• CRAP Poll #24 - The Worst Part Of The Game

    From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Mon Jun 1 12:04:22 2026
    From Newsgroup: comp.sys.ibm.pc.games.action


    Didn't I just do one of these Completely Random And Pointless polls?
    Maybe, but if my posting history proves anything, it's that I've no
    ability to keep a regular schedule when it comes to articles. ;-)

    #

    Here's the question:

    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)

    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________


    #

    Me, I'm going with something that's a little bit of "d) Mazes", and a
    little bit of "g) Fill in your own", because it's an old-school
    mechanic that is usually only found in maze-games. And that's spinner
    traps which whirl you about and randomly face you in some other
    direction than you were initially headed. Or sometimes they just
    teleport you so you are facing in another direction, all unknowing
    that it's happened. It's actually not the worst mechanic, but for
    whatever reason it's the one that annoys me the most. They still get
    used in modern games's (although more often done as enemy attacks that
    spin you about so your attacks miss) and I hate them every time I
    encounter the mechanic.

    What's your least favorite game-play mechanic? Not just the ones you
    don't like; no, the one that if you never ever saw again in another
    game you wouldn't mind it one bit?




    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Justisaur@[email protected] to comp.sys.ibm.pc.games.action on Mon Jun 1 15:00:00 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:

    Didn't I just do one of these Completely Random And Pointless polls?
    Maybe, but if my posting history proves anything, it's that I've no
    ability to keep a regular schedule when it comes to articles. ;-)

    #

    Here's the question:

    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)

    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________



    I'm going to go with

    g) bad controls.

    I had to think about this quite awhile, but it's bad controls. There's nothing that will make me quit a game faster.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Anssi Saari@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 17:44:38 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur <[email protected]> writes:

    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:
    Didn't I just do one of these Completely Random And Pointless polls?
    Maybe, but if my posting history proves anything, it's that I've no
    ability to keep a regular schedule when it comes to articles. ;-)
    #
    Here's the question:
    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)
    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________


    I'm going to go with

    g) bad controls.

    I had to think about this quite awhile, but it's bad controls.
    There's nothing that will make me quit a game faster.

    I agree, bad controls are the worst. Or I dunno, considering I somehow
    muddled through *streaming* Horizon Forbidden West which has timing
    sensitive combat and jumping puzzles...

    To be sure, I don't like puzzle bosses or rubber banding either. Or
    mandatory crafting but then if I can (easily) craft fun buffs or ignore
    it completely, no problem. I have to say Starfield crafting is kind of annoying, seems like I don't have the ingredients to craft anything
    interesting and I'm not sure but I haven't seen any way to tag crafting supplies for easier finding like Fallout 4 had.

    As for Spalls' point, revolving doors or whatever in mazes to confuse
    you, also not a fan. Even worse with the addition of wraparound and
    impossible geometries. Thinking of ancient "Asylum" here, a text
    adventure in a maze-like asylum. I did quit that game after an "intro"
    part which already took quite some time.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From phoenix@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 09:35:11 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Anssi Saari wrote:
    Justisaur <[email protected]> writes:

    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:
    Didn't I just do one of these Completely Random And Pointless polls?
    Maybe, but if my posting history proves anything, it's that I've no
    ability to keep a regular schedule when it comes to articles. ;-)
    #
    Here's the question:
    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)
    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________


    I'm going to go with

    g) bad controls.

    I had to think about this quite awhile, but it's bad controls.
    There's nothing that will make me quit a game faster.

    I agree, bad controls are the worst. Or I dunno, considering I somehow muddled through *streaming* Horizon Forbidden West which has timing
    sensitive combat and jumping puzzles...

    To be sure, I don't like puzzle bosses or rubber banding either. Or
    mandatory crafting but then if I can (easily) craft fun buffs or ignore
    it completely, no problem. I have to say Starfield crafting is kind of annoying, seems like I don't have the ingredients to craft anything interesting and I'm not sure but I haven't seen any way to tag crafting supplies for easier finding like Fallout 4 had.

    As for Spalls' point, revolving doors or whatever in mazes to confuse
    you, also not a fan. Even worse with the addition of wraparound and impossible geometries. Thinking of ancient "Asylum" here, a text
    adventure in a maze-like asylum. I did quit that game after an "intro"
    part which already took quite some time.

    My favorite is 1942 clones except that the planes fire upon you in an unavoidable sequence that it is impossible to dodge. That's because it's
    just like here where everyone basically hates on me for no reason.

    Come to find out PW is 68 years old, maybe it's because you guys are all majorly old. Who plays video games at that age? Those are the guys who
    tell us not to play video games.
    --
    The future has begun
    The waiting is over
    We have gained time
    For one blink of an eye
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 14:11:25 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 01 Jun 2026 12:04:22 -0400, Spalls Hurgenson <[email protected]> wrote:

    Here's the question:

    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)

    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________


    #

    Me, I'm going with something that's a little bit of "d) Mazes", and a
    little bit of "g) Fill in your own", because it's an old-school
    mechanic that is usually only found in maze-games. And that's spinner
    traps which whirl you about and randomly face you in some other
    direction than you were initially headed. Or sometimes they just
    teleport you so you are facing in another direction, all unknowing
    that it's happened. It's actually not the worst mechanic, but for
    whatever reason it's the one that annoys me the most. They still get
    used in modern games's (although more often done as enemy attacks that
    spin you about so your attacks miss) and I hate them every time I
    encounter the mechanic.

    While reading your post, I was thinking of inventory management, but
    you know what? Your answer here is the better choice. Mazes themselves
    do not bother me, but add in all the things that makes navigating them
    (and mapping them) difficult, and yes, this is the most annoying
    mechanic to me. Add in necessary wall humping because some of those
    maze walls are illusionary because of course they are and this whole
    mechanic can fuck right the hell off.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 15:01:55 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 1 Jun 2026 15:00:00 -0700, Justisaur <[email protected]>
    said this thing:
    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:


    Here's the question:
    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)



    I'm going to go with
    g) bad controls.
    I had to think about this quite awhile, but it's bad controls. There's >nothing that will make me quit a game faster.


    Fair answer, although I wouldn't normally consider controls part of
    the gameplay mechanics. They're more of the game / player interface;
    I'd consider bad controls up there with bad graphics, awful sound,
    terrible AI or bugs. I was thinking more along the lines of degradable
    weapons or a lack of Coyote-Time jumping mechanics in platformers.

    I'm not so bothered by control schemes myself, barring the truly awful
    ones (like you'd find back in the old DOS days, where the controls
    seemed randomly distributed across the keyboard and were literally
    painful to use). I'm a bit more disturbed by games that don't let you
    remap controls, which just seems purposefully malicious in an era when
    most engines make it easy to do and it's so expected (not to mention
    it hampers people with disabilities from playing your game).

