Current Events > What's a worse game mechanic?

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ThunderTrain
05/02/24 9:21:39 PM
#1:


Two useless parts of games that make them less fun. I think item durability is worse. Nothing like finding a weapon you like just to have it break and you either need to ditch it or detour to fix it.

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Crimson_Corsair
05/02/24 9:24:57 PM
#2:


Depends on how it is implemented. Durability in BotW was fine, in Dark Souls 2 it was so fucking abnoxious.

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specialkid8
05/02/24 9:26:48 PM
#3:


Neither is bad. Who even complains about fall damage? That's the default for every game unless there's a reason to remove it.

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BucketCat
05/02/24 9:28:25 PM
#4:


fall damage actually makes sense from a game design perspective.

item durability will never be anything more than game padding imo. i suppose it could also be a crutch for lazy design to force scarcity onto the player.

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kirbymuncher
05/02/24 9:30:10 PM
#5:


I actually sorta like fall damage since it makes you feel good if you find ways to avoid it

As lon as it's actually for high falls and not just jumping off a ledge twice your height

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Irony
05/02/24 9:30:33 PM
#6:


Crimson_Corsair posted...
Depends on how it is implemented. Durability in BotW was fine, in Dark Souls 2 it was so fucking abnoxious.
Both of the poll options are terrible in Dark Souls 2

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radical_rhino
05/02/24 9:31:13 PM
#7:


Item durability is great when its used well, like in Dark Souls 2. You often cant get from one bonfire to the next using just one weapon.

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sabin017
05/02/24 9:31:15 PM
#8:


It's horrible when the unique drop you need in D2 is eth.

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Turducken
05/02/24 9:31:22 PM
#9:


The only time I've ever had an issue with fall damage was in one of the Prince of Persia games (Sands of Time, I think), when I died somehow off full health from an approximately 15 foot fall, if that much. The concept itself is fine.

Don't mind item durability either, but I guess gun to my head I'd pick that one?

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Alteres
05/02/24 9:38:47 PM
#10:


I turned them both off in grounded and never looked back, normally wouldn't for fall damage... but that game has way too much bullshit first-person platforming.

Durability is worse... in that game it would mean I was pointlessly shoving enemy bits into an autofactory to make repair glue, just why? ...at least they let you turn it off.

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Vicious_Dios
05/02/24 9:40:17 PM
#11:


ID, by far.


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UnholyMudcrab
05/02/24 9:41:40 PM
#12:


radical_rhino posted...
Item durability is great when its used well, like in Dark Souls 2. You often cant get from one bonfire to the next using just one weapon.
We've found it. The mythical "worst opinion"

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darkbuster
05/02/24 9:50:54 PM
#13:


I mean, fall damage just conceptually makes too much sense to hate. "Bottomless pits" were basically the early platformer representation of it: a fall too high for your character to survive.

Weapon durability can serve as a form of resource management & strategy. For example, Fire Emblem's durability actually served a purpose of when to save your best weapons for critical moments & just use your more common weapons for minor threats. The fact recent FE games don't have it anymore, means there's few practical reasons to not use the strongest weapon a character has, & unless they have multiple proficiencies, makes the fact they can carry multiple weapons mostly pointless.

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Smiffwilm
05/02/24 10:07:52 PM
#14:


I feel item durability should always be less effective, but never broken. Like a strong weapon should still be strong, just not quite as strong as it could be.

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pretzelcoatl
05/02/24 10:08:43 PM
#15:


Crimson_Corsair posted...
Depends on how it is implemented. Durability in BotW was fine, in Dark Souls 2 it was so fucking abnoxious.
Damn, I feel the exact opposite
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deoxxys
05/02/24 10:11:45 PM
#16:


Neither bothers me a lot and both have their places in games such as:

Crimson_Corsair posted...
Depends on how it is implemented. Durability in BotW was fine, in Dark Souls 2 it was so fucking abnoxious.


I think fall damage makes sense in most games but in some games it's just badass to be able to jump off a mountain and deliver a grand slam to a boss monster like in Monster Hunter World

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deoxxys
05/02/24 10:23:37 PM
#17:


I don't know if there's one game mechanic I inherently hate. But putting certain mechanics in every game just because they're common is what annoys me.

