History ComplacentGamingSyndrome / VideoGames

7th Dec '17 11:29:51 PM MBG
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** In ''V'', it's hard to name people who don't end up maxing out Rationalism by the end of the game. Rationalism is based on acquiring more Science and newer technologies, and there simply isn't a strategy in the game where that isn't useful. Most guides tend to look something like "two things you take because you don't have Rationalism yet, then Rationalism, then your Ideology."
5th Dec '17 1:41:29 AM Octorok103
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** Naturally, in a game that receives updates as constantly as this, the meta has shifted over time. While power-enhancing mods are still the way to go for Warframes, shields have been pushed to the wayside in favor of health, since shields don't benefit from armor's damage reduction, certain damage types can bypass shields, and there are quite a few ways to restore health despite the lack of innate regeneration. Meanwhile, the addition of powerful mods that enhance critical hits and status effects has led to the playerbase shifting towards weapons that naturally excel in those stats, leaving weapons with high raw damage but poor supplemental stats in the dust.
25th Nov '17 11:22:20 AM Kadorhal
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*** Skilled grants +5 to every skill (or 65 skill points total, four levels worth of skill points at maximum intellect) at a cost of a -10% experience gain rate. This reduction in experience gain is just a minor annoyance that can either be almost completely negated with the Swift Learner perk (available as early as level 2!) or just simply ignored since there is no shortage of experience points in the game. Later on in the game, [[GoodBadBugs a bug allows the trait be retaken again]], granting an additional +5 to every skill with no extra drawbacks.
*** Hoarder gives +10 lbs of carrying capacaty, but gives -1 to all stats if you're not carrying at least 160 lbs worth of equipment. Given the nature of the game, it's quite rare to see players not carrying 160+ lbs if they aren't doing a low strength run. It's not helping that 160 lbs worth of unowned [[VendorTrash junk]] is conveniently lying around the house you start in, allowing players to carry it around as filler while they collect guns and ammo.

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*** Skilled grants +5 to every skill (or 65 skill points total, four levels worth of skill points at maximum intellect) at a cost of a -10% experience gain rate. This reduction in experience gain is just a minor annoyance that can either be almost completely negated with the Swift Learner perk (available as early as level 2!) 2 and bringing the penalty down to just 1%) or just simply ignored since there is no shortage of experience points in the game. Later on in the game, Perhaps more importantly, there's [[GoodBadBugs a bug allows bug]] in the trait be retaken again]], granting an additional +5 option to every remake your character when leaving the tutorial area and with the AutoDoc in ''OWB'' proper, where removing the skill with no removes the experience penalty, but not the skill point bonus - you can keep gaining the extra drawbacks.
skill points without incurring further experience penalties for it, as many times as you want to pick the option to remake your character, or you can just remove the skill to take away the penalty but ''keep'' the bonus skill points.
*** Hoarder gives +10 lbs of carrying capacaty, capacity, but gives -1 to all stats if you're not carrying at least 160 lbs worth of equipment. Given the nature of the game, it's quite rare to see players not carrying 160+ lbs if they aren't doing a low strength run. It's not helping that 160 lbs worth of unowned [[VendorTrash junk]] is conveniently lying around the house you start in, allowing players to carry it around as filler while they collect guns and ammo.



* In ''VideoGame/{{Fallout 4}}'', Intelligence is the way to go unless a player is specifically doing a challenge build. Due to the reworked leveling system, perks are the new form of leveling, and each level in a S.P.E.C.I.A.L stat will unlock a new perk to level up. Intelligence has Gun Nut in it, which leads to more weapon modding options at a work bench, and Science!, which does the same as well as other things such as new settlement machinery. Intelligence also increases how much EXP you get, making grinding much less frustrating.