    But what do I know; I always re-map "jump" to the X key ;-)


    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 15:15:27 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 02 Jun 2026 14:11:25 -0400, Mike S. <[email protected]> said
    this thing:

    On Mon, 01 Jun 2026 12:04:22 -0400, Spalls Hurgenson ><[email protected]> wrote:

    Here's the question:

    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)

    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________


    #

    Me, I'm going with something that's a little bit of "d) Mazes", and a >>little bit of "g) Fill in your own", because it's an old-school
    mechanic that is usually only found in maze-games. And that's spinner
    traps which whirl you about and randomly face you in some other
    direction than you were initially headed. Or sometimes they just
    teleport you so you are facing in another direction, all unknowing
    that it's happened. It's actually not the worst mechanic, but for
    whatever reason it's the one that annoys me the most. They still get
    used in modern games's (although more often done as enemy attacks that
    spin you about so your attacks miss) and I hate them every time I
    encounter the mechanic.

    While reading your post, I was thinking of inventory management, but
    you know what? Your answer here is the better choice. Mazes themselves
    do not bother me, but add in all the things that makes navigating them
    (and mapping them) difficult, and yes, this is the most annoying
    mechanic to me. Add in necessary wall humping because some of those
    maze walls are illusionary because of course they are and this whole
    mechanic can fuck right the hell off.

    There were two other options I considered for my choice: these were
    inventory management (or, more specifically, games with a limited
    inventory system), and games with breakable weapons.

    The former I can deal with, albeit usually with a lot of grumbling.
    With the latter, I admit I usually 'fix' the game so it gives me
    unlimited carry weight (call it cheating, because I guess it is, but I
    wouldn't have fun if I couldn't vacuum a level clean ;-). So neither
    of those bother me that much.

    But spinners? Even though they are rare these days, the suffering they
    caused me back in the '80s lingers four decades on. ;-)


    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Justisaur@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 14:07:40 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 6/2/2026 12:01 PM, Spalls Hurgenson wrote:
    On Mon, 1 Jun 2026 15:00:00 -0700, Justisaur <[email protected]>
    said this thing:
    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:


    Here's the question:
    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)



    I'm going to go with
    g) bad controls.
    I had to think about this quite awhile, but it's bad controls. There's
    nothing that will make me quit a game faster.


    Fair answer, although I wouldn't normally consider controls part of
    the gameplay mechanics. They're more of the game / player interface;
    I'd consider bad controls up there with bad graphics, awful sound,
    terrible AI or bugs. I was thinking more along the lines of degradable weapons or a lack of Coyote-Time jumping mechanics in platformers.


    Hmm. In that case, I'll go with unnecessary travel time. One of the
    things with Open World proliferation I don't like. The worst of that
    was Everquest, I swear it took around an hour just to get across the continent.

    I'm not so bothered by control schemes myself, barring the truly awful
    ones (like you'd find back in the old DOS days, where the controls
    seemed randomly distributed across the keyboard and were literally
    painful to use). I'm a bit more disturbed by games that don't let you
    remap controls, which just seems purposefully malicious in an era when
    most engines make it easy to do and it's so expected (not to mention
    it hampers people with disabilities from playing your game).

    Bad controls generally goes along with no or limited remapping.

    But what do I know; I always re-map "jump" to the X key ;-)

    Eew.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Justisaur@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 14:11:52 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 6/2/2026 12:15 PM, Spalls Hurgenson wrote:
    On Tue, 02 Jun 2026 14:11:25 -0400, Mike S. <[email protected]> said
    this thing:


    But spinners? Even though they are rare these days, the suffering they
    caused me back in the '80s lingers four decades on. ;-)


    I'm sure there's others but I remember Bard's Tale most for spinners
    (and 99 Phreds attacking you.) I can't remember a single game I've
    played in the last couple decades that had spinners, which is why I
    don't really place them as being up there.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From phoenix@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 16:40:37 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur wrote:
    On 6/2/2026 12:01 PM, Spalls Hurgenson wrote:
    On Mon, 1 Jun 2026 15:00:00 -0700, Justisaur <[email protected]>
    said this thing:
    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:


    Here's the question:
    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)



    I'm going to go with
    g) bad controls.
    I had to think about this quite awhile, but it's bad controls.  There's >>> nothing that will make me quit a game faster.


    Fair answer, although I wouldn't normally consider controls part of
    the gameplay mechanics. They're more of the game / player interface;
    I'd consider bad controls up there with bad graphics, awful sound,
    terrible AI or bugs. I was thinking more along the lines of degradable
    weapons or a lack of Coyote-Time jumping mechanics in platformers.


    Hmm.  In that case, I'll go with unnecessary travel time.  One of the things with Open World proliferation I don't like.  The worst of that
    was Everquest, I swear it took around an hour just to get across the continent.

    I'm not so bothered by control schemes myself, barring the truly awful
    ones (like you'd find back in the old DOS days, where the controls
    seemed randomly distributed across the keyboard and were literally
    painful to use). I'm a bit more disturbed by games that don't let you
    remap controls, which just seems purposefully malicious in an era when
    most engines make it easy to do and it's so expected (not to mention
    it hampers people with disabilities from playing your game).

    Bad controls generally goes along with no or limited remapping.

    But what do I know; I always re-map "jump" to the X key ;-)

    Eew.

    My word! I use 'Z,' the natural key for this.
    --
    The future has begun
    The waiting is over
    We have gained time
    For one blink of an eye
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From phoenix@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 16:42:07 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur wrote:
    On 6/2/2026 12:15 PM, Spalls Hurgenson wrote:
    On Tue, 02 Jun 2026 14:11:25 -0400, Mike S. <[email protected]> said
    this thing:


    But spinners? Even though they are rare these days, the suffering they
    caused me back in the '80s lingers four decades on. ;-)


    I'm sure there's others but I remember Bard's Tale most for spinners
    (and 99 Phreds attacking you.)  I can't remember a single game I've
    played in the last couple decades that had spinners, which is why I
    don't really place them as being up there.

    That's kind of funny. To me a 'spinner' was that thing you walked onto
    in Apple ]['s 'Bilestoad' that made you go at twice the speed. I admit
    it wasn't a technical name, but it was something you wanted, not wanted
    to avoid.
    --
    The future has begun
    The waiting is over
    We have gained time
    For one blink of an eye
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Rin Stowleigh@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 20:08:41 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 2 Jun 2026 09:35:11 -0600, phoenix <[email protected]>
    wrote:

    Come to find out PW is 68 years old, maybe it's because you guys are all >majorly old. Who plays video games at that age? Those are the guys who
    tell us not to play video games.

    I'm curious why someone under maybe the age of 50 would even be
    interested in Usenet at all? I'm not asking in snark, I'm genuinely
    curious.