Having:
  • Sprint
  • Jump
  • Regenerating health
  • Magical all knowing GPS
Sprint is a great mechanic for single player games but at single-handedly ruined the Halo multiplayer. Mobility was supposed to be the strength of the vehicles/air lifts. Then all of a sudden everybody could sprint around and move faster, projectile weapons became less accurate, requiring all the guns to be made into hitscan weapons. Suddenly the play style of Halo became dramatically different. Then the Modern Warfare reboot introduced tactical sprint which was even faster? Ewww.

Is jumping actually integral to your game? Is platforming required? Does jumping actually help avoid any specific attacks? Or is it just a needlessly added feature because every other game has it? That's why I think Auto-mantling was a good evolution.

Regenerating health was also far too common. It made more sense in multiplayer games but again it found its way into many campaign games. Exploration is a fun distraction from combat and rewarding the player with health pickups is one of the many goodies you can hide for them.

Also this last one is divisive for casual players but I think that can easily be implemented as an accessibility option. More games need to be designed around not having a magical GPS that leads you to every single quest. The world is a lot more fun to explore when you aren't turning your brain off and after actually remember landmarks.

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Luigi_and_Tails
05/02/24 10:24:13 PM
#18:


Both, if implemented poorly. However fall damage normally allows for a bit of suspense of belief, so it's less in-your-face than item durability.

I appreciate the point of both of them but, fall damage is more believable than "you found this 3000 year old sword in a cave whilst fighting a dragon and some goblins, guess what, you can only use it for half an hour before suddenly the last 3000 years don't matter and it's blunt!"

That said, I still haven't got over the first time I used an assault rifle in System Shock 2 on full auto and the degradation was quicker than my ammo usage. Maybe I'm just scarred about trying to fight a Rumbler with a gun that couldn't fire more than 60 rounds.

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Glob
05/02/24 10:28:16 PM
#19:


specialkid8 posted...
Neither is bad. Who even complains about fall damage? That's the default for every game unless there's a reason to remove it.

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Squall28
05/02/24 10:31:29 PM
#20:


kirbymuncher posted...
I actually sorta like fall damage since it makes you feel good if you find ways to avoid it

As lon as it's actually for high falls and not just jumping off a ledge twice your height

Yeah those feather fall type spells are so fun.

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cjsdowg
05/02/24 10:51:54 PM
#21:


I still can't believe how many people defended Item durability in the last Zelda games. You are force to spend time looking for some damn seed people. In order to have weapons to play the game. Since whatever you get breaks like it is a butter knife from the dollar tree.

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Xatrion
05/02/24 10:57:42 PM
#22:


QTEs shits itself all over the other two.

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ArkhamOrigins
05/02/24 11:02:24 PM
#23:


Lol thos is a no brainer

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party_animal07
05/02/24 11:02:49 PM
#24:


Item durability isn't awful if there's a quick fix solution (powders, potions, after battle repair, etc.). Having to go all the way back to a designated place is bullshit though.

I'm not thr biggest fan, but it was a pretty satisfying mechanic in Lies of P.

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TheFalseDeity
05/02/24 11:46:52 PM
#25:


Easily item durability. The only time fall damage has really bothered me is in instances like platforming sections in non platformer games like for the chaos ending in Elden Ring.

Meanwhile item durability is at best a completely ignorable neutral thing like in Bloodborne or Dark Souls 3. Or you have instances like Breath of the Wild where it just makes me want to avoid every last instance of combat for the entire game. Or in other words it makes me want to not play the game anymore.

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GGuirao13
05/06/24 2:26:22 AM
#26:


Item durability.

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NoxObscuras
05/06/24 2:32:08 AM
#27:


Item durability. I hate it in pretty much every game that has it. I tolerate it, but would much prefer it was gone entirely. It doesn't make a game more challenging or anything. It's just tedious for the sake of being tedious.

deoxxys posted...
Also this last one is divisive for casual players but I think that can easily be implemented as an accessibility option. More games need to be designed around not having a magical GPS that leads you to every single quest. The world is a lot more fun to explore when you aren't turning your brain off and after actually remember landmarks.
I actually hate this trend in more recent games where there's no minimap or gps. Just have to use landmarks to find your way around this 50mi map. If it was an option that could be turned on and off then I wouldn't mind. But I hate not having those options. I want to be able to just turn my brain off sometimes after a long day of work.


