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Unread 05-20-2008, 07:58 AM   #21
Ryong
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Tales of Legendia: Less random battles, less repetitive enemies.

Tales of Abyss: Make the main character not be annoying and a wuss right from the start, instead of doing it in the middle of the game.

Oblivion: FABLE had a better combat system.

Rondo of Swords: Remember to put a way to win after the 4th stage without cheating. Stupid forgetful developers.
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Unread 05-20-2008, 08:24 AM   #22
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Oblivion:

Combat is boring. Enemies take far too long to kill even without armor and monsters rip through yours like it was paper. Magical effects are more important than the type of weapon or armor you're using, this should change. Hand to Hand should be viable. Get more animations for attacking with a sword. Make Power Attacks more useful and easier to use. Give magic more versatility and less restrictions- if all I got is magic and I can only cast so much and when I do cast a spell swinging a twinked out knife in the same time does 15x the damage of the spell is ridiculous. Also, there are 3 attack animations no matter what the spell does. Make more.

Reduce the skill system to say, 50 or 75 and spread out the bonuses in the levels. If I have a level 75 Blade skill I should I do damage like crazy. Give weapons unique characteristics other than speed- axes do more damage with each hit, maces break armor fast, blades do crazy damage on foes without heavy armor/hide. Also, balance the weapons- daggers are the best because you can just enchant them silly and swing away very fast. 10 dagger hits should equal one greatsword smack.

Make archery a good system of softening up your opponent or give us the ability to kill him before he gets to you. A good way would be to poke him in body parts if he doesn't have armor on it, legs slow him down, arms make him drop his weapon/shield, chest/head hurts him and lowers his endurance.

FIX CRITICAL HITS. 3x with melee and 2x with ranged is good enough, and only daggers can do it. If the weapon's enchanted pulling it out next to a mage should warn them. etc.

Nippon Ichi games:

Make interesting new units that do not invalidate previous units. Oh, I have a cool level 2000 knight...what? Majins are better in every regard? Goddammit. All units should have A) a niche, and B)no one else should be better than that class with that niche. NO SUPER CLASSES.
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There are no features that I possess, physical, mental or social in me, that would ground this decision of yours except in the most horrible of tastes.
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Unread 05-20-2008, 09:54 AM   #23
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GTA IV:

I don't mind the missions really, but it does need a checkpoint system a la Mass Effect. At the very least, the "Replay" option for the mission should take you to the place where the mission actually takes place, somewhere near where you failed, NOT halfway across the city after you've spoken to the mission giver.

Eh, in all honesty it doesn't need much fixing beyond that. Yeah cops chase you, but its GT frickin' A, and if you think one star is difficult to escape I have no excuses for you. Also, just going to mission waypoints generally drops wanted levels.

Assassin's Creed

Moreover, I think combat needs to be more interesting. It's fun and all for the first 500 enemies you kill, but since the MAXIMUM amount of people that can possibly attack you at one time is between two and four, depending on how many walls you use as cover, counter-mastery ensures you cannot die. Major problem. Also, why WAS the last tenth of the game massive melee battles? Assassin? Ah, I think I found a solution to AC: Needs more Hitman: Blood Money.
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Unread 05-20-2008, 11:08 AM   #24
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No More Heroes needs to kill the guy who wrote 90 percent of its dialogue and whoever thought it was a good idea to have those fucking stupid between-level missions that waste the crap out of your time.

In fact I take the first thing back they just need to kill the guy who wrote 90 percent of the dialogue for Travis. Every time he ran into a villain and the villain gave his obnoxious long-winded philosophy of murder speech I was waiting for Travis to be like "well fuck you, cuz I'm a badass!" but no, instead he gives his own obnoxious long-winded philosophy of murder speech.

If you're gonna make your protagonist a murder-happy rockabilly with a lightsaber you don't go and make him wordy.
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Unread 05-20-2008, 11:08 AM   #25
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Quote:
Originally Posted by Odjn
Make archery a good system of softening up your opponent or give us the ability to kill him before he gets to you. A good way would be to poke him in body parts if he doesn't have armor on it, legs slow him down, arms make him drop his weapon/shield, chest/head hurts him and lowers his endurance.
I can't say how mad I was that if I shot something with an arrow, everything near what I hit and what I hit would see me, no matter how well I'm hiding. It's the worst archery system ever conceived. I don't care if I didn't have a high enough amount of skill in hiding or whatever it was called if I'm behing a tree then shoot a skeleton that's facing the other way with an arrow then hide behind said tree, it shouldn't be able to instantly know where I am.
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Unread 05-20-2008, 11:17 AM   #26
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Quote:
Originally Posted by Ryong
I can't say how mad I was that if I shot something with an arrow, everything near what I hit and what I hit would see me, no matter how well I'm hiding. It's the worst archery system ever conceived. I don't care if I didn't have a high enough amount of skill in hiding or whatever it was called if I'm behing a tree then shoot a skeleton that's facing the other way with an arrow then hide behind said tree, it shouldn't be able to instantly know where I am.
It's a matter of looking at what direction the arrow buried in you is sticking out from and following a straight line. Even goblins can figure that out. However, if you're really well hidden you can get 3 or even 4 critical shots before they get close.
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I'm a terrible human being, who is drunk half the time, is unshaven, unwashed, being a dick to people to see what happens.
There are no features that I possess, physical, mental or social in me, that would ground this decision of yours except in the most horrible of tastes.
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Unread 05-20-2008, 12:57 PM   #27
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RPGs: No more loners. They were cool back when, but now that every other protagonist is a loner, they arent interesting anymore.
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Unread 05-20-2008, 01:00 PM   #28
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Quote:
Originally Posted by Fifthfiend
In fact I take the first thing back they just need to kill the guy who wrote 90 percent of the dialogue for Travis. Every time he ran into a villain and the villain gave his obnoxious long-winded philosophy of murder speech I was waiting for Travis to be like "well fuck you, cuz I'm a badass!" but no, instead he gives his own obnoxious long-winded philosophy of murder speech.
But that's where his appeal resides. He's so lame and and pretentious at killing people he is awesome. He sincerely believes he's la crème de la crème, so seeing him being over the top and fighting over the topper bosses makes for a likable character.

Last edited by Regulus Tera; 05-20-2008 at 02:04 PM.
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Unread 05-20-2008, 02:03 PM   #29
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Oblivion needs to get rid of level scaling to even be playable. This includes randomized level-based loot.

Metal Gear Solid needs to start being fun.

Fallout 3 needs to not fucking suck Bethesda.
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Unread 05-20-2008, 04:22 PM   #30
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Quote:
Originally Posted by Odjn
It's a matter of looking at what direction the arrow buried in you is sticking out from and following a straight line. Even goblins can figure that out. However, if you're really well hidden you can get 3 or even 4 critical shots before they get close.
Figuring what direction are the arrows coming from is one thing. Figuring the exact location of a hidden archer is something else entirely. You know how in most games that involve stealth if a guard or something figures where you are and you hide again the guard doesn't know where you went to, because you've hidden yourself again? Yeah, I want that in Oblivion. I want to shoot something and not have the game act like the enemies got a tracking device on me that only stops working if I run from them some hundred feet.
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