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ITT: Things in RPGS that ****** you off


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#26
C9316

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Fight a super tough antagonist who destroyed you numerous times, causing you to grind tediously to get your stats up. After barely defeating them and the antagonist becomes a party member they proceed to get rekt'd by low level mobs. 


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#27
Liamv2

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Grind.

Useless abilities.Dragon age origins had a lot of these.


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#28
Celtic Latino

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Character race being either mostly or completely irrelevant (Kingdoms of Amalur, Dragon Age Inquisition (if you're not a human/elf anyways), Skyrim, Baldurs Gate, Pillars of Eternity).

*Actually, I might add character class, background, alignment, pretty much defining traits of characters being pushed to the sidelines or gameplay only 

 

Retconned characters/choices (Mass Effect and Dragon Age series comes to mind. Either don't offer the option or stick to it. And with characters, keep them consistent)

 

Less rpgs offering true villainous and neutral options. In Mass Effect you're relegated to anti-hero, Dragon Age Inquisition you're given a very slight attitude problem...which in itself isn't bad but gone are the days of becoming a Sith on the Dark Side or attaining power on the Closed Fist path. Heroes are nice but so are villains, and choices 

 

Auto. Dialogue. 


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#29
Commander Rpg

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I was planning on playing it this summer. it's that bad?

Full price isn't the best choice for this game, thinking back I'd buy it if it was maybe a half or even less of what it costs. Personally it was a bland and awful gaming experience.



#30
BroBear Berbil

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D&D and similar kinds of rules that you find in Neverwinter Nights, Baldur's Gate, KOTOR, Drakensang, etc. Just give me percentages and **** I can intuit easily.

 

Status effects in JRPGs. What's the point? 90% of the enemies are immune or the spells are ineffective or miss a lot.

 

Long intros.

 

Games that have a talent/skill point system and no way to re-spec.

 

Characters that have static looks even when you change their armor.

 

General lack of spears and great axes in many games.


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#31
JobacNoor

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Not being able to have sex with everything.

 

It's unrealistic.


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#32
XMissWooX

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Player character is the only person in the world who can stop the antagonist from destroying the world.

...

Random bandits insist on killing you because your 10 gold is more important than saving the world.


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#33
ruggly

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Female NPCs not being the most attractive people in the world.


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#34
Inprea

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Cutscene or required defeats especially from enemies you would have and or later destroy five times over. Kai Lang in ME3 being a great example of this.

 

Level caps.


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#35
Captain Crash

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Grinding

 

Escort quests


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#36
Decepticon Leader Sully

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Item fekin levels.

"Hay level 1 naked warrior. Say thats some swell leather boots you have. sure would be nice to put them on and walk over those sharp rocks. TOOO BAAAD they are level 60. and you need training in how to ware boots."


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#37
BigEvil

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Grind.

Useless abilities.Dragon age origins had a lot of these.

 

I just wanted mana clash...

 

Loot that mostly results in side-grades rather than upgrades.

Level scaling.

Giant spiders. Can't they at least have some variety, giant snakes for example. The last time I can remember fighting a giant snake was the massive one in Final Fantasy 7.



#38
Gravisanimi

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Becoming such an overpowered god that combat is made easy no matter what you are fighting, I want a little challenge.

 

It's probably going to seem like a dumb question, but what's the problem with level scaling?



#39
CassandraSaturn's Ring

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Not being able to force your character on women like the Revered Mother in Lothering's Chantry.

 

"I've got a donation for ya..."


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#40
ApocAlypsE007

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* Low amounts of builds/impossible to make character unique (TW games)

* Slow leveling (high lvl Diablo 2)

* BUGS (DAO, DAI)

* Game breakingly OP stuff (DAO Mana Clash and Blood Wound), slightly OP is fine.

* Grinding (TW1, every single MMO i've played, Path of Exile, Diablo 2 to an extent)

* Designing for width more than depth (the reason I will never touch an Elder Scrolls game again)

* "What the f*** do I do now" quest design (Divinity Original Sin, Pillars of Eternity to an extent, mostly because of the bland story)


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#41
ApocAlypsE007

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It's probably going to seem like a dumb question, but what's the problem with level scaling?