    It's a nostalgic bit of ancient computing history that's fun to hold
    onto for that reason only. Below a certain age group, however,
    there's no nostalgic memories, thus it's hard to me to understand what
    would draw younger folks here.



    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Dimensional Traveler@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 17:13:25 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 6/2/2026 2:07 PM, Justisaur wrote:
    I swear it took around an hour just to get across the
    continent.

    I just had to see that again.... :D
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Rin Stowleigh@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 20:19:17 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 2 Jun 2026 14:07:40 -0700, Justisaur <[email protected]>
    wrote:

    Bad controls generally goes along with no or limited remapping.

    For me bad key remapping is usually an instant Steam refund, so for
    that reason I couldn't call it the worst part of any game. The game
    gets put out of its misery before I really try it, most of the time *.

    The worst part of a single player game for me is simply when the game
    design has flaws in it like quests become impossible to complete
    because of some oversight in how it was designed, like some
    possibility that you might not have the right key or object to proceed
    when you get to the goal, etc.

    The worst part of a competitive multiplayer game is when the
    matchmaking aspect of the game is heavily flawed but the game itself
    is otherwise great. Like maybe lobby wait times are too long or the
    system makes it difficult to be on the same team/squad as your friend
    or something like that.

    * there was a very rare exception to this recently. I tried the open
    beta for Hell Let Loose: Vietnam. This is a potentially fantastic
    multiplayer Vietnam war game that is currently in a pretty buggy
    state. The keybinds were damn near unworkable. I finally got to a
    happy place with them against all odds and was able to play a few
    hours this past weekend. Aside from the keybinding issues there was a
    good game under there and I had fun... probably the most immersive mp
    Vietnam game I've tried. I'm still expecting custom keybinding to
    work properly in the final release. It's a bit rediculous that it
    doesn't given that the control mechanism is identical to the original
    Hell Let Loose.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From phoenix@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 18:32:12 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Rin Stowleigh wrote:
    On Tue, 2 Jun 2026 09:35:11 -0600, phoenix <[email protected]>
    wrote:

    Come to find out PW is 68 years old, maybe it's because you guys are all
    majorly old. Who plays video games at that age? Those are the guys who
    tell us not to play video games.

    I'm curious why someone under maybe the age of 50 would even be
    interested in Usenet at all? I'm not asking in snark, I'm genuinely
    curious.

    It's a nostalgic bit of ancient computing history that's fun to hold
    onto for that reason only. Below a certain age group, however,
    there's no nostalgic memories, thus it's hard to me to understand what
    would draw younger folks here.

    I'm 52. However, I never qualified for youngest where I used to
    frequent. That went to a guy a year younger than me. It kind of cheesed
    me off. I don't even see him posting any more.

    I guess I caught on young because we worked with the fancy NeXT
    computers at college. It was an IT and the NeXT had a dedicated news
    server which meant that I discovered Usenet early in 1991.

    I still like it better than most social media. For example, facebook is
    screwed up - they just cut off messaging privileges for a beloved family
    member for no reason whatsoever. I hate dealing with moderation,
    especially 'stupid' moderation that follows no visible rules.
    --
    The future has begun
    The waiting is over
    We have gained time
    For one blink of an eye
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From rms@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 2 19:56:44 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Hmm. In that case, I'll go with unnecessary travel time.

    Yes, and I'll generalize it to 'not respecting my time' as a gamer.

    rms
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Wed Jun 3 09:21:01 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 02 Jun 2026 20:19:17 -0400, Rin Stowleigh
    <[email protected]> wrote:

    For me bad key remapping is usually an instant Steam refund, so for
    that reason I couldn't call it the worst part of any game. The game
    gets put out of its misery before I really try it, most of the time *.

    There are things people are complaining about in this thread that
    don't really bother me. But this one does really annoy me.

    Fortunately, I only ran into this 'mechanic' once. The game was the
    original Torchlight. It offers no way to remap keys in the options
    menu. That is game breaking to me so I understand why you would return
    a game for this reason alone. I did find out that you could manually
    remap those keys via a config file in the game's directory at least.
    Without that, I would have been done with the game before I even
    started playing it.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Wed Jun 3 09:26:42 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 2 Jun 2026 14:07:40 -0700, Justisaur <[email protected]>
    wrote:

    Hmm. In that case, I'll go with unnecessary travel time. One of the
    things with Open World proliferation I don't like. The worst of that
    was Everquest, I swear it took around an hour just to get across the >continent.

    It took forever to get anywhere in EQ. If you just missed the boat,
    you would not get to the other continent in at least 30 minutes.

    Travel times in more modern MMOs I am fine with. I don't like getting
    around too quickly. It makes the world feel more real to me. I want
    the world itself to actually matter. I don't want to easily bypass it.

    But EQ was too slow for sure.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Wed Jun 3 09:42:12 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 02 Jun 2026 15:15:27 -0400, Spalls Hurgenson <[email protected]> wrote:

    There were two other options I considered for my choice: these were
    inventory management (or, more specifically, games with a limited
    inventory system), and games with breakable weapons.

    Breakable weapons is another good choice. Two games immediately come
    to mind with that annoying mechanic.

    The first is Might and Magic 3-5. Your weapons and armor can break in
    those games with no indication to you that they actually just broke.
    You have to keep checking your equipment to make sure they are still
    intact. This annoyed me, even when I first played them as a young
    teen. It adds nothing to the those games other than frustration.

    The second is System Shock 2. The Maintenance skill was basically
    required just to prevent weapon breakage through degradation.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Wed Jun 3 09:44:25 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 2 Jun 2026 14:11:52 -0700, Justisaur <[email protected]>
    wrote:

    I'm sure there's others but I remember Bard's Tale most for spinners
    (and 99 Phreds attacking you.) I can't remember a single game I've
    played in the last couple decades that had spinners, which is why I
    don't really place them as being up there.

    Dungeon Crawlers are still being made by indie studios. There are
    actually a lot of them out there and more are coming. But yeah, I have
    no idea if they still use annoying mechanics like spinners anymore. I
    hope they don't. I like the genre but I hate some of its mechanics.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Justisaur@[email protected] to comp.sys.ibm.pc.games.action on Wed Jun 3 07:36:42 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 6/2/2026 6:56 PM, rms wrote:
    Hmm.  In that case, I'll go with unnecessary travel time.

      Yes, and I'll generalize it to 'not respecting my time' as a gamer.

    Really, yes. Bad inventory management and crafting fall into that
    category too.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Justisaur@[email protected] to comp.sys.ibm.pc.games.action on Wed Jun 3 07:39:21 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 6/3/2026 6:42 AM, Mike S. wrote:
    On Tue, 02 Jun 2026 15:15:27 -0400, Spalls Hurgenson <[email protected]> wrote:

    There were two other options I considered for my choice: these were
    inventory management (or, more specifically, games with a limited
    inventory system), and games with breakable weapons.