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ssjevot
05/06/24 2:38:06 AM
#28:


I think item durability is fine if it's used consequentially to enhance gameplay and not as an annoyance. An example would be a lot of roguelikes and DRPGs (talking traditional ones here, not modern ones, the ones that are fairly hard and getting wiped is common). As another aspect of managing your resources and trying to survive it works well. However a lot of games with roots in these genres (like Dark Souls and DRPGs) have diverged a lot to the point that it feels tacked on and doesn't add much (exception for PvP builds based on breaking equipment, that's cool). Also for reasons people argue endlessly over durability was added to Breath of the Wild and I don't want to fight over it here, but it's interesting in that it isn't based in genre traditions.

Fall damage is an important part of gameplay if used well (and it often is), so I don't get the controversy here.

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Hexenherz
05/06/24 2:44:11 AM
#29:


item durability sucks
I hated it in Breath of the Wild (didn't get very far in the game though), and in a lot of games it is just a dumb mechanic, like in Far Cry 2 (guns just disintegrate in your hands), Fallout 3 (nothing like keeping five of the same gun on hand so you can repair your primary one), or Dead Island (because paying money to a machine and putting some parts in there to make your weapon better makes sense).

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Aristoph
05/06/24 2:49:00 AM
#30:


Saw the topic title and immediately said gear durability before clicking. It's such a universally stupid mechanic that has never once improved my experience with any game. It is just a straight-up negative with no pros and a thousand cons.

I will happily cheat or use any exploit that circumvents durability systems in any games I play, even on the first playthrough. I'm not interested in having the devs' "intended experience." I'm interested in having a fun experience. And there's nothing fun about repairing or replacing gear constantly.

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Unknown5uspect
05/06/24 2:54:28 AM
#31:


Speaking as someone that hasn't played a console Zelda past like Idfk TP. Is Breath of the Wild that bad with item durability that you can't pick something up during any given encounter? Because from what I've heard and seen you can make do with basically any weapon in that game.

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OriginalPlain2
05/06/24 3:06:35 AM
#32:


Both are actually good imo

but picked fall damage

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ssjevot
05/06/24 3:38:47 AM
#33:


Unknown5uspect posted...
Speaking as someone that hasn't played a console Zelda past like Idfk TP. Is Breath of the Wild that bad with item durability that you can't pick something up during any given encounter? Because from what I've heard and seen you can make do with basically any weapon in that game.

The problem is when you get a really good weapon you don't want to use it because it will break very quickly. The best weapons come from the strongest enemies who are best fought with the best weapons, so outside of temples the best thing to do is just not fight any enemies or use shit weapons if you do.

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Nukazie
05/06/24 4:33:54 AM
#34:


fall damage has been a thing since super mario, item durability is shit

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Arcanine2009
05/06/24 4:45:01 AM
#35:


i'm used to fall damage.. Not being it is weird, unless there's a mechanic that allows you to prevent you from taking fal damage. Playing Xenoblade X for 5 hours and noticing no fall damage was swipe to me though.

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ssjevot
05/06/24 4:58:47 AM
#36:


Nukazie posted...
fall damage has been a thing since super mario, item durability is shit

Donkey Kong had fall damage, Mario did not until 64.

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Whiterun_Guard_
05/06/24 5:03:43 AM
#37:


I don't care much for fall damage most of the time. Depends on the game.

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TomClark
05/06/24 5:05:49 AM
#38:


I don't mind fall damage at all.

Item durability can get in the fucking bin, though.

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thisworld
05/06/24 5:40:51 AM
#39:


Fall damage is fine. Item durability can go pound sand.

deoxxys posted...
Also this last one is divisive for casual players but I think that can easily be implemented as an accessibility option. More games need to be designed around not having a magical GPS that leads you to every single quest. The world is a lot more fun to explore when you aren't turning your brain off and after actually remember landmarks.

No way! I'm not a casual but I'm also not a 13 years old with unlimited free time anymore. I want to turn off my brain after irl shit and just enjoy the game. Definitely don't want/need a second job charting a massive in-game map.

I definitely wouldn't have played Shadow of the Colossus without that beam of sunlight reflecting off your sword. Make the GPS/quest marker optional if you wish but turning it off entirely is [censored].
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Darkninja42
05/06/24 5:50:02 AM
#40:


Hexenherz posted...
item durability sucks
I hated it in Breath of the Wild (didn't get very far in the game though), and in a lot of games it is just a dumb mechanic, like in Far Cry 2 (guns just disintegrate in your hands), Fallout 3 (nothing like keeping five of the same gun on hand so you can repair your primary one), or Dead Island (because paying money to a machine and putting some parts in there to make your weapon better makes sense).