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* In ''VideoGame/{{Fallout 4}}'', Intelligence is the way to go unless a player is specifically doing a challenge build. Due to the reworked leveling system, perks are the new form of leveling, and each level in a S.P.E.C.I.A.L L. stat will unlock a new perk to level up. Intelligence has Gun Nut in it, which leads to more weapon modding options at a work bench, and Science!, which does the same as well as other things such as new settlement machinery. Intelligence also increases how much EXP you get, making grinding much less frustrating.
25th Nov '17 11:07:52 AM Kadorhal
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** Old World Blues introduced the Skilled and Hoarder traits which both are common picked for their borderline [[DiscOneNuke Disc-One Nuke]] effects:

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** Old World Blues introduced the Skilled and Hoarder traits which both are common picked for their borderline [[DiscOneNuke Disc-One Nuke]] DiscOneNuke effects:
25th Nov '17 7:36:14 AM EricSwan
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** Old World Blues introduced the Skilled and Hoarder traits:

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** Old World Blues introduced the Skilled and Hoarder traits: traits which both are common picked for their borderline [[DiscOneNuke Disc-One Nuke]] effects:
25th Nov '17 7:21:36 AM EricSwan
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** Old World Blues introduced the Skilled and Hoarder traits:
***Skilled grants +5 to every skill (or 65 skill points total, four levels worth of skill points at maximum intellect) at a cost of a -10% experience gain rate. This reduction in experience gain is just a minor annoyance that can either be almost completely negated with the Swift Learner perk (available as early as level 2!) or just simply ignored since there is no shortage of experience points in the game. Later on in the game, [[GoodBadBugs a bug allows the trait be retaken again]], granting an additional +5 to every skill with no extra drawbacks.
***Hoarder gives +10 lbs of carrying capacaty, but gives -1 to all stats if you're not carrying at least 160 lbs worth of equipment. Given the nature of the game, it's quite rare to see players not carrying 160+ lbs if they aren't doing a low strength run. It's not helping that 160 lbs worth of unowned [[VendorTrash junk]] is conveniently lying around the house you start in, allowing players to carry it around as filler while they collect guns and ammo.
25th Nov '17 6:12:31 AM EricSwan
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* Many builds for ''VideoGame/FalloutNewVegas'' are basically copies of builds that worked in ''VideoGame/{{Fallout 3}}.'' This fits the trope because changes to ''NV'' actually neutralized several basic aspects behind making an effective build in ''[=FO3=]''.
** Many people drop Charisma to 1 because in [=FO3=] it was useless. In FNV, it adds a massive boost to combat effectiveness of followers, which makes it the most important stat to increasing the sheer quantity of damage you can do (assuming you have at least one follower).
** In [=FO3=] you could max out every skill with mediocre Intelligence because of the sheer quantity of skill books. Even with max Intelligence, this is not possible in FNV, at least without enough of the DLC to raise the level cap high enough.
** Agility is still a highly prized stat, despite the fact VATS went from being invincibility mode that you could almost permanently be in with the right perks to slightly less powerful than real time playing.
** Perception is now regarded as the most useless stat, and many people will drop it to 1 unless they want Better Criticals, in which case they leave it at 5 and get the implant. Charisma is still generally regarded as useless because most people use Boone, even though Boone cannot be used for a very large chunk of the game because he attacks one faction on sight and is outright banned from being used in numerous areas, and many quests are easier with or require you use a different companion.

