History Main / AntiFrustrationFeatures

22nd Dec '16 1:32:51 PM Gosicrystal
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*** The Nintendo Gallery sidequest has been greatly improved: you can get the Deluxe Picto Box as soon as you first enter Windfall Island, you can save twelve pictographs as opposed to only three, a golden icon appears on pics that can be turned into figurines, and Carlov accepts up to twelve pictures a day as opposed to one. This makes completing the gallery much faster and less tedious. Tingle Bottles can also help in collecting some photos that can otherwise be LostForever, as pictographs can be saved from those messages to the Picto Box; it's not always reliable, but it's still a welcome help and safety net in case you do miss the pictographs.

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*** The Nintendo Gallery sidequest has been greatly improved: you can get the Deluxe Picto Box as soon as you first enter Windfall Island, you can save twelve pictographs as opposed to only three, a golden icon appears on pics that can be turned into figurines, and Carlov accepts up to twelve pictures a day as opposed to one. This makes completing the gallery much faster and less tedious. Tingle Bottles can also help in collecting some photos that can otherwise be LostForever, {{Permanently Missable|Content}}, as pictographs can be saved from those messages to the Picto Box; it's not always reliable, but it's still a welcome help and safety net in case you do miss the pictographs.



** 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 LostForever 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]] 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 LostForever {{Permanently Missable|Content}} as soon as you use them.



* In ''VideoGame/MassEffect3'', there are several weapons and upgrades that you can pick up during missions, as well as items required to complete minor [[FetchQuest Fetch Quests]]. If you miss the opportunities to get these items, then they become available to purchase on the Citadel, so they are not LostForever or UnwinnableByMistake (with the exception of a few secret weapons).

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* In ''VideoGame/MassEffect3'', there are several weapons and upgrades that you can pick up during missions, as well as items required to complete minor [[FetchQuest Fetch Quests]]. If you miss the opportunities to get these items, then they become available to purchase on the Citadel, so they are not LostForever {{Permanently Missable|Content}} or UnwinnableByMistake (with the exception of a few secret weapons).



** Some items are LostForever. So you need some items to rebuild Colony 6 that only spawn in areas of [[spoiler: The Mechonis]]? Not a problem! They can also spawn around Colony 6 or obtained other ways.

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** Some items are LostForever.{{Permanently Missable|Content}}. So you need some items to rebuild Colony 6 that only spawn in areas of [[spoiler: The Mechonis]]? Not a problem! They can also spawn around Colony 6 or obtained other ways.
21st Dec '16 7:14:43 AM MegaMarioMan
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* ''VideoGame/MarioAndLuigiDreamTeam'' and ''VideoGame/MarioAndLuigiPaperJam'' give you the option to Retry battles from the beginning if you die, rather than having to reload to a previous save. (This was also used to a lesser extent in the third game, ''VideoGame/MarioAndLuigiBowsersInsideStory'', with the Retry Clocks, though those were limited.)
** It also provides an "assist" during battles, which shows which brother(s) will be targeted by a certain attack, though you can turn this off if you want (and it's not available in the rematches).
** In addition (though [[TheyChangedItNowItSucks somewhat controversially]]) it simplifies stat gain upon leveling up, removing the mechanic of increasing a stat of your choice by a random number - now all stats increase automatically.



* ''VideoGame/MarioAndLuigiPaperJam'' gives you the option to Retry battles from the beginning if you die, rather than having to reload to a previous save. (This was also used to a lesser extent in a previous game, ''VideoGame/MarioAndLuigiBowsersInsideStory'', with the Retry Clocks, though those were limited.)
** It also provides an "assist" during battles, which shows which brother(s) will be targeted by a certain attack, though you can turn this off if you want (and it's not available in the rematches).
** In addition (though [[TheyChangedItNowItSucks somewhat controversially]]) it simplifies stat gain upon levelling up, removing the mechanic of increasing a stat of your choice by a random number - now all stats increase automatically.
20th Dec '16 2:42:42 PM DrNoPuma
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[[folder:Idle Games]]
* In ''VideoGame/{{Alchademy}}'', when you put two ingredients in the cauldron, the water will change color to show if you've already tried that combination or not.
[[/folder]]



