History Main / AntiGrinding

13th Aug '16 10:00:59 PM Steven
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* ''[[VideoGame/PAYDAYTheHeist PAYDAY 2]]'' discourages players from abusing level grinding on high difficulty levels by ''deducting'' EXP points from your gains at the end of the heist if you try to play on a heist whose difficulty level is above your recommended level.

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* ''[[VideoGame/PAYDAYTheHeist PAYDAY 2]]'' discourages players from abusing level grinding on high difficulty levels by ''deducting'' EXP points from your gains at the end of the heist if you try to play on a heist whose difficulty level is above your recommended level. The game also reduces EXP gained if you play the same heist over and over again, but will give you an EXP bonus if you start playing heists that you have not been playing for a while.
11th Aug '16 5:40:06 AM KingLyger
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Compare AntiHoarding, measures similarly designed to prevent the players from indefinitely hoarding up items they obtain.

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Compare AntiHoarding, measures similarly designed to prevent the players from indefinitely hoarding up items they obtain. See also AbsurdlyLowLevelCap, which is when a game makes it possible to reach the level cap without excessive grinding.
13th Jul '16 7:49:04 PM Loekman3
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* ''Oceanhorn'' discourages grinding by having monster hunting not be a practical way of getting experience in the first place. The amount of experience needed to gain a level ranges from a couple hundred XP to just under 2,000, and there are exactly two kind of non-boss enemies that give more than 5 XP per kill. The primary source of experience in the game comes from achievements, which can only be done once each per playthrough (Though three achievements do involve grinding kills of a certain monster type). In addition to this, gaining levels never grants increases in health, defensive power, or offensive power, which removes the normal reasons why a player would want to grind for levels.

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* ''Oceanhorn'' discourages grinding by having monster hunting not be a practical way of getting experience in the first place. The amount of experience needed to gain a level ranges from a couple hundred XP to just under 2,000, and there are exactly two kind of non-boss enemies that give more than 5 XP per kill. The primary source of experience in the game comes from achievements, which can only be done once each per playthrough (Though three achievements do involve grinding kills of a certain monster type). In addition to this, gaining levels never grants increases in health, defensive power, or offensive power, which removes the normal reasons why a player would want to grind for levels.levels.
* In ''VideoGame/AgeOfEmpiresIII'', the maximum exp allowed per game is 30,000. Afterwards, while you can still get exp in-game for more Home City shipments, you will no longer be able to get anymore exp for your level aside from rewards post-game.
9th Jul '16 5:23:31 PM nombretomado
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* BioWare really, really tried to implement this in ''VideoGame/DragonAgeOrigins''. There are RandomEncounters on the world map (in addition to pre-plotted non-random ones) but they become rarer and rarer the more of them you clear, and the enemies in the static areas never respawn, so the dungeons that were cleared out stay clear. However, the devs have overlooked the Allied Crates exploit (described in detail in the corresponding LevelGrinding entry), which allows you to convert money into levels at a fairly affordable price.

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* BioWare Creator/BioWare really, really tried to implement this in ''VideoGame/DragonAgeOrigins''. There are RandomEncounters on the world map (in addition to pre-plotted non-random ones) but they become rarer and rarer the more of them you clear, and the enemies in the static areas never respawn, so the dungeons that were cleared out stay clear. However, the devs have overlooked the Allied Crates exploit (described in detail in the corresponding LevelGrinding entry), which allows you to convert money into levels at a fairly affordable price.
25th Jun '16 5:23:25 AM Bissek
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** The sequel ''VideoGame/RiseOfTheTombRaider'' took a different approach. There's no limit to the amount of game that can be hunted, but there are multiple types of salvage, which are only taken from certain opponents. Grinding for deer will only provide hides and antlers, which is useless if you need nuts and springs, which are found on humans. In addition, there's an upper limit to how much salvage Lara can carry in each category at any time, so the player will be obliged to actually use some of that stuff eventually.
11th Jun '16 8:59:33 PM Doug86
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* The ''VideoGame/FireEmblem'' series calculates the experience a character receives in combat based on how powerful the opponent is compared to them, so if you grind your party members to high enough levels, you will end up getting a mere 1 point of experience for each fight. Conversely, defeating enemies much stronger than you gives massive amounts of experience, with many lower level party members able to level up after getting just one kill, and almost all party members getting a level up if they defeat a boss. Since most Fire Emblem games only contain a certain number of enemies, this also helps to prevent grinding. Moreover, in Franchise/FireEmblem, the missions are non-replayable, effectively preventing grinding except for Arenas.

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* The ''VideoGame/FireEmblem'' series calculates the experience a character receives in combat based on how powerful the opponent is compared to them, so if you grind your party members to high enough levels, you will end up getting a mere 1 point of experience for each fight. Conversely, defeating enemies much stronger than you gives massive amounts of experience, with many lower level party members able to level up after getting just one kill, and almost all party members getting a level up if they defeat a boss. Since most Fire Emblem games only contain a certain number of enemies, this also helps to prevent grinding. Moreover, in Franchise/FireEmblem, Fire Emblem, the missions are non-replayable, effectively preventing grinding except for Arenas.



* ''Videogame/TacticsOgre'' has a similar system to the ''VideoGame/FinalFantasyTactics'