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* Many *''VideoGame/FalloutNewVegas'':
**Many
builds for ''VideoGame/FalloutNewVegas'' are basically copies of builds that worked in ''VideoGame/{{Fallout 3}}.'' This fits the trope because changes to ''NV'' actually neutralized several basic aspects behind making an effective build in ''[=FO3=]''.
** *** Many people drop Charisma to 1 because in [=FO3=] it was useless. In FNV, it adds a massive boost to combat effectiveness of followers, which makes it the most important stat to increasing the sheer quantity of damage you can do (assuming you have at least one follower).
** *** In [=FO3=] you could max out every skill with mediocre Intelligence because of the sheer quantity of skill books. Even with max Intelligence, this is not possible in FNV, at least without enough of the DLC to raise the level cap high enough.
** *** Agility is still a highly prized stat, despite the fact VATS went from being invincibility mode that you could almost permanently be in with the right perks to slightly less powerful than real time playing.
** *** Perception is now regarded as the most useless stat, and many people will drop it to 1 unless they want Better Criticals, in which case they leave it at 5 and get the implant. Charisma is still generally regarded as useless because most people use Boone, even though Boone cannot be used for a very large chunk of the game because he attacks one faction on sight and is outright banned from being used in numerous areas, and many quests are easier with or require you use a different companion.
24th Nov '17 11:39:42 PM Kadorhal
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** The small size of most maps (including, yes, the new Nuketown) has lead to [=SMGs=] being the dominant weapon type. Particularly with both the fact that the excellent [=MP7=] from ''Modern Warfare 3'' is now the first weapon of its type, unlocked from the beginning, and the expansion of Create-a-Class making it easier for a player to use both a LaserSight and foregrip and make SMG spray-and-pray more viable in a lot of situations than aimed fire from heavier weapons. Barring the [=MP7=], almost all of the [=SMGs=]s see a noticeable amount of use; the Vector K10 has very light recoil even with Rapid Fire (which can easily be negated with a Foregrip). The Chicom CQB fires in bursts but has zero delay between them, allowing for the best of both worlds between a full-auto death machine and a burst-fire marksman's weapon, on top of the same extremely clear sights as the FMG in ''[=MW3=]''. The Skorpion Evo gets one of the fastest reloads in the class, even before Fast Mags, as well as an extremely high rate of fire.

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** The new version of Nuketown is just as popular as expected. The counterpart for Firing Range is now Hijacked; like the previous game, these two are so popular there's actually a separate lobby, "Nukejacked", based entirely around playing Nuketown and Hijacked on every mode.
** The small size of most maps (including, yes, the new Nuketown) has lead to [=SMGs=] being the dominant weapon type. Particularly with both the fact that the excellent [=MP7=] from ''Modern Warfare 3'' is now the first weapon of its type, unlocked from the beginning, and the expansion of Create-a-Class making it easier for a player to use both a LaserSight and foregrip and make SMG spray-and-pray more viable in a lot of situations than aimed fire from heavier weapons. Barring the [=MP7=], almost all of the [=SMGs=]s see a noticeable amount of use; the use. The Vector K10 has very light recoil even with Rapid Fire (which can easily be negated with a Foregrip). The Chicom CQB fires in bursts but has zero delay between them, allowing for the best of both worlds between a full-auto death machine and a burst-fire marksman's weapon, on top of the same extremely clear sights as the FMG in ''[=MW3=]''. The Skorpion Evo gets one of the fastest reloads in the class, even before Fast Mags, as well as an extremely high rate of fire. The MSMC has the highest damage in its class and low recoil allowing for good use at range. The PDW-57 simply carries the most ammo per magazine, allowing it to compensate through larger concentrations of lead walls thrown at the target.
24th Nov '17 5:30:25 PM Kadorhal
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** For weapons, the Shock Rifle and Sniper Rifle tend to be used more often because of their capabilities. Fortunately though, most weapons ''do'' see some use since each is meant for a particular situation, and Siege finally gives players a good reason to use the otherwise-pathetic Bio Rifle (can splash-damage buildings and basecores from a distance, unlike the Minigun which is only effective at close-range).

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** For weapons, the Shock Rifle and Sniper Rifle tend to be used more often because of their capabilities.capabilities as the only HitScan weapons which actually [[ATeamFIring hit where the crosshair says they will]]. Fortunately though, most weapons ''do'' see some use since each is meant for a particular situation, and Siege finally gives players a good reason to use the otherwise-pathetic Bio Rifle (can splash-damage buildings and basecores from a distance, unlike the Minigun which is only effective at close-range).



