Biggest bullshit in a video game

Has it been said yet? Can't remember but Romance options.

The romance itself doesn't really bother me. Click some buttons and get a fade to black or clunky animation of two models humping like a brother sneaking in to play with his sister's barbie dolls. Whatever.

I just hate how much gamers are into romance options in their games now. Special remaster of a game? One of the features is new characters to romance. Biggest announcement is that certain characters can be romance.

It's just so strange and likely a sign of a decaying society because people go wild on being able to select some text choices and fulfill a need in their personal life to be loved
I remember when Mass Effect Andromeda was being made and all these tards were crying out with concern about romance options and then the devs reassured them lots of effort was being put into the romance and to rest assured there'd be some "real good bangin'" so there's nothing to worry about.

I feel like maybe that effort would have been better put into other areas of the game.
 
Has it been said yet? Can't remember but Romance options.

The romance itself doesn't really bother me. Click some buttons and get a fade to black or clunky animation of two models humping like a brother sneaking in to play with his sister's barbie dolls. Whatever.

I just hate how much gamers are into romance options in their games now. Special remaster of a game? One of the features is new characters to romance. Biggest announcement is that certain characters can be romance.

It's just so strange and likely a sign of a decaying society because people go wild on being able to select some text choices and fulfill a need in their personal life to be loved
Yeah, that's why I couldn't get into modern Fire Emblem. It's a strategy game where you kill the opposing army, why do I have to play matchmaker in between battles
 
Yeah, that's why I couldn't get into modern Fire Emblem. It's a strategy game where you kill the opposing army, why do I have to play matchmaker in between battles
Exactly, that is boring. Plus something else that bothers me is the main character in the two most recent I've tried (Awakening and 3 Houses) is some avatar character with amnesia. Just give me a real character like Ike.
 
One game I thought was entertaining, but had some infuriating features was Ogre Battle for the SNES. The game had a karma meter that determined if you as the general of your army was perceived as good or evil, but the game would actively punish you for building an effective army that could actually defeat units quickly, as your karma would drop if your units were too high of a level compared to your enemies, yet if your units were not at a decent enough level, the enemy units would retreat to their stronghold and then be sent you to attack you again at full health. Yet taking too long on a map would also cause your karma meter to drop.

Also, the way that the game handled alignment for individual creatures made it a pain in the ass to level up neutral-aligned ones as you would either bottom out or hit max in your creatures's alignment score and once it got at either end it was almost impossible to change it.
 
For me it was Killzone 2 multiplayer having awful spawn placement on certain maps. Regularly would see games descend into one team spawn camping the other and spamming grenades into spawns.

Dawn of War Dark Crusade was great but the Necrons were unbearable because the dark orb on the necron lord let him resurrect dead units even if it took you over the pop cap.

Company of Heroes the allied AI would always play US as airborne and spam AT guns.
 
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One game I thought was entertaining, but had some infuriating features was Ogre Battle for the SNES. The game had a karma meter that determined if you as the general of your army was perceived as good or evil, but the game would actively punish you for building an effective army that could actually defeat units quickly, as your karma would drop if your units were too high of a level compared to your enemies, yet if your units were not at a decent enough level, the enemy units would retreat to their stronghold and then be sent you to attack you again at full health. Yet taking too long on a map would also cause your karma meter to drop.

Also, the way that the game handled alignment for individual creatures made it a pain in the ass to level up neutral-aligned ones as you would either bottom out or hit max in your creatures's alignment score and once it got at either end it was almost impossible to change it.
Battles don't affect your reputation meter; most of your reputation shifts come from how you liberate cities. Using a unit built with high ALI troops will increase it when you free a city, leaving your low ALI shitwreckers to run in afterward and get their murder on.
Individual troop ALI balancing is a much larger issue. You have to be very careful if you're trying to manipulate ALI on a specific character, doing shit like rotating your units if you're trying to keep several of them decently leveled up while not tanking their ALI and CHA for killing things 3+ levels below them. If you need to raise ALI in a pinch, the "safe" bet is to go to a map with wandering undead, give the troop in question a weapon that deals holy damage, and have them run around and bop spooky bois for a few days. Undead always have 0 ALI, so it's the last resort of, say, a Wizard whose ALI is in single digits (and thus is just a little too evil to get into Mage).
It's an interesting system, but finnicky more often than not and may or may not be giving me some headaches at the moment.
 
