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Things that should never have existed


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#31 Russ

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Posted 27 April 2014 - 01:22 PM

Moosh's Ways. There is a special spot in Hell for Moosh after he created that abomination.

 

Going a bit more general, I can think of lots of things.

 

  • Mandatory kill Peahats rooms.
  • Bad 2.10-style custom bosses (there can be good ones, but the majority I see are bad).
  • Unmarked and unhinted at bombable or walk-through walls.
  • Death Knights, Patra 3s, or any similar enemy thrown down without any thought as to how the fight is supposed to be fair.
  • Bland and empty overworlds.
  • Forced grinding.
  • The ladder (bad).
  • The ladder used with 8-way movement (worse).
  • The ladder and the raft used with 8-way movement (why Evan, why?).
  • "Joke" quests that make no effort whatsoever to be good.
  • Unmarked, unhinted at, and basically unfindable secrets.

 

 

I'm sure I'm forgetting a lot, but that's what comes to mind at the moment.



#32 Valientlink

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Posted 27 April 2014 - 02:29 PM

Rooms where it is absolutely imposible not to take heavy damage.



#33 anikom15

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Posted 27 April 2014 - 03:04 PM

There is nothing that should not have existed.

#34 Moosh

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Posted 27 April 2014 - 05:13 PM

And it freaking DEVOURS magic too.

Random words in all caps. I know it's bad and I try to stop, but some habits are hard to kill. :P



#35 ShadowTiger

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Posted 27 April 2014 - 06:39 PM

All of the above, though especially Nathaniel's post a page ago. I am quite at home with those bullet points.

The point I really wanted to bring to this topic is the truly unnecessary thing a questmaker would do to artificially inflate quest playing to the point of absurdity. Having to slash through a bunch of bushes just to get through a room, backtracking through the same block puzzle multiple times, and the most pointless thing of all, having a raft path that meanders for absolutely no reason. Why doesn't the player get to just sail straight from one raft path to another through clear water? Why do they always have to sail seemingly randomly through it?
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#36 klop422

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Posted 05 May 2014 - 09:22 AM

 having a raft path that meanders for absolutely no reason.

Uh...

Don't play my second most recent demo. Just...

I think I fixed it, though.

 

Back on topic:

Anything that forces you to do ton of pointless work which doesn't actually help with anything except for using up time. It should not exist.

Also, I agree with overpowered enemies, though more damage is, in my opinion, more forgivable than more health. It is (kind of) forgivable for a 1HKO enemy to be 1HKOable (it kills and dies in one hit), but I would hate an enemy which only stuns you to take 1000 hits to kill.



#37 Tree

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Posted 05 May 2014 - 09:41 AM

A little film called 'Food Fight'.

 

EDIT: This is why you should read the first post.


Edited by Tree, 05 May 2014 - 09:42 AM.


#38 Valientlink

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Posted 05 May 2014 - 12:26 PM

2.10 version 2 (misc colors menu crashes no matter what)



#39 Geoffrey

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Posted 05 May 2014 - 01:25 PM

A little film called 'Food Fight'.

 

EDIT: This is why you should read the first post.

I second this.

 

Also, inadequately tested continue screens.



#40 Haylee

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Posted 05 May 2014 - 01:52 PM

A little film called 'Food Fight'.

 

EDIT: This is why you should read the first post.

Time to make Food Fight, the quest.



#41 Eddard McHorn Van-Schnuder

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Posted 05 May 2014 - 02:15 PM

Okay, so we're not supposed to use quests themselves as an example? Okay, I've found a loophole. All the content within the two demos I released for The Hylain Phoenix.



#42 nicklegends

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Posted 05 May 2014 - 02:59 PM

backtracking through the same block puzzle multiple times

*cringe*

This is the worst. Any serious puzzle should have to be solved only once. You've already proven your ability to solve the puzzle; why must the tedium continue?
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#43 MoscowModder

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Posted 05 May 2014 - 03:03 PM

Because sometimes, ZC is stupid. And questmakers stupidly forget to work around that stupidity, resulting in more stupidity.

 

Erm.

 

Basically I agree with nicklegends.



#44 ShadowTiger

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Posted 05 May 2014 - 03:10 PM

Unless of course the questmaker puts in a script that re-solves the puzzle when you step foot after solving it the first time. I mean as long as the pegs lower and/or the shutters open, it's all gravy, right?

Hell, sometimes, I wish Enemy->Shutter screens worked like that too. Who has that much time to waste on a quest? Life is too short. And we need another day in the week. And more hours in each day. Oh yes.

#45 nicklegends

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Posted 05 May 2014 - 03:11 PM

Okay, so we're not supposed to use quests themselves as an example? Okay, I've found a loophole. All the content within the two demos I released for The Hylian Phoenix.

Were they really that bad? I remember the minigame in the town and the forest area; I thought both were pretty neat at the time. What do you feel you could have done better?

Hell, sometimes, I wish Enemy->Shutter screens worked like that too. Who has that much time to waste on a quest? Life is too short. And we need another day in the week. And more hours in each day. Oh yes.

You mean like having "enemies don't return" flags set on a room by room basis? I think that's a fair idea. There might be a few enemies serving as sub-bosses of sorts that don't make sense to fight every time to move on.


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