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Worse: an NPC you have to escort who has a moving speed that's faster than your walking speed but slower than your running speed.Oh and escort missions.
I remember when Diablo II was coming out, and the guys on /v/ had the list of banned names for it. Some of it was damn hilarious.The no-bad-words filter in Pokemon games of late. Sometimes you just want to name a Snorlax 'Fat Fuck,' y'know? (Instead I named it Val Kilmer, but still...)
I hate when people get mad when a game gives you instructions and hints (but doesn't coddle you) and then screech "HOW WAS I SUPPOSED TA KNO DAT" when the game doesn't tell them exactly where to go.- In addition to a game holding your hand throughout the entire time, I also hate when a game DOESN'T tell you what to do or where to go.
Idk about Sun and Moon, but I know in X/Y you can't name a Pokemon "Spike" because apparently the wordfilter doesn't like Spik.The no-bad-words filter in Pokemon games of late. Sometimes you just want to name a Snorlax 'Fat Fuck,' y'know? (Instead I named it Val Kilmer, but still...)
Idk about Sun and Moon, but I know in X/Y you can't name a Pokemon "Spike" because apparently the wordfilter doesn't like Spik.
The unnecessary proliferation of open world design.
Not every game needs to be open world. Phantom Pain was open world but it was hollow and boring - 5o hours of sneaking into bases and ballooning soldiers gets old real quick, especially when you're reminiscing how previous Metal Gear games changed up your goals quite frequently. Arkham Asylum was a great metroidvania game, but City ruined the pacing, atmosphere, and generally just didn't feel like a Batman story because Batman doesn't need to be running all over a gigantic city; to say nothing of how the combat was not really suited for big open spaces. Knight got even worse because half the game was a stupid driving simulator. Final Fantasy XV did a bit better I suppose, but I don't see why a Final Fantasy has to be about a boy band going on a road trip.
They spend so much time making sure the map is physically big but they don't ever seem to care about populating it with actual shit to do. And the story ends up suffering because it's always written around "we need events to show off how big this world is!" rather than building a world that serves the tempo and atmosphere of a good story.
Holy shit, that makes me actually want to play Phantom Pain again. Does the mod offer anything to make the skulls not pain-in-the-ass bullet sponges?There's a mod that partially alleviates the issue you mentioned with MGSV called Infinite Heaven, which does a lot of cool stuff to make the world seem more dynamic.
1. Patrol routes are much more randomized for enemies, meaning you can't just run or horse your way across huge expanses then stop within a few dozen meters of an outpost anymore, since you can run into guards ANYWHERE.
2. All sorts of stuff you'd only see in missions can show up while just running around, like tanks, fully armored soldiers, guys with heavy weapons, random female soldiers alongside guys (instead of just being prisoners)
3. You can even assign random chance to enemy loadouts, behavior patterns, and level of resources you can gather, making the world seem a lot less static.
Holy shit, that makes me actually want to play Phantom Pain again. Does the mod offer anything to make the skulls not pain-in-the-ass bullet sponges?
I'm going to check this out, thanks!No. It does, if you want a challenge, allow random Skulls to show up in free roam mode (defaults to off) as well.