History Main / AbridgedArenaArray

4th Feb '16 1:22:27 AM Kadorhal
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*** Ukrainian Job was played by nearly everyone non stop because it was incredibly easy to use shaped charges to blast open the safes, get the tiara, and escape before the cops arrived (there's even an achievement for doing this in less than 30 seconds), which meant that people could quickly farm loot drops and gain experience points at a fast rate. The developers quickly nerfed the exploit by introducing safes that can't be lockpicked or blown up and reworking the experience point system to be more rewarding for heists that have multiple days.
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*** Ukrainian Job was played by nearly everyone non stop because it was incredibly easy to use shaped charges to blast open the safes, get the tiara, and escape before the cops arrived (there's even an achievement for doing this in less than 30 seconds), which meant that people could quickly farm loot drops and gain experience points at a fast rate. The developers quickly nerfed the exploit by introducing safes that can't be lockpicked or blown up on Death Wish difficulty and reworking the experience point system to be more rewarding for heists that have multiple days.

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*** Ukrainian Job was played by nearly everyone non stop because it was incredibly easy to use shaped charges to blast open the safes, get the tiara, and escape before the cops arrived (there's even an achievement Aftershock is seen quite a bit for doing this in less than 30 seconds), which meant that people could quickly farm loot drops and gain experience points at a grinding out money as fast rate. The developers quickly nerfed as possible, giving a guaranteed two million in spending cash on Overkill difficulty. It's not quite as overplayed as some of the exploit by introducing other maps above, though, due to being rather tedious (those safes that can't be lockpicked or blown up are extremely heavy, and reworking the experience point system you need to be more rewarding for heists that have multiple days.carry them across a very large and very wide-open map, with only a slow and ungainly truck to make things quicker).
3rd Feb '16 10:34:58 PM Kadorhal
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* ''VideoGame/AceCombatInfinity'' gets Area [=B7R=] Dogfight, which is hosted by at least 80% of the co-op lobbies active at any one time, likely owing to a combination of it being the only map that is completely focused on Fighters outside of the random Emergency Raids and the rare Team Deathmatch events, and to the popularity of [[VideoGame/AceCombatZeroTheBelkanWar the original Area B7R]]. About the only thing that can displace it even temporarily is the month-long OEL challenges that require making a specific amount of points in a different map for unique rewards - and even then, once a majority of players have completed those challenges after three or four days, they all go right back to [=B7R=], with the added annoyance that anyone who ''hasn't'' completed the challenges by then is pretty much shit out of luck unless they have enough friends to make a full lobby with.

* In ''GearsOfWar'', get used to playing on Blood Drive, Security and Jacinto. River gets voted on a lot too, though [[BrokenBase the jury's still out on whether this is actually desirable.]]
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* In ''GearsOfWar'', ''VideoGame/GearsOfWar'', get used to playing on Blood Drive, Security and Jacinto. River gets voted on a lot too, though [[BrokenBase the jury's still out on whether this is actually desirable.]]

*** The Gears 3 Beta had four playable maps, but whenever it was an option Checkout was winning the vote about 80% of the time likely because it's set up really well for [[ComplacentGamingSyndrome shotgun]] fights.
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*** The Gears 3 Beta ''Gears 3'' beta had four playable maps, but whenever it was an option Checkout was winning the vote about 80% of the time time, likely because it's set up really well for [[ComplacentGamingSyndrome shotgun]] fights.
3rd Feb '16 5:17:53 AM murazrai
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* Expect most of the versus matches in ''[[VideoGame/WanganMidnight Wangan Midnight Maximum Tune]]'' are set in C1, Hakone or Osaka. In the opposite direction, almost no one choose Yokohane, Wangan or Yokohama, especially the latter.
25th Jan '16 10:50:09 PM GrammarNavi
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* Due to ''{{Tekken}} 4'''s engine allowing for various forms of weirdness and other game-breaking moments, tournament play was very often restricted to a handful of stages (the Arena being the most common). That didn't stop the possibility of potentially broken combos still being executed even on the most fair of stages.
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* Due to ''{{Tekken}} 4'''s ''[[{{VideoGame/Tekken}} Tekken 4]]'''s engine allowing for various forms of weirdness and other game-breaking moments, tournament play was very often restricted to a handful of stages (the Arena being the most common). That didn't stop the possibility of potentially broken combos still being executed even on the most fair of stages.
4th Jan '16 8:54:23 AM poi99
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No trope potholes allowed in page quotes.
->'''''[[MemeticMutation NO ITEMS]]! [[ComplacentGamingSyndrome FOX ONLY]]! FINAL DESTINATION!'''''
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->'''''[[MemeticMutation NO ITEMS]]! [[ComplacentGamingSyndrome ->'''''NO ITEMS! FOX ONLY]]! ONLY! FINAL DESTINATION!'''''
23rd Dec '15 4:35:28 PM DeisTheAlcano
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-> '''''[[MemeticMutation NO ITEMS]]! [[ComplacentGamingSyndrome FOX ONLY]]! FINAL DESTINATION!''''' --> A stereotypical description of any given competitive ''VideoGame/SuperSmashBros Melee'' match.
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-> '''''[[MemeticMutation ->'''''[[MemeticMutation NO ITEMS]]! [[ComplacentGamingSyndrome FOX ONLY]]! FINAL DESTINATION!''''' --> -->-- A stereotypical description of any given competitive ''VideoGame/SuperSmashBros Melee'' match.

