History Main / AntiFrustrationFeatures

9th Aug '17 11:56:45 PM superkeijikun
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* ''VideoGame/DeadRising2: Off The Record'' has a slew of features that address grievances with the original ''Dead Rising 2'' and the first game, such as:
** Since Frank, himself, needs Zombrex instead of someone else, he can inject it himself whenever he needs a dose instead of having to run back to the Safe Room.
** Frank uses a bluetooth earpiece instead of a walkie-talkie, allowing him to answer calls while keeping his hands free to protect himself.
** Money is easier to obtain, particularly in Sandbox Mode. Considering one of the Case Files requires you to pay a million-dollar ransom, Sandbox Mode is almost necessary.
5th Aug '17 3:16:46 PM GrammarNavi
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* Additionally, say you click on a YouTube video and tell it to open in another tab (or quickly swap to another tab). The video won't play until you click on the tab.

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* Additionally, say you click on a YouTube Website/YouTube video and tell it to open in another tab (or quickly swap to another tab). The video won't play until you click on the tab.
26th Jul '17 11:01:43 AM Malady
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[[folder:[=Role Playing Games=]]]

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[[folder:[=Role [[folder:Role Playing Games=]]]Games]]


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* ''VideoGame/TheHauntedRuins'': Starting at one floor above the deepest floor you've seen instead of having to go down all the floors again, when you reenter the dungeon.
14th Jul '17 9:46:04 AM Dattix
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** One of this phase's first attacks is throwing a bunch of mooks at you. The first one spawned will always carry the copy ability you had to ditch in the previous phase of the fight (due to you having to use Super Copy Abilities) if you entered battle with one. This means you can get your [[GameBreaker Tornado ability]] back and not be stuck with having to inhale and spit stars at the boss.
2nd Jul '17 6:55:07 AM KingLyger
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* ''VideoGame/{{Shantae}}

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* ''VideoGame/{{Shantae}}''VideoGame/{{Shantae}}''



* In ''VideoGame/FinalFantasyXIV'', failing instanced story battles will have your character blessed by the power of "Echo" which increases your health, damage, and healing while reducing the damage you take. Repeatedly failing will stack it more to the point where you eventually can flatten the event.

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* In ''VideoGame/FinalFantasyXIV'', failing ''VideoGame/FinalFantasyXIV''
** Failing
instanced story battles will have your character blessed by the power of "Echo" which increases your health, damage, and healing while reducing the damage you take. and defense. Repeatedly failing will stack it give you even more stacks of Echo until you're strong enough to the point where you eventually can just flatten the event.



* There are several in ''VideoGame/AuraKingdom''

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* There are several in ''VideoGame/AuraKingdom''
2nd Jul '17 6:53:04 AM KingLyger
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* In ''VideoGame/{{Shantae}} and the Pirate's Curse'', "[[ThatOneLevel Run, Run, Rottytops]]!" makes Shantae and Rottytops, [[EscortMission whom Shantae is carrying to safety]], both a OneHitPointWonder. To make up for this, failure only sends them back to the beginning of the current screen, each room serving as a checkpoint. Also, dying doesn't subtract any health or use any Auto-Potions.
** From the same game, the NoGearLevel where Shantae is mistaken for a princess requires her to sneak past some palace guards, and getting caught sends her all the way back to her room. Eventually, the player can hit a switch that opens the room's front door, significantly reducing the penalty for getting caught.
* ''Shantae: Half-Genie Hero'' features a magic carpet race level where the player flies over the clouds. Falling during the race will not send Shantae back to a checkpoint, instead subtracting a small amount of health and sending her right back up (while [[GettingCrapPastTheRadar holding her butt with a shocked expression on her face]]).

