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Gaming trends you hate/dislike?


Richard Power Colt
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Mr. Scratch

 

I agree, I'd love to see a FPS where you can basically time travel.

So using space guns against WW2 SPACE nazis?

 

 

Fixed, and yes.

 

But, no, really, imagine being able to travel across history. Think, Doctor Who.

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Sunrise Driver

- Pre-order exclusive DLCs/content

- Exclusive DLCs

- DLCs in general (unless it's TLaD, TBoGT, South Central-like)

- Zombies (they suck)

- Indie first person open world exploration games (too much of these lately and they mostly boring)

Edited by Street Mix
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sivispacem

The death of "true" expansion pack.

Vendors making modding unnecessarily hard.

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PhillBellic

The death of "true" expansion pack.

Vendors making modding unnecessarily hard.

Like what Rockstar Games is doing, perhaps?

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Señor_Fisto

I hate how every stealth title these days gives you the ability to tag unlimited enemies so you can see a glowing arrow above their head and see them glowing through walls for an unlimited amount of time. I mean, wtf? Even Metal Gear Solid's adopted the forever tagged system.

 

It's just "memorizing" enemy locations without actually having to do any thinking or planning. And I feel like it gives players a false sense of security too, people jump in after tagging 3 or 4 enemies and often times can even get spotted by enemies they already tagged. I've had MUCH better experience in games that either had a limited "Tag" time or had a callout mechanic.

 

I at least liked how Deus Ex HR did it: You had to upgrade a separate skill tree that specifically gave you the ability to mark a limited (but increasing with upgrades) amount of targets (and also numbered them so you could keep track of who was who). Bonus points for the ability making sense being there with Adam being augmented and etc

Edited by Señor_Fisto
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I hate how every stealth title these days gives you the ability to tag unlimited enemies so you can see a glowing arrow above their head and see them glowing through walls for an unlimited amount of time. I mean, wtf? Even Metal Gear Solid's adopted the forever tagged system.

 

It's just "memorizing" enemy locations without actually having to do any thinking or planning. And I feel like it gives players a false sense of security too, people jump in after tagging 3 or 4 enemies and often times can even get spotted by enemies they already tagged. I've had MUCH better experience in games that either had a limited "Tag" time or had a callout mechanic.

 

I at least liked how Deus Ex HR did it: You had to upgrade a separate skill tree that specifically gave you the ability to mark a limited (but increasing with upgrades) amount of targets (and also numbered them so you could keep track of who was who). Bonus points for the ability making sense being there with Adam being augmented and etc

I remember the good ole days of Ghost recon 1 where there were no arrows above tagged enemies. If your soldier or friendly AI tag an enemy, you better have your eyes open to see them (which was fairly difficult at times but it gives a sense of challenge)

 

Very minor dislike:

One thing I dont really get is the radioactive pick-ups (objects to pick up or interact with that glow to indicate whether or not to interact with it or surrounded by a glowing corona). Im fairly capable of noticing something on the ground or a big ass red button on the wall

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sivispacem

 

The death of "true" expansion pack.

Vendors making modding unnecessarily hard.

Like what Rockstar Games is doing, perhaps?

 

Which one? Modding presumably.

 

I'll hold InExile entertainment up as the poster children for doing DLC right.

 

"We're upgrading our game to Unity 5, adding loads of new content including perks, much more customisation and vital point targeting, rebalancing it and adding thousands of lines more dialogue. If you already own the game, it's totally free".

Untitled-1.jpg
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I hate when new players ( and specifically younger ones ) don't give credit and respect as much to the classic masterpieces the way they will sing praises about the modern sequels simply because it got all the eye candy.

Edited by Osho
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PhillBellic

 

 

The death of "true" expansion pack.

Vendors making modding unnecessarily hard.

Like what Rockstar Games is doing, perhaps?

 

Which one? Modding presumably.

 

 

That's the one I'm talking about. :)

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I hate how every stealth title these days gives you the ability to tag unlimited enemies so you can see a glowing arrow above their head and see them glowing through walls for an unlimited amount of time. I mean, wtf? Even Metal Gear Solid's adopted the forever tagged system.

 

It's just "memorizing" enemy locations without actually having to do any thinking or planning. And I feel like it gives players a false sense of security too, people jump in after tagging 3 or 4 enemies and often times can even get spotted by enemies they already tagged. I've had MUCH better experience in games that either had a limited "Tag" time or had a callout mechanic.