** Most weapon mod full conversions like Arkon tend to fall into this trap. Heck, in Arkon specifically, the recharging thermal blasters you start with are obscene. Only the long recharge time keeps them from being out all the time. Similarly, the sniper version, which replaces the lightning gun...insane instant damage as long as the reticle is on the opposing player/vehicle. Makes mincemeat of flying vehicles and anything that's not a tank. Now imagine how this plays out in normal vehicle-less deathmatch.
** Facing Worlds (CTF-Face) and Deck16 are this for the entire series, so much so that every game has included remade versions of them - heck, through bonus packs even the game that introduced Facing Worlds ended up with ''three'' versions of it. This in spite of Facing Worlds, despite its popularity, being considered one of the worst-designed of all the maps, primarily for how easy it is to spawn-kill people from pretty much anywhere on the map (which, naturally, only one of the three variations in its debut game does anything about). ''VideoGame/UnrealTournament2004'' adds Rankin and Torlan, while ''VideoGame/UnrealTournamentIII'' brings Sentinel.

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** Most weapon mod full conversions like Arkon tend to fall into this trap. Heck, in In Arkon specifically, the recharging thermal blasters you start with are obscene. Only the long recharge time keeps them from being out all the time. Similarly, the sniper version, which replaces the lightning gun... insane instant damage as long as the reticle is on the opposing player/vehicle. Makes mincemeat of flying vehicles and anything that's not a tank. Now imagine how this plays out in normal vehicle-less deathmatch.
** Facing Worlds (CTF-Face) and Deck16 [=Deck16=] are this for the entire series, so much so that every game has included remade versions of them - heck, through bonus packs even the game that introduced Facing Worlds ended up with ''three'' versions of it. This in spite of Facing Worlds, despite its popularity, being considered one of the worst-designed of all the maps, primarily for how easy it is to spawn-kill people from pretty much anywhere on the map (which, naturally, only one of the three variations in its debut game does anything about). ''VideoGame/UnrealTournament2004'' adds Rankin and Torlan, especially Torlan - good luck finding a populated server that's ''not'' running Onslaught mode nowadays - while ''VideoGame/UnrealTournamentIII'' brings Sentinel.



*** As noted above, the sequel introduces new special infected designed to completely break up the survivors so that camping is generally a bad idea. Valve also upgraded the AI Director where trying to cheat by going off the map or something similar where the zombies can't reach you [[NoFairCheating causes the director to spawn acid under you to force you to move back into play or risk going down.]] If the players manage to find a way to avoid this check, [[DevelopersForesight the director will then just literally fight fire with fire by cheating as well by directly damaging the players over time]] (of course this is not completely foolproof). This forces players to actually try different strategies in every attempt rather than to pick the one end all solution.

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*** As noted above, the sequel introduces new special infected designed to completely break up the survivors so that camping is generally a bad idea. Valve also upgraded the AI Director where trying to cheat by going off the map or something similar where the zombies can't reach you [[NoFairCheating causes the director to spawn acid under you to force you to move back into play or risk going down.]] If the players manage to find a way to avoid this check, [[DevelopersForesight the director will then just literally fight fire with fire by cheating as well by and directly damaging damage the players over time]] (of course this is not completely foolproof). This forces players to actually try different strategies in every attempt rather than to pick the one end all solution.end-all solution that may not even be fun for everyone playing.
23rd Nov '17 2:36:27 PM Jehanna
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* Compared to ''VideoGame/FinalFantasyVI'', ''VideoGame/FinalFantasyII'' had greater issue: You could easily grind a specific weapon (or barehanded) before the first boss! Due to how easy it was to increase skills, you could pretty much have characters strong enough to one-shoot early bosses with their [[ViolationOfCommonSense bare hands]].

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* Compared to ''VideoGame/FinalFantasyVI'', ''VideoGame/FinalFantasyII'' had greater issue: You could easily grind a specific weapon (or barehanded) before the first boss! Due to how easy it was to increase skills, you could pretty much have characters strong enough to one-shoot one-shot early bosses with their [[ViolationOfCommonSense bare hands]].
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