    Breakable weapons is another good choice. Two games immediately come
    to mind with that annoying mechanic.

    The first is Might and Magic 3-5. Your weapons and armor can break in
    those games with no indication to you that they actually just broke.
    You have to keep checking your equipment to make sure they are still
    intact. This annoyed me, even when I first played them as a young
    teen. It adds nothing to the those games other than frustration.

    The second is System Shock 2. The Maintenance skill was basically
    required just to prevent weapon breakage through degradation.

    Zelda: Breath of the Wild is the last game I played with this. I really
    hate it.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Wed Jun 3 11:51:29 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 3 Jun 2026 07:39:21 -0700, Justisaur <[email protected]>
    said this thing:

    On 6/3/2026 6:42 AM, Mike S. wrote:


    Breakable weapons is another good choice. Two games immediately come
    to mind with that annoying mechanic.


    The first is Might and Magic 3-5. Your weapons and armor can break in
    those games with no indication to you that they actually just broke.
    You have to keep checking your equipment to make sure they are still
    intact. This annoyed me, even when I first played them as a young
    teen. It adds nothing to the those games other than frustration.


    For the life of me, I didnt' remember that mechanic existed in the
    later M&M games. Then again, I didn't play those games very intently.
    I've great love for the first two games, but everything after that is
    pretty much a blur as far as that series goes. ;-)


    The second is System Shock 2. The Maintenance skill was basically
    required just to prevent weapon breakage through degradation.

    Fortunately, easily reduced through a quick edit of a config file (Specifically:
    Open USER.CFG in the SS2 folder
    (if it doesn't exist, create one)
    Add a line that reads 'gun_degrade_rate 0'
    (for 0% weapon breakage, or 0.2 for 20% chance,
    or whatever you want)
    Save, start the game, revel in weapons that last more
    than five shots without breaking
    )
    I usually go with ~0.2 or thereabout (but find a value that works for
    you). I'm not opposed to the idea --and it's not like it's too hard to
    find new guns in the game anyway-- but the frequency that it happened
    in the base game was just too much.

    Note: I've no idea how or if this works in the recent 'remaster'.


    Zelda: Breath of the Wild is the last game I played with this. I really >hate it.

    I could deal with it if it didn't feel so arbitrary and mechanical,
    existing more because of gameplay reasons than giving any nod to
    reality.

    Yes, swords can break from use and guns can jam... but not at the rate
    that it happens in games. Worse, few games give you an option to
    perform maintenance or prevent breakage... at least not with
    too-expensive repair options.

    Worse, often the reason given for these mechanics is to 'force players
    to use different weapons', which I dislike as a rule. If I want to use
    the shotgun all the time, let me. Don't break my toys and then say it
    makes the game more fun.




    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Rin Stowleigh@[email protected] to comp.sys.ibm.pc.games.action on Wed Jun 3 17:53:49 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 03 Jun 2026 09:21:01 -0400, Mike S. <[email protected]>
    wrote:

    On Tue, 02 Jun 2026 20:19:17 -0400, Rin Stowleigh
    <[email protected]> wrote:

    For me bad key remapping is usually an instant Steam refund, so for
    that reason I couldn't call it the worst part of any game. The game
    gets put out of its misery before I really try it, most of the time *.

    There are things people are complaining about in this thread that
    don't really bother me. But this one does really annoy me.

    Fortunately, I only ran into this 'mechanic' once. The game was the
    original Torchlight. It offers no way to remap keys in the options
    menu. That is game breaking to me so I understand why you would return
    a game for this reason alone. I did find out that you could manually
    remap those keys via a config file in the game's directory at least.
    Without that, I would have been done with the game before I even
    started playing it.

    Fixing keybinding issues in a config file is a workaround I've
    accepted in many games (assuming the game is otherwise worthwhile).

    But some of them are beyond that.. For example, I've seen games that
    simply have certain binds like the F key or RMB hard-wired to a
    particular function.

    Hard-wired anything is a lazy-ass approach IMHO... I'm not beating up
    on HLL:Vietnam too badly because it is in beta, it is already
    discounted upon initial release (and not a rediculously expensive game
    in the first place), and the Hell Let Loose community in general is a
    great group of folks and there's a high number of players out there.
    So in this case the pros outweighed the cons... but an example of
    something stupid, in the playtest beta, the "Z" is hardwired as "reset
    keybinds to default" in the menu option, but it also allows you to
    bind it to an action.... .which, in 90% of tactical shooters like
    this, for me is the key to switch fire mode (like from auto to semi
    auto or burst). So I had to settle on a different bind for that. They
    better fuckin' fix it in the actual release. Its supposed to release
    on June 18, but consensus is they need to spend more time working out
    the bugs before release.

    Even in Hell Let Loose (original WWII game), there are bugs that are
    kind of rediculous, like if you're running in 1440p, the graphics
    option menu does not show you the option to change from 1080p (or
    whatever the default is) into your proper resolution... I mean the
    option is there but you have to "reckon" where it is, click on some
    white space between other options, and like magical mystery meat it
    appears. And they've known about that bug for years..

    ... Annoying as hell, but if they get the gameplay right which they
    seem to do pretty well with this series, certain sins may be forgiven.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Anssi Saari@[email protected] to comp.sys.ibm.pc.games.action on Thu Jun 4 11:54:47 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Mike S. <[email protected]> writes:

    The second is System Shock 2. The Maintenance skill was basically
    required just to prevent weapon breakage through degradation.

    Yah. Maintenance skill and some care. I think I managed to shoot a laser
    pistol down to broken state twice when I recently played the SS2
    remake. Even though you can see the gun's condition on the HUD. Didn't
    feel like loading a save either time to preserve it and this was early
    enough so I didn't have one of those autorepair thingies. Both times
    what use I got from the laser pistol saved enough ammo so I didn't have
    a shortage.

    Back when SS2 was new, I just turned down the degradation, didn't want
    to deal with that. But it isn't that hard but it may have been tweaked
    from the original which I haven't played "plain" recently, only with
    some texture and fan patches.

    And coming back to the topic, enemies respawning annoyingly and
    impossibly, like in an empty room you just left is annnoying. System
    Shock 2 here again. OTOH, the unpredictability of that does add to the
    horror feel of the game. It was similar in the remake of the original
    System Shock I also played recently except it kind of concentrated on
    spots you wanted to visit, like charge stations.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Anssi Saari@[email protected] to comp.sys.ibm.pc.games.action on Thu Jun 4 12:40:22 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> writes:

    Note: I've no idea how or if this works in the recent 'remaster'.

