History BoringButPractical / VideoGames

6th Feb '16 8:21:23 AM hyruleHistorian
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**Despite the numerous other staves available in the games, with effects such as healing multiple targets at once, raising defense or resistance, or silencing enemy casters, a simple Heal stave has astonishing utility. It's ridiculously cheap, most promoted magic users can use it, and, given that it heals according to the unit's Magic stat, giving one to a powerful mage effectively turns it into a full heal for most units, negating the need for the more expensive, less durable staves that heal more HP.
5th Feb '16 4:12:54 AM REV6Pilot
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** In a meta sense, the original Doom engine can qualify due to how it was designed. While not spectacular looking today, the Doom engine persists because of its advantages under the hood: 1) Being easy to develop with, and 2) Being moddable as hell. Doom modding is usually seen as a great entry point by aspiring developers wanting to break into the business and despite the engine being fifteen years old, the community is still alive and kicking with very popular mods still being made like Real Guns Advanced 2 and the Samsara mod.
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** In a meta sense, the original Doom engine can qualify due to how it was designed. While not spectacular looking today, the Doom engine persists because of its advantages under the hood: 1) Being easy to develop with, and 2) Being moddable as hell. Doom modding is usually seen as a great entry point by aspiring developers wanting to break into the business and despite the engine being fifteen over twenty years old, the community is still alive and kicking with very popular mods still being made like Real Guns Advanced 2 and the Samsara mod.
5th Feb '16 4:04:44 AM REV6Pilot
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** Cobblestone. Not very fancy, but it's durable, incredibly common (all your stone automatically turns into it upon mining), and very important when it comes to crafting.
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** Cobblestone. Not very fancy, but it's durable, incredibly common (all your stone automatically turns into it upon mining), and very important when it comes to crafting. It's so important that the "Cobblehaters" SelfImposedChallenge is far and wide one of the most difficult ones, at least early on in the game.
2nd Feb '16 3:15:44 PM gophergiggles
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* {{Sony}} for the fourth console in a row has used the exact same controller with only ''very'' minor and mostly cosmetic differences between them. While it's not as ambitious as {{Nintendo}} who always tries something new and innovative, it's also allowed them to practically perfect it and make a very reliable and overall well designed device, made it easier for the designers of long running franchises since the controller's layout remained the same, and allowed gamers to enjoy backwards compatibility without having to buy additional controllers, and of course, averted DamnYouMuscleMemory for years.
1st Feb '16 5:56:15 PM nombretomado
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* Game mechanics cause this to be very prevalent in ''TacticsOgre''. From beginning to end, one of the most effective units in the game is the humble archer, a low level female unit with very high dexterity (ranged attack), the ability to traverse watery terrain, and amazingly high avoidance. Ranged attacks are at a great advantage because any time a melee class attacks an enemy, the enemy will be allowed a counterattack while ranged units never get counterattacked, resulting in far less damage taken by ranged units. Not only that but the game extends bow range according to terrain height so that archers can easily achieve the longest range if they get into a high spot (far longer range than mages, at least until you get the gamebreaking spells at the end of the game), [[NoArcInArchery shoot over obstacles]], and their avoidance means they will even dodge a great many attacks against them! Even when an army of angels, dragons, hydras, golems, and terror knights are at your disposal end game, many players opt for a full third of their attack party being archers.
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* Game mechanics cause this to be very prevalent in ''TacticsOgre''.''VideoGame/TacticsOgre''. From beginning to end, one of the most effective units in the game is the humble archer, a low level female unit with very high dexterity (ranged attack), the ability to traverse watery terrain, and amazingly high avoidance. Ranged attacks are at a great advantage because any time a melee class attacks an enemy, the enemy will be allowed a counterattack while ranged units never get counterattacked, resulting in far less damage taken by ranged units. Not only that but the game extends bow range according to terrain height so that archers can easily achieve the longest range if they get into a high spot (far longer range than mages, at least until you get the gamebreaking spells at the end of the game), [[NoArcInArchery shoot over obstacles]], and their avoidance means they will even dodge a great many attacks against them! Even when an army of angels, dragons, hydras, golems, and terror knights are at your disposal end game, many players opt for a full third of their attack party being archers.
