DarkMax on 28/3/2019 at 13:16
when there´s no=dew,drop
bbb on 28/3/2019 at 18:01
- Mainly puzzles that are nearly impossible to solve without a PhD in applied mathematics.
- Key hunts - 20 keys all in hard places to find and you go in circles
- Objectives that don’t work (for instance mission does not end properly)
- Lots of locked doors with nothing behind them (I like short term rewards)
Galaer on 29/3/2019 at 16:51
Another thing I don't like is a change of compass. The original compass is so easy to read at every angle, though it may not look that good like improvement compasses. They look better, but they can't be read at every angle. And transparent compass is absolutely the worst thing to use, it's very hard to read directions.
Also I don't like when creators don't give compass in their missions. I am using compass all the time, even for things unrelated to navigating through levels. For example: after lockpicking chest I usually use compass to open chest. Of course, I can hide lockpicks, but after opening chest they usually reappear, so I need to hide them again. On longer runs it's really annoying.
Renault on 29/3/2019 at 18:50
Quote Posted by Galaer
Another thing I don't like is a change of compass.
I feel the same way about the light gem. Some customized light gems are really bad, to the point where you can't even tell how hidden you are. Sometimes people change stuff unnecessarily just to...change stuff.
trefoilknot on 29/3/2019 at 19:36
Long readables without any indication of whether they are progression-relevant. Long readables are fine for the story, if that's what you're into, but give me some indication that I can safely ignore it and still complete the mission.
<Username> on 22/4/2019 at 14:34
In playing a lot of the earlier releases from 1999-2001, I noticed Ramirez is probably shoved into even more missions than Bafford. Also, hearing the guard conversations from the original missions (e.g. bear pits, boring shift) and Garret quips over and over again gets old.
caqo on 23/4/2019 at 18:08
Missions where every door opens to your face. Also on few space out of the door, you have to open the door to your face, then close the door, then pass to the other front side of the door, and then you can open it completely to enter.
Ps: i almost feels like hodor.
Enviado desde mi F8331 mediante Tapatalk
john9818a on 27/4/2019 at 12:56
Here in the US front and rear doors typically open inward on houses, but on stores/shops that do not have automatically opening doors they open outwards.
Honestly I don't like doors that open into my face because I have to close it again, move, and then open it again. If I already know which way a door will open its not a big deal.
One thing I'm tired of is the cliche of having a statue with a tiara on its head.
Bucky Seifert on 27/4/2019 at 23:51
When they use the ambient tracks L14_wail and the similar ones (They are from Precious Cargo I'm pretty certain). In my experience it's almost never used in a fitting context and I've grown sick of it.
To a lesser extent, amb_low1-4, the Soulforge ambiance, when it's not used in a fitting context. It's a great ambient track but like the wailing it's used way too often in a context that just doesn't warrant it.
frobbin hood on 29/4/2019 at 11:49
Another one for me is caves; wandering through dark, randomly jagged areas where you consistently get stuck, lose your perception of which way is up and it becomes difficult to work out where to go in order to advance.:mad:
And as for those inventory-clogging non-stackable sushi fish......