[[folder:Idle Games]]
* In ''VideoGame/{{Alchademy}}'', when you put two ingredients in the cauldron, the water will change color to show if you've already tried that combination or not.
[[/folder]]
20th Dec '16 2:41:57 PM DrNoPuma
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[[folder:Idle Games]]
* In ''VideoGame/{{Alchademy}}'', when you put two ingredients in the cauldron, the water will change color to show if you've already tried that combination or not.
[[/folder]]
14th Dec '16 9:09:59 PM Miracle@StOlaf
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* ''VideoGame/SilentHillShatteredMemories'' addresses the biggest complaint fans had about the lack of combat by letting the player take on puzzles without interruption from Raw Shocks, as they never appear in rooms where a puzzle has to be solved.
10th Dec '16 2:05:38 AM ZYL5_
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** 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).
4th Dec '16 7:54:37 AM TheSinful
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** Having learned from ''Warlords of Draenor'' where bodyguards didn't level up while accompanying players, in ''Legion'' bodyguards earn experience for every quest you complete, meaning you can have a fulltime bodyguard while leveling without having to spend an eternity catching them up to your other champions.
** As of 7.1, players can now buy resources for their Class Hall with Blood of Sargeras and the package they come in is even account bound so players with an excess of Bloods can send some resources to their resource starved alts.
** By definition, Heirlooms. Want to level a new character but don't want to deal with the hassle of slowly leveling them up? You can buy the appropriate heirlooms for their class (without having to even mail them as your alts can create their own copy), and get over fifty percent more experience from everything. Furthermore, heirlooms can be upgraded to be usable until you reach the current expansion.
** For over a decade, if you needed to kill something but someone else hit it first, you'd get no credit and no loot. As of ''Legion'', up to five players can "tag" an enemy and receive credit for killing it, greatly easing questing in busy areas. This was also applied to resource nodes like herbs and mineral veins.
3rd Dec '16 3:31:07 PM gophergiggles
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* ''VideoGame/ResidentEvil'' required you to pick up a Signal Flare and carry it all of about ten steps to use it, to signal the rescue chopper but also trigger the final battle to begin. Of course, in order to deliver the finishing blow Brad throws you a rocket launcher. Isn't it a good thing that Signal Flare forced you to have at least ''one'' empty item slot in a game where you can't discard items?



** ''VideoGame/ResidentEvil4'' features different difficulty levels, and the game will change this difficulty depending on how well you're doing. If you consistently die in the same area, the game will get easier until you pass it. Conversely, doing well in these areas without much trouble makes the game harder. It's designed so you'll eventually find a difficulty that's not too easy, and not too hard.
** ''VideoGame/ResidentEvil5'' has QuickTimeEvents become easier if you fail them. For example, a button mashing sequence can turn into a simple one time button press.
** If you messed up a QuickTimeEvent enough times in ''VideoGame/ResidentEvil6'' by pressing the wrong buttons, it will silently accept the wrong button press so long as it's pressed in time. Easy mode ''always'' does this for you.

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** * The second mandatory [[ImplacableMan Nemesis]] battle pits you against him as Carlos, who only has an assault rifle and handgun (neither are even decent weapons against Nemesis). Of course, since you're not his target and he wants Jill (Who's in the next room), he tends to try and get to the door giving you free shots at him until he turns and attacks you for a bit, making the battle more easy. Carlos also has considerably higher stamina than Jill.
*
''VideoGame/ResidentEvil4'' features different difficulty levels, and the game will change this difficulty depending on how well you're doing. If you consistently die in the same area, the game will get easier until you pass it. Conversely, doing well in these areas without much trouble makes the game harder. It's designed so you'll eventually find a difficulty that's not too easy, and not too hard.
**
hard. Of course, SpeedRunners have learned to "game" this system, that is intentionally doing badly during the easy parts so they can rush through the difficult parts faster.
*
''VideoGame/ResidentEvil5'' has QuickTimeEvents become easier if you fail them. For example, a button mashing sequence can turn into a simple one time button press.
** * If you messed up a QuickTimeEvent enough times in ''VideoGame/ResidentEvil6'' by pressing the wrong buttons, it will silently accept the wrong button press so long as it's pressed in time. Easy mode ''always'' does this for you.
28th Nov '16 6:00:50 PM N1KF
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[[index]]
* ''AntiFrustrationFeatures/DarkSouls''
* ''AntiFrustrationFeatures/{{Pokemon}}''
[[/index]]



* In ''VideoGame/PokemonMysteryDungeon'', if your team or client is defeated or otherwise fails to clear a dungeon, your money and/or items in the team's Treasure Bag are lost, but any items in storage and money deposited in the bank are safe.



