Two gun limits are B.S. I sure miss the days when your arsenal was like a box of tools with which you could solve any problem.
Metal Gear Online played about as fast as shooter can play and it didn't have any regen health (or grenade button or melee button). You had a full CQC mechanic in place that let you do lots of different things like say grabbing an opponent, attaching C4 to them, letting them go, and then detonating it whenever. All that was due to the game not having just a melee button. If you have a weapon/item cycle system instead of a grenade button and melee button, you have at least one more free button (1 button to switch weapons vs 2 buttons for a grenades and melee). Metal Gear Online was a 3rd-person shooter that also had first-person leaning, something not even FPSs are able to fit into their controls anymore. Shooters are devolving instead of evolving.dyre said:I do agree regarding the grenades, as the act of tossing a grenade should involve a moderate degree of planning (compared to melee; you don't have to think too hard to whack the guy in front of you). At the very least, the "animation" when pressing the grenade button should involve shifting your weapon to the side, reaching for a grenade, pulling the pin, arming, then throwing, to create a realistic delay. But I think regenerating health speeds up the pace of fights (which is good in some cases), and melee improves upon the previous system of having to switch to a knife, so to merely simply them off as useless is unfair.
Also, that "more buttons" argument is rather weak, but I don't feel like getting into a fight about it so I'll just let it go![]()
You follow your anecdotal example with a rather grand claim, but I suppose if you're dead set on hating modern developments in the genre, there's nothing I can doPhoenixmgs said:Metal Gear Online played about as fast as shooter can play and it didn't have any regen health (or grenade button or melee button). You had a full CQC mechanic in place that let you do lots of different things like say grabbing an opponent, attaching C4 to them, letting them go, and then detonating it whenever. All that was due to the game not having just a melee button. If you have a weapon/item cycle system instead of a grenade button and melee button, you have at least one more free button (1 button to switch weapons vs 2 buttons for a grenades and melee). Metal Gear Online was a 3rd-person shooter that also had first-person leaning, something not even FPSs are able to fit into their controls anymore. Shooters are devolving instead of evolving.dyre said:I do agree regarding the grenades, as the act of tossing a grenade should involve a moderate degree of planning (compared to melee; you don't have to think too hard to whack the guy in front of you). At the very least, the "animation" when pressing the grenade button should involve shifting your weapon to the side, reaching for a grenade, pulling the pin, arming, then throwing, to create a realistic delay. But I think regenerating health speeds up the pace of fights (which is good in some cases), and melee improves upon the previous system of having to switch to a knife, so to merely simply them off as useless is unfair.
Also, that "more buttons" argument is rather weak, but I don't feel like getting into a fight about it so I'll just let it go![]()
It's probably to simulate Diablo 2's somewhat iconic feature. They're ex-developers of Diablo after all.Jasper van Heycop said:I'm currently replaying Torchlight 1&2 and they have one of the most pointless features ever:
Identifying. Fucking. Items.
For those who don't know these games, the game arbitrarily "locks" some of the loot, you then have to "unlock" it by using an identify scroll. These scrolls are never in short supply (dungeons are paved in the things and even if you run out their gold cost is negligible ) so it's not like you won't identify everything anyways. It's just unnecessary busy work/clicking and it reminds me of those terrible money grabbing things you usually see in F2P games.
In my opinion I felt like this mechanic added to the grittiness and immersion of the game - it gave a sense of balance when comparing the high-tech top-end hardware the expats had, vs the low-tech but rugged gear the militias were equipped with.Sack of Cheese said:Weapon jamming. Three words: Far Cry 2.
That's not true, it was also put in to piss everybody offscorptatious said:Tripping in SSBB?
Can't think of any use for that other than to slightly change the flow of a match.
HAH!Hazy992 said:I was gonna say smoking a cigarette in Vanquish, but then I remembered you can actually use it to distract enemies.