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For tank games: Anything with retarded heavy armor and a gun that is at a tier it shouldnt be in. Hetzer for WoT and M4A3 (105) for WT come to mind. Both often instakill, with strong armor and decent mobility. The M4A3 (105) is a sidegrade of the M4A1 at best and the Hetzer historically is a late war tank destroyer that should be in Tier V, not IV.
 
I remember when Mass Effect Andromeda was being made and all these tards were crying out with concern about romance options and then the devs reassured them lots of effort was being put into the romance and to rest assured there'd be some "real good bangin'" so there's nothing to worry about.

I feel like maybe that effort would have been better put into other areas of the game.
Not to worry, the devs clearly put the same amount of effort into every aspect of the game. My favorite part was when exploring a jungle part of the map and that somehow ass fucking the entire UI and AI to the point where restarting the game couldn't unfuck things, you had to jank the game to leave the cursed planet.

God Andromeda was such a fucking piece of shit game.
 
Almost any Tera Raid Battles from 5 stars and up in Pokémon Scarlet and Violet are set up way too poorly, though some of the problems may be due to programming errors.
The actual challenging stuff is fine, like where the opponent can remove debuffs from their side/remove buffs from your side. The battles are done with a time limit, which is also fine. After taking a certain amount of damage, the opponent will throw out a barrier that lessons the damage they take until you can break the barrier. Annoying, but not necessarily bullshit.

Then come the genuine bullshit parts:

>The opponent can interrupt you and do a move while you're still selecting yours. Pokémon normally doesn't allow any moves to be done until all participants have selected an action, but not in Tera Raid Battles for some reason. It's not even due to online lag, as it happens offline, too.

> The opponent can get multiple moves in a row, once again, even before you've pressed a button. This can also happen when offline.

>Sometimes, you'll have a move selected, and the screen still won't transition. Once again, this can also happen offline.

>Sometimes, the opponent doesn't faint, despite not having HP. If you're unlucky enough to run out of time even when the opponent has 0 HP, you'll most likely lose.

>You can faint when you still have HP. Though I've also seen the opponent faint with HP, meaning this bug can work in your favor.

> Sometimes, the menu just straight up doesn't move, and no one attacks. Not you, not the opponents, not your teammates. The Pokémon just stand around in their idle poses while the music plays. Tera Raid Battles are done on a time limit, meaning that even when the game prevents everyone from doing a move, you still lose time.

> More often than not, if you do join an online group to help you, you'll get matched with people that don't know type match-ups. Tera Raids are difficult because you have to account for the Pokémon's new type (usually), along with the moves it knows, but that won't stop randos from bringing in Pokémon that have no use to the battle at hand whatsoever. It says a lot when generic NPCs are more reliable than other players.

The one saving grace is that if you do somehow manage to win, you're guaranteed to capture the Pokémon, regardless of level and regardless of the type of Pokeball you use.
 
Goal: Shoot moose with musket
Shoot moose, it runs off.
Chase moose
Can't find moose
Shoot moose, it runs off
Chase moose
Shoot moose, it runs off
Chase moose
Can't find moose
Shoot moose, it dies
Goal not satisfied
Shoot moose, it dies
Goal not satisfied
Fuck this
 
> More often than not, if you do join an online group to help you, you'll get matched with people that don't know type match-ups. Tera Raids are difficult because you have to account for the Pokémon's new type (usually), along with the moves it knows, but that won't stop randos from bringing in Pokémon that have no use to the battle at hand whatsoever. It says a lot when generic NPCs are more reliable than other players.
Keep in mind that the other players are literal children, some of who haven't even really learned to read yet.
 
Wo Long has the worst first boss I have ever experienced in an action RPG, and its going to put a lot of people off.

What the game intends you to do is parry the guy's "critical attacks" to burn through his first phase, then continue to do for half of the second phase before it introduces you to your super mode and wind the fight.

In practise, however, what it does is give you two bosses in a row that can kill you in two hits, a single block will leave your character stunned, and you're given zero margin for error with those critical attacks - if you get hit you might as well restart the fight as you simply don't have access to enough healing items, and the attacks are relentless. Before the first has finished animating he's already geared up dor his second: the second phase is even worse as that critical attack of his is a grab attack that you literally cannot dodge. Fail to deflect it and you're dead.