* The first ''VideoGame/DarkSouls'' is known for its extreme difficulty but still employs a few [=anti frustration features=].
** Accidentally made an NPC hostile towards you? Pay Oswald of Carim a visit so he can absolve your sins and make said [=NPC=]s peaceful again. ([[NiceJobBreakingItHero Unless you make Oswald hostile as well]], in which case you'll have to wait until your next playthrough.)
** Certain enemies in the game have especially rare and valuable drops. However, not all of these enemies respawn. The way to counter this is that any enemy of which there is a finite amount in the game will ''always'' have the very last one drop whatever you haven't gotten from the others yet, so you won't need to go through another playthrough.
** Fell off a ledge into a BottomlessPit? Thankfully, you'll still have a bloodstain, near the location you fell from.
** The Ring of Favor and Protection gives quite a few powerful bonuses [[TooAwesomeToUse at the expense of breaking should you ever remove it]]. Trying to switch it out causes a pop-up window to appear, warning that it will break and thus preventing players from ever accidentally removing it.
** If you defeat the Four Kings prior to obtaining the Lordvessel, you can still warp out of the Abyss using its bonfire.
* ''VideoGame/DarkSoulsII''
** Backtracking is even easier now that you can teleport between bonfires right from the start.
** Enemies will eventually depopulate in a zone if you kill enough of them, making repeated boss runs easier. You can also bring enemies back with an item if you want later.
** One covenant, Way of Blue, is available after the tutorial and sends you defenders when you're invaded.
** Phantom summons are easier, and Small Soapstone Sign Shades can be temporarily summoned even after defeating an area's boss.
** You can temporarily resurrect [=NPC=]s you've killed for fixed amount of souls.
** You can bypass the four Old Ones if your Soul Memory is over one million at the Shrine of Winter. [[note]]At least the first time. Subsequent playthroughs require an additional 1 million souls for each NG+ cycle.[[/note]]
** Soul Vessel items that let you [[SkillPointReset redistribute all your stat points]], and thus salvage a botched character build.
** The Ring of Life Protection saves your humanity and all souls obtained if you die, and can be repaired for a measly 3000 souls (which given the huge amount of souls you'll save by never losing your bloodstain, you'll pretty much always have).
** Human Effigies are far more common than Humanity in the first game. Making gradual loss of health from hollowing more manageable (although they don't heal you like Humanity).
** The Ring of Binding limits HP loss from hollowing to 75% of max, instead of 50%.
** Beating a boss as a Phantom or Shade sends you back to your world with fully restored health, spell uses, condition of unbroken equipment, and humanity.
** There is a shrine in a late game area which will restore the player's humanity if they don't have any human effigies in their inventory or too high a sin rating.
** After defeating the Last Giant, Melentia will have infinite Lifegems in stock and they go for a very cheap price.
** Adding magic / fire / etc. damage now only requires a single item, instead of an entire series of unique upgrade materials.
** The player no longer starts NewGamePlus automatically upon viewing the credits, but is instead dumped back at the Far Fire.
** From NewGamePlus and onwards, the 6 minute credits can be skipped.
** ''Scholar of the First Sin'''s Agape Ring will absorb souls earned in multiplayer as a means of controlling Soul Memory.
** Practically ''every'' boss has NPC summon signs now, often two of them. While this does increase the boss's health, having someone to draw their attention away from you is often worth it, especially given this game's prevalence of [[DuelBoss Duel Bosses]] compared the first game's giant monsters.
** Weapon durability is now restored at Bonfires (though broken ones will still need to be repaired).
** Titanite Slabs are now rare enemy drops instead of treasures you can only get 1-2 of per playthrough.
** Bonfire Ascetics can respawn the boss, allowing you to get all the boss soul weapons in one playthrough.
** Palestones can remove enchantments from weapons without also undoing all their previous upgrades.
** Divine Blessings are a more common item (though still pretty rare).
** There are many more healing items with the various Charms and Waters, though the animation is too slow to use them in battle.
* ''VideoGame/DarkSoulsIII''
** Many of ''VideoGame/{{Bloodborne}}'''s improvements were carried over: items you don't have the capacity to carry are automatically sent to storage when picked up, consumables can be auto-refilled when reviving at the bonfire, and combat items (throwing knives, firebombs, etc) now have stat scaling.
** It is possible to enter the Pit of Hollows prior to defeating the Curse-Rotted Greatwood, but there is no bonfire if you do, so you cannot warp. An NPC in the Pit will give you a Homeward Bone if spoken too (or you can pick one off his corpse if you kill him), ensuring the player isn't stuck.
** Enemies will occasionally give you an extra Estus charge along with souls.
** If you kill a merchant NPC (or if they die as part of the plot), you can obtain their Ashes from their corpse. Giving these to the Shrine Handmaiden will cause her to sell the items those merchants would have sold, ensuring nothing is LostForever. Killing the Handmaiden herself is possible, but if you do, she'll just revive like any other Undead, and she'll still sell you things (though she will increase her prices every time you kill her).
** Finding certain items near the endgame will allow the Shrine Handmaiden to sell an infinite amount of all variants of Titanite except for Slabs, meaning such upgrade items do not have to be farmed (although the prices are a bit high). There are also ''eight'' Titanite Slabs in the game, and while they're still pretty hard to find, that's a lot more than were available per playthrough than in previous games.



