
Overly Fast/Missing Animations: Fast transitions/animations for things like crouch and prone are extremely annoying as they can be abused and exploited to get cheap kills. Such as Team Fortress 2’s single frame crouch jump animation which can be used to make your player teleport up and down rapidly even time you jump.
Obstructive HUD: There’s a lot of information that can be given to you but 95% of the time you don’t need it. Battlefield 4 had a perfect example of a HUD that physically stopped you seeing enemies at times.
Overpowered Vehicles: When vehicles are made for offensive purposes they can mitigate gun play and ruin the game for everyone that isn’t in one because most of the time they are unbalanced. Even when you take the time to change class and team up to take down a vehicle it can and will return within a few seconds which defeats the purpose of taking it down in the first place.
FOV: FOV is a subjective topic as people who suffer with motion sickness can have more issues than those who dont. A low field of view also makes the player unaware of their surroundings which while it can be a balancing aspect, 90 FOV has become the minimum expectation for PC gamers as they sit closer to their screen and generally have a wider aspect ratio nowadays. We shouldn't have to use third party software on a game to match standards that were set in early 2000’s.
Capped Framerates: There is no need or excuse for frame-rate caps, there is almost always a benefit to running at a higher frame-rate than your monitor since it reduces input lag and frame-caps can cause microstutter. It also creates ghosting for people with 120/144hz screens and looks FAR less fluid than the standards they’ve adapted to.
Unity Engine: Normally hard-capped at 60.
COD Ghosts/AW: 91 fps cap (on Quake engine which runs optically at 125/250 fps)
Responsiveness: Responsiveness covers various areas but it can generally be condensed to input lag/frametime consistency. Unreal Engine is probably the least responsive game engine I’ve had the misfortune of dealing with. Quake engine and it’s derivatives are the most responsive, CS:S being a notable example. Team Fortress 2 is pretty laggy by comparison thanks to it’s sloppy updates even though it’s on the same engine.
My opinion on first person shooter game design (Gameplay)
