downwinder on 29/12/2017 at 01:08
for me it would have to be the use of more then one of the same painting in a mission,this is back when all paintings were one of a kind
what about everyone else?
Haplo on 29/12/2017 at 01:28
- Putting heavy junk in chests
- Putting junk in chests that require long lock-picking
- Doors that open in your face when the author knows the player will be opening them from that particular side
- Doors that block your path when you open them
- Putting mandatory game elements behind secrets without giving the player clear clues
- Making the player go through long and difficult roping and mantling sequences only for him/her to find out he/she doesn't have the key to continue
I'll add more when I remember!
Corsair on 29/12/2017 at 01:31
I absolutely loathe key hunting! You're supposed to be a master thief. Lock picking most doors shouldn't be an issue.
supermikhail on 29/12/2017 at 06:09
Friendly NPCs, if they can be called that. Both because you don't know when their scripting is going to break and unleash a mission-wide riot, and because they usually appear much more lifeless than enemies (obviously, due to most of their responses, those being hostile, disabled).
LostCitizen on 29/12/2017 at 15:36
One of it would be unclear or ambivalent clues/readables, which point you to do or look after something in a specific room. You search the whole room and you find "something" and you think "well done, I figured it out". But later you realise that that the readable meant something else (in the same room) and maybe involves a method/movement you have never used before in game.
Or readables that give unclear description of places where the e.g. important item should be found.
JarlFrank on 29/12/2017 at 16:25
What completely annoys me are objectives where you have to find your own equipment stash and don't get a single clue to its location. "Before you go, get your equipment!"
This really annoyed me in Christine's latest mission and in Godbreaker mission 1, both missions had the equipment hidden, or even a secret room accessed by a hidden switch you had to find.
But why do I have to search for MY OWN secret room without a clue, when Garrett should know the location? A "get your equipment from your own secret room" objective should always have detailed hints to where you can find that equipment. Garrett knows where it is, and if I as a player don't know where it is and have to search in my own home like a guy with dementia who forgot about his own secret switches, it really breaks my immersion.
piesel on 29/12/2017 at 16:36
Usually i don't like mines, caves and forest/pagan sections.
FireMage on 29/12/2017 at 17:26
Ok, so let's do some raging time :
Tiny switches... I just HATE tiny switches... TINY SWITCH =/= puzzle, it's just a lazy way to make the secret harder to find in an unfair way and especially when you have no clues or at least riddles to find them and I hate them even more when it's for finding main game elements...
I hate excessive loot goal. Being forced to find 95% of the loot in a mission is not fun at all and certainly not when the loot is well-hidden. The goal loot should never be be more than 50% of the total loot.
I hate when I see in a mission guards placed randomly. A guard is a NPC but above all a gameplay element, he must be placed wisely with the property to make him looking alive and passable. If the guard never move then it means the way is the wrong one and this is the think that bother me the most... a non-passable guard in the right way...
Finaly I hate excessive marble/tiles maniac... This is not fun either... Moving like a snail to avoid being spotted is a challenge but once. When a mission got tiles everywhere I never stop to struggle with this tiny voice that ask me to discard the mission and carry on something funnier to play...
fortuni on 29/12/2017 at 17:31
Mazes!
Even worse, underwater mazes. :mad:
HauntHunter on 29/12/2017 at 17:55
Having to fight the undead with no flash bombs, holy water or enough water arrows... usually just try to run for safety!