You didn't play ES: Oblivion didn't you? The enemies scaled for your level, and you found that over night every archer becomes Legolas and every random bandit have an ultra powerful Glass or Daedric armor like Dagon himself outfitted them. DAO also had a problem with this, as the enemies were symmetrical to the player, at a certain level encounters against wolves spike in difficulty because all of them suddenly know how to overwhelm.


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#42
Decepticon Leader Sully

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the way you find gold in bunnies, Birds , wolves ect. 



#43
Eternal Phoenix

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You obviously didn't read the bible. Sending people to collect foreskins was an actual thing in the OT. Clearly a task fit for a leader.

 
Actually I have, that's where I got the "200 foreskins" reference from.
 
Also David was sent on the task to collect 100 foreskins BEFORE becoming king (which many RPG's continue to get wrong in having us still receive fetch quests as the leader/ruler of an group) and decided to collect another 100 for the XP bonus.

 

As king, David established a special group known as "David's Mighty Warriors" (aka the Gibborim) who did all his "go here and kill 100 people" or "kill a lion for its mane" quests for him. Yet in a game like Inquisition, I'm still running around like a stupid c u n t collecting bear assholes to create Leathery Bear Ass Armour when it should be my soldiers doing that crap.

 

 

Curious. I found Skyrim pretty good in that regard. Where do you think that illusion was most present?

 
Main quest-line and if the rest of the game is like Oblivion, then faction quest-lines too.
 

As a sandbox game, it does succeed, you have choice there (i.e become a criminal, thief, wondering hero etc etc) but not in terms of influencing the story apart from one meaningless decision in who rules (similar to the end decision at Mass Effect 1). Look at The Witcher 2 or Dragon Age: Origins for an RPG where your choices actually matter in terms of the plot.


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#44
Fast Jimmy

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Save Import features.
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#45
Guest_Stormheart83_*

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You didn't play ES: Oblivion didn't you? The enemies scaled for your level, and you found that over night every archer becomes Legolas and every random bandit have an ultra powerful Glass or Daedric armor like Dagon himself outfitted them. DAO also had a problem with this, as the enemies were symmetrical to the player, at a certain level encounters against wolves spike in difficulty because all of them suddenly know how to overwhelm.

I actually love the lvl scaling in Oblivion, just means more epic loot from those bandits.
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#46
The Hierophant

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The level scaling in Oblivion was atrocious. Iirc the your melee damage would be capped at 100 strength, while enemy npcs health would continue to increase on level ups. If you don't min max every encounter would seem like a boss fight. Then there's the Minotaur Lords, Goblin Warlords and Ogres.

I remember the elemental damage, and 100% elemental/magic weaknesses for 1 sec combo being a godsend for weapon enchants.
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#47
Guest_Stormheart83_*

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The level scaling in Oblivion was atrocious. Iirc the your melee damage would be capped at 100 strength, while enemy npcs health would continue to increase on level ups. If you don't min max every encounter would seem like a boss fight. Then there's the Minotaur Lords, Goblin Warlords and Ogres.
I remember the elemental damage, and 100% elemental/magic weaknesses for 1 sec combo being a godsend for weapon enchants.

Well, I disagree. Just my opinion, but I liked it.

#48
Eternal Phoenix

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Level scaling is fine if done properly to keep some enemies and encounters challenging.

 

Making enemy encounters harder instead of simply leveling up enemies to ridiculous amounts is the better approach. More diverse enemy encounters will require more tactics and use of the skills you have learned.

 

Additionally, the classic approach of static enemy levels can work well and be balanced too as Dark Souls shows. Whilst you can return to earlier areas and be able to wreck enemies that were once difficult for you, enemies continually remain balanced/tough through your progression through the main game, also partly due to the fact that you have to learn enemy attack patterns too (which contributes to the difficulty along with how much resistance and damage they have).


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#49
mybudgee

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bible says a lot of stuff that people think doesn't apply to them.

A for effort

#50
Dominus

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Randomized Ability to Hit(and other D&D-related things) based on combat mechanics. It's why I generally prefer Action-RPGs. Determining whether I can live or die with Behind-The-Scenes Gobbledy Nonsense annoys the living daylights out of me. The way Fallout & Wasteland handle that is a bit more digestable, where I can at least gauge my chances of landing a hit.

The Standard way of Leveling isn't my favorite, but the above is the bigger issue for me.
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