 

I at least liked how Deus Ex HR did it: You had to upgrade a separate skill tree that specifically gave you the ability to mark a limited (but increasing with upgrades) amount of targets (and also numbered them so you could keep track of who was who). Bonus points for the ability making sense being there with Adam being augmented and etc

 

I don't see that there's a problem in tagging enemies in stealth games, and especially in the recent MGSV, as long as you're given the freedom to use it or not; just consider it as another gadget like thermal camera. Personally, and after playing MGS GZ, I couldn't imagine myself not using this feature at all, because from my experience, the AI is really challenging especially on hard difficulty. The enemies don't keep walking in the same path all the time, but instead they change their positions and shifts unpredictably according to time, weather and alert mode. There's no better way to get rid of frustration, while still retain challenging infiltration missions, without giving the player choices like tagging, as it's difficult to know whether there's a guard about to turn around the corner of a building simply by listening to his foot steps. Monitor speaker isn't a good sensing element.

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- Non-original music in games, especially popular or recent music.

- Level skips.

- Pay-to-win / pay-to-have-an-advantage (even small) in multiplayer.

- Games that take place in NYC, Philadelphia, or any large city in California.

- Open worlds where >20% of the world (of all visible space) is inacessible forest/cliff/ocean and/or structures made specifically to keep you out of an area. Fallout 3 is a pretty good example.

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PoeticWhisper

- Non-original music in games, especially popular or recent music.

- Level skips.

- Pay-to-win / pay-to-have-an-advantage (even small) in multiplayer.

- Games that take place in NYC, Philadelphia, or any large city in California.

- Open worlds where >20% of the world (of all visible space) is inacessible forest/cliff/ocean and/or structures made specifically to keep you out of an area. Fallout 3 is a pretty good example.

 

I agree, mostly with the last one. I hate when open world games have un-accessible areas. Or they fill their skybox with islands off in the distance you will never reach. It's such a tease, just let your map be the view that way nobody is disappointed.

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Señor_Fisto

 

I hate how every stealth title these days gives you the ability to tag unlimited enemies so you can see a glowing arrow above their head and see them glowing through walls for an unlimited amount of time. I mean, wtf? Even Metal Gear Solid's adopted the forever tagged system.

 

It's just "memorizing" enemy locations without actually having to do any thinking or planning. And I feel like it gives players a false sense of security too, people jump in after tagging 3 or 4 enemies and often times can even get spotted by enemies they already tagged. I've had MUCH better experience in games that either had a limited "Tag" time or had a callout mechanic.

 

I at least liked how Deus Ex HR did it: You had to upgrade a separate skill tree that specifically gave you the ability to mark a limited (but increasing with upgrades) amount of targets (and also numbered them so you could keep track of who was who). Bonus points for the ability making sense being there with Adam being augmented and etc

 

I don't see that there's a problem in tagging enemies in stealth games, and especially in the recent MGSV, as long as you're given the freedom to use it or not; just consider it as another gadget like thermal camera. Personally, and after playing MGS GZ, I couldn't imagine myself not using this feature at all, because from my experience, the AI is really challenging especially on hard difficulty. The enemies don't keep walking in the same path all the time, but instead they change their positions and shifts unpredictably according to time, weather and alert mode. There's no better way to get rid of frustration, while still retain challenging infiltration missions, without giving the player choices like tagging, as it's difficult to know whether there's a guard about to turn around the corner of a building simply by listening to his foot steps. Monitor speaker isn't a good sensing element.

 

 

I agree it's fine as long as you give me the option to turn it off. Far Cry 3 didn't allow me to use the camera without lighting everyone up like a rave show so I had to go without it.

 

I just think MGS:GZ is a prime example of a classic stealth series that adopts a myriad of newer triple A title "trends" that all combined make the game insanely easier to conquer than it's predecessors, such as the ability to tag endless amounts of enemies for endless amounts of time (if assassination targets positions get lost over time, why don't regular patrolling, shift changing schmucks too?), the directional detection meter, full on automatic-aiming and of course reflex mode (especially with auto aim) as a very easy and quick way to dispatch alerted enemies who've see you without even knowing their general direction.

 

I get they're very tried and true game mechanics and I don't have a problem with some like the detection meter but it's very easy to dominate the game with minimal effort using all the of them in tandem. I think there's much more balanced ways to implement them like Deus Ex HR did (or even having intel on enemy locations "go bad" based on last known locations like the assassination targets) but I definitely don't think things like auto aim should be on by default, especially with something as powerful as reflex mode.

 

I just think of them like the driving assistance in racing games: It's great for people new to a series and just starting out, but ultimately enables a looser, riskier style of play and people should work towards turning some of the assistance mechanics off when they feel they're comfortably efficient at what they do now. Although auto-aim is terminator mode and I think it's ridiculous to have in all games these days

 

 

Edit: Remember, your iDroid still tracks all enemy locations even with marking turned off! I think it's a fair trade off since I can't literally see them through walls, the game isn't paused and I can use my custom marker to mark a single important patrol to track across the base.

