy. Or characters with shields get a higher miss rate if you decide to stand in front of them and attack directly at their shield.

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marthsheretoo
08/13/21 5:36:11 PM
#21:


cuttin_in_farm posted...
No its not. Make the game actually need strategy.

Missing is basically tripping in Smash Brawl.

Its one thing if theres terrain reason missing is possible. Or status ailments. Or attacks that specifically increase evasion.

But there is zero benefit to even having a character have a 90% chance to hit something. Theres no strategy there. All that happens is you just do it again next turn and hope it hits.

Nah, the tradeoff between a stronger, less accurate attack and a weaker attack that's guaranteed to hit makes good tension/decision points.

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ChocoboMogALT
08/13/21 5:45:10 PM
#22:


cuttin_in_farm posted...
But there is zero benefit to even having a character have a 90% chance to hit something. Theres no strategy there. All that happens is you just do it again next turn and hope it hits.
Why is Flamethrower when Fire Blast has 100% accuracy? In Pokemon you can usually choose to use 100% accurate moves or not.

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Frolex
08/13/21 5:46:05 PM
#23:


tailing missions in any game ever

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coolpal23
08/13/21 5:46:10 PM
#24:


adaptive or whatever it's called difficulty
I don't want to be punished for playing well

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Robot2600
08/13/21 5:47:20 PM
#25:


bullet spongey games

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mooreandrew58
08/13/21 5:49:24 PM
#26:


cuttin_in_farm posted...
No its not. Make the game actually need strategy.

Missing is basically tripping in Smash Brawl.

Its one thing if theres terrain reason missing is possible. Or status ailments. Or attacks that specifically increase evasion.

But there is zero benefit to even having a character have a 90% chance to hit something. Theres no strategy there. All that happens is you just do it again next turn and hope it hits.

Rpgs in general was originally based on table tops where rolling dice was a key game mexhanic. Its fine in anything turn based. But it would piss me off in morrowind. It has no place in action combat even if everything else is stat based.

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mooreandrew58
08/13/21 5:50:56 PM
#27:


coolpal23 posted...
adaptive or whatever it's called difficulty
I don't want to be punished for playing well

Coversely having to die x amount of times or whatever else (dmc1 had very specific shit) for unlocking easy mode. If I wanna wreck some shit with ease just let me.

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TheRadiant
08/13/21 5:51:44 PM
#28:


Dismounting when you're attacked in MMOs

Related to that also dazing in WoW specifically

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g0ldie
08/13/21 5:53:33 PM
#29:


piggybacking off of the bullet sponge thing - I don't like those games with super flashy combat, where each hit only chips away a little bit from the enemy's hit points.

like, it might look cool at first, but if it takes 10-20 hits to beat an enemy who isn't a boss, I'm not feeling that.

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Ivynn
08/13/21 5:59:12 PM
#30:


Missing is just the enemies dodging. It happens.

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PesticideDream
08/13/21 6:02:09 PM
#31:


RPG mechanics in games that aren't RPGs. When I want to play an RPG, I'll take the time to settle down and play and learn one. But, I'm tired of having a half-assed skill tree in every single game.
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#32
Post #32 was unavailable or deleted.
Slayer_22
08/13/21 6:06:47 PM
#33:


g0ldie posted...
piggybacking off of the bullet sponge thing - I don't like those games with super flashy combat, where each hit only chips away a little bit from the enemy's hit points.

like, it might look cool at first, but if it takes 10-20 hits to beat an enemy who isn't a boss, I'm not feeling that.

I think that is specifically so you CAN do cool, long combos. At least in DMC, Bayonetta, etc.
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MarthGoomba
08/13/21 6:07:39 PM
#34:


Scaling the level of everything to match the player

Defeats the whole purpose of leveling up
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Slayer_22
08/13/21 6:17:20 PM
#35:


MarthGoomba posted...
Scaling the level of everything to match the player

Defeats the whole purpose of leveling up

Isn't the purpose of leveling up to get new skills and abilities? Possibly to create new builds and allocate stat points?
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g0ldie
08/13/21 6:21:06 PM
#36:


Slayer_22 posted...
I think that is specifically so you CAN do cool, long combos. At least in DMC, Bayonetta, etc.
maybe, but I prefer using those combos against enemy crowds, or bosses, rather than just a slightly tougher enemy from the regular ones you might come across

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mooreandrew58
08/13/21 6:22:40 PM
#37:


Slayer_22 posted...
Isn't the purpose of leveling up to get new skills and abilities? Possibly to create new builds and allocate stat points?