    [SS2 remaster]
    With a very quick look, it's still there. Might need a different
    location for the user.cfg. And they might have toned the default down in
    the remaster, I think things were only a little tight on the default
    setting and default difficulty but then everything is, early on. I did
    do a little melee to save ammo and gun wear but I suck at it.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Thu Jun 4 08:42:52 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 04 Jun 2026 11:54:47 +0300, Anssi Saari <[email protected]> said this thing:

    Mike S. <[email protected]> writes:

    The second is System Shock 2. The Maintenance skill was basically
    required just to prevent weapon breakage through degradation.

    Yah. Maintenance skill and some care. I think I managed to shoot a laser >pistol down to broken state twice when I recently played the SS2
    remake. Even though you can see the gun's condition on the HUD. Didn't
    feel like loading a save either time to preserve it and this was early
    enough so I didn't have one of those autorepair thingies. Both times
    what use I got from the laser pistol saved enough ammo so I didn't have
    a shortage.

    Back when SS2 was new, I just turned down the degradation, didn't want
    to deal with that. But it isn't that hard but it may have been tweaked
    from the original which I haven't played "plain" recently, only with
    some texture and fan patches.

    And coming back to the topic, enemies respawning annoyingly and
    impossibly, like in an empty room you just left is annnoying. System
    Shock 2 here again. OTOH, the unpredictability of that does add to the
    horror feel of the game. It was similar in the remake of the original
    System Shock I also played recently except it kind of concentrated on
    spots you wanted to visit, like charge stations.

    Respawning depends on the type of game, and how its handled.
    "Gauntlet" wouldn't be half the game it was if it didn't have the
    respawns, after all! Even more 'serious' games benefit from respawning
    because a giant map where you've cleared out all the enemies is
    neither challenging nor fun.

    But too often the spawn rate is ridiculously high. The initial version
    of "System Shock 2" suffered from that; infamously, so did "Far Cry
    2". (I'm pretty sure the SS2 remaster toned it down a bit, though). I
    found SS2's method more annoying just because there was no logic to
    it, though. We were stuck in a tin-can in outer-space; where were all
    these new monsters coming from?!? ;-)



    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Xocyll@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 07:34:54 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Mike S. <[email protected]> looked up from reading the entrails of the
    porn spammer to utter "The Augury is good, the signs say:

    On Tue, 02 Jun 2026 15:15:27 -0400, Spalls Hurgenson ><[email protected]> wrote:

    There were two other options I considered for my choice: these were >>inventory management (or, more specifically, games with a limited
    inventory system), and games with breakable weapons.

    Breakable weapons is another good choice. Two games immediately come
    to mind with that annoying mechanic.

    The first is Might and Magic 3-5. Your weapons and armor can break in
    those games with no indication to you that they actually just broke.
    You have to keep checking your equipment to make sure they are still
    intact. This annoyed me, even when I first played them as a young
    teen. It adds nothing to the those games other than frustration.

    The second is System Shock 2. The Maintenance skill was basically
    required just to prevent weapon breakage through degradation.

    You forgot Lands of Lore, where there were canon D&D critters that could disintegrate armor or weapons.
    No degradation, just gone, and you might not notice for a bit.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 09:16:02 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Jun 2026 07:34:54 -0400, Xocyll <[email protected]> wrote:

    You forgot Lands of Lore, where there were canon D&D critters that could >disintegrate armor or weapons.
    No degradation, just gone, and you might not notice for a bit.

    Xocyll

    Yep, you are right. I did forget that. Instant reload when that crap
    happens. And as you said, that reload is only if I noticed.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 09:28:02 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 03 Jun 2026 11:51:29 -0400, Spalls Hurgenson <[email protected]> wrote:

    For the life of me, I didnt' remember that mechanic existed in the
    later M&M games. Then again, I didn't play those games very intently.
    I've great love for the first two games, but everything after that is
    pretty much a blur as far as that series goes. ;-)

    Weapon breakage did not occur in the first two M&M games. I don't
    remember if it was a thing in 6-9. But it definitely was in 3-5. When
    you go into your inventory, you will see red text that says 'broken'
    next to any armor or weapon that had this condition.

    Another annoying mechanic is permanent stat losses in RPGs with no
    indication that it happened. One example of this, again in M&M 3, was
    permanent aging of your characters. There were crystals you can touch
    in one area of the game that seemingly had no affect. But your
    characters were just aged. Aged characters will have their stats
    lowered permanently. There is no fix for this other than restoring to
    an earlier save or hex editing.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 11:29:13 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Jun 2026 09:28:02 -0400, Mike S. <[email protected]> said
    this thing:

    On Wed, 03 Jun 2026 11:51:29 -0400, Spalls Hurgenson ><[email protected]> wrote:

    For the life of me, I didnt' remember that mechanic existed in the
    later M&M games. Then again, I didn't play those games very intently.
    I've great love for the first two games, but everything after that is >>pretty much a blur as far as that series goes. ;-)

    Weapon breakage did not occur in the first two M&M games. I don't
    remember if it was a thing in 6-9. But it definitely was in 3-5. When
    you go into your inventory, you will see red text that says 'broken'
    next to any armor or weapon that had this condition.

    Oh, yeah, I vaguely remember that red message now.

    Another annoying mechanic is permanent stat losses in RPGs with no
    indication that it happened. One example of this, again in M&M 3, was >permanent aging of your characters. There were crystals you can touch
    in one area of the game that seemingly had no affect. But your
    characters were just aged. Aged characters will have their stats
    lowered permanently. There is no fix for this other than restoring to
    an earlier save or hex editing.

    Blame D&D for that. Stat-draining monsters were common in AD&D. It
    also added the idea that your stats would change as you age (although
    at least in 1st Ed, you would gain intelligence and wisdom as you got
    older, so it wasn't all bad. A human 91+ years old would have a +5 WIS
    bonus to their young-adult self.

    Even in the first two Might & Magic games, aging was always a part of
    the game, and stats dropped accordingly. At least in M&M1, the
    Rejuvenate spell was specifically used to de-age the character and
    restore some of those lost skills (albeit at a small risk of it doing
    the opposite). M&M3 not only removed that spell, but several other
    spells actually cause even more aging when cast. Apparently there is a
    fountain of youth in the game (although it only removes 'unnatural
    aging') but it's difficult to find. Or so the Internet claims.

    I guess the developers were responding to complaints that the first
    two games were too easy, or something, so they added some nasty
    mechanics like (nearly) irreversible aging to make things harder.


    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 11:34:23 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Jun 2026 09:16:02 -0400, Mike S. <[email protected]> said
    this thing:
    On Fri, 05 Jun 2026 07:34:54 -0400, Xocyll <[email protected]> wrote:



    You forgot Lands of Lore, where there were canon D&D critters that could >>disintegrate armor or weapons.
    No degradation, just gone, and you might not notice for a bit.


    Yep, you are right. I did forget that. Instant reload when that crap
    happens. And as you said, that reload is only if I noticed.