Edited by Señor_Fisto
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MGS:GZ's predecessors were merely linear stealth games taking place in corridors and straight paths with enemy AI which has a simple and defined patrolling paths. You can expose the internal logic of the AI after being spotted a couple of times, which is the contrary to what I experienced in GZ and what I expect to experience in the very large infiltrations maps of TPP. With the ability to see enemies through walls and reflex mode being optional (they can be turned off from the options menu), I see that players, who are too much concerned about the game being easy, have no place to argue as they can still experience their stealth missions with no artificial aid at all.

 

As for iDroid, it's not true. You can't see red arrows (enemies) with the marking turned off. The map on the IDroid shows the red arrows in three cases: 1. By marking an enemy, or 2. Receiving intel from mother base, or 3. Interrogating an enemy.

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Share Sharqi

 

 

I agree, I'd love to see a FPS where you can basically time travel.

So using space guns against WW2 SPACE nazis?

 

 

Fixed, and yes.

 

But, no, really, imagine being able to travel across history. Think, Doctor Who.

 

That would be 'TimeSplitters', by far the most fun I've ever had on an FPS. Shame you'd need a PS2 to play it...

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Richard Power Colt

 

 

 

I agree, I'd love to see a FPS where you can basically time travel.

So using space guns against WW2 SPACE nazis?

 

 

Fixed, and yes.

 

But, no, really, imagine being able to travel across history. Think, Doctor Who.

 

That would be 'TimeSplitters', by far the most fun I've ever had on an FPS. Shame you'd need a PS2 to play it...

 

One modern gaming trend that I dislike is how games these days aren't as fun as PS2 games.

Edited by GTAandStuff
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Im starting to dislike the current state of gaming as is, why ? for starters, while graphics are getting better as the years go by, nothing justifies neverending need for a new graphics card and such, graphics still are far from reality, then this feeling the new games you buy are less and less yours (always online restrictions, intrusive programs, overall less freedom with your own game ?) Next are the infamous dlcs, though there are exceptions (TBOGT, TLAD), and most important, lack of fun in the modern games, there is no progress, also if this sh*t sells, it sells right ? And sequels sells more than anything right ?

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Richard Power Colt

Im starting to dislike the current state of gaming as is, why ? for starters, while graphics are getting better as the years go by, nothing justifies neverending need for a new graphics card and such, graphics still are far from reality, then this feeling the new games you buy are less and less yours (always online restrictions, intrusive programs, overall less freedom with your own game ?) Next are the infamous dlcs, though there are exceptions (TBOGT, TLAD), and most important, lack of fun in the modern games, there is no progress, also if this sh*t sells, it sells right ? And sequels sells more than anything right ?

Graphics are used largely as a sales trick these days. We've seen several examples recently of graphics having been toned down in the final product versus the original footage used for advertising. And some of the games have still come out with issues running at 60fps(on consoles). Imo a lot of the best looking games aren't the ones with high-fidelity everything. A good art style can make a game look good for years and years to come and I wish big-budget devs also focused more on innovative gameplay rather than making everything look shiny. But at this point, all the advertisement has caused people to get their expectations too high over graphics so there may not be a turn back from pushing the graphics higher than necessary. Well eventually devs should learn to utilize the hardware better for better optimization.

 

Also the Fallout 4 trailer pissed some people off, because the graphics weren't that great, but I'm hopeful that it means that Bethesda actually wants to focus more on things like performance or draw distance or the like. And the art style I think still makes the game look good regardless.

Edited by GTAandStuff
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Señor_Fisto

MGS:GZ's predecessors were merely linear stealth games taking place in corridors and straight paths with enemy AI which has a simple and defined patrolling paths. You can expose the internal logic of the AI after being spotted a couple of times, which is the contrary to what I experienced in GZ and what I expect to experience in the very large infiltrations maps of TPP. With the ability to see enemies through walls and reflex mode being optional (they can be turned off from the options menu), I see that players, who are too much concerned about the game being easy, have no place to argue as they can still experience their stealth missions with no artificial aid at all.

 

As for iDroid, it's not true. You can't see red arrows (enemies) with the marking turned off. The map on the IDroid shows the red arrows in three cases: 1. By marking an enemy, or 2. Receiving intel from mother base, or 3. Interrogating an enemy.

 

Like I said it's like driving assistance in racing games: I'm not angry these mechanics are here, in fact it's better as a whole for the series to newcomers as long as there's options to turn off the assistance in the menus (which there is in GZ)

 

And actually what you said about the iDroid is exactly what I was referring to: I still have the intel on enemy locations that I can check anytime with the press of a button, I seriously don't think the radioactive "ENEMY OVER HERE" floating arrow that penetrates through even solid lead walls is totally necessary when you have a gadget that serves the same purpose and doesn't make the map look silly with all that superman x-ray vision everywhere.

 

makes me feel too much like predator

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