Combo attacks - I'm not coordinated to hit the buttons in order fast enough. I tried Black Desert when it was free and this was the dealbreaker for me, though it wasn't the only thing that bugged me about the game.
Gaming
From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!
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See also Gaming's sister community Tabletop Gaming.
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Crafting. I don't want to have to remember the recipe to stuff, then find out where it is, then keep going back to make it again
I think forced stealth mechanics in games not designed for them are my pet peeve. Looking at you Witcher 2.
Currently?
Having cool abilities tied to NPC companions.
And I'm pretty sure (nearly?) everyone knows why and what I'm talking about.
TOTK? The number of times I've lost items because the bird decided to gust instead of Link picking it up, but then having to search around for someone when you actually do want to activate a power.
Crafting with survival elements, one button stealth attacks, random loot with stats in story games.
Not a gameplay mechanic but constant fucking talking mains and npcs
I honestly do not like the RPG mechanic of levelling up/buying skills, especially in FPS games. I'd rather have a Half Life experience over levelling.
I'm also not a fan of side quests. I find it breaks the immersion when you're character is on some crazy, world saving overall quest but sure, I can spend time to find that random thing for you.
I really don't like random bullet spread. Especially when it becomes more random if your character is moving.
Perhaps forced online with no way to self host.
QuickTime events. I started replaying RE4 original. Did not miss them.
The bit in a certain DOS game where a demon respawns lower level demons... If you know, you know.
Someone already sort of mentioned this, but I don't usually like crafting and building stuff. So games like minecraft and animal crossing new horizons are out. For the latter, greatly prefer new leaf.
The bit in the RPG when your character gets captured and you lose all your gear, and have to do the shitty stealth thing.
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Slow, boring climbing sections that add nothing to the game and just pad out playtime. I'm looking at you, God of War (2018).
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Lives systems. Luckily modern games never use it anymore, but every now and then I play an older game and wow, losing 30+ minutes of progress just because you died a few times SUCKS.
Slow movement systems are often hiding loading screens. Hard to say if we’ll see those transition out as SSDs become more popular.
Story, specifically cutscenes, especially if they're unskippable. Everything I need to know should simply be presented in the HUD or in the menu/options/inventory/etc. It's fine that there /is/ a story but at least give me the option of skipping it entirely and playing the actual game.
Death penalties. Any game that seriously penalizes you for dying is just so frustrating for me. I understand that there has to be some form of reason to not die but please, at worst just reload an earlier save for me (and make sure you have frequent autosaves too).
If I lose all my items on death I'm just reloading a save. If I have to respawn at a checkpoint ten thousand years away I'm going to be very mad. If I have to listen to someone monologue to me every time I die I'm refunding your game.
Escort missions and weapons breaking without a reasonably easy way to get/make more (glaring at you, Dead Island...)
Swimming/diving, it usually has terrible controls. My prime example is Witcher 3, swimming with Geralt feels like steering a freighter while underwater enemies can quickly move in all directions.
Also I generally don't like platforming, but that's just me.
crafting dear god I hate crafting if I ever find the person that introduced crafting into the triple a formula...
I enjoy crafting if its a core game component, like in a survival game. But having to craft in order to upgrade your gear in Assassin's Creed was just tedious.
Disclaimer: not always
Character stats, commonly called "RPG elements".
In games with low enough detail that I have to use my imagination, it makes sense to have a character constitution 10 increase to 15 and take 50% less damage from blunt weapons. It works perfectly in Rimworld, ADOM, Terraria and the like because you can't completely see what's happening, so when your character does low damage your imagination has room for him to hit badly or be partially blocked.
But in games with modern graphics and animations, it feels... off. An attack animation that shows someone swinging a sharp steel battleaxe perfectly and connecting with bare flesh at momentum, deals... no damage because the wielder has low strength and axe skill, while the target has a high armor value.
Do this to get that to get this to get that One example is the Minecraft tech tree. Abosultely no choice whatsoever. I don't ever need to make a choice. Obviously Minecraft is now begining to take steps to sort this out. But it's been over 10 years and the system is ingrained into people's minds
QTE by far