this post was submitted on 10 Jun 2023
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The other thread about favorite mechanics is great, so let's also do the opposite: what are some of your most hated mechanics?

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[–] Phrax@reddthat.com 7 points 2 years ago

I hate RNG-heavy progression that discourages playing the actual game.

Path of Exile had terrible loot droprates and gamble crafting when I last played in Ritual League. Starting a league = poring YouTube for safe league starter builds to follow step by step. Gearing up = only picking up currency and buying items from other players on a website. Making $$$ = flipping items (buy low sell high) in hideout (personal town).

Path of Champions (PvE gamemode in Legends of Runeterra) drops shards and fragments to unlock new champions and relics that add a passive effect. Drops are random and not duplicate protected. Champions need 2 star upgrades totalling their unlock cost to feel playable. Optimal progression = speedrunning dailies/weeklies, 2-starring meta champs, and logging out.

[–] TheYang@lemmy.ml 6 points 2 years ago (3 children)

Currently?
Having cool abilities tied to NPC companions.

And I'm pretty sure (nearly?) everyone knows why and what I'm talking about.

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[–] s12@sopuli.xyz 6 points 2 years ago

Perhaps forced online with no way to self host.

I really don't like random bullet spread. Especially when it becomes more random if your character is moving.

[–] chalkman@sh.itjust.works 6 points 2 years ago (2 children)

I think forced stealth mechanics in games not designed for them are my pet peeve. Looking at you Witcher 2.

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[–] gingerrich@beehaw.org 6 points 2 years ago (2 children)

I honestly do not like the RPG mechanic of levelling up/buying skills, especially in FPS games. I'd rather have a Half Life experience over levelling.

I'm also not a fan of side quests. I find it breaks the immersion when you're character is on some crazy, world saving overall quest but sure, I can spend time to find that random thing for you.

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[–] _ed@sopuli.xyz 6 points 2 years ago

QuickTime events. I started replaying RE4 original. Did not miss them.

[–] setsneedtofeed@beehaw.org 6 points 2 years ago* (last edited 2 years ago)

I've never been a fan of character weapon skill being tied to the bullet not hitting where the player is aiming in first person RPGs and immersive sims. Think something like Fallout 3, where a shot with a sniper rifle can be perfectly lined up, but the bullet might veer off randomly.

I do understand and appreciate character weapon skills being tied to certain weapons encrouages distinct playstyles, but there are many other ways to implement it that don't feel as arbitrary. Tying character skill to greater reticle sway, longer time to aim down sights, longer reload times, more likely to jam or jams taking longer to clear. It accomplishes the same goal of rewarding putting points into the skill and making players feel like they are progressing, but without creating the instant frustration of missing a clearly lined up shot.


On that note, actively degrading weapons are not something I think has ever been a good idea. It's neither fun, nor is the rate of degradation ever realistic. If the goal is to make player cautious, then limiting ammunition and the availability of good weapons is a much better idea. I have no problem with weapons in different conditions existing in a game, for example: Pristine rifle, good rifle, rusty rifle, etc. That's fine, but a good rifle should never degrade into a rusty rifle in the hands of the player.


Areas of open worlds dynamically level scaling to match players is another gripe I have. Once a player notices it, it takes away the feeling of progress from leveling up. In some cases, smarter players in games have found certain areas easier to beat with low level characters. It creates a bad kind of meta-game. I much prefer worlds where every area is built with a certain player level in mind. Honestly, overleveling in RPGs and going to wreck starting bandit camps is a joy that shouldn't be taken away.

[–] zerkrazus@kbin.social 5 points 2 years ago

Anything that encourages toxicity and trolling behavior, though I suppose in some ways that's unavoidable and is the nature of anonymity/pseudo-anonymity that online gaming offers.

[–] HalJor@beehaw.org 5 points 2 years ago (1 children)

Story, specifically cutscenes, especially if they're unskippable. Everything I need to know should simply be presented in the HUD or in the menu/options/inventory/etc. It's fine that there /is/ a story but at least give me the option of skipping it entirely and playing the actual game.

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[–] Ashen44@lemmy.cafe 5 points 2 years ago

Death penalties. Any game that seriously penalizes you for dying is just so frustrating for me. I understand that there has to be some form of reason to not die but please, at worst just reload an earlier save for me (and make sure you have frequent autosaves too).

If I lose all my items on death I'm just reloading a save. If I have to respawn at a checkpoint ten thousand years away I'm going to be very mad. If I have to listen to someone monologue to me every time I die I'm refunding your game.

[–] Soccera@aussie.zone 5 points 2 years ago (1 children)

The bit in a certain DOS game where a demon respawns lower level demons... If you know, you know.

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[–] simple@kbin.social 5 points 2 years ago (1 children)
  1. Slow, boring climbing sections that add nothing to the game and just pad out playtime. I'm looking at you, God of War (2018).

  2. Lives systems. Luckily modern games never use it anymore, but every now and then I play an older game and wow, losing 30+ minutes of progress just because you died a few times SUCKS.

[–] Katana314@lemmy.world 5 points 2 years ago

Slow movement systems are often hiding loading screens. Hard to say if we’ll see those transition out as SSDs become more popular.

[–] alpaca128@programming.dev 4 points 2 years ago

Swimming/diving, it usually has terrible controls. My prime example is Witcher 3, swimming with Geralt feels like steering a freighter while underwater enemies can quickly move in all directions.

Also I generally don't like platforming, but that's just me.

[–] mavka@lemmy.world 4 points 2 years ago* (last edited 2 years ago)

Repeateable procedural quests. I feel like this explains it all.

[–] Gigg44@feddit.de 4 points 2 years ago

Crafting with survival elements, one button stealth attacks, random loot with stats in story games.

Not a gameplay mechanic but constant fucking talking mains and npcs

[–] TheRoarer@beehaw.org 4 points 2 years ago
[–] CynAq@kbin.social 4 points 2 years ago (1 children)

The bane of my existence in any pvp game is crowd control mechanics.

In general, I hate every player skill in pvp games which take away the opponent's ability to play.

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[–] mtizim@beehaw.org 4 points 2 years ago (4 children)

3D 3rd person platforming. Any flavour of it. It consistently either sucks (souls games) or is just plain boring (the uncharted series). I'm sure there are some games where it's done reasonably well (probably some sonic or mario game), but I've never seen that.

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[–] Deestan@beehaw.org 4 points 2 years ago (1 children)

Disclaimer: not always

Character stats, commonly called "RPG elements".

In games with low enough detail that I have to use my imagination, it makes sense to have a character constitution 10 increase to 15 and take 50% less damage from blunt weapons. It works perfectly in Rimworld, ADOM, Terraria and the like because you can't completely see what's happening, so when your character does low damage your imagination has room for him to hit badly or be partially blocked.

But in games with modern graphics and animations, it feels... off. An attack animation that shows someone swinging a sharp steel battleaxe perfectly and connecting with bare flesh at momentum, deals... no damage because the wielder has low strength and axe skill, while the target has a high armor value.

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[–] FartsWithAnAccent@lemmy.world 4 points 2 years ago (1 children)

Escort missions and weapons breaking without a reasonably easy way to get/make more (glaring at you, Dead Island...)

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[–] neosheo@beehaw.org 4 points 2 years ago (1 children)

Crafting. I don't want to have to remember the recipe to stuff, then find out where it is, then keep going back to make it again

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