History Main / AntiGrinding

22nd May '18 2:33:59 AM LondonKdS
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The most common forms of this are escalating "experience to next level" values, where the higher your level goes, the more excessive the amount of experience you need to level up, and adjusted experience gains, where the amount of experience you earn for defeating an enemy is relative to your current level -- a level 50 party killing level 4 enemies would get a whopping 1 experience point for their trouble. Another option is to [[LevelScaling make enemies gain levels along with the player]], so grinding an extra ten levels leaves you with enemies ten levels tougher, too. If the enemy also learns new attacks and powers as they level up, this could backfire on the player, making those {{Giant Spider}}s extra [[DemonicSpiders demonic]]. A few games (but not MMORPG ones) [[TimedMission add a time limit]] to discourage excessive grinding so a player must go to next area / complete objectives within a certain amount of time.

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The most common forms of this are escalating "experience to next level" values, where the higher your level goes, the more excessive the amount of experience you need to level up, and adjusted experience gains, where the amount of experience you earn for defeating an enemy is relative to your current level -- a level 50 party killing curb-stomping some level 4 enemies would get a whopping 1 experience point for their trouble. Another option is to [[LevelScaling make enemies gain levels along with the player]], so grinding an extra ten levels leaves you with enemies ten levels tougher, too. If the enemy also learns new attacks and powers as they level up, this could backfire on the player, making those {{Giant Spider}}s extra [[DemonicSpiders demonic]]. A few games (but not MMORPG ones) [[TimedMission add a time limit]] to discourage excessive grinding so a player must go to next area / complete objectives within a certain amount of time.
5th May '18 5:29:26 PM nombretomado
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** After the broken system in ''Oblivion'', ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' implemented several improved methods to combat grinding. Taking a note from their ''Franchise/{{Fallout}}'' sister series, enemies within an area scale to whatever level you are when you first ''enter'' that area. Additionally, you now have to spend all your abilities (but not perks) at the one time, so you can only recharge health, stamina, and magicka [[LevelUpFillUp through leveling]] up once. Finally, it keeps the (rather justifiable) logic that leveling up non-combat skills still means facing stronger enemies who have scaled to your level.

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** After the broken system in ''Oblivion'', ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' implemented several improved methods to combat grinding. Taking a note from their ''Franchise/{{Fallout}}'' ''VideoGame/{{Fallout}}'' sister series, enemies within an area scale to whatever level you are when you first ''enter'' that area. Additionally, you now have to spend all your abilities (but not perks) at the one time, so you can only recharge health, stamina, and magicka [[LevelUpFillUp through leveling]] up once. Finally, it keeps the (rather justifiable) logic that leveling up non-combat skills still means facing stronger enemies who have scaled to your level.
1st Apr '18 6:42:50 PM AnotherGamer
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* In ''VideoGame/TheMagicOfScheherazade'', your level can only go so high before you have to move to the next chapter, and when you do, even if your level was under the maximum allowed in the previous chapter, it's set to the previous chapter's maximum level in the new chapter. This is mostly because unlike most other games of its type, it uses a PasswordSave and not having to keep track of your level and experience helps keep the passwords at a reasonable length.
17th Mar '18 11:57:32 AM Jgamer
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*** Like in ''Persona 4'', returning to the lobby doesn't restore your HP and SP. However, there's no option to spend money to recover your SP. Instead, SP restoring items are more readily available, but only if you've raised certain [[LevelUpAtIntimacy5 Confidants]] that allow you to acquire said items. Otherwise, they're just as rare as before.
8th Mar '18 6:21:28 PM DastardlyDemolition
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* In the first ''VideoGame/{{Infamous}}'' game, while Cole could get as much EXP as a player wanted, Cole's KarmaMeter couldn't be progressed past a certain point, good or bad, until certain story segments were completed. So a player could grind on enemies to their heart's content, but they'd have nothing to spend it on until they advanced the story. After about halfway through the plot, the restriction is lifted, allowing the player to grind to maximum good or evil karma.

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* In Zigzagged in the first ''VideoGame/{{Infamous}}'' game, while Cole could get as much EXP as a player wanted, Cole's ''VideoGame/InFAMOUS''. The game prevents you from grinding your KarmaMeter couldn't be progressed past a certain point, good or bad, until certain story segments were completed. So a player could grind on enemies to their heart's content, but they'd have nothing to spend it on until they advanced points in the story. After about halfway through It still serves the plot, same function as other forms of AntiGrinding, since you can't get the restriction is lifted, allowing best upgrades for your powers until the player to game wants you to. You can still grind for experience points to maximum good or evil karma.spend on the powers you'll eventually unlock, though.
** The second game, however, averts this trope. You can grind your KarmaMeter as high as you want to as soon as you finish the intro missions.



* Zigzagged in the first ''VideoGame/InFAMOUS''. The game prevents you from grinding your KarmaMeter until certain points in the story. It still serves the same function as other forms of AntiGrinding, since you can't get the best upgrades for your powers until the game wants you to. You can still grind for experience points to spend on the powers you'll eventually unlock, though.
** The second game, however, averts this trope. You can grind your KarmaMeter as high as you want to as soon as you finish the intro missions.
3rd Mar '18 7:29:23 PM nombretomado
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** ''VideoGame/IllusionOfGaia'', the sequel to [[SoulBlazer Soul Blazer]], has 100% finite enemies and a very unique leveling system that rewards you only when you clear a room. However, if you ignore the leveling and go straight to the boss, you get the level ups anyway, discouraging {{low level run}}ners.

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** ''VideoGame/IllusionOfGaia'', the sequel to [[SoulBlazer Soul Blazer]], ''VideoGame/SoulBlazer'', has 100% finite enemies and a very unique leveling system that rewards you only when you clear a room. However, if you ignore the leveling and go straight to the boss, you get the level ups anyway, discouraging {{low level run}}ners.
15th Feb '18 7:50:43 AM KingLyger
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* In the first ''VideoGame/{{Infamous}}'' game, while Cole could get as much EXP as a player wanted, Cole's KarmaMeter couldn't be progressed past a certain point, good or bad, until certain story segments were completed. So a player could grind on enemies to their heart's content, but they'd have nothing to spend it on until they advanced the story. After about halfway through the plot, the restriction is lifted, allowing the player to grind to maximum good or evil karma.
12th Feb '18 11:05:36 PM DanteVin
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[[quoteright:350:[[VideoGame/{{Persona 3}} http://static.tvtropes.org/pmwiki/pub/images/tired.jpg]]]]
[[caption-width-right:350:Your characters need to take a rest too...]]
12th Feb '18 4:38:18 PM nombretomado
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* In ''War of the Dead'', an ActionRPG for the PCEngine, the player's EXP could overflow from 9999 to zero. This perverse mechanic was apparently intended to be a feature.

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* In ''War of the Dead'', an ActionRPG for the PCEngine, UsefulNotes/PCEngine, the player's EXP could overflow from 9999 to zero. This perverse mechanic was apparently intended to be a feature.
9th Feb '18 3:44:48 AM LucaEarlgrey
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* In ''VideoGame/{{Ingress}}'', Portals "burn out" after being hacked enough times within a short period of time, and cannot be used again by the same player for four hours, forcing them to find another portal to get items from. While the Multi-Hack mod can be installed on a Portal to increase the number of hacks before burnout, ''nothing'' can manipulate the burnout timer.
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