b7d03a No.16526887
Are there any game mechanics you think didn't get emphasized enough?
For example, I liked how in Chrono Trigger, most of the early abilities used hitboxes that involved the position of enemies.
It was kind of disappointing how later on the techs would just hit all enemies or no enemies, and a lot of the enemy placements toward the end made these mechanics mostly not matter.
What mechanics do you feel mostly went to waste or weren't given enough material?
0b88de No.16526921
Speaking of Chrono Trigger, there's seamless transitions into fights instead of random fights but the level design is built around almost forcing you into combat anyway and if you try to sneak around them and attack from behind your characters will whip around to their intended positions with no benefit anyway. It's like what was the point?
20d6b4 No.16526940
>>16526921
The point was to make it feel like you're going through a living breathing world instead of dead maps where you never see enemies until you're warped into a combat instance with them whenever the encounter rng dictates you've taken enough steps. I think they did a really good job with that.
0b88de No.16526944
>>16526940
>The point was to make it feel like you're going through a living breathing world instead of dead maps
Is that why the overworld map is completely empty?
20d6b4 No.16526956
>>16526944
Sure. The locations themselves are all properly populated, the world map is a meta travel overlay and would be pretty terrible if they shit that up with a bunch of enemies.
d69105 No.16527012
Almost everything involving Charlotte in PoR. She lags so far behind Johnathan her abilities don't get much non-utility use unless you are outright required to use them. Despite this, all her abilities are rather polished, just very weak. Give her some extra tomes that do elemental damage and aren't hopelessly outdated and makes all spells startable midair and charge faster and she'd be much better.
All non-royal, non-Heron Laguz in FE9/10. Their experience growth is just too slow and the ability to transform until the gauge is full limits them heavily.
Everything in the original Megaman Battle Network.
>>16526921
Agree. Some of these are done in a pretty dickish way too like enemies guarding gates leading to map transitions so you have to fight them coming an going.
0369aa No.16527037
Poison and DOTs in every RPG. It's not enough to do a single, simple instance of damage every 'turn' with a chance to miss application that's weaksauce garbage. Proper poison mechanics will do constant damage every tick, slowly but constantly draining life away. This also allows further and separate mechanics and gameplay, such as a burn debuff, for instance, which could work as poisons generally do and apply damage (and perhaps a stat debuff?) every 'turn'. Then you could stack both at once.
I don't know man just give me all the RPG where poison/debuffing is viable and fun.
b1682e No.16527042
>>16527012
My nigger, I've been saying the same about Charlotte for the longest time. I think she could have had greater involvement with your spells affecting the tome's elemental damage, for example, carry more than one spell to use on the go.
I think as it is Charlotte would work great in a kind of coop adventure, but she could be a lot better with a lot more variety of her own, because even spells are kind of situational.
26a70e No.16527064
Smash had wavedashing and then Sakurai got bodied.
Now smash has….. "Reduced knockback for uair from 8.5 to 8"
b1682e No.16527072
>>16527064
Tourneyfaggot needs no apply.
d69105 No.16527089
>>16527037
Most tRPGs have stats aliments viable.
Really Dark Souls had the solution to stats aliments. Instead of being a random chance, a stats aliment increases the target's aliment gauge for that stats and if the gauge passes a certain treshold the enemy gets that stats. More resistant targets are handled by having their gauge fill up more slowly or dropping faster, with all immunities being obvious (you can't bleed a skeleton to death).
0369aa No.16527113
>>16527089
>tRPG
Real RPG only, OK? J, A, or DC(dungeon crawlan), please.
03871f No.16528667
>>16526921
The greater majority of those fights are skippable, there's only a handful of linear corridor sections where they aren't feasible to dodge. It's a vast, vast improvement over random encounters.
2abc12 No.16528676
>>16526887
>Are there any game mechanics you think didn't get emphasized enough?
RESTORING FULL HEALTH WHEN YOU LEVEL UP MID FIGHT.
I loved Luminous Arc for this.
6023f2 No.16528683
Wall scaling, ledge climbing, and parkour tricks in general are painfully absent from fps's. It would seem that the lazy developers would rather make their levels to be as linear and closed in as possible. I think only Dishonored actually uses the mechanics+level design to a good extent.
