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[-] Mr_Fish@lemmy.world 1 points 1 month ago

Not really the worst, but my hot take of something I don't like: puzzles rather than problems. By that I mean puzzles have one correct solution and everything else is wrong and doesn't work, while with a problem you're given some tools and an obstacle and just let loose. It's so much more satisfying to find your own solution that it is to reach the end and realize you were being sneakily handheld through it to make sure you found the only possible way through. I've done a few good problems where I reach the end, then immediately reload the save from before and try some different routes just to see if it works.

Puzzles do have their place though, especially in tutorials.

[-] ech@lemmy.ca 1 points 1 month ago* (last edited 1 month ago)

Holding a button to do anything/everything. I can see the logic of where it may be useful, but it doesn't need to be used for everything. So damn annoying.

*Oh, and similarly, forcing excessive submenus to do basic things, like continue a save from the main menu. That should be one, maybe two button presses, not 4+ along with a confirmation. I'll never understand games with stuff like that.

[-] BradleyUffner@lemmy.world 1 points 1 month ago

Escort missions

[-] Taleya@aussie.zone 1 points 1 month ago

Stealth challenges on games that don't have stealth as a regular mechanic

Anything that makes you follow an npc that doesn't match speed with the fucking player

[-] LifeInMultipleChoice@lemmy.world 1 points 1 month ago* (last edited 1 month ago)

2 sets of teeth, the first only lasting 1/9 of your life and the second being 8/9. 2/9, 7/9 would be much better or just 2/9, 4/9, 6/9.

Oh, hair falling out and all your joints hurting for 5/9 of your life kinda blows as well.

[-] SippyCup@lemmy.ml 0 points 1 month ago
[-] mojofrododojo@lemmy.world 0 points 1 month ago* (last edited 1 month ago)

I fucking hate trying to figure out the default bindings for teeth 2/9

stupid devs

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[-] callouscomic@lemmy.zip 1 points 1 month ago
[-] OlPatchy2Eyes@slrpnk.net 1 points 1 month ago

Weapon durability

[-] morphballganon@mtgzone.com 1 points 1 month ago

Ante, Magic the Gathering

[-] rollerbang@lemmy.world 1 points 1 month ago
[-] limerod@reddthat.com 1 points 1 month ago

No natural health/mana regeneration. I hate games where you need potions to survive or are limited in your spell usage just because you do not enough mana which was finished earlier.

[-] zxqwas@lemmy.world 1 points 1 month ago

Unskippable cutscenes. Escort quests where I have to walk slowly.

[-] Treczoks@lemmy.world 1 points 1 month ago

Pay to win.

[-] MotoAsh@piefed.social 1 points 1 month ago

Limited inventory space in an otherwise unrealistic RPG.

You're telling me I can carry six two-handed weapons and 500lbs of gold, but seven is just too much?! Fuck you and the horse you rode in on.

Specifically, this especially sucks when the inventory is a grid, like in the Diablo series, or Grim Dawn, or WoW, FFXIV or... many other MMOs.

especially when you can spend real money to alleviate the artificial limitation they fucking designed in to the game.

It's so unnecessary and these days absolutely makes me instantly not care to continue playing. FUCK artificial limitations that don't have clear, valid reasons.

I'm here to play a game, not Inventory Management Simulator 33.45

[-] biotin7@sopuli.xyz 1 points 1 month ago

Button-mashing events. (The Rapid-fire kind)

[-] JoeTheSane@lemmy.world 1 points 1 month ago

Relationship mechanics. If I give someone a pumpkin twice a week, they’re just going to be confused and pissed.

[-] zlatiah@lemmy.world 1 points 1 month ago* (last edited 1 month ago)

Something that hasn't been mentioned: difficulty variations that only change stat penalty. These get really annoying for people who enjoy challenging gameplay...

Case in point, unmodded Skyrim's legendary difficulty where the only difference is that you do 0.25x damage and take 300% damage. Instead of providing challenging gameplay that forces you to use gaming skills or think, it just makes the game more annoying to play & limits player build options (stealth is mandatory as any other playstyle deals no damage and results in you getting kill-animation'd...)

[-] BuboScandiacus@mander.xyz 1 points 1 month ago

The skulls in MGSV.

"Let's put almost unkillable, magic zombies that chase you into this stealth game. Also, make them unavoidable"

[-] QubaXR@lemmy.world 1 points 1 month ago

Timer that can be skipped with paid currency.

[-] WALLACE@feddit.uk 1 points 1 month ago

Underwater swimming on a game that wasn't built around it. Every single time it's a frustrating battle with poor camera angles and imprecise controls.

Oh I'm above the thing I need to collect but slightly out of grabbing range, all I need to do is go straight down... And now I'm 20ft away.

[-] folekaule@lemmy.world 1 points 1 month ago

Anything that is 100% chance and just wasting time, with no meaningful way for the player to influence the odds. For example, how fishing is implemented in some MMOs like ESO: you can eat a buff food and use the correct bait for the water, but beyond that you're just waiting in agony until the random timer dings. Then you do that 12 times before moving to the next hole, etc. "Waiting" isn't an enjoyable mechanic.

[-] HubertManne@piefed.social 0 points 1 month ago

Fishing is one of those things were you should not really need to do it and by that mean it should not provide something useful you can't get elsewhere. Have fisherman selling fish hey caught and have other things dropping whatever else comes from it.