* ''Franchise/{{Pokemon}}'':
** In early ''Pokémon'' games, causing a legendary Pokémon to faint results in it being LostForever. That changed with ''[[VideoGame/PokemonDiamondAndPearl Platinum]]'' onwards, where it will reappear after defeating the Elite Four, and will continue to reappear until it is captured.
** Finding and evolving Feebas was a pain in Gens III and IV due to finding it being a LuckBasedMission and having to use Pokéblocks or Poffins to maximise its Beauty stat, and it was rather easy to render it unable to evolve. Gen V not only made Feebas more common, but got rid of Contest stats and made Feebas evolve through the (comparatively) simpler method of trading it while holding a Prism Scale. Even when Contest stats returned in ''[[VideoGame/PokemonRubyAndSapphire Omega Ruby and Alpha Sapphire]]'', this alternate evolution method was retained. It's also ''much'' easier to find Feebas than in the original games as there are locations where they have an encounter rate of 100%. The original method for evolving it was made simpler, too, since the limit on how many Pokéblocks can be eaten was removed (and they're much easier to make now).
** Starting with ''VideoGame/PokemonBlackAndWhite'', in games where a legendary Pokémon [[SwordOfPlotAdvancement needs to be captured for the plot to continue]], it will have a catch rate of 45 as opposed to the usual legendary catch rate of 3, making it a more manageable task.
** ''Omega Ruby''/''Alpha Sapphire'' introduces the [=DexNav=], which allows you to see a wild Pokémon's Nature, Ability, first move (some of which can be Egg Moves), level, hold item and even number of perfect [=IVs=] before you find and capture it, cutting down tremendously on SaveScumming and breeding for the kind of Pokémon you want. Even better? The odds of finding said Pokémon increase the more times you encounter its species in battle.
** In ''VideoGame/PokemonColosseum'', if you fail to snag a Shadow Pokemon from an enemy trainer, you had to refight that trainer - in the case of bosses, with noticably improved teams. In the sequel, ''VideoGame/PokemonXDGaleOfDarkness'', a failure to snag resulted in said Shadow Pokemon being stolen by Miror B, a preferrable fight because a) his team was considerably weak throughout the entire game, save for what is essentially a BonusBoss fight for OneHundredPercentCompletion, and b) his battle music was one of the best tracks in the series. Additionally, a lot of late-game Shadow Pokémon in ''Gale of Darkness'' are ones that are hard to get in the main Gen 3 games, such as Tauros. Provided you snag them, you'll have to spend less time in the Safari Zone, where catching Pokémon is noticeably different and harder.
** ''VideoGame/PokemonSunAndMoon'', after six generations, ''finally'' does away with the need for an HM Mule Pokemon or being forced to fill your team's move slots with useless moves like Cut and Rock Smash. Now if you need to cross water or smash some rocks, you can call on a rideable Pokemon such as Tauros or Lapras.



* The ball saver in ''VideoGame/PokemonPinball'' is activated at the beginning of a new ball and for the first 60 seconds of the Catch 'Em and Evolution Modes.
27th Nov '16 12:47:04 PM 1810072342
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** If two or more players disconnect from a Co-Op vs AI game, some AI players will 'go afk' as well and just sit in their base to even the teams back up a bit.
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