9bea47 No.16528694
YouTube embed. Click thumbnail to play.
Resident Evil 6 actually has much more of a combat system than people give it credit for but no one could figure out how to play it
f602ff No.16528743
>>16528676
Stella glow does this as well.
16c082 No.16528745
>>16526921
I agree that ways of sneaking around enemies would improve the game, but like >>16526940 said, without visible enemies on the map, the world would feel pretty dead, is one of the main reasons why i never got into any older final fantasy, i just fucking hate tile random encounters so much.
2abc12 No.16528786
>>16528743
Well it is the """spiritual successor""" to Luminous Arc.
The game was very underwhelming but enjoyable.
eabaa8 No.16529136
>>16526887
The future visions in Xenoblade Chronicles. I liked that they were actually included in the game, really cool detail. But they never felt important, you're always able to build up the monado arts fast enough and just counter them, so they're never a threat. That being said I don't have any ideas as to how to actually implement a mechanic with the same flavor that's more fun/engaging.
bdd92d No.16529184
>>16528694
RE6 is a great game and anyone that shits on it hasn't played it or sucks at vidya.
34d508 No.16529269
>>16527037
You have just described Battle Chasers: Nightwar
3cfec9 No.16529277
>>16529184
Are you sure you didn't play it in co-op and had fun because you had af riend with you? I'd play a re6 the mercenaries, it looked like the best part about the game.
0369aa No.16529887
>>16529269
>Western aesthetics
Kimoi
I'll try it out though, I suppose.
bb6fd8 No.16531108
>>16529277
I did play it plenty with a friend and still do play it with him on occasion but it's also a game, I almost always have installed to play on a whim. That includes playing alone.
The story-mode is really good for all 3 main campaigns the fourth is a bit lackluster. They are bogged down by problems of the times, likes forced stealth sections and especially QTEs but that doesn't hinder the fun stories and the great gameplay. Mercenaries is the best it has ever been and my main reason for playing now. It also has a shockingly good VS multiplayer mode. It works similarly to tetris pvp. >>16529277
222ba4 No.16531187
>>16527037
Turnbased RPGs in general status ailments seem to be pointless beyond the odd gimmick boss fight. You either use it on a random mob where it's a waste of a turn and you might as well kill them, or use it on a boss and it has no effect.
I was playing Dragon Quest XI and even when you buff your own party any boss that's a threat has an attack that wipes every buff off every member. I got through that entire game just by using the most damaging attack with three characters and healing with the fourth.
0369aa No.16531206
>>16531187
Yes, this exactly. You see. Poison needs love. Dungeon Crawlers generally do it wonderfully and I've played at least 1 (serious) doujin game that implemented it scrumpily, but the average mainstream RPG throws the entire mechanic in the dumpster, if it bothers at all. This is an appalling state of affairs that needs to change now.
30c0e1 No.16531439
Custom party building in RPGs. Why in the fuck isn't this in more games?
bb6fd8 No.16531443
>>16531206
This has always bothered me. Why even fucking bother with status ailments in that case. To appear more complex than you actually are? Disgusting.
30c0e1 No.16531447
Secret final bosses that you can only face by fulfilling some requirement need to be in more games. What's especially bad is when RPGs hide the hardest boss in the game as an optional side quest and then you get a reward that means nothing because you just defeated the hardest challenge. It's totally missing the point and doing it wrong.
9db370 No.16531449
>>16531439
Dragon's Dogma and Skyrim with mods exist
30c0e1 No.16531452
>>16531449
Neither of which feature party building.
bb6fd8 No.16531486
>>16531439
HoMM 6 and 7 are great.
228b16 No.16531534
>>16527037
>>16531187
>>16531206
>>16531443
This is why I love SMT so much, status ailments, buffs and debuffs are all incredibly important and mean the difference between you winning or getting your shit pushed in.
4b87d7 No.16531627
>>16531447
Shmups do this really well, like the Dodonpachi series.
4e0210 No.16531639
Ogre battle has a ton of "hidden" stat bonuses/penalties. For example, fighting at night decreases stats for high alignment characters, and vice versa. Some characters will raise each others' stats, like dragon masters and dragons, and clerics and angels. Then you have charisma which also boosts the stats of your whole team if it is high enough. I think terrain also has an effect, but I'm not sure. Unfortunately, these bonuses are incredibly tiny and become completely negligible after the first few missions.
