Biggest bullshit in a video game

Arthmoor, by and large, is the single biggest impediment to quality unofficial patches being released for Skyrim.

The unofficial Skyrim patch has massive changes to the world space to suit Arthmoor's tastes, including placement of torches, NPCs, visual design elements, and more. It's not so much a bugfix patch as it is a "conform to Arthmoor's preferred vision for Skyrim" mod. This also extends to certain decisions in Dawnguard, Hearthfire, and the last DLC.

On top of this, Arthmoor also has enough pull with Nexus staff to get other unofficial patch mods pulled to prevent "confusion in the community" as to which patch mods they should use.
It's enough to make one mad at the internet. If I didn't find Alternate Start and Open cities indispensable I'd have dropped the unofficial patch nonsense years ago.
 
Arthmoor, by and large, is the single biggest impediment to quality unofficial patches being released for Skyrim.

The unofficial Skyrim patch has massive changes to the world space to suit Arthmoor's tastes, including placement of torches, NPCs, visual design elements, and more. It's not so much a bugfix patch as it is a "conform to Arthmoor's preferred vision for Skyrim" mod. This also extends to certain decisions in Dawnguard, Hearthfire, and the last DLC.

On top of this, Arthmoor also has enough pull with Nexus staff to get other unofficial patch mods pulled to prevent "confusion in the community" as to which patch mods they should use.
The oblivion gates drama was really funny though. It started with someone uploading Open Cities without the oblivion gates, it got taken down for copyright blah blah. In the end someone wrote a tiny script to remove/disable the gates and it contained absolutely nothing that he had created but I think he got the Nexus cucks to remove it for "copyright" reasons.
 
Hm, i was aware of small changes in the unofficial skyrim patch such as a follower's missing sword being altered from one handed to two handed (or was it the other way around) or hidden chests being removed but I wasn't aware of lore related changes.
 
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I wish these “analysis” video essay spammers would drop dead. They’re not fans of whatever they’re sperging about because all they are there to do is to cause pointless autistic infighting online and ban as many people as possible before they get bored in several months, sperg out, DFE, and repeat the cycle on another grift.

Because of this trend, its become impossible to either find any new actual fan projects like Star wars games had back in the day before the dark times. Before the discordfags.

Want to make your own stuff from scratch like I did? Well Fuck you. All they care about is taking other people’s assets that were left behind over a decade ago and attempting to claim them as their own work. All while astroturfing the hell out of any purposely shit tier “mod” like randomizers or anime reskins. Yet these same tards will then turn right around and feign ignorance.
 
Annoying "roadblocks" on racing games from my experience.
  • Gran Turismo 1. In Hard Arcade Mode, every AI is faster than you and you only have 2 laps to win the race.
  • Ridge Racer PSP. AI has more bullshit rubberbanding on Opus Cup races compare to NFSU has. Even if you don't fuck it up, the AI will always able to overtake you like nothing.
  • NFSU 1&2. Able to catch up on you very fast on specific race tracks.
  • Gran Turismo 4. Not rubberband, but the difficulty on completing Driving Mission #34 is increased outside Japanese version.
  • Ridge Racer 4. On Dig Dug Racing team, a single error on driving will instantly kill your run and you only have 3x to retry in every Grand Prix phase.
  • PS2's Wangan Midnight / Midnight Tune. It features same bullshit AI rubberbanding from Tokyo Xtreme Racer (both games developed by same developer, Genki) where the final boss will be unable to be overrun for several minutes. It also features Dark Souls like soundtrack.
  • PS2's NFS Undercover. On Outrun mode, similar bullshit happens like Wangan Midnight. If cops present around the race, they will also able to drive at demonic speed and will not detect you until you hit them.
  • etc.
 
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Annoying "roadblocks" on racing games from my experience.
  • Gran Turismo 1. In Hard Arcade Mode, every AI is faster than you and you only have 2 laps to win the race.
  • Ridge Racer PSP. AI has more bullshit rubberbanding on Opus Cup races compare to NFSU has. Even if you don't fuck it up, the AI will always able to overtake you like nothing.
  • NFSU 1&2. Able to catch up on you very fast on specific race tracks.
  • Gran Turismo 4. Not rubberband, but the difficulty on completing Driving Mission #34 is increased outside Japanese version.
  • Ridge Racer 4. On Dig Dug Racing team, a single error on driving will instantly kill your run and you only have 3x to retry in every Grand Prix phase.
  • PS2's Wangan Midnight / Midnight Tune. It features same bullshit AI rubberbanding from Tokyo Xtreme Racer (both games developed by same developer, Genki) where the final boss will be unable to be overrun for several minutes. It also features Dark Souls like soundtrack.
  • PS2's NFS Undercover. On Outrun mode, similar bullshit happens like Wangan Midnight. If cops present around the race, they will also able to drive at demonic speed and will not detect you until you hit them.
  • etc.
In tank racer (a old tank racing game), the AI was placed almost one whole lap ahead of the player.
 