It gets better! He's not even that likely to use a critical attack anyway, instead spamming basic AOE attacks while enjoying full super armour and flinch protection. The game wants you to fight him in a precise way, but makes it almost completely random in how he fights.

...then the next six bosses throw all that out the window and can be smacked in the face with free abandon, having little to no dependence on what you've just learned.

I have no idea why they thought this would be a good idea. An optional boss, sure, or something a few levels in...but this is a retardedly unbalanced encounter that is going to set you up for an entirely different experience than you actually get. Past that first hurdle the game is incredible, but Jesus christ.
 
Bouncing betties in CoD: WW2. They're SO small and opaque, all you have to do is plant them by stairs or corners and the enemy would be none the wiser.
 
Item shops in action RPGs, the loot-focused Diablo clones specifically. They never seem to have anything worth buying. I'm not even talking compared to a lucky drop of an epic item, the most expensive shop stuff tends to be worse than basic bitch items dropped from trash mobs.

I've played a good number of these types of games on PC and consoles and struggle to think of any where the shop was actually useful beyond buying potions. I get that the core mechanic and gameplay loop is the loot drops from enemies but give me at least something to work towards in terms of spending my shekels. I'm playing through Titan Quest now and I've accumulated over a million gold (items cost anywhere from 5k to 20k for comparison) and have literally nothing to spend it on. What's the point.
 
Item shops in action RPGs, the loot-focused Diablo clones specifically. They never seem to have anything worth buying. I'm not even talking compared to a lucky drop of an epic item, the most expensive shop stuff tends to be worse than basic bitch items dropped from trash mobs.

I've played a good number of these types of games on PC and consoles and struggle to think of any where the shop was actually useful beyond buying potions. I get that the core mechanic and gameplay loop is the loot drops from enemies but give me at least something to work towards in terms of spending my shekels. I'm playing through Titan Quest now and I've accumulated over a million gold (items cost anywhere from 5k to 20k for comparison) and have literally nothing to spend it on. What's the point.
Baldur's Gate (at least early on) and Silent Hill: Book of Memories were pretty good about it, but I feel like you're right. It's kind of a general RPG problem sometimes, often I'll buy a new weapon and immediately find the same or better shortly after (maybe even before) in a normal chest.
 
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Book of Memories were pretty good about it, but I feel like you're right. It's kind of a general RPG problem sometimes, often I'll buy a new weapon and immediately find the same or better shortly after (maybe even before) in a normal chest.
I think it's mainly there to cater to the type of gamer who isn't into grinding or exploring that much, which shouldn't really take that long to do, in the first place
 
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Item shops in action RPGs, the loot-focused Diablo clones specifically. They never seem to have anything worth buying. I'm not even talking compared to a lucky drop of an epic item, the most expensive shop stuff tends to be worse than basic bitch items dropped from trash mobs.
Nintendo was pretty notorious for this. The original LoZ was like this. Another Nintendo feature was having millions of items in the game (slight exaggeration) and like three of them were actually useful.

(I suppose the Bombs and Potions were pretty useful. Okay and I guess the magical shield.)
 
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War for the Overworld
Only lvl 12.
Every other level is a fun Dungeon Keeper 2 style game, with pretty good progression, neat design, etc.

Level 12 can suck my cock. Level 12 dumps four other enemy Dungeon Keepers around you, gives them fuckhuge supplies of soldiers all at lvl 5-6 when your guys are at lvl 1; and then zerg rushes you because of a hidden timer. I have found only one way to beat this shitty level.
Step 1) Build a big beast den
Step 2) Use said beast den to cast 'blood money' and obtain gold from the beasts.
Step 3) Create only enough of an area for cultists spawn to do rituals and research
Step 4) Lock up half your your mana bar summoning ember demons using the infinite money - because your mana refills near instantly - ritual and blood money spell.
Step 5) Summon the Archon
Step 6) 'Rally' flag on the enemy dungeons (in a specific niche order mind you!) to kill them while you do 'Korean playing Starcraft' levels of click spamming the heal spell on your doomstack.

This is supposed to be a game with a diverse and fun cast of minions to play with, traps to mess with, fun strategies to try. So for the 12th level, you instead get to eat shit. I heard they apparently fixed it via a patch a while back, but after finishing the game, the whole thing was soured to me from that level. Very frustrating.

Oh also, Dead Rising 2 fixed the follower AI, then the DLC/Spin off Dead Rising 2: Off the Record broke it. Why? I have no idea.
 
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