[-] folekaule@lemmy.world 1 points 1 month ago

I don't mind that fishing exists and I understand many people enjoy it as a kind of zen. I personally would enjoy it more if it were more engaging.

You're right, I could just choose to ignore it if it has nothing of value to me.

However, at least in ESO, tons of achievements and rewards are locked behind fishing activities. I could ignore their as well, but I would prefer if I could enjoy a more engaging fishing mini game (like their scrying is tedious but at least you're actively doing something).

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[-] ohlaph@lemmy.world 1 points 1 month ago

Anything pay to play ruins it for me.

[-] hakunawazo@lemmy.world 1 points 1 month ago

Not the worst, but I'm annoyed by invisible walls. Just give me a reason why I can't be there.

[-] Crashumbc@lemmy.world 1 points 1 month ago

Games that have long scripted sections you can't skip and sometimes even save. Next level, you'll have to move around and answer questions so can't even go take a shit.

Witcher 3 and Cyberpunk both had sections like that. Loved the games, hated that bullshit.

[-] rami@ani.social 0 points 1 month ago

Which section in cyberpunk are you referring to? I was 100% on board with what you were saying and then that stumped me.

[-] CheeseNoodle@lemmy.world 1 points 1 month ago* (last edited 1 month ago)

The whole section between the takemura junkyard cutscene and waking up in your appartment doesn't allow saving, however iirc when the game came out it was the ENTIRE heist sequence once you got to yorinobus room.

[-] Quetzalcutlass@lemmy.world 1 points 1 month ago

Poorly done procedural generation where it's a waste of time to explore. The first Remnant was pretty bad about this, with small setpieces scattered throughout the levels that looked interesting but usually only contained basic enemies and one or two empty pots. Filling out the map was a chore that was almost never worth the effort - almost never because sometimes there was a unique drop hidden in a level just to screw over anyone who got sick of fighting through hundreds of empty buildings and decided to stick to the main path.

[-] zonnewin@lemmy.world 1 points 1 month ago

Starfield did more of this. What a dud that was!

[-] Quetzalcutlass@lemmy.world 1 points 1 month ago* (last edited 1 month ago)

Bethesda's random leveled loot is another contender for worst mechanic. It was always fun picking the lock on a master-level chest deep in a dungeon only to find thirteen coins and a wooden spoon inside.

"Some may call this junk. Me, I call it treasure." could be a line from their design document.

[-] callyral@pawb.social 1 points 1 month ago

"Here's a rare weapon dropped by this boss! But wait, you need to be at least level 30 to use it, and you're still on level 2."

I went out of my way to repeatedly grind and kill this late game boss during early game, just give me my reward for not following the stupid linear progression

[-] theherk@lemmy.world 1 points 1 month ago

How about the release broken game then finish the game way after release… if you’re lucky mechanic?

[-] olafurp@lemmy.world 0 points 1 month ago

Exponentially growing requirements that out pace rewards. I don't want to spend 10 hours grinding just to level up.

[-] Jarix@lemmy.world 0 points 1 month ago

So the was this dnd inspired text based multi user game. Actually there are hundreds of clones and variations.

It was called circleMUD. The server version I played was called Riftsmud.

Now it was a long ass time ago and World of Warcraft didn't exist at all yet.

When I started playing there was a level 50 cap. A few years later they revised the game and it became a level 100 cap.

Now we grinded. Oh my God did we grind.

But when you hit those power spikes it was so worth it. The grinding actually meant something because when you hit the level cap and maxed out your experience you could remort.

Meaning start over picking your class all over again and a keep a all the level up stat bonuses you got every 10 levels.

And also a base increase on your health/mana/stamina

The other thing though was that you also kept 15% of the skills from the class you maxed out.

Some of the classes(casters mainly) got skills or spells almost every level. Martial classes many boring levels.

However after a few times remorting you started to develop a unique way to play the game.

And while originally it was completely random what should you got, to we ended up getting to designate a few skills and you would get one of those 4 for sure, and if lucky more than one.

Some skills were unique to a class. Some were available at different levels between classes. A neat thing was if you had a keep at a higher level than another, if you ever went a class with a lower level you would lower the level on your keep, so keeping them at the lowest level first was awesome, or getting those unique skills first time round

Did my 21 time remort character hit 24 attacks in a really lucky roll when using the ranger skill flurry? Yes yes he did.

Did I find out that if you successfully execute the skill, but a teammate kills the enemy before your hits land the flurry is saved until your next round of attacks? I did

Did I also have a skill called rampage that attacked every mob in the room with your full compliment of attacks? Well I was a warrior and I did have that skill yes.

Did the game give me flurry of blows on every mob in a room? Yes yes it did.

Did I have a skill that could sacrifice gold at an altar to do more damage? I did go Paladin. Did I have a spell that increased my damage by 50% sure why not, keeps baby.

Did I have a skills that did more damage when I was low on life? Also yes.

Did I have sanctuary and also super sanctuary to cut my damage received by 25% and then 50% as well? Sure did.

I maaaaay have walked into a zone that had a high amount of enemies in the same room after buffing the ever loving hell out of myself while at 10% life with a stacked flurry and rampaged on over a dozen mobs.

Did I crash the server?

Yes yes I did.

Worth it!

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this post was submitted on 27 Oct 2025
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