    Ah, gaming in the early-to-mid '90s, when fucking over the player in a
    way that they might not realize it until dozens of hours later was
    considered acceptable gameplay. (I'm looking at you, Sierra adventure
    games!)

    The real sin isn't so much the destroying of the weapons, but that
    they did so invisibly. The former you can deal with and plan for; the
    latter is just cruelty disguised as fake difficulty to extend a game's
    length.

    Also fun: you need a special item to finish the game, but this isn't
    hinted at until you get to the end, and there's no way to go back.
    Bonus if the item is a one-shot usable and you may have consumed it
    long ago, not knowing its importance. ;-)

    Man, all these horrible memories of bad gameplay mechanics are almost
    making me rethink my stand on Spinners. Almost. I /really/ hated those
    things.


    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 13:46:22 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Jun 2026 11:29:13 -0400, Spalls Hurgenson <[email protected]> wrote:

    Even in the first two Might & Magic games, aging was always a part of
    the game, and stats dropped accordingly. At least in M&M1, the
    Rejuvenate spell was specifically used to de-age the character and
    restore some of those lost skills (albeit at a small risk of it doing
    the opposite). M&M3 not only removed that spell, but several other
    spells actually cause even more aging when cast. Apparently there is a >fountain of youth in the game (although it only removes 'unnatural
    aging') but it's difficult to find. Or so the Internet claims.

    Yes, those crystals I mentioned aged your characters naturally.
    Magical aging can be reversed in-game. Natural aging can not.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From phoenix@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 11:52:24 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Mike S. wrote:
    On Fri, 05 Jun 2026 11:29:13 -0400, Spalls Hurgenson <[email protected]> wrote:

    Even in the first two Might & Magic games, aging was always a part of
    the game, and stats dropped accordingly. At least in M&M1, the
    Rejuvenate spell was specifically used to de-age the character and
    restore some of those lost skills (albeit at a small risk of it doing
    the opposite). M&M3 not only removed that spell, but several other
    spells actually cause even more aging when cast. Apparently there is a
    fountain of youth in the game (although it only removes 'unnatural
    aging') but it's difficult to find. Or so the Internet claims.

    Yes, those crystals I mentioned aged your characters naturally.
    Magical aging can be reversed in-game. Natural aging can not.

    Typically the way one reverses natural aging in a video game is by the realization, "it took 1000 playing hours to get my characters to age 99,
    now I can start over and exhibit a new efficiency, because it says on
    the box that this game is 100 hours long."
    --
    The future has begun
    The waiting is over
    We have gained time
    For one blink of an eye
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 13:52:41 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Jun 2026 11:34:23 -0400, Spalls Hurgenson <[email protected]> wrote:

    Ah, gaming in the early-to-mid '90s, when fucking over the player in a
    way that they might not realize it until dozens of hours later was
    considered acceptable gameplay. (I'm looking at you, Sierra adventure
    games!)

    Yeah, this hit me at least once in a Sierra game. If it only happened
    once, I probably should consider myself lucky as I played most of
    their games when I was younger.

    Man, all these horrible memories of bad gameplay mechanics are almost
    making me rethink my stand on Spinners. Almost. I /really/ hated those >things.

    Seriously, same here.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From phoenix@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 12:12:33 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Mike S. wrote:
    On Fri, 05 Jun 2026 11:34:23 -0400, Spalls Hurgenson <[email protected]> wrote:

    Ah, gaming in the early-to-mid '90s, when fucking over the player in a
    way that they might not realize it until dozens of hours later was
    considered acceptable gameplay. (I'm looking at you, Sierra adventure
    games!)

    Yeah, this hit me at least once in a Sierra game. If it only happened
    once, I probably should consider myself lucky as I played most of
    their games when I was younger.

    Man, all these horrible memories of bad gameplay mechanics are almost
    making me rethink my stand on Spinners. Almost. I /really/ hated those
    things.

    Seriously, same here.

    It turns out what I was calling 'spinners' are actually known as loifers:

    Those specific items are called "loifers" (sometimes visually identified
    as yin-yang discs or gliding discs).

    In The Bilestoad, the circular tiles on the ground are broadly known as
    shyen, but they are split into distinct types based on what they do:

    Loifers: These are the gliding discs that cause your "meatling" to float across the map landscape at a vastly accelerated speed. Your speed boost
    is even more effective if the disc's color matches your character's armor.

    Springers: These are the teleporters/portals that instantly zip you to
    another springer of the matching color on the map.
    --
    The future has begun
    The waiting is over
    We have gained time
    For one blink of an eye
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Rin Stowleigh@[email protected] to comp.sys.ibm.pc.games.action on Fri Jun 5 16:17:38 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 5 Jun 2026 12:12:33 -0600, phoenix <[email protected]>
    wrote:

    It turns out what I was calling 'spinners' are actually known as loifers:

    To most guys I know a spinner is a petite / attractive young lady
    around 5'3" or under.. the small stature makes it easy and convenient
    to lift em up and spin them around for interesting standing positions.
    :)

    I think it was Wilt Chamberlain in the 80's that popularized that
    term.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From candycanearter07@[email protected] to comp.sys.ibm.pc.games.action on Mon Jun 8 15:20:03 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur <[email protected]> wrote at 22:00 this Monday (GMT):
    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:

    Didn't I just do one of these Completely Random And Pointless polls?
    Maybe, but if my posting history proves anything, it's that I've no
    ability to keep a regular schedule when it comes to articles. ;-)

    #

    Here's the question:

    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)

    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________



    [snip]


    g) E-S DELETING MESSAGES!!!!


    ok but for real
    I think my answer is a lot more boring, mostly just because i cant think
    of anyting off the top of my head but:
    Games with no hint system and/or no recap on load
    Maybe I'm just scared of getting stuck wit no idea how to move forward
    but yea

    Also, on the topic of save points, I hate when games with limited saves
    ALSO have no quicksave feature (as in, one-time use saves that are
    deleted on load) since it puts way more pressure on you to keep playing
    until the next save.

    Also also games that have a limited reward that can only be achieved
    once a save, ESPECIALLY if theres an aformentioned save issue
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From candycanearter07@[email protected] to comp.sys.ibm.pc.games.action on Mon Jun 8 15:20:05 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Rin Stowleigh <[email protected]> wrote at 00:08 this Wednesday (GMT):
    On Tue, 2 Jun 2026 09:35:11 -0600, phoenix <[email protected]>
    wrote:

    Come to find out PW is 68 years old, maybe it's because you guys are all >>majorly old. Who plays video games at that age? Those are the guys who >>tell us not to play video games.

    I'm curious why someone under maybe the age of 50 would even be
    interested in Usenet at all? I'm not asking in snark, I'm genuinely
    curious.

