History Main / AIRoulette

10th Jun '18 6:12:11 PM Darkfire545
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* ''VideoGame/{{LISA}}'' utilizes this system in its enemies; due to the way the game is programmed, a player can encounter an opponent who will do nothing but check his hair over and over, or [[FinalDeath have their companions' heads get bitten off one by one]] in three turns.
27th Apr '18 1:54:25 PM HeroicJay
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** Nearly all wild Pokémon in every game use the Roulette. This is probably justified by the wild Pokémon not having the decision-making skills of humans. Exceptions are typically those where you cannot catch the Pokémon, like the fused Necrozma fights in ''VideoGame/PokemonUltraSunAndUltraMoon''.



** In Generation I, this was taken a step further; Pokémon used by high level trainers are programed to use whatever move has the best type advantage above all others, even before considering whether or not that move actually does damage. This was especially noticable with the Elite Four, where you'd see their Pokémon use nothing but nondamaging psychic moves, such as Agility, Amnesia, and Barrier, simply because you brought out a Fighting or Poison type.



** It varies from game to game and AI trainer to AI trainer. However, wild Pokémon will ''always'' use an AI Roulette. This is probably justified by the wild Pokémon not having the decision-making skills of humans.
** The Roulette that AI trainers use prevents them from using moves that will be not very effective... which can make them even dumber than if they just used random moves. In Yellow Version, Giovanni has a Nidoking and Nidoqueen that, when faced with a Grass/Poison type like Bulbasaur, will only use Leer or Tail Whip due to what their other moves are. When you don't understand the Roulette, seeing them beat your Pikachu in one hit and then be taken down by a level 10 Bulbasaur is baffling.
14th Mar '18 4:09:19 PM rixion
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* The entire ''VideoGame/{{SaGa}}'' series has this in droves, especially ''VideoGame/{{SaGa Frontier}}''. While a few enemies have a powerful move activated only after certain circumstances, they typically spam their moves indiscriminately. Battles devolve into [[LuckBasedMission games of chance]] in which the player hopes that enemies don't use their most powerful attacks. It doesn't help that many of the bosses get multiple turns. Even some of the most innocuous low-level enemies have sort of party-decimating attack that can result in an impromptu Game Over, like MagneticStorm.

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* The entire ''VideoGame/{{SaGa}}'' ''[[Franchise/SaGaRPG SaGa]]'' series has this in droves, especially ''VideoGame/{{SaGa Frontier}}''.''VideoGame/SagaFrontier''. While a few enemies have a powerful move activated only after certain circumstances, they typically spam their moves indiscriminately. Battles devolve into [[LuckBasedMission games of chance]] in which the player hopes that enemies don't use their most powerful attacks. It doesn't help that many of the bosses get multiple turns. Even some of the most innocuous low-level enemies have sort of party-decimating attack that can result in an impromptu Game Over, like MagneticStorm.Magnetic Storm.
14th Jan '18 1:00:33 PM nombretomado
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** Especially {{egregious}} is that often one or more characters in a group will use a do nothing attack.

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** Especially {{egregious}} JustForFun/{{egregious}} is that often one or more characters in a group will use a do nothing attack.
7th Jan '18 3:06:54 PM wingedcatgirl
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* An [[AcceptableBreaksFromReality accepted break]] in the already NintendoHard ''VideoGame/ShinMegamiTenseiIIINocturne'', where some bosses could outright kill you in one round if they used the strongest attack twice. The BonusBoss is a LuckBasedMission.
** This is an understatement. If it wasn't for the roulette, Back Attacks would invariably kill you ''every time''. And enemies that could use multiple elements would decimate your party over and over again, becoming [[DemonicSpiders Demonic]] BossInMookClothing.

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* ''Franchise/ShinMegamiTensei'':
**
An [[AcceptableBreaksFromReality accepted break]] in the already NintendoHard ''VideoGame/ShinMegamiTenseiIIINocturne'', where some bosses could outright kill ''VideoGame/ShinMegamiTenseiIIINocturne''. Most enemies would {{curb stomp|Battle}} you in one round with ease if they used their moves intelligently, even the strongest attack twice. The random {{Mooks}}. Mot, infamous for spamming [[ExtraTurn Beast Eye]] several times a turn, would be absolutely unbeatable if it actually thought about what it was doing. And the BonusBoss is works out to be a LuckBasedMission.
** This is an understatement. If it wasn't for
LuckBasedMission ''with'' the roulette, Back Attacks would invariably kill you ''every time''. And enemies that could use multiple elements would decimate your party over and over again, becoming [[DemonicSpiders Demonic]] BossInMookClothing.correct strategy.
24th Jun '17 2:24:53 PM nombretomado
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* ''Franchise/DragonQuest'':