31st Jan '16 3:27:30 PM nombretomado
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* ''SystemShock2'', with its RPGElements, had one or two, especially if you were playing [[PsychicPowers the OSA]]. Cryokinesis is one of the starting powers and though you get amazing, highly destructive [[strike:spells]] abilities at higher tiers, this is still the most-used due to its low Psi-point cost, robot-damaging ability, and scaling of its damage with your PSI stat. The wrench you pick up at the very beginning? Still useful right up to the endgame for whittling down immobilized enemies before you deliver the ''coup de grace''. With Adrenaline Overproduction and the right OS upgrade, it becomes a killer.
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* ''SystemShock2'', ''VideoGame/SystemShock2'', with its RPGElements, had one or two, especially if you were playing [[PsychicPowers the OSA]]. Cryokinesis is one of the starting powers and though you get amazing, highly destructive [[strike:spells]] abilities at higher tiers, this is still the most-used due to its low Psi-point cost, robot-damaging ability, and scaling of its damage with your PSI stat. The wrench you pick up at the very beginning? Still useful right up to the endgame for whittling down immobilized enemies before you deliver the ''coup de grace''. With Adrenaline Overproduction and the right OS upgrade, it becomes a killer.
31st Jan '16 12:13:17 PM gophergiggles
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[[folder:Survival Horror]] * ''VideoGame/SilentHillDownpour'' gives you access to a wide variety of weapons ranging from actual firearms to things like baseball bats, crowbars, and hatchets. The most useful and versatile? The ''fire hook''. It has long range and isn't likely to actually ''kill'' foes, making it very easy to go for the PacifistRun [[MultipleEndings Good Ending]] unscathed, [[BreakableWeapons doesn't break]] or run out of ammo, and can be used for it's intented purpose of lowering fire escapes to reach item caches or avoid enemies. Best of all, you can find them ''all over the place''. [[/folder]]
31st Jan '16 12:15:14 AM Stealth
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* ''VideoGame/WorldOfTanks'' doesn't sound like a game where things can be boring... it's the epitome of TankGoodness and EpicTankOnTankAction after all, but with experience most players quickly realize that when it comes down to it, the really weird, esoteric stuff and specialized tactics tend to be rarer, and a lot of fights are decided by a simple combination of mass and firepower. This is why something like the KV-1 is almost always contributes to a battle, but more specialized, 'thrilling' tanks like the AMX ELC might not. The KV-1 does two things really well--slowly advancing while taking fire and hurting people. It's not very original to just sling 122-millimeter explosive shells at everyone, but its effectiveness is almost comical.
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* ''VideoGame/WorldOfTanks'' doesn't sound like a game where things can be boring... it's the epitome of TankGoodness and EpicTankOnTankAction after all, but with experience most players quickly realize that when it comes down to it, the really weird, esoteric stuff and specialized tactics tend to be rarer, and a lot of fights are decided by a simple combination of mass and firepower. This is why something like the KV-1 is almost always contributes something to a battle, but battle where more specialized, 'thrilling' tanks like the AMX ELC might not. The KV-1 does two things really well--slowly advancing while taking fire and hurting people. It's not very original to just sling 122-millimeter explosive shells at everyone, but its effectiveness is almost comical.comical. ** Artillery is very much this. You'll spend 95% of the game looking at a top-down view of the map while trying to place shots on enemies from very far away and cursing the inaccuracy of your gun or the lack of spotters on your team, but artillery is ideal for breaking up camping and focusing down powerful enemies that lesser tanks might otherwise be unable to do anything about.