30c0e1 No.16531739
>>16531627
CAVE shooters actually don't, because they're always stuck behind shitty autistic loop requirements. Loops fucking suck at an almost universal level and certainly CAVE shooter loops in particular are always some of the laziest around.
dc8a79 No.16531768
Sonic Adventure 2's bounce bracelet mechanic. You use it to clear like five mandatory obstacles total and that's only in two levels, even the side missions don't need it much, but damn if it's not the fucking best thing in the game, especially when you get to break the game's speed limit with it.
Sort of makes me wish somebody would look into SA2's data and make custom levels with that movement tech in mind, with much larger running areas and lots of vertical platforming action.
By comparison, the fucking mystic melody, while neat in the fact that every level has an extra bit to it, is just all about finding the super secret spot where you can press B and be rewarded.
6b7356 No.16531819
>>16531768
>so underplayed he doesn't even mention the Magic Hand
That upgrades feels like such a weird thing to have; you just capture an enemy in a ball, instantly killing it and letting you throw it at other enemies. I have no idea if that gets you more points or is just a fun thing to do.
dc8a79 No.16531825
>>16531819
I always found the Magic Hand to be more like a small easter egg to look at the 3d models of the enemies. Really, SA2 had so many really great mechanics they could have made you use but no, it's literally just the claws, the hover and the fucking ring dash, a mechanic that literally streamlines the game
614f18 No.16531905
>>16527037
King's Bounty titles after Legend (the more recent kind not the "ancient"-series) actually does poison/burn DOTs okay enough as in they now scale on % instead of just flat dmg meaning if you poison a huge stack of peasants or something they're gonna take a big hit every turn the dot ticks away.
In Legend only Sleem's poison spit's debuff dmg is anything… okayish enough and even it loses it luster halfway the game when enemy stack hp's go into tens, hundreds of thousands and it's ticking for what, 200~ dmg at best.
6b7356 No.16531910
>>16531825
It really is just a novelty but I can't help but feel there was something more to it.
On the light-speed dash, it doesn't negatively impact the game because it's mostly used for alternate paths or in only two instances I remember, act as a bridge. I admit in Metal Harbor it was strange that they introduce the bridge type and the light-speed upgrade at the same time, and that another homing attack segment in place of a row of rings would've been better.
It also makes City Escape Hardmode stressful in combination with the Bounce Bracelet
>make you use
How so? They make you use most of the upgrades in some way in the game. Would you prefer they have you use the sunglasses more often? I wouldn't, honestly. It could make for some fun challenges.
6b7356 No.16531913
ae7ff3 No.16531930
>>16526887
>and a lot of the enemy placements toward the end made these mechanics mostly not matter.
This always happens in games with specific area of effect skills, like strategy RPGs. As the games go on, they more and more often deliberately place enemies so that you can't hit more than one of them at a time. Honestly, it's pretty boring. Pretty much killing off a gameplay aspect.
dc8a79 No.16532263
>>16531910
The fact that some of the upgrades are relegated to just one of the characters makes me feel like they were more of an after thought than necessary for the design philosophy of the game.
All I'm saying is that I wish for a modded version of the game that takes into account the glitchy parts of the game. Shit like the hover jump, the speed boost you get in the racing section, even playing as Knuckles/Rouge in non emerald hunting stages would be pretty nice.
681dcd No.16534202
Oxygen drain caused by excessive movement in survival horror games which then causes loss of health/death when empty.
Basically an in game O2 meter will empty faster if you run around like an idiot (like through panic) which means a player has to remain calm and also think about limiting their movement/positioning when fighting enemies. The forgotten Saturn game Deep Fear used it (as well as firing weapon also draining oxygen in a room because it set in an underwater base) and the Wii/PC Cursed Mountain (set in the Himalayas) game sounded it would use and part of reason I was interested in even playing it but only appears in one chapter and then your player character just does some meditative breathing stuff (or something) after you get past that altitude.
>>16529136
That "future visions in battle" feature nearly didn't make it into the game until Nintendo encouraged Monolith Soft to put it in. It was only going to be in cutscenes and not gameplay.