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* ''Franchise/DragonQuest'':''VideoGame/DragonQuest'':
3rd May '17 9:10:11 PM KhaosKyuubi
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** ''VideoGame/KingdomHeartsII'' notably subverted this with regards to it's bosses with a system known as Revenge Value. It was a hidden system that would count up every time the player landed an attack, and once it passed a certain threshold, the boss would break out of your combo and counterattack. This meant that, if you were able to figure out a bosses approximate Revenge Value, you could begin to counter the boss's counter before they even began it. Later games, which played this trope more straight, disappointed some players who had mastered the Revenge Value system.
18th Nov '16 2:04:03 AM kirara19
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** ''VideoGame/ShinMegamiTenseiStrangeJourney'' may not have ''Nocturne'''s Press Turn system that allows enemies to mercilessly destroy you if they hit a weakness, but this trope is still the only thing keeping you alive, especially against certain bosses. In particular, if the final boss of the Law and Neutral routes spammed her [[OneHitKill 100% accurate, unblockable instant kill]] or even [[WeCannotGoOnWithoutYou specifically targeted the protagonist]], she would go from merely [[ThatOneBoss hideously unfair]] to actually impossible.

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** ''VideoGame/ShinMegamiTenseiStrangeJourney'' may not have ''Nocturne'''s Press Turn system that allows enemies to mercilessly destroy you if they hit a weakness, but this trope is still the only thing keeping you alive, especially against certain bosses. In particular, if the final boss of the Law and Neutral routes spammed her [[OneHitKill 100% accurate, unblockable instant kill]] or even [[WeCannotGoOnWithoutYou specifically targeted the protagonist]], she would go from merely [[ThatOneBoss hideously unfair]] unfair to actually impossible.



* The entire ''VideoGame/{{SaGa}}'' series has this in droves, especially ''VideoGame/{{SaGa Frontier}}''. While a few enemies have a powerful move activated only after certain circumstances, they typically spam their moves indiscriminately. Battles devolve into [[LuckBasedMission games of chance]] in which the player hopes that enemies don't use their most powerful attacks. It doesn't help that many of the bosses get multiple turns. Even some of the most innocuous low-level enemies have sort of party-decimating attack that can result in an impromptu Game Over. [[ThatOneAttack MagneticStorm, anyone?]]

to:

* The entire ''VideoGame/{{SaGa}}'' series has this in droves, especially ''VideoGame/{{SaGa Frontier}}''. While a few enemies have a powerful move activated only after certain circumstances, they typically spam their moves indiscriminately. Battles devolve into [[LuckBasedMission games of chance]] in which the player hopes that enemies don't use their most powerful attacks. It doesn't help that many of the bosses get multiple turns. Even some of the most innocuous low-level enemies have sort of party-decimating attack that can result in an impromptu Game Over. [[ThatOneAttack MagneticStorm, anyone?]]Over, like MagneticStorm.
4th Aug '16 8:08:01 PM morana01
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* In ''VideoGame/{{Flight Rising}}", enemies in the Coliseum run like this. Enemies with full health bars will heal themselves, enemies with full breath bars will continue to meditate, and enemies will use elemental attacks against the dragon on your party with the strongest resistance to that element. Unless, of course, the enemy uses their attacks properly and wrecks your team in 3 turns. That is also possible.



* In ''VideoGame/{{Flight Rising}}", enemies in the Coliseum run like this. Enemies with full health bars will heal themselves, enemies with full breath bars will continue to meditate, and enemies will use elemental attacks against the dragon on your party with the strongest resistance to that element. Unless, of course, the enemy uses their attacks properly and wrecks your team in 3 turns. That is also possible.

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* In ''VideoGame/{{Flight Rising}}", enemies in the Coliseum run like this. Enemies with full health bars will heal themselves, enemies with full breath bars will continue to meditate, and enemies will use elemental attacks against the dragon on your party with the strongest resistance to that element. Unless, of course, the enemy uses their attacks properly and wrecks your team in 3 turns. That is also possible.
4th Aug '16 8:05:49 PM morana01
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* In ''VideoGame/{{Flight Rising}}", enemies in the Coliseum run like this. Enemies with full health bars will heal themselves, enemies with full breath bars will continue to meditate, and enemies will use elemental attacks against the dragon on your party with the strongest resistance to that element. Unless, of course, the enemy uses their attacks properly and wrecks your team in 3 turns. That is also possible.
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