Reminder: This post is from the Community Actual Discussion. We try to use voting for elevating constructive, or lowering unproductive, posts and comments here. When disagreeing, replies detailing your views are highly encouraged as no-discussion downvotes don’t help anyone learn anything valuable. For other rules, please see this pinned thread. Thanks!

We’re testing the waters with the new influx of people to see if this is valuable or not. We are also actively seeking moderators and people who enjoy discussion (and understand that being wrong is an important part of being a better person)! Send me a message if you’d like to help out.

This weekly thread will focus on games (board or video) that are fantastic, but have one extremely annoying aspect that doesn’t fit, doesn’t make sense, or makes the game worse.

No starters this time as there’s tons of examples. Let me know yours and maybe what you did as a workaround or house rule (if applicable)!

  • Ace T'KenOPM
    link
    fedilink
    English
    arrow-up
    3
    ·
    edit-2
    29 days ago

    My first thought (and impetus for this thread) was the Gloomhaven series of board games.

    Love the games. My group of 4 have played OG Gloomhaven, the expansion, digital, Jaws of the Lion, and now we’re about 1/2 way through Frosthaven.

    About 10 mission into the OG game, we decided to just do away with the Loot mechanic as it sucked and didn’t make any sense whatsoever. Why would you go on a mission, kill everything, and then just… leave the loot behind if you didn’t grab it in the middle of combat for some reason? If anything, you’d wait until combat was over and then gather things up. Y’know… like every other game on the planet.

    What we do instead is just ignore it unless the mission is one where you’re on the run or it otherwise wouldn’t make sense to be able to loot the area afterwards (like a collapsing cave or somesuch). We feel it’s made the game substantially better.

    • Ace T'KenOPM
      link
      fedilink
      English
      arrow-up
      1
      ·
      27 days ago

      Been an active poster still, just not on this Sub. Trying a non-political one to see if the community bites. Seems the most number of responses came when I pissed them off initially by posting in the initial topic instead of below…

      Don’t know how much I like using the “Facebook” style of pissing people off for engagement, but it does seem to work. Ugh.

  • Troy
    link
    fedilink
    English
    arrow-up
    2
    ·
    20 days ago

    Taking the bait from the above image.

    D&D might apply. Losing (as the DM playing the monsters) means your players are having fun, usually. The best play is to be just difficult enough to challenge the players and “lose”.

    As DM though, getting to that perfect balance is so hard to get right.

  • xmunk@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    2
    ·
    29 days ago

    Inventory management systems are absolutely shit and tacked onto pretty much every game they can be. In the best games inventory management is an interesting way of rewarding planning and the actual focus of the game… when it isn’t the focus it steals focus. I have a particular memory of having fun in Diablo 2 and getting a rare drop of a potentially useful item while merrily killing my way across act 5.

    I stopped killing and mopped up the area, tped back to town as I realized I had no identify scrolls, came back, dropped a shield I’d found earlier, picked up the armor, identified it, dropped it, picked up the shield and logged out.

    This may be especially pressing for ADHD people but being forced into inventory management when I want to be playing the game kills my enjoyment - I’ll always mod away inventory limits if I can (i.e. factorio stack sizes, skyrim carry weight etc…) and I usually just don’t play games to which it’s unremoveable.

    Now, if the entire game is inventory management I’m actually cool with that - games like Balatro or Dominon where tactical choices around your deck can be insanely fun and the who game is those choices and so the designers have made them fun and interesting… but forcing players to interrupt their game for a less interesting game is fucking dumb and game designers should know better. It’s a mechanic that most people just bitch about and there are much better alternatives.

    • shani66@ani.social
      link
      fedilink
      English
      arrow-up
      1
      ·
      29 days ago

      Most people? Not a chance, inventory management is a big part of many games and they’d feel much worse without it

    • Ace T'KenOPM
      link
      fedilink
      English
      arrow-up
      1
      ·
      27 days ago

      I totally get what you mean with this, but I don’t quite think I find it as annoying as you do. I also optimize past it where I can, but I found it to be a minor inconvenience in Diablo 4.

      Thanks for the reply!

  • Electric_Druid@lemmy.world
    link
    fedilink
    English
    arrow-up
    1
    ·
    edit-2
    29 days ago

    Maybe a bit less dramatic than the provided example, but in Project Zomboid (a realism-focused zombie survival game) zombies are set to respawn over time by default. For a game so focused on realism this never made sense to me- the devs say it’s meant to simulate zeds wandering in from elsewhere but there are already methods in game for determining when “peak population” should be. Also frustrating to meticulously clear an area only for them to gradually show up again.

    Fortunately, all settings are changeable in sandbox mode- it’s actually great for providing the exact experience you’re after.

    • Ace T'KenOPM
      link
      fedilink
      English
      arrow-up
      2
      ·
      27 days ago

      Huh. That kinda seems dumb. You should be able to clear and fence off an area and it should remain cleared. At worst, it should be an option when you make a game / server.

      Thanks for the reply!