In general, backtracking to old areas is annoying, especially if there are lots of random battles against weaklings.
When buying new equipment in a shop, I should be able to see how it'll affect my characters' stats before I buy it.
Since you spend at least 70% of an RPG in combat, why do most RPGs only have 1 regular battle theme and 1 regular boss theme?
-I appreciate games that minimize this and offer warp-points after a short amount of backtracking.
-Wouldn't it be great if there were different themes for every area?
Basically, I should be able to beat a game because I'm good at it, not because the numbers say I can.
I can't say that I've played Daggerfall, but it does sound condescending to make someone play your game and not reward them for playing well.
stupidest FUCKING Yee Serf Faggots
You dont know how many times that has saved my life, sometimes i forget something or im just spamming X button and i just keep going, and sometimes this option saves my butt ._.
Were you spamming the button because of things like the 'Are you sure?' question? To be fair, I think that an option to bypass questions like this for those that feel it's just a way to inflate game-length would satisfy both preferences. Actually even though I haven't played 'The Conduit' for Wii, I've read so many good things about the customizable control scheme that I wonder if it would be possible to implement a kind of version of customizable menu system for RPGs?
Honestly, the only thing I can think of that annoys me to no end is the two-option dialogue tree in which you can't progress until you select the one you're "supposed to.
I don't mind linear games without choices, but don't think you're clever by adding in the illusion of choice.
It seems like this is an old RPG convention that for some reason keeps hanging on. This is a perfect example of what I meant with my question.
Point and Click World Maps. Used in so many games in a series which is after one with a proper world map!! They're so lazy, and stupid!
Which series are you talking about?
Regular loot requiring MMO Sperg levels of dedication to acquire.
I'm not sure what a MMO Sperg is but it made me laugh :D
If developers don't want us with a ton of said item why they don't just put it on a really hard monster, like those that you even need to use some rare consumable items.
That seems like a fair trade-off to me.
Another one that bugs me when a game has multiple items that do the same thing (stronger Pokeballs anyone?). Again the developer's attempt to inflate game length by increasing item management. Now that I think of it, how about anything that artificially inflates game-length?