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 No.19611

Weapon durability
Gun jamming
<this one’s exclusively stalker related
<having a gorrillian anomalies everywhere making walking straight forward impossible and causing constant random instant deaths

Why do i despise these components shared in both games, because it’s part of what I call “fake difficulty” in game design where a game component only makes a component harder for the sake of harder but doesn’t encourage the player to get mechanically better at the game nor does that component make the game fun as much as tedious. I personally don’t wanna hear my gun jamming every few fucking seconds while I’m a single shot away from instadeath nor do I give a shit about durability because that shit straight up doesn’t matter at all in both of those games considering how easy it is to get weapons. Don’t get me wrong I love those games but yeah that shit needs to die it really isn’t fun to put up with at any time throughout playing

 No.19612

>>19611
The anomalies make the game unique and also serve as psuedo-puzzles. You can also use them against your enemies. I don't get what the issue is, you want every game to be the same?

Also gun jamming and etc is supposed to add to the 'gritty' feeling of both games.

 No.19613

>>19612
>The anomalies make the game unique and also serve as psuedo-puzzles
Then keep them in regions where puzzle solving is what the levels designed for not in every fucking level. And no anomalies don’t always kill believe I’ve tested this and it especially doesn’t do jack shit against human enemies

 No.19614

>“fake difficulty” in game design where a game component only makes a component harder for the sake of harder but doesn’t encourage the player to get mechanically better at the game nor does that component make the game fun as much as tedious

The mentality behind every dark and demon souls game ever developed in existence. Yeah I fucking said it your learning attack patterns not movement mechanics or the usage of special items

 No.19615

>>19613
great, you can run through them then.

damn uygha, you are really out here playing stalker, and you think 'hmm theres too much of this spooky shit'. you could literally play any other game, who want want just regular 'ukrainian guys shooting each other: the fps'. it's like complaining the game has radiation in jt

 No.19616

>>19615
Tf
My only complaint about stalker are the excess in anomalies. They’re not scary in the slightest especially compared to mutants or getting jumped by bandits with shotguns, they’re just annoying which is a shame as they could do a lot fucking more than just be the stalker equivalent of pointlessly placed spikes you see in platform games that only serve to make a region artificially more difficult without adding anything of substance to the core gameplay

 No.19617

>>19616
Sorry scratch the first sentence due to the contradiction between it and the OP
Anomalies are just one of the major complaints I have about stalker

 No.19619

>>19616
idk, anomalies made me jump a bunch of times when i walked into them and blew up. I think they're cool.

 No.19620

>>19619
Then pay attention the beep sound that plays whenever you get near one or use the bolt it’s there for a reason, either way I still feel like anomalies should be restricted to be only spawned in specific zones where mutants are already present and major story plots are about to be revealed, not in places like cordon where a player is just starting off

 No.19621

>>19620
>Then pay attention the beep sound that plays whenever you get near one or use the bolt it’s there for a reason

yeah exactly, so why are you complaining

 No.19622

>>19621
I just stated why
Anomalies everywhere is like seeing the chain chops occupy every god damb space in kaizou Mario 64. It’s not meant to make the game any fun nor does it change the games core gameplay it just makes it pointlessly more frustrating and difficult for the sake of being frustrating and difficult

 No.19623

Games never seem to get weapon durability right. You should have some kind of mechanic where you can maintain your shit between fights or at the end of the day or something to make them last longer (but not forever). Then cap that with some kind of resource you need to get like gun oil so that there's a tradeoff instead of just tediously taking more time than necessary.

 No.19624

>>19623
The mechanic of weapon durability doesn’t serve a real purpose beyond realism that’s why it’s hard to get right in games and often either makes a game annoying to play as your forced to constantly gather resources and farm or the mechanic itself ends up as useless because durability is to low to have an effect on gameplay. If you wanna bypass this bs add a repair mechanic to contrast this that’s less expensive than crafting or farming loot to get a whole new item so gameplay doesn’t constantly grind to a halt

 No.19643

>>19624
I think it's cool that in stalker you can pick up an AK-47 way early from some dead guy, but it will be in absolute terrible condition, so you have to pick whether you will use it and deal with the jams or just stick with your crappy but reliable pistol.

 No.19696

>>19613
what? i see npcs dying to anomalies all the time. are you playing in the lowest difficulty where everyone gets turned into a damage sponge or something? also anomalies are easy to see and avoid i have no idea how you can have a problem with them

 No.19698

>>19696
I think your missing the point that was established repeatedly
I’m not writing it out for like the fourth time read
>>19622
>>19616
>>19611

 No.19699

>>19611
>Weapon durability
> Gun jamming
>Why do i despise these components shared in both games,
Because you are a filthy casual.

 No.19729

>>19643
yeah I like that there is steps to upgrading your arsenal, you also have to put some care into your guns. its even better when you can modify and upgrade your weapons too, you can become kinda attached to your gun even if you have argueably ship of theseus'd it a hundred times over by the game's end

 No.19730

>>19729
I also like using guns you pick up to repair your actual guns in New Vegas, inventory juggling is the worst, you can drastically cut down on the shit you need to carry around

 No.19757

>>19698
I'm not missing your point. anomalies are cool and not annoying or frustrating at all.

 No.19788

>>19757
they are also generally not hard to avoid and a lot of the paths through them are static

 No.19789

>>19788
Imagine a random spike you see in a platform we
Sure it’s easy as shit to avoid most of the time but every once in a while you get preoccupied and forget it’s there, then you die and don’t feel scared but annoyed. That’s how I feel about the anomalies, they don’t add anything to the atmosphere because they always are placed randomly in every fucking location on the map even in places where they look like they legitimately shouldn’t be, like in small ass corridor where your fighting human enemies and can’t afford to randomly collide with some random instant kill bubble

 No.19794

>>19789
I was thinking of an argument but fucking hell that’s a little accurate to what it feels like to actually deal with anomalies everywhere. Fucking way you described them made me think of Minecraft’s creepers and how they seemingly always find a way to kill you regardless of how far into a world your in or how fast your reaction speed is, it’s not scary the second time you die to them and every time after only gets progressively more annoying and expensive when you start dropping endgame loot especially on hardcore worlds


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