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The Chained Ogre in Sekiro has the most bullshit hit boxes during it's grab attacks. Old news but it still boils my blood.
Oh, did somebody mention bullshit grab attacks?

Dying Light 2's regular Biter zombies will frequently pull you into a grab attack that's guaranteed to deal damage before you can button mash them off. They can do this from any angle, cross the needed distance with alarming speed, and there is only one way to escape without incident- by using a very rare, expensive to craft UV tube that doesn't guarantee another zombie will simply latch onto you (when a big deal in the fiction is how ultra violet light repels the settings undead).

The worst thing is that the game actively lies to you about defending yourself against this. When enemies are about to use special attacks, their lifebar turns red and the offending limb gains a particle effect. THIS DOESNT HAPPEN FOR REGULAR BITERS.

It's absolutely maddening and kills the flow. You can be sprinting past Biters and they will grab you like it's nothing. In the first game Biters had to grapple you from the front, and a low level ability let you counter-attack with a QTE. It was clunky at times, but they've taken a massive step backwards here.
 
Playing warzone DMZ: AI always knows where you are have a longer ttk than other players. When you do encounter other players, they're on controller and basically aimbotting you. Of course this assumes the game doesn't inexplicably crash for you or one of your squad mates.
 
Insane crafting requirements, the idea of crafting/upgrading should be an organic way for the player to have his weapons upgraded for new zone after showing mastery of the previous zone. Wanting the player to get dozens of drops is just padding.

Secondly, having no way to use superior crafting materials as substitute for their low level counterparts. It's just forcing the player to go back to grind and can cause the player to be locked out of items if the game doesn't allow to fight the same type of enemies again.
 
Playing warzone DMZ: AI always knows where you are have a longer ttk than other players. When you do encounter other players, they're on controller and basically aimbotting you. Of course this assumes the game doesn't inexplicably crash for you or one of your squad mates.
Controllers in any cross platform is BS.

Last game I played with PCxConsole was Spellbreak. And let me tell you, faring against controller players was a nightmare.

Your usual PC player could land 2/3 shots. Controllers had aim assist plus movement prediction plus distance compensation. So, as a PC player you had to aim your shot, predict the movement of the opponent and try to calculate how long it took your projectile to hit your target. Controller people just had to aim in the general direction and all of this was accounted for.

Your basic attacks were all slow moving projectiles that took plenty of time to reach your target, which was a skill for PC players. Here come the Console players with their aimbots and autopilot everything.

Listen, I think you think you're a bigshot CoD player on CoD console, but you have no idea how much your autoaim does for you.
 
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Insane crafting requirements, the idea of crafting/upgrading should be an organic way for the player to have his weapons upgraded for new zone after showing mastery of the previous zone. Wanting the player to get dozens of drops is just padding.

Secondly, having no way to use superior crafting materials as substitute for their low level counterparts. It's just forcing the player to go back to grind and can cause the player to be locked out of items if the game doesn't allow to fight the same type of enemies again.
Crafting is like weapon deterioration, it's up there among the worst game mechanics and yet they're so prevalent, just like open world.

No wonder I hate BotW, I just described it on accident.
 
Crafting is like weapon deterioration, it's up there among the worst game mechanics and yet they're so prevalent, just like open world.

No wonder I hate BotW, I just described it on accident.
And then there's Dead Rising series (of course not mentioning 4th Dead Rising because fuck you).

The entire game is designed for beginner speedrunner without abusing metas and glitches. Exception for Dead Rising 3 which has improved gameplay at the cost of absolute dogshit story writing.
 
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Who thought it was a good idea to just lob grenades in GTA (3D era) with no indication of where the grenade would go?
Any kind of combat that isn't melee or just crashing your car around is a disaster in the 3D era games. You'd think they could have done a bit of a better job, like a lock-on system ala 3D Zelda or something
 
Who thought it was a good idea to just lob grenades in GTA (3D era) with no indication of where the grenade would go?
My favorite part of GTA4 was doing a mission sneaking behind a wall and throwing a grenade to take out a lot of enemies on the other side...OH WAIT that didn't happen because for some stupid reason you would just underhand the grenade right to your feet when using their cover system. Yea stopped playing the game after that.
 
My favorite part of GTA4 was doing a mission sneaking behind a wall and throwing a grenade to take out a lot of enemies on the other side...OH WAIT that didn't happen because for some stupid reason you would just underhand the grenade right to your feet when using their cover system. Yea stopped playing the game after that.
That would make sense; you'd have to underhand or toss it while taking cover. I won't lie, sometimes you WOULD under throw grenades.
 
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