History Main / AntiFrustrationFeatures

22nd May '17 7:57:11 AM GlitteringFlowers
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* In ''VideoGame/FireEmblemFates'' the [[spoiler: second generation]] characters's levels scale with the cast's relative progress in the story. If the player waits long enough they will actually join with a promotion item that boosts them to a promoted class and level fitting your progress in the story ''and'' probably with enough levels to put the item to use without any risk of having them underleveled, allowing them to be used ''immediately''.
** Additionally, if you lose a unit in Classic mode and accidentally save, you can opt to swap permanently to Casual mode and you will instantly get that unit back (and everyone else you've lost in that save file for that matter).

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* In ''VideoGame/FireEmblemFates'' the [[spoiler: second generation]] characters's levels scale with the cast's relative progress in the story. If the player waits long enough (read: recuits them after Chapter 17 of either route), they will actually join with a promotion item that boosts them to a promoted class and level fitting your the progress in the story ''and'' probably with enough levels to put the item to use without any risk of having them underleveled, allowing them to be used ''immediately''.
** Additionally, if you lose a player loses a unit in Classic mode and accidentally save, you saves, they can opt to swap permanently to Casual mode and you will instantly get that unit back (and everyone else you've lost in that save file for that matter). matter).
* The remake of ''VideoGame/FireEmblemGaiden'', ''VideoGame/FireEmblemEchoesShadowsOfValentia'', also has some of these:
** Support levels can be gained if 2 units that can support are 1-2 squares away from each other, as opposed to strictly 1 range (as well as Pair Up range in Awakening and Fates).
** Mila's Turnwheel allows the player to undo their actions in battles.
21st May '17 8:26:33 AM FlashRebel
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** Several classes use some summoned allies that can't be fully controlled, and losing them generally means greatly losing impact on battles until they can be summoned again (Rangers and Mesmers are dependent on their pet/illusions to function, Necromancers, Guardians and Engineers need to fill a skill slot with each extra minion/spirit weapon/turret they use which means less skills available). Against bosses with strong AOE attacks that players can dodge but AI-controlled units can't, most of the time these units take greatly reduced damage or are sometimes immune to them (notable in Fractals where only players are subject to agony). Speaking of Fractals, Subject 6 is a special case : it periodically takes a defensive stance that blocks all incoming attacks and after taking 20 hits, every subsequent hit causes an explosion that damages everyone and can cause team wipes. Uncontrollable AIs will always attack the boss until their destruction, but their attacks aren't counted when the boss enters its blocking stance.
18th May '17 12:31:04 AM Superfield
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** Obtaining all of the Free Time Events for all of the characters in the original release of the first game, while not ''difficult'', was incredibly obnoxious since a single playthrough of the lengthy visual novel allows for a maximum of 19 events out of 65. Since the events unlocked new abilities, the best way to see all of them and get the rewards was to restart the first chapter over and over again, skipping through the large amount of dialogue on the way to the Free Time periods (and even then, there was one character whose events were unavailable in Chapter 1). The sequel introduced Island Mode, a time management post-game minigame that would allow you to quickly access all of the Free Time events and even obtain an "Island Mode Ending" for each character (essentially a bonus Free Time Event). This minigame was retrofitted into the UpdatedRerelease of the original game under the name "School Mode".
17th May '17 3:14:05 PM JohnnyHuang
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* ''FatalFrame'':

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* ''FatalFrame'':''Franchise/FatalFrame'':
8th May '17 4:11:33 PM morenohijazo
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** With the advent of the multi-tools in the Multicolour Wrench and the Grand Design, a minor UI tweak was made to make them more convenient to use: Their 'make the ruler and wires visible' UI toggles were tucked away beside the player's lifebar, and you right-click to open the toggles for changing the tools between wire placement and removal.
23rd Apr '17 11:02:30 AM nombretomado
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* ''Franchise/TalesSeries'':

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* ''Franchise/TalesSeries'':''VideoGame/TalesSeries'':
21st Apr '17 5:40:58 PM CosmicFerret
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** ''[[LEGOAdaptationGame LEGO Rock Band]]'', a game meant to be inclusive to young kids, includes a "Super-Easy" mode where not only can you not fail out of a song, you don't even need to finger the correct buttons on the guitar, match vocal pitch, or hit the right drum pads (you only have to strum at the correct time, sing at the correct time, or use the kick pedal at the correct time).