    It's a nostalgic bit of ancient computing history that's fun to hold
    onto for that reason only. Below a certain age group, however,
    there's no nostalgic memories, thus it's hard to me to understand what
    would draw younger folks here.


    well, because im lonely /j

    IDK, I just really enjoy old forums and similar communication stuff,
    even if some of them stabbed me extremely deeply emotionally

    Also also I really like how my thing is set up so I can read and reply
    with 0 internet (like right now :))
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From candycanearter07@[email protected] to comp.sys.ibm.pc.games.action on Mon Jun 8 15:20:07 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur <[email protected]> wrote at 14:39 this Wednesday (GMT):
    On 6/3/2026 6:42 AM, Mike S. wrote:
    On Tue, 02 Jun 2026 15:15:27 -0400, Spalls Hurgenson
    <[email protected]> wrote:

    There were two other options I considered for my choice: these were
    inventory management (or, more specifically, games with a limited
    inventory system), and games with breakable weapons.

    Breakable weapons is another good choice. Two games immediately come
    to mind with that annoying mechanic.

    The first is Might and Magic 3-5. Your weapons and armor can break in
    those games with no indication to you that they actually just broke.
    You have to keep checking your equipment to make sure they are still
    intact. This annoyed me, even when I first played them as a young
    teen. It adds nothing to the those games other than frustration.

    The second is System Shock 2. The Maintenance skill was basically
    required just to prevent weapon breakage through degradation.

    Zelda: Breath of the Wild is the last game I played with this. I really hate it.


    I didn't mind it as much in BOTW, to be honest. It felt like it was
    designed around it, and I never ran out of swords to use. I also found
    throwing weapons a cool way to get a bit of extra use out of it and save arrows/bow durability
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Mon Jun 8 12:11:26 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 8 Jun 2026 15:20:03 -0000 (UTC), candycanearter07 <[email protected]> said this thing:

    Justisaur <[email protected]> wrote at 22:00 this Monday (GMT):
    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:

    Didn't I just do one of these Completely Random And Pointless polls?
    Maybe, but if my posting history proves anything, it's that I've no
    ability to keep a regular schedule when it comes to articles. ;-)

    #

    Here's the question:

    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)

    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________



    [snip]


    g) E-S DELETING MESSAGES!!!!


    It may not be Eternal September. My provider sometimes can be quite
    flakey too. I recently encounted an issue where I too 'lost' some of
    my own messages (even though I saw that they propogated to other
    servers, they didn't show up in my feed). I don't know if these were
    the same messages as you're missing, but they could be.

    If in doubt, double-check on sites like https://newsgrouper.org/ or https://csiph.com/groups to see if it's just you, or Usenet at large
    ;-)

    ok but for real
    I think my answer is a lot more boring, mostly just because i cant think
    of anyting off the top of my head but:
    Games with no hint system and/or no recap on load
    Maybe I'm just scared of getting stuck wit no idea how to move forward
    but yea

    Also, on the topic of save points, I hate when games with limited saves
    ALSO have no quicksave feature (as in, one-time use saves that are
    deleted on load) since it puts way more pressure on you to keep playing
    until the next save.

    Also also games that have a limited reward that can only be achieved
    once a save, ESPECIALLY if theres an aformentioned save issue

    I think I can live with limited saves... but one thing I really
    dislike (and fortunately has fallen out of favor) is requiring a
    special consumable object to save. Like the typewriter ribbons in
    "Resident Evil", or the special crystals in the early console versions
    of "Tomb Raider". For some reason, I always found that more annoying
    than just saying "you can only save once per level", even if
    functionally (by limiting the player to only having one save-crystal)
    it was the same effect. Maybe its because it ran counter to my
    hoarding (erm, 'collecting') instincts where I'd never want to use any
    of my items. ;-)

    Happily these days most games are much more lenient; not only don't
    they require consumables to save, but frequent saves are considered
    the norm (not always 'save anywhere', because sometimes that just
    doesn't make sense for the game, but frequent enough that you don't
    lose too much progress if you fuck up and have to restore). And for
    the hard-core Real Gamer (tm), the games usually also offer an Iron
    Man mode, so it's best-of-both-worlds.



    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Justisaur@[email protected] to comp.sys.ibm.pc.games.action on Tue Jun 9 09:41:18 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 6/3/2026 7:39 AM, Justisaur wrote:
    On 6/3/2026 6:42 AM, Mike S. wrote:
    On Tue, 02 Jun 2026 15:15:27 -0400, Spalls Hurgenson
    <[email protected]> wrote:

    There were two other options I considered for my choice: these were
    inventory management (or, more specifically, games with a limited
    inventory system), and games with breakable weapons.

    Breakable weapons is another good choice. Two games immediately come
    to mind with that annoying mechanic.

    The first is Might and Magic 3-5. Your weapons and armor can break in
    those games with no indication to you that they actually just broke.
    You have to keep checking your equipment to make sure they are still
    intact. This annoyed me, even when I first played them as a young
    teen. It adds nothing to the those games other than frustration.

    The second is System Shock 2. The Maintenance skill was basically
    required just to prevent weapon breakage through degradation.

    Zelda: Breath of the Wild is the last game I played with this.  I really hate it.


    Actually come to think of it, I've played all of Dark Souls 1-3 since
    Zelda, and they have weapon durability. It's mostly a non-mechanic in 1
    & 3 though, with only some certain weapons having special attacks that
    use up durability quickly, and only coming up on normal items if you
    continue to fight long past where you should've rested. Both
    semi-common items, and spells that can restore durability, and upon
    resting at a bonfire if the weapon isn't broken. And even when broken
    the weapon can be repaired by the blacksmith. So it isn't just gone
    like Breath of the Wild with no ways to repair (which is what I hate.)

    DS2 though has tighter durability, where you could easily go through one weapon's durability multiple times in one boss fight with some weapons,
    but still has the durability restoration items, spells, bonfire, and
    repair at blacksmith. It actually feels like a mechanic in this game,
    but it's tolerable and you can choose to either engage with it, or use otherwise worse weapons with higher durability, or use multiple weapons
    on longer areas.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From candycanearter07@[email protected] to comp.sys.ibm.pc.games.action on Mon Jun 15 13:40:03 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> wrote at 16:11 this Monday (GMT):
    On Mon, 8 Jun 2026 15:20:03 -0000 (UTC), candycanearter07
    <[email protected]> said this thing:

    Justisaur <[email protected]> wrote at 22:00 this Monday (GMT):
    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:

    Didn't I just do one of these Completely Random And Pointless polls?
    Maybe, but if my posting history proves anything, it's that I've no
    ability to keep a regular schedule when it comes to articles. ;-)

    #

    Here's the question:

    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these,
    feel free to add your own!)

    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________



    [snip]


    g) E-S DELETING MESSAGES!!!!


    It may not be Eternal September. My provider sometimes can be quite
    flakey too. I recently encounted an issue where I too 'lost' some of
    my own messages (even though I saw that they propogated to other
    servers, they didn't show up in my feed). I don't know if these were
    the same messages as you're missing, but they could be.