Not all games. Final fantasy 8 all leveling up did was increase stats which would cause enemies stats to increase. Junction system was the only real way to get ahead so they coulda left leveling up out period.

Skyrim it pure made destruction magic near useless past a certain level since its damage was fixed and didnt scale up with you

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One_Day_Remains
08/13/21 6:25:19 PM
#38:


Minecart levels in platformers
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ultimate reaver
08/13/21 6:26:27 PM
#39:


Level scaling is the worst, but it can almost make sense in jrpgs. When you put it in stuff like elder scrolls games though in a heavy handed way it absolutely destroys them. idk how people can ever get immersed in stuff like oblivion and skyrim with how obvious the enemies and loot are gated behind leveling up

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Payzmaykr
08/13/21 6:27:53 PM
#40:


Characters whose equipment you cannot change in RPGs. I honestly dont even want to mess with characters if you cant customize their equipment.

QTE sequences in any game.

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One_Day_Remains
08/13/21 6:28:21 PM
#41:


Oh yeah level scaling is pretty garbage too

Even worse in Romancing SaGa 2 because the enemies level up with every encounter, even if you run away. You could get to a point where the game is basically unplayable
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MutantJohn
08/13/21 6:32:08 PM
#42:


I was disappointed that in Final Fantasy games only weak enemies can be poisoned or blinded. Makes every negative status spell useless

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NullAndVoidFC
08/13/21 6:32:26 PM
#43:


Weapon degradation.
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PowerOats
08/13/21 6:32:58 PM
#44:


Flamethrower, 90 Base Power, 100% Accuracy

Vs

Fire Blast, 110 Base Power, 100% Accuracy
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Wii_Shaker
08/13/21 6:33:56 PM
#45:


Turn-based combat is fine with me.

Missing attacks on occasion is OK with me.

Random encounters on the other hand are archaic and serve no purpose outside of grinding. In 2021 there is no reason to still have random encounters.

I understand that games like Poke'mon are kind of built around this mechanic but it's a vestige of a time when the systems running games had far more memory and graphical limitations.

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mooreandrew58
08/13/21 6:34:15 PM
#46:


MutantJohn posted...
I was disappointed that in Final Fantasy games only weak enemies can be poisoned or blinded. Makes every negative status spell useless


Blew my mind when (ff13 spoilers) ppoison was super useful on the final boss.


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TheRadiant
08/13/21 6:34:54 PM
#47:


Wii_Shaker posted...
I understand that games like Poke'mon are kind of built around this mechanic
To be fair they did get rid of it in Sw/Shield

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KamenRiderBlade
08/13/21 6:36:21 PM
#48:


QTE (Quick Time Events) can go away IMO.

Brain Dead mooks like in Dynasty Warriors.

I'm sorry, but basic enemy shouldn't be that stupid that they're basically fodder to make the hero feel powerful with an over inflated ego and Kill count.

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MarthGoomba
08/13/21 6:36:50 PM
#49:


Slayer_22 posted...
Isn't the purpose of leveling up to get new skills and abilities? Possibly to create new builds and allocate stat points?

Upgrading your skills and stats is what is being invalidated by enemies scaling with you.

The purpose of getting those upgrades is to be able to explore more dangerous areas with stronger enemies and demolish things you've already fought a bunch of times before. If everything is scaling with you, the stats and skills don't matter, and you never feel like you're progressing in power.
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kirbymuncher
08/13/21 6:53:09 PM
#50:


mooreandrew58 posted...
Forced anything really thats drastically different than the main game style. Like mini games being required to progress.
more games need these honestly, it's cool being totally surprised by a segment of the game just transforming into something else entirely

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