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** ''[[LEGOAdaptationGame LEGO Rock Band]]'', ''VideoGame/LEGORockBand'', a game meant to be inclusive to young kids, includes a "Super-Easy" mode where not only can you not fail out of a song, you don't even need to finger the correct buttons on the guitar, match vocal pitch, or hit the right drum pads (you only have to strum at the correct time, sing at the correct time, or use the kick pedal at the correct time).
19th Apr '17 7:20:17 PM Adbot
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* In ''VideoGame/GearsOfWar 2'', there are parts where you have to use your lancer's chainsaw bayonet to cut through obstacles blocking your path. No worries if you drop your lancer to pick up another gun, though, as there is always a lancer on the ground somewhere near the obstacle.

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* In ''VideoGame/GearsOfWar 2'', there are parts where you have to use your lancer's Lancer's chainsaw bayonet to cut through obstacles blocking your path. No worries if you drop your lancer Lancer to pick up another gun, though, as there is always a lancer Lancer on the ground somewhere near the obstacle; though these Lancers are always nearly depleted of ammo so as to not provide players that DID keep the Lancer with an unfair ammo advantage, and to [[PlayerNudge help players realise that you don't shoot the obstacle.]]
14th Apr '17 3:42:37 PM morenohijazo
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* ''VideoGame/{{Terraria}}'':
** A good number of recipes that call for Corruption-based components will work perfectly fine with their Crimson counterparts For example, Night's Edge can be forged using the Blood Butcherer in place of the Light's Bane, and the Battle Potion can use Vertebrae ''or'' Rotten Chunks as ingredients and still work.
** Every metal has a counterpart that works just as well. Recipes that call for a specific ore will work with the counterpart ore. For example, the Slime Crown used to summon the Slime King can be made with either a Platinum Crown or a Gold Crown, depending on which one your world generated. There are some slight differences (e.g. a Tungsten pickaxe can mine Meteorite while its counterpart, a Silver Pickaxe, cannot), but for the most part, it's all the same.
** The Extractinator and the Crates acquired via fishing can provide you with the alternate metals that were not generated in your current world, reducing the need to worldhop for crafting ingredients. Now with a little patience, you can fish for Titanium in hardmode if your world generated with Adamantite instead.
** The Hardmode Boss, ''The Destroyer'', used to be a little troublesome to retrieve deathdrops as they used to spawn where the head would be, even if it was deep underground. Version 1.2.3 on the PC fixed this by making the deathdrops spawn at the player's location instead, saving you the trouble of having the scour the ground to recover the Souls of Might and Hallowed Bars.
** The 1.3 Update adds a UI hot button to the Inventory subscreen so you can now Quick Stack items from your inventory into ''all'' adjacent storage chests with a single click. No more need to manually open each chest just to hit the Quick Stack for each one now.
** In previous versions of ''Terraria'', some players had serious concerns that the spreading Corruption or Crimson could overwhelm and completely engulf the Jungle Biome. This became a bigger concern in 1.2, as the Jungle was expanded to add new bosses and unique Hardmode loot. As of the 1.3 Update, Chlorophyte can now influence the spread of Mud blocks and prevent/limit the spread of Crimson and Corruption, allowing the Jungle to better protect itself from being overwhelmed by the Corruption or Crimson.
** A number of players have commented on the rarity of Solar Eclipses in 1.2. 1.3 solved this by adding a Summon Item in the vein of the Frost and Pumpkin Medallions that causes the Solar Eclipse on demand, although you ''will'' need to harvest the components for it from the Jungle/Lihzahrd Temple. Likewise, 1.3.0.5 adds a Summon Item to trigger a fight with [[spoiler:The Moon Lord]] without having to go through an entire Invasion Event to make them spawn.
** In all previous versions of ''Terraria'', worlds generated with what players dubbed "land mine traps," Explosives Blocks cunningly buried inside the ground with a barely-visible pressure plate wired to them, causing many a Hardcore player some real grief. Version 1.3 overhauled this by adding a different encounter with the Explosives Block above ground wired to a giant plunger to activate it and atop a massive pile of ore. The original trap can still be found, but with significantly lower frequency than before.
** In Expert Mode, any player who fights a boss will get his/her own bag that is filled with boss drops. Outside of Expert Mode, it's a mad grab to try and get boss items, leaving co-operating players always left short of an item, and leaving people who are with more antagonistic or greedy players to hope that they don't get the short end of the stick by someone managing to steal all the boss drops. On Expert, each bag is filled with the full range of boss drops, so every player that fought it will get at least one unique boss item when opening a bag.