    If in doubt, double-check on sites like https://newsgrouper.org/ or https://csiph.com/groups to see if it's just you, or Usenet at large
    ;-)

    ok but for real
    I think my answer is a lot more boring, mostly just because i cant think
    of anyting off the top of my head but:
    Games with no hint system and/or no recap on load
    Maybe I'm just scared of getting stuck wit no idea how to move forward
    but yea

    Also, on the topic of save points, I hate when games with limited saves >>ALSO have no quicksave feature (as in, one-time use saves that are
    deleted on load) since it puts way more pressure on you to keep playing >>until the next save.

    Also also games that have a limited reward that can only be achieved
    once a save, ESPECIALLY if theres an aformentioned save issue

    I think I can live with limited saves... but one thing I really
    dislike (and fortunately has fallen out of favor) is requiring a
    special consumable object to save. Like the typewriter ribbons in
    "Resident Evil", or the special crystals in the early console versions
    of "Tomb Raider". For some reason, I always found that more annoying
    than just saying "you can only save once per level", even if
    functionally (by limiting the player to only having one save-crystal)
    it was the same effect. Maybe its because it ran counter to my
    hoarding (erm, 'collecting') instincts where I'd never want to use any
    of my items. ;-)

    Happily these days most games are much more lenient; not only don't
    they require consumables to save, but frequent saves are considered
    the norm (not always 'save anywhere', because sometimes that just
    doesn't make sense for the game, but frequent enough that you don't
    lose too much progress if you fuck up and have to restore). And for
    the hard-core Real Gamer (tm), the games usually also offer an Iron
    Man mode, so it's best-of-both-worlds.


    Oh yea, saving items are very stressful, tho I think it's more
    understandable in a horror survival game. Being able to restart easily
    does probably reduce the tension a bit.

    I still really wish more limited save games offered a quicksave since
    you almost have to plan very specifically around playing or have even
    more tension heaped on.
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Mon Jun 15 16:37:52 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 15 Jun 2026 13:40:03 -0000 (UTC), candycanearter07 <[email protected]> said this thing:

    Spalls Hurgenson <[email protected]> wrote at 16:11 this Monday (GMT): >> On Mon, 8 Jun 2026 15:20:03 -0000 (UTC), candycanearter07 >><[email protected]> said this thing:

    Justisaur <[email protected]> wrote at 22:00 this Monday (GMT):
    On 6/1/2026 9:04 AM, Spalls Hurgenson wrote:

    Didn't I just do one of these Completely Random And Pointless polls? >>>>> Maybe, but if my posting history proves anything, it's that I've no
    ability to keep a regular schedule when it comes to articles. ;-)

    #

    Here's the question:

    Of all the video game mechanics, what's the one you hate the most?
    Here's a selection to get you started (but don't feel tied to these, >>>>> feel free to add your own!)

    a) Limited save points
    b) Crafting
    c) Instant death pits where if you miss a jump you die
    d) Mazes
    e) 'Puzzle bosses' (where a specific trick is needed to defeat)
    f) Rubber-banding AI that catches up with you regardless
    g) Pixel-hunts
    h) Moon-logic puzzles
    g) so many more... fill in your own! ___________________________ >>>>>


    [snip]


    g) E-S DELETING MESSAGES!!!!


    It may not be Eternal September. My provider sometimes can be quite
    flakey too. I recently encounted an issue where I too 'lost' some of
    my own messages (even though I saw that they propogated to other
    servers, they didn't show up in my feed). I don't know if these were
    the same messages as you're missing, but they could be.

    If in doubt, double-check on sites like https://newsgrouper.org/ or
    https://csiph.com/groups to see if it's just you, or Usenet at large
    ;-)

    ok but for real
    I think my answer is a lot more boring, mostly just because i cant think >>>of anyting off the top of my head but:
    Games with no hint system and/or no recap on load
    Maybe I'm just scared of getting stuck wit no idea how to move forward >>>but yea

    Also, on the topic of save points, I hate when games with limited saves >>>ALSO have no quicksave feature (as in, one-time use saves that are >>>deleted on load) since it puts way more pressure on you to keep playing >>>until the next save.

    Also also games that have a limited reward that can only be achieved
    once a save, ESPECIALLY if theres an aformentioned save issue

    I think I can live with limited saves... but one thing I really
    dislike (and fortunately has fallen out of favor) is requiring a
    special consumable object to save. Like the typewriter ribbons in
    "Resident Evil", or the special crystals in the early console versions
    of "Tomb Raider". For some reason, I always found that more annoying
    than just saying "you can only save once per level", even if
    functionally (by limiting the player to only having one save-crystal)
    it was the same effect. Maybe its because it ran counter to my
    hoarding (erm, 'collecting') instincts where I'd never want to use any
    of my items. ;-)

    Happily these days most games are much more lenient; not only don't
    they require consumables to save, but frequent saves are considered
    the norm (not always 'save anywhere', because sometimes that just
    doesn't make sense for the game, but frequent enough that you don't
    lose too much progress if you fuck up and have to restore). And for
    the hard-core Real Gamer (tm), the games usually also offer an Iron
    Man mode, so it's best-of-both-worlds.


    Oh yea, saving items are very stressful, tho I think it's more
    understandable in a horror survival game. Being able to restart easily
    does probably reduce the tension a bit.

    I still really wish more limited save games offered a quicksave since
    you almost have to plan very specifically around playing or have even
    more tension heaped on.

    That is always my biggest complaint about games with limited saves. I
    may not actually have the TIME to play until the next save.
    Interruptions are just too common, and I may have to quit the game at
    any time. If that costs me ten or twenty minutes of gameplay
    --especially if it's a difficult bit of gameplay, like a boss battle--
    I'm going to be really pissed. If you are going to develop a game that
    relies entirely on auto-saves, then you damn well better put them
    every two or three minutes so as not to force excess amounts of
    backtracking on the player.

    As is frequently stated here --by may ? by Justisaur? I forget the
    source but absolutely agree with the idea-- it's all about respecting
    the player's time. Forcing me to re-do a bunch of the game because of
    a decision the developer made is not respecting that time.

    Of course, despite what a lot of developers claimed back in the day
    when limited saves were common, that decision had much less to do with 'increasing the challenge' or 'making player choices more meaningful'
    or 'increasing tension' or any of the other nonsense commonly trotted
    out. No, it was almost entirely a choice made by the limited hardware capabilities of the machines. There just wasn't enough storage space
    for numerous saves (plus, often the storage medium was so slow that
    frequent saves would have noticeably interrupted the gameplay). Now
    that disk-space is measured in terabytes and read/write times are
    comparatively swift, games allow frequent and numerous saves.


    --- Synchronet 3.22a-Linux NewsLink 1.2