31st Jan '16 12:10:02 AM Stealth
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* Creator/{{Dynamix}} created ''Earthsiege'' and ''VideoGame/{{Starsiege}}'', and provided us with impressive weapons like the Electron Flux Whip, a LightningGun that carves enemies to pieces, or the Plasma Cannon, an HomingProjectile-firing energy gun. At the end of the day, though, a combination of a simple EMP to bring down shields followed by basic autocannons are some of the most useful weapons in the first game, handily chewing even larger Cybrids to pieces without taxing your energy reserves, and often with plenty of ammunition so that even a few misses aren't so detrimental, unlike missiles. ''Starsiege'' diversified its weapons further, but it accidentally gave us another simple starting weapon that can still carry players through much of the game--the Blaster, a small, basic energy gun that has a frightening ability to wreck anything it hits by damaging both shields and armor equally well with respectable power at long range.
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* Creator/{{Dynamix}} created ''Earthsiege'' and ''VideoGame/{{Starsiege}}'', and provided us with impressive weapons like the Electron Flux Whip, a LightningGun that carves enemies to pieces, or the Plasma Cannon, an a HomingProjectile-firing energy gun. At the end of the day, though, a combination of a simple EMP to bring down shields followed by basic autocannons are some of the most useful weapons in the first game, handily chewing even larger Cybrids to pieces without taxing your energy reserves, and often with plenty of ammunition so that even a few misses aren't so detrimental, unlike missiles. ''Starsiege'' diversified its weapons further, but it accidentally gave us another simple starting weapon that can still carry players through much of the game--the Blaster, a small, basic energy gun that has a frightening ability to wreck anything it hits by damaging both shields and armor equally well with respectable power at long range.

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* Creator/{{Dynamix}} created ''Earthsiege'' ''VideoGame/WorldOfTanks'' doesn't sound like a game where things can be boring... it's the epitome of TankGoodness and ''VideoGame/{{Starsiege}}'', and provided us EpicTankOnTankAction after all, but with impressive weapons like the Electron Flux Whip, a LightningGun experience most players quickly realize that carves enemies when it comes down to pieces, or it, the Plasma Cannon, an HomingProjectile-firing energy gun. At the end really weird, esoteric stuff and specialized tactics tend to be rarer, and a lot of the day, though, fights are decided by a simple combination of a simple EMP to bring down shields followed by basic autocannons are some of mass and firepower. This is why something like the most useful weapons in KV-1 is almost always contributes to a battle, but more specialized, 'thrilling' tanks like the first game, handily chewing even larger Cybrids to pieces without taxing your energy reserves, AMX ELC might not. The KV-1 does two things really well--slowly advancing while taking fire and often with plenty of ammunition so that even a few misses aren't so detrimental, unlike missiles. ''Starsiege'' diversified hurting people. It's not very original to just sling 122-millimeter explosive shells at everyone, but its weapons further, but it accidentally gave us another simple starting weapon that can still carry players through much of the game--the Blaster, a small, basic energy gun that has a frightening ability to wreck anything it hits by damaging both shields and armor equally well with respectable power at long range.effectiveness is almost comical.
19th Jan '16 12:35:59 PM Willbyr
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* In the SNES game ''CaptainTsubasa 5'', there are all sorts of incredible "shoot at the goal" moves, like Tiger Shot, Drive Shot, Flame Shot, etc etc. The most effective way to score? The special pass moves. The "shoot" specials automatically give the goalee a chance to save the ball, whereas the "pass" specials will go to cutscene for a second, then the ball will more or less teleport to the destination you set. If this destination is the extreme left or right of the goal, the poor goalkeeper will basically have no chance to react as the ball bounces off the ground and rolls into the goal. This is in fact a GameBreaker and unsatisfying to boot.
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* In the SNES game ''CaptainTsubasa ''VideoGame/CaptainTsubasa 5'', there are all sorts of incredible "shoot at the goal" moves, like Tiger Shot, Drive Shot, Flame Shot, etc etc. The most effective way to score? The special pass moves. The "shoot" specials automatically give the goalee a chance to save the ball, whereas the "pass" specials will go to cutscene for a second, then the ball will more or less teleport to the destination you set. If this destination is the extreme left or right of the goal, the poor goalkeeper will basically have no chance to react as the ball bounces off the ground and rolls into the goal. This is in fact a GameBreaker and unsatisfying to boot.
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