>But they never felt important, you're always able to build up the monado arts fast enough and just counter them, so they're never a threat.
But that's the point isn't it? This is from the instruction manual
>See the future attack, and either change the future in one of the five ways:
>1) kill the monster
>2) make the monster unable to use the attack (like making it dazed)
>3) draw aggro away from target
>4) buff the target defense or protect the target,
>5) stop the monster cooldown time (by inflicting topple)
>breaking any of those vision tags changes the future and increase the party members tension meter (which increase critical hit rate and accuracy)
7f1e00 No.16534340
I talked about this in another thread in case you feel a deja vu
Not exactly a mechanic but procedural animations feel really underused now that we finally have the computer power to make them work.
7f1e00 No.16534342
>>16534340
Another example.
7f1e00 No.16534343
Invidious embed. Click thumbnail to play.
>>16534340
>>16534342
And one anon posted this in the thread I first talked about it.
2eda51 No.16534345
>>16534340
>>16534342
Holy shit that looks sick. Who's making this?
7f1e00 No.16534353
>>16534345
I have bad news for you anon, it's just a proof-of-concept by some random dude in twitter, it's not a real project.
2eda51 No.16534360
>>16534353
Damn shame, not many games have good grappling hook mechanics.
65fcdf No.16534441
>>16534340
Rain World has this, and actually uses it for gameplay as well.
7f1e00 No.16534450
Double-state games, where one state deeply affects the other.
I know lots of people like to shit on P3 because of the dating sim stuff and waifushit, but I think most of people miss what the game has done right, and I mean even the people that supposedly like the game. It's one of the few games that I know that focus on a protagonist who has a double life, but mechanically, the normal student days affect the demon hunting nights and vice versa, social links by the day amplifies the persona fusion by the night, over-exploring the dungeon by the night, makes you drowsy and consequently study less by the day, also, you will have debuff if you try going to dungeon again, forcing the player to take a break. It's not exactly deep, but I don't see this anywhere else.
P4 and P5 mostly underplayed this idea, amplifying the dating sim aspect and streamlining the dungeons. To be fair, P5 experimented with some novel ideas, but nothing comparable to the focus P3 gave to the theme.
I think recettear and moonlight play with this idea, but I never played moonlight nor played recettear enough to use the dungeon exploring thing.
>>16528683
Isn't nuDoom 2 applying these mechanics?
>>16534441
Will play.
b1e208 No.16534478
>>16534450
I played Moonlighter for a half hour and quit. I hate fast day/night cycles and the pixel perfect camera wasn't pixel perfect.
d6b636 No.16534512
Limiters being outright removed from the player is a trope that doesn't happen as much anymore, and what does exist is always derivative of the same concept (unlimited special/focus meter at the final boss).
I guess it wouldn't feel special anymore if it happened too often, but it'd be cool if you had max speed to fight a really fast boss, or unlimited meter to fight a really flashy wizard or something. the wonderful 101 set the scene for it well with Unlimited Form but didn't really do much, and you could do it often in Okami with inkstones but the game was already too easy to even need them
5d47b1 No.16534523
>>16526944
The overworld is empty, but small, with emphasis on getting you to the areas where they built the enemy formations.
5aa985 No.16534860
>>16534512
Bayonetta kinda did it with serious mode being activated in all boss fights, though that was more of a stylistic thing than a limiter being removed, and Bayo 2 realized it would be better suited as just a devil trigger-style mechanic anyway
Thinking about it, DMC5 sort of did this, and it was neat. I could have sworn the series did that once before, but the first game just had that thing that 3D Sonic games do where the game says you got a super awesome power up but then it translates into gameplay as a random "cinematic" shoot-em-up segment, so I guess 5 was making up for some missed opportunities
4d1e9c No.16535090
>>16531108
>>16529184
RE6 is a terrible game and I've beat all the campaigns by myself plus cleared all the mercenary stages.
7f1e00 No.16535671
>>16534487
Cursed question.
7f1e00 No.16542804
More like underplayed thread. :^)
d59e0f No.16542892
>>16529184
6 is the lowest point of the series and nearly killed it, the only good thing about it was adult sherry.