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dr.zli: I hate it when the ending of the series makes all the choices you made while playing the series irrelevant. You know what I'm talking about. :D
Silence you!

End of rine...
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dr.zli: I hate it when the ending of the series makes all the choices you made while playing the series irrelevant. You know what I'm talking about. :D
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Grargar: Silence you!

End of rine...
https://dl.dropboxusercontent.com/u/13363314/End_of_Line_by_LiquidGrape.jpg
I'm not too fond of the game math undergoing ludicrous scaling. The level 1 character does 10 damage and the level 11 character does 10000 damage and the level 21 character does 10^21 damage. Other stats are subjected to the same inflationary process.
I don't like that all the best gear is ancient and hidden away in some place that would ruin that gear if it stayed there for longer than a few weeks, let alone the tens/hundreds/thousands of years they expect you believe it's been laying there.
Post edited December 15, 2013 by Cormoran
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fluent2332: 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.
I agree, and I would like to extend this to everything, not just level-related things, but also weapons & armour in general. Why is it physically impossible for my rogue to wear platemail?
Instead, introduce penalties for wearing heavy armour, that may or may not be important for any given character, in case you want different types of characters to use different equipment (sure, your mage "can" use that shiny new chainmail, but he will be a lot worse at casting spells, due to any weight hindering the intricate hand waving that he needs to do in order to effectively cast spells), and my rogue can use that big 2-handed troll mace, though don't expect him to move very silently with that thing hanging from the belt.
I can understand stat-requirements for equipment, but instead of having a binary can/can not system, why not have an efficiency system? The further from the required stat/skill you are for any given piece of equipment, the less effective you'll be with it (that armour will weigh you down more, and that strange trident dagger will just end up being a hindrance in combat, but you "can" equip them)
XP is weird.

I don't like very much how your random abilities are acquired after an arbitrary threshold of experience in an irrelevent domain. Hack 4001 squirrels, and suddenly you can put one point in Rune Descyphering. You want to learn Sailing, then go slice 3999 more squirrels.

I'm also not fond of how XP relates to success. You don't learn from mistakes, failures, errors. Also, you can hit a troll three hundred times, you'll only learn something with the last blow. Let someone bash him 299 times and hit it once right then, you're the one suddenly an expert in trollbashing.

The Elder Scroll series tend to avoid -or minimise- these absurdities, and I respect it a lot for that.
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fluent2332: 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.
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AFnord: I can understand stat-requirements for equipment, but instead of having a binary can/can not system, why not have an efficiency system? The further from the required stat/skill you are for any given piece of equipment, the less effective you'll be with it (that armour will weigh you down more, and that strange trident dagger will just end up being a hindrance in combat, but you "can" equip them)
That's an excellent idea and much more immersive.
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Cormoran: I don't like that all the best gear is ancient and hidden away in some place that would ruin that gear if it stayed there for longer than a few weeks, let alone the tens/hundreds/thousands of years they expect you believe it's been laying there.
I like that part, as long as the reason for them being more powerful is magic or some other force, the time has just increased that strength. However a non-magic armor being trapped in an dungeon for 1000 of years is another matter entirely.
Oh, another pet peeve - merchants that run out of money indefinitely. Morrowind, I am looking at you.
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dr.zli: I hate it when the ending of the series makes all the choices you made while playing the series irrelevant. You know what I'm talking about. :D
"I think we're done here"

*thread locked*
Isometric camera :p
Rats, bats and spiders! The most uncreative monsters for newbies. Rat-infested cellars as a first quest, learning that even weak creatures can be dangerous if they outnumber you and of course introduction of poisoning mechanism... gah! How many times do I have to endure it?
I hate RPG games that never make you feel a part of it's world..we have killed the Dragon(or whatever final boss it required) saved the lady and countless lives just to still be treated the same in the world..not all of them of course but you guys have probably run across a few yourselves.
the guards that stand still and watch you getting slaughtered 2 feet away from you. Thank you city guards, nice to see you doing your job. The same goes to all kinds of NPC's not caring that there is a small scale war going on their potato patch.
The RPG elements of Deus Ex 1 I.E.:

Why is a highly trained cybernetically enchanced secret agent unskilled in Rifles, Pistols, Hacking, Computer use, and Lockpicking.