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* ''VideoGame/{{Shantae}}
** Starting with ''Pirate's Curse'', the games distinguish between {{Bottomless Pit}}s and pits that lead somewhere else by giving the bottomless pits skull-and-crossbones marks that float up as a visual cue not to fall.
**
In ''VideoGame/{{Shantae}} ''Shantae and the Pirate's Curse'', "[[ThatOneLevel Run, Run, Rottytops]]!" makes Shantae and Rottytops, [[EscortMission whom Shantae is carrying to safety]], both a OneHitPointWonder. To make up for this, failure only sends them back to the beginning of the current screen, each room serving as a checkpoint. Also, dying doesn't subtract any health or use any Auto-Potions.
** *** From the same game, the NoGearLevel where Shantae is mistaken for a princess requires her to sneak past some palace guards, and getting caught sends her all the way back to her room. Eventually, the player can hit a switch that opens the room's front door, significantly reducing the penalty for getting caught.
* ** ''Shantae: Half-Genie Hero'' features a magic carpet race level where the player flies over the clouds. Falling during the race will not send Shantae back to a checkpoint, instead subtracting a small amount of health and sending her right back up (while [[GettingCrapPastTheRadar holding her butt with a shocked expression on her face]]).
1st Jul '17 4:52:42 AM gophergiggles
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* ''VideoGame/MegaManLegends'' gives you the option to retreat and restock before facing the Balcon Gelede: odds are your ammo is drained and your [[EscortMission ship beat to near hell]] after facing the rather long naval battle that proceeds it.
28th Jun '17 2:06:47 PM KingLyger
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** In ''VideoGame/DiabloIII'', some bosses spawn weak monsters whose sole purpose seems to be to drop health orbs when killed. This is so the game is not by definition over should you [[WhatAnIdiot run out of potions]] during the fight. The respawn rule is even more lenient: you just go back to the previous checkpoint. Inferno difficulty seems to be tuned with endless respawns in mind. Game also picks up gold when you walk over it, and you can now remove gems from their sockets, so they aren't {{Permanently Missable|Content}} as soon as you use them.

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** In ''VideoGame/DiabloIII'', some bosses spawn weak monsters whose sole purpose seems to be to drop health orbs when killed. This is so the game is not by definition over should you [[WhatAnIdiot run out of potions]] be unable to use your bottomless potion during the fight. The respawn rule is even more lenient: lenient; you just go back to the previous checkpoint. Inferno checkpoint, which is almost always right outside the boss room. The higher levels of the Torment difficulty seems to be tuned with endless respawns in mind. Game The game also picks up gold when you walk over it, and you can now remove gems from their sockets, so they aren't {{Permanently Missable|Content}} as soon as you use them.


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** A notable aversion to this is [[FinalDeathMode Hardcore Mode]]. If you die for any reason, even if it was outside your control, that's it; Blizzard will not revive a dead Hardcore character, no matter what.
26th Jun '17 9:34:29 PM Nicoaln
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** In ''VideoGame/FinalFantasyXV'', like a lot of WideOpenSandbox games, has a WarpWhistle to traverse the world more easily, and the game will take into account how long it would take for you to get there by car, as a result it's not uncommon for the party to end up returning to an outpost or a town within the dead of night - and fortunately shopkeepers and questgivers are still there despite it being three in the morning. This is to keep the player from having to waste time since the game usually does not allow you to skip time unless you rest at an inn or campsite.
*** When the player decides to track a hunt and the mark only appears at a specific time of the day (usually night), the game will give you an option to skip until night.
18th Jun '17 8:07:00 PM elemt
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* ''TabletopGame/MagicTheGathering'':
** Usually, mechanics that prove too annoying are simply not reprinted or printed on new cards, removing them from most formats.
** +1/+1 and -1/-1 counters nullify each other entirely, so a creature that has had 3 +1/+1 counters and 1 -1/-1 counter placed on it has 2 +1/+1 counters on it rather than 4 counters total. While there are a handful of cards that would care about such things, keeping track of multiple types of counters on a single creature is enough of a hassle that it's not worth doing so for the two most common counter types that simply negate each other's effects, just for such cases.
** Some old cards care about the ''order'', not simply the contents, of a player's graveyard. Figuring out what order things that should enter can be irritating, and players might like to be able to e.g. put a card with flashback on top to remind themselves they could play it. Consequently players are given the ability to rearrange their graveyards at will in any format these cards aren't legal, since there's no way the order can be relevant (and in casual play the rule is normally ignored anyway, because the cards that make it matter are rare and unpopular).
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http://tvtropes.org/pmwiki/article_history.php?article=Main.AntiFrustrationFeatures