I legit quit Far Cry 2 like three hours in because of the gun shit combined with the constantly respawning enemies. A terrible combination

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Philip027
05/06/24 5:51:57 AM
#41:


Durability and it's not even a contest.
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TheSavageDragon
05/06/24 6:07:22 AM
#42:


Alteres posted...
I turned them both off in grounded and never looked back, normally wouldn't for fall damage... but that game has way too much bullshit first-person platforming.

You can go 3rd person at the press of a button though. Default is U when using a keyboard.
If you're on console it's a bit annoying, you have to select the top option in the radial menu and then select Toggle Player Camera.
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Nukazie
05/06/24 6:38:19 AM
#43:


ssjevot posted...
Donkey Kong had fall damage, Mario did not until 64.
oh yeah, i was thinking of pitfalls doing 'fall damage' since the 2d era

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Deej
05/06/24 6:53:30 AM
#44:


darkbuster posted...
I mean, fall damage just conceptually makes too much sense to hate. "Bottomless pits" were basically the early platformer representation of it: a fall too high for your character to survive.

Weapon durability can serve as a form of resource management & strategy. For example, Fire Emblem's durability actually served a purpose of when to save your best weapons for critical moments & just use your more common weapons for minor threats. The fact recent FE games don't have it anymore, means there's few practical reasons to not use the strongest weapon a character has, & unless they have multiple proficiencies, makes the fact they can carry multiple weapons mostly pointless.
Weapon weight, innate hit/crit, effective weaponry, etc.
Still plenty of reasons to carry more than one weapon, even on units locked to a single weapon type. I haven't missed item durability in Fire Emblem at all lmao

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deoxxys
05/06/24 8:38:45 PM
#45:


NoxObscuras posted...
I actually hate this trend in more recent games where there's no minimap or gps. Just have to use landmarks to find your way around this 50mi map. If it was an option that could be turned on and off then I wouldn't mind. But I hate not having those options. I want to be able to just turn my brain off sometimes after a long day of work.

thisworld posted...


No way! I'm not a casual but I'm also not a 13 years old with unlimited free time anymore. I want to turn off my brain after irl shit and just enjoy the game. Definitely don't want/need a second job charting a massive in-game map.


Here's the crazy thing, we don't need massive maps.

All they do is waste your time making giant maps full of nothing where most of your time is spent traveling.

Carefully constructed worlds and environments where you can encounter lots of different things in a compact space is king! I don't know why ever since 3D was invented people have the obsession with making massive worlds. Simply just having a big world isn't better. Banjo Kazooie, Dark Souls, Outer Wilds are all great examples of well-constructed worlds focused on the spectacle of their individual designs.


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Ubergeneral3
05/06/24 8:39:44 PM
#46:


ThunderTrain posted...
Two useless parts of games that make them less fun. I think item durability is worse. Nothing like finding a weapon you like just to have it break and you either need to ditch it or detour to fix it.
This makes me laugh because wow has both of these.

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MEGAsoldier
05/06/24 8:41:15 PM
#47:


There has never been a time in my life where I ever saw durability in a game and thought "dope what a neat mechanic" that's fer sure
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specialkid8
05/06/24 8:42:34 PM
#48:


deoxxys posted...
Here's the crazy thing, we don't need massive maps.

All they do is waste your time making giant maps full of nothing where most of your time is spent traveling.

Carefully constructed worlds and environments where you can encounter lots of different things in a compact space is king! I don't know why ever since 3D was invented people have the obsession with making massive worlds. Simply just having a big world isn't better. Banjo Kazooie, Dark Souls, Outer Wilds are all great examples of well-constructed worlds focused on the spectacle of their individual designs.
I agree the ubisoft pattern is out of hand but large maps are still a valid design choice, just for a different kind of game. Like Bethesda RPGs or Farcry 2 are supposed to be about being thrown into a giant hostile alien environment.

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projectpat72988
05/06/24 8:48:45 PM
#49:


I never understood people who don't enjoy limits in games.

it makes things far more immersive for me. The world matters more if a fall can kill me. Yeah Witcher 3 is ridiculous but overall there should be some.

I also enjoyed when games like Fallout had weapons wear out. It was something else I had to manage and think about IN the game.

Games tend to be shallow as fuck these days and when there is less to focus on it is going to be boring quickly.

The map discussion is more valid IMO. Some of the "big map with trash activities for sole purpose of making game seem bigger" games are far more BS than any simple durability or FALL damage of all things.

Hell, It even made it somewhat tense in gta when water killed you.
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