* ''VideoGame/MetroidPrime: Hunters'' has Combat Hall being the most played level in multiplayer because the arena is tiny and there is almost no place to hide. The map is also popular with people that use the Weavel character because a glitch allows them to send the character's lower half inside a wall and have it shoot at anyone that wanders by while it can't be shot back. If Combat Hall isn't picked, at least half of the players will leave the game.
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* ''VideoGame/MetroidPrime: Hunters'' ''VideoGame/MetroidPrimeHunters'' has Combat Hall being the most played level in multiplayer because the arena is tiny and there is almost no place to hide. The map is also popular with people that use the Weavel character because a glitch allows them to send the character's lower half inside a wall and have it shoot at anyone that wanders by while it can't be shot back. If Combat Hall isn't picked, at least half of the players will leave the game.
9th Dec '15 9:54:08 PM RacattackForce
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* Averted with the map rotation system in ''VideoGame/{{Splatoon}}''. There are only two maps available for Regular Battles and two others for Ranked Battles at any given time, with sets switching every four hours. Map selection in these sets is random and out of player control, preventing players from gravitating towards one or two specific maps.
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* Averted with the map rotation system in ''VideoGame/{{Splatoon}}''. There are only two maps available for Regular Battles regular, Turf War battles and two others for Ranked Battles at any given time, with time. These sets switching changed every four hours. hours, in addition to a different mode of Ranked Battle ([[RiskStyleMap Splat Zones]], [[EscortMission Tower Control]], or [[CaptureTheFlag Rainmaker]]) becoming available. Map selection in these sets is random and out of player out-of-player control, preventing players from gravitating towards one or two specific maps. WordOfGod states that this is to force players to continuously experiment with different weapons.
8th Nov '15 5:46:40 PM REV6Pilot
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** Valve has gone out of its way to change this for ''VideoGame/Left4Dead2'', with all of the new playable Infected being made specifically to counter strategies based on camping (i.e. Spitter makes whatever spot its spit lands on hazardous, Charger can knock over the entire team if they don't move out of the way). ** Don't forget that in the original Left 4 Dead, players only ever want to play the first campaign, No Mercy. Part of this is because at launch, only the first and fourth campaigns featured versus mode; since then all four campaigns have been released for versus, but people still rarely choose anything other than No Mercy over and over. *** Mirrored in the sequel where for VS games, people will only play Dead Center and The Parish, though ever since the original campaigns were officially ported No Mercy is once again the only one ever played. *** This is mostly due to Death Charges, a technique where a Charger player can charge into a survivor and hurl them to instant death. Dead Center and No Mercy have several spots where survivors can be instantly killed if they are not careful, so infected players pick these maps to get a shot at killing survivors in one shot.
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** Valve has gone out of its way to change this for ''VideoGame/Left4Dead2'', with all of the new playable Infected being made specifically to counter strategies based on camping (i.e. Spitter makes whatever spot its spit lands on hazardous, Charger can knock over the entire team if they don't move out of the way). way, and Jockey can separate teammates during an attack). ** Don't forget that in the original Left _Left 4 Dead, Dead_, players only ever want to play the first campaign, No Mercy. Part of this is because at launch, only the first and fourth campaigns featured versus mode; since then all four campaigns have been released for versus, but people still rarely choose anything other than No Mercy over and over. *** over. Mirrored in the sequel where for VS games, people will only play Dead Center and The Parish, though ever since the original campaigns were officially ported No Mercy is once again the only one ever played. *** played. This is mostly due to Death Charges, a technique where a Charger player can charge into a survivor and hurl them to instant death. Dead Center and No Mercy have several spots where survivors can be instantly killed if they are not careful, so infected players pick these maps to get a shot at killing survivors in one shot.shot. ** Regarding custom campaigns, it's hard to find a good game that isn't going on in City 17, I Hate Mountains or Suicide Blitz 2.
5th Nov '15 7:12:50 AM AceTrainerEli
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* ''VideoGame/RivalsOfAether'' shares many of the same rules as ''Super Smash Bros'', considering that their respective fandoms are generally made up of the same people. Similar to ''Smash 4's'' Omega Stages, each stage has two different forms; ''Aether'' and ''Basic''. Aether stages typically have some sort of hazard or gimmick, whether it be something as mundane as a wall on Fire Captitol or a ManEatingPlant that deals a OneHitKO on Treetop Lodge. ''Basic'' stages have no gimmicks and are geared towards competitive play.
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* ''VideoGame/RivalsOfAether'' shares many of the same rules as ''Super Smash Bros'', considering that their respective fandoms are generally made up of the same people. Similar to ''Smash 4's'' Omega Stages, each stage has two different forms; ''Aether'' and ''Basic''. Aether ''Aether'' stages typically have some sort of hazard or gimmick, whether it be something as mundane as a wall on Fire Captitol Capitol or a ManEatingPlant that deals a OneHitKO on Treetop Lodge. ''Basic'' stages have no gimmicks and are geared towards competitive play.
5th Nov '15 7:01:59 AM AceTrainerEli
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* ''VideoGame/RivalsOfAether'' shares many of the same rules as ''Super Smash Bros", considering that their respective fandoms are generally made up of the same people. Similar to ''Smash 4's'' Omega Stages, each stage has two different forms; ''Aether'' and ''Basic''. Aether stages typically have some sort of hazard or gimmick, whether it be something as mundane as a wall on Fire Captitol or a ManEatingPlant that deals a OneHitKO on Treetop Lodge. ''Basic'' stages have no gimmicks and are geared towards competitive play.
to:
* ''VideoGame/RivalsOfAether'' shares many of the same rules as ''Super Smash Bros", Bros'', considering that their respective fandoms are generally made up of the same people. Similar to ''Smash 4's'' Omega Stages, each stage has two different forms; ''Aether'' and ''Basic''. Aether stages typically have some sort of hazard or gimmick, whether it be something as mundane as a wall on Fire Captitol or a ManEatingPlant that deals a OneHitKO on Treetop Lodge. ''Basic'' stages have no gimmicks and are geared towards competitive play.
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