Fun Stuff > CLIKC
The Games We Hate
Johnny C:
Not telling cutscenes outside of Freeman's perspective was a conscious decision by the developers, who had it well within their powers to do otherwise. I respect their choice, really. I gather it's the same idea with F.E.A.R.
To an extent it's like a book or film which never leaves the perspective of the protagonist - like everything but the last five minutes of Rear Window, for example.
Cenyu:
I know, it's just my personal preference, really.
Lotus:
Fuzion Frenzy 2.
Now, the first Fuzion Frenzy is in no way an amazing game, but it's hilarious to play. Imagine Mario Party with only mini games, and instead of collecting stars you collect orbs. Insert embarrassing dialogue and you have a game worth playing because it's funny.
Fuzion Frenzy 2 did away with orbs, and the dialogue. It was lame. I hate that game.
Wyvernhand:
I'm gonna have to go with Vanguard: Saga of Heros. For a game that had almost infinite potential, that game really blew. First, it suffered all of the lag issues that accompany the new release of an MMO, except they never got better. Then they completely pigeonholed all of the archtypes classes, and even the more they gimped the hybred classes so much that no one ever wanted to group with them. The crafting system had potential, until they adjusted the frequency of rare materials and the experience gain down to the point where gaining a crafting level between 30-40 took a week or so each, and 40-50 took about 2 weeks per level. And that's if you only hardcore grind work orders, which gives you little money and a very slight chance of getting rare materials.
One of the draws of the game was to make a world so big, you had to spend weeks in an area just to explore everything. Except there was nothing worth exploring. You'd spend a whole evening running across the world to get to a far corner, only to find out that the devs hadn't populated it with mobs yet. Or worse, there were huge unbeatable mobs that 1 shot you with a glance. Mobs that don't have loot tables either, so even if you did manage to beat one, it was worth nothing, not even cash or vendor drops. So instead, everyone just ran around in the same areas, which without instancing, means you'd have multiple groups down in a dungeon area either racing for bosses or trying to train mobs onto the other group. Another thing that they went and did is introduce teleporters all over, that make crossing the huge amazing world now take seconds, so you never get a real attachment to any one place. It also trivialized the sale of boats, which were intended to be player made transporation on the oceans and rivers, but ended up mostly being status symbols because of their rediculously high costs. Also, the caravan travel system (where you can log out with your guildmates, and log back on near them regardless of where they've moved to) still hasn't been implimented. That was one of the features they promised from the early start.
Vanguard also was supposed to have a really slow leveling system, which is mostly fine, except then they went about having double xp weekends for adventuring, and regularly increasing xp from mobs until you could gain about a level a night even at high levels, up to WoW standards. While the adventurers were power leveling, the crafters were not, falling further and further behind, until the primary purpose of even the most dedicated crafters was to create twink gear for high level adventurers alt characters. Imagine investing 1000+ hours only to have the only reward for the work to make mediochre gear for peoples alt characters. Sigil origionally promised the best gear in the game would be crafted, or crafting augemented. To my knowledge, this still hasen't been included (and probably won't ever be) making the highest level craftable gear around level 45 (for level 50 characters) while the highest dropped gear is around level 55 (useable by level 50 characters becaue of janky equipment expertese system)
I'm not even going to go into the whole SOE hostile takeover part of Sigil Games and the firing of the lead developement team. Last time I was on (almost 6 month now) they hadn't patched since the time before (almost 12 months now). Almost everyone online I talked to were just killing time before their account ran out. Also, gold seller bots were rampant, and entire server economies were permanantly ruined.
As I said, what had potential as an amazingly in depth and vast game ended up being a pipe dream to thousands of MMO gamers looking for a WoW alternative, and a major let down.
Ozymandias:
Man. Registering just to rant about a mediocre MMO.
Still, that does sound pretty abysmal. I wish there would be an MMO that respected crafters and traders as much as adventurers.
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