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You know, issues that aren't really worth pointing out besides for laughs.

For example, shields that you can't actually use aside from stat increases, or weapon racks that you activate and drop 2 weapons when you see like, 5 on it.
This bothers me a bit.

Find a new item. Ooh, shiny! Great stats, looks awesome, etc. OOPS. Sorry, that's a level 25 item, and you're only level 15. See you in 10 levels.

Argh. I like to just equip what I find when I find it.
When you get different armor or class (light, medium or heavy) and it doesn't EVER display change. Some games only show changes in a battle screen and that's fine but when there is no change at all... I feel like the game is from the stone age or had lazy developers.

Edit: similar gripe with weapons.
Post edited December 14, 2013 by JoseWisemang
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Inventory management in general, weight systems. I prefer just being able to carry everything in the world, and I will end up carrying all of it, as is my birthright.

Also: wooden doors. I have in my party a fire mage capable of conjuring a meteor from the heavens, incinerating entire cities in a fiery inferno. I have a warrior jacked up on materia steroids or whatever, notorious for killing dragons with one casual swing of his sword. I can even summon minor deities to fight alongside me for short periods of time. Yet, my quest is ended. Because we don't have a key for a wooden door.
Swords being overpowered in almost every major game. Not to mention swords being the only sage melee bet in game's like Baldur's Gate if you want ease of access.
Oooh, I love RPG games, so there is of course A LOT of things I find annoying, (f.e. when there is a sequel and you are a pussy again! or those boring romances which aren't romantic at all) but i really hate this whole "multiple choices" trend. IT SUCKS. Video games developers used to promise how much impact will it make and it doesn't, every single time it's a disappointment.

I remember RPG games which had one plot like a straight line, simple but not ornery. And around that line there was so many flourishes that you could play the game event 10 times and still you found something new (like little boy looking for a dog who in fact was a powerful Ogre Mage). It was well planned by it's creators, like a very good, but interactive book or movie. I'm thinking about Baldur's Gate, Planescape: Torment or even KotOR.

And now in many RPG games we have very average plot, mostly boring and predicatble. There's no good side quests. They focus most of time at multiple choices which (I guess they belive so) make game longer (or rather - you could play that game twice or more), but not better. It's irrelevant what you choose and it doesn't matter. That's why I'm not the biggest fan of EA RPG games from last few years.

I miss the good old times when after finishing a game I knew that I know almost everything it contained. But now after finishing I'm usualy unsatisfied and full of doubts "what if I've missed something". It's not the best way for RPG fan who wants to get the full, impressive story with satisfaying ending.
Items giving me a 2% increase of something and drops a lot. I want less amount of items, more personalized (with its own history and lore) and once I get a better it's so good I can see difference immediately.

Non-Interaction between party members.

Decisions masking as choices that actually doesn't cause consequences.
high rated
Go across the map, get quest, go back across get quest item, go across map find out item needs something, go across map trying to find something, unable to find something, go back across map find out to get something you need to fight something.....which is on the other side of the map. This goes on and on. I believe most people call it backtracking, I call it bullshit.
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Goatbrush: Also: wooden doors. I have in my party a fire mage capable of conjuring a meteor from the heavens, incinerating entire cities in a fiery inferno. I have a warrior jacked up on materia steroids or whatever, notorious for killing dragons with one casual swing of his sword. I can even summon minor deities to fight alongside me for short periods of time. Yet, my quest is ended. Because we don't have a key for a wooden door.
True.
Which is why the ancient (late '80s) Dungeon Master and Chaos Strikes Back still are among the best dungeon crawlers. Not only can you use Fireballs on wooden doors (not all, though), but you can also chop them down with axes and swords.

Shooters are no better though.
You can defeat the Legions of Hell, but not jump up on a ledge half a meter high???
The characters that are usually in them.

The main character being a swordsman and the secondary character being a runaway/kidnapped super powerful mage, princess. Then, to round out your cast, you have the monk/tough guy who uses fist weapons. The cop/agent that uses guns, The second swordsman that's there when it's time to switch from the main protagonist. Lastly, the woefully underpowered mage who has some cool spells but never can get the stats high enough to warrant putting them in the party.
How about when you have to travel across the planet to slay some boars because your hometown needs some bacon... you loot 0 quest items lay waste to 20 boars then slog back across the planet and get rewarded with 1000 gold pieces for the bacon you never actually collected. Meanwhile the Evil Dragon overlord is slaying entire villages threatening the planet...
It annoys me the way hammers are almost always drawn as stupid, oversized clown tools with a large flat face, instead of being based on real weapons that were far more wieldy and a cunning solution vs armour.

In general I find it disappointing that a lot of melee combat in the classic RPGs is represented in a very simplistic way, based on very out of date ideas about historical fighting styles, especially European i.e that they weren't sophisticated martial arts. If it was based on more up to date knowledge it might be a lot more dynamic and exciting, with the potential to be more tactical rather than just the biggest thug with the most hit points and biggest weapon wins.
Post edited December 14, 2013 by IanM
Oh man... were to start... hmm well for one when people don't seem to remember you for heroic stuff you've done like in Oblivion, you destroy the main villian, or save an entire village from being invisible or stop some horrible bandit yet you're always called "The hero of Kevatch!" yet you've done greater things than that...

Or maybe when your character is a push over and just gives into what ever people ask of him/her... man I have allot of problems lol but I still love RPG's over allot of other games.
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JustSayin: The characters that are usually in them.

The main character being a swordsman and the secondary character being a runaway/kidnapped super powerful mage, princess. Then, to round out your cast, you have the monk/tough guy who uses fist weapons. The cop/agent that uses guns, The second swordsman that's there when it's time to switch from the main protagonist. Lastly, the woefully underpowered mage who has some cool spells but never can get the stats high enough to warrant putting them in the party.
That's what you get for playing JRPGs.
In real RPGs you cerate your own character(s).
Hard to tell, there's so many things. But what I generally dislike are those perfectly artificial NPCs and that checklist approach to quests. "I need help! I need help again! I need help again again! Thank you, I'm forever in your debt!" What does this gratitude look like? Oh yeah, they guy will keep saying "thank you" whenever I approach him, whether it's in five minutes or ten years. Also he told me that he'd leave this town as soon as I deliver some special object to him or remove someone who's threatening to kill him should he try to leave. So I do whatever he asks and yet he stays near that same well/box/donkey for eternity saying "thank you" whenever I come back. Total immersion!
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PetrusOctavianus: That's what you get for playing JRPGs.
In real RPGs you cerate your own character(s).
Wouldn't say that. The Witcher is as "real" an RPG to me as they get and it doesn't matter that I'm limited to playing a white haired guy who specializes in sword combat and uses simple magic for support and is a professional monster hunter.
Post edited December 14, 2013 by F4LL0UT