Anything requiring you repeatedly mash a single button super fast
Ask Lemmy
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A multiplayer game that pits you against lousy AI bots with human looking names for your first "games' so you feel like you know how to play and makes the game seem fair and fun.
Then after you're comfortable, you get pitted against a lobby of 12-year-olds who haven't seen daylight since birth who annihilate you and curse you out on coms.
Not the worst, but I'm annoyed by invisible walls. Just give me a reason why I can't be there.
One of the worst game mechanics ever found in a game was where the enemy got harder as you gained levels. The same enemy. It basically defeated the value of having more levels. I think it was Oblivion ~~Skyrim~~ where I found this, particularly annoying.
OG Oblivion has the most utterly broken and unplayable version of this problem that I've seen. Every bandit wearing glass or daedric, every enemy the strongest version, eliminating all variety. And their idea of difficulty? Just make them take longer to kill. All fun dissolves into a slog.
You know what, I think it was OG Oblivion and I just mixed it up with Skyrim.... It got me to quit playing the game after a while.
Level scaling. It's a mechanic designers put in because they think the game needs to stay challenging, which is true but I've never agreed with level scaling as the answer.
The least bad implementations (but still not good) at least replace low level enemies with different kinds of enemies entirely. The worst, most lazy implementations just increase existing enemy HP and damage.
I think it is much better to have different locations or zones where different ranges of enemies spawn, with more powerful enemies tuned to the expected level of a player character for the quests in the zone.
It’s one of the reasons that I will always cherish the old Gothic games (esp. 1 and 2). They created different biomes and regions within and hand-placed mobs which thematically fit both from their appearance and strength.
The placements didn’t necessarily align with the player’s journey through those regions so that you always had to be on the lookout for what’s coming when exploring new areas. And it really made the difference in your power growth more viscerally apparent when you could return to the starting zone and easily defeat the mobs there, as well as those you always had to run from off the beaten path earlier.
I think it was Skyrim where I found this
Doubt it because the unmodded game allows you to change difficulty even in mid-game, where the novice setting will have you easy kills even at high levels and your player character gets only bruised, and the legendary setting makes enemy NPCs deadly with a couple sword hits or one-hit lightning attacks.
"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
Puzzles that are entirely music based with no visual cues.
They're bad enough for me as just a guy with no rhythm or note recognition, but also just fuck deaf people I guess?
Any game that forces snap to center cameras. No one should ever have to fight against the controls in a game.
(Looking at you No Man’s Sky)
You know when you are in the middle of a game's story and then you get caught or something wjd the enemy takes all your gear and you have to find your gear or fight to get it back? No screw that. So annoying.
And I'm the kind of player that does all sise quests before doing the main story so I can be OP and plow through the story. Just let me do that and don't take what I worked hard to get.
This is it for me. I will just stop playing. Dying Light did this to me and it feels like such a lazy design mechanic. It’s not fun, it’s not a surprise twist, it’s just plain lazy. I have no idea if DL2 has this lazy design because they’re never going to get a penny from me to find out.
Devs: Stop doing this crap!
I just played through Dying Light as well and is absolutely why I thought of this!
Escort Missions. Especially when pathfinding AI was terrible.
Quick Time Events in a game that it isn't the focus. Halo 4 had exactly two quick time events. One in the first level and one in the last level.
I've got a time-traveling kick in the nuts prepared for whoever invented wall-humping for unmarked secrets. I first remember this from Wolfenstein 3D but I'm not sure if it existed before then.
It's very obnoxious. What's worse is when the secret areas provide armor or weapons that feel mandatory to beat the level with. If the secrets are just for a score I can at least ignore them.
Roll and move. Skip your turn.
Waiting.
I feel like most game mechanics are good when implemented well and bad when implemented poorly. unless you count stuff like p2w/gatcha/gambling
I thought about my answer, since many mechanics I don't like can have good implementations, or at the very least are a sort of lesser of two evils kind of thing.
What I can't stand are tactical or RPG games with realtime or turn based combat option toggles. I play many games with one or the other and enjoy them, but when I play a game with both that can be toggled in options I always feel like neither setting feels perfectly right. The balance is always off no matter what. Understandable with game devs having to double the amount of work for creating combat and tuning items and it ends up feeling a little soggy every time.