*** To keep this from being exploited, Bosses gain more HP based on the number of players participating in the fight.
** Players can 'uncraft' a few items such as platforms and walls, so they don't have to worry about leftovers while constructing settlements.
** Prior to 1.3, the Avenger Emblem could only be crafted with a Sorcerer Emblem, Warrior Emblem, and Ranger Emblem together. Since those items all drop from the same boss, the boss' summoning item is uncommon, and there is a variable delay before the boss can be resummoned, it could take hours before one could craft the Avenger Emblem, which is itself an ingredient in many endgame accessories. In the current version, the Avenger Emblem can be crafted from any single Emblem plus Souls from all three Mechanical Bosses.
** The 1.3.1 update added a "sort inventory" button that reorders the items in the player's inventory based on type. The devs have confirmed that sorting chests will also be possible in 1.3.2.
** Your reward for catching fish is selected from money, potions, decor, and a few very, very desired tools and accessories, but completely random. However, every fiftieth quest completed, the chance of getting a non-potion, non-decor item increases; for instance, the Tackle Box has a 1/40 base chance, but after the 100th quest it's 1/6.
** The Wall Of Flesh's drops are encased in a box made from either Crimson or Corruption blocks the moment it is defeated. This is to prevent the items from possibly dropping into the lava of where the Wall spawns, which would not destroy them (as items above a certain rarity don't burn in lava) but would make them a pain to pick up.
** Two items were patched in basically to help with early games lacking some convenience items players are dependent on later in the game.
*** The Magic Mirror has a consumable variant called the "Recall potion" that has the exact same effect, but is a far more common drop from chests and pots, allowing players to return to their spawn quickly at any point in the game. The reusable Magic Mirror is somewhat rare, and it's entirely possible you won't find one before hardmode. The potions are practically useless after you get the mirror, but the simple luxury of returning to spawn from any point of the map without dying to quitting is useful any time in the game. They also make a good backup if you died and need to grab your stuff (mirror included) and make a hasty retreat.
*** Rope and its variants were added as a supplement to early game exploration. Ropes are extremely common, found in pots, chests, and craftable from vines (using an item) and cobwebs/silk. Like blocks, rope can be anchored to a single block on the ground and then built straight up or down. Unlike blocks, ropes are not solid, allowing players and objects like meteors to pass through them. All rope has a built-in climbing mechanism that allows you to travel up and down it at full speed. Finally, it has an inherent +3 to range, allowing you to build ahead of yourself much easier than with blocks. This can make falls that would impede players without items to prevent fall damage, such as double jump or a grappling hook, doable well before these items could be found or crafted.
13th Apr '17 5:07:26 PM KingLyger
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* In ''VideoGame/TheLastOfUs''
** Enemies won't detect your escorts during sneaking sessions, just you. Appropriately, they sneak around corners as well as you can, but if you're careful you may notice a few times when the bad guys ought to be noticing your escorts but don't. We are not complaining, though. The alternative would be insufferable.

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* In ''VideoGame/TheLastOfUs''
** Enemies won't detect your escorts during During sneaking sessions, just you. sections, enemies will only notice the player character, not any AI escorts or party members. Appropriately, they sneak the AI sneaks around corners as well as you a player can, but if you're careful careful, you may notice a few times when the bad guys ought to be noticing your the escorts but don't. We are not complaining, though. The alternative would be insufferable.



** Whenever you die in ''VideoGame/ZeldaIITheAdventureOfLink'', you usually start at Zelda's palace, however, this doesn't apply to the Great Palace; die there and you just have to start at the beginning of the dungeon instead of trekking through the lava and lizardmen infested Valley of Death.

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** Whenever you die in ''VideoGame/ZeldaIITheAdventureOfLink'', you usually start at Zelda's palace, however, palace. However, this doesn't apply to the Great Palace; die there TheVeryDefinitelyFinalDungeon. Die there, and you just have to start at the beginning of the dungeon instead of trekking through the lava and lizardmen infested Valley of Death.
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