downwinder on 23/10/2017 at 23:18
i liked that gem of oldlof? where if you threw it it would give a rainbow effect and show hidden walls only seen it in that one set of missions from way back
i hate playing a mission where i start out poisoned and have to find a cure before you die,basicly go the wrong way you have to reload,i don't find that fun in anyway,i can think of 2 missions that do it
i figure name one of each you like and dislike,this way people can get a simple idea of what is liked and not liked in a fan mission
Zoro on 24/10/2017 at 00:14
I like that part of the FM (you guess), where you have to cook onion soup. Basically, a part of "life simulator", which makes gameplay more interesting to me.
I dislike ghost required (stealth missions without importance of staying ghost are fine) missions, where even on Normal you have to do the job completely undetected, without harming and blackjacking anyone, else -- Mission Failed.
trefoilknot on 24/10/2017 at 03:20
I like when missions reward me for being creative (e.g., loot or Easter eggs in hard to reach places).
I don't like when progress depends on finding a item (e.g., key, switch, tool, etc...) that is hidden in a non-intuitive place without any clever hints.
FrenchDecay on 24/10/2017 at 05:32
Nice, I wanted to start a topic like that for months!
I don't often play fan missions but I love when they have new gameplay elements, like that potion that turned you into a rat in order to access new areas. In fact, I like new stuff in general (especially sounds and creatures)
On the other hand, I hate it when they force you to solve a puzzle in order to progress. I think puzzles should be optional (I'll admit it, I'm not the brightest person around) and be used to unlock alternative paths or bonuses. That's just my unpopular opinion though :sly:
DarkMax on 24/10/2017 at 06:08
I love FMs that have creative custom assets such as new weapons, enemies, etc.
I hate the kind of FMs that have deviously hidden switches/keys/important items with no clues on their whereabouts that you NEED to find in order to progress. In my opinion, it's a cheap way of making someone stay for long in a mission.
Zontik on 24/10/2017 at 07:37
I love the story development while you progress. No matter if it is a single FM or a campaign.
I hate impossible acrobatic tricks leading to endless quick load cycle.
Oops.. only one you've said?!
Bosh on 24/10/2017 at 08:14
I love it when it seems like a straightforward "get x" kind of mission, then "something" happens and either all hell breaks loose or the story takes a major new turn.
I hate endless lock picking for no damn reason (so if it's a door on a patrol route, and it's all about timing - will I get caught? - that's OK, but tons of chests/doors etc. that take forever to open.... no no no no no).
Aekoric on 24/10/2017 at 08:51
I like missions that let you explore rooftops and open up alternate routes by climbing and jumping between buildings.
Same as Bosh, I also think tedious and drawn out lockpicking is the worst and I'd like to add that I find it particularly irritating when the sequence of the two lockpicks is always the same for each lock in the whole mission. That isn't happening very often though.
SneakyGuy101 on 25/10/2017 at 07:42
I like missions where there's tons to explore and it's very non-linear.
I don't like missions that get straight to the point and only lead you to your main goal. There have been missions that pulled it off quite well but most don't do it well.
Dead Rat on 25/10/2017 at 14:47
Too many missions depend entirely on finding a lot of hidden things. It's quite strange that some people assume an endless trudge to find this and that will be entertaining, given that in real life, the most irritating chore we face is looking for our misplaced keys or glasses or whatever, and trudging from room to room looking in the same places again & again etc.
Some searching for keys and other items is OK as long as it's kept within bearable limits and there are sensible intuitive clues. The worst offenders tend to be missions where you don't even have your lockpicks and have to search for them in a vast map full of locked items.
There are many other plot devices that could be used - including many that have never been used - that can keep a story unfolding much more interestingly than just having to look for this and that.
I challenge FM creators to use their imaginations and try to avoid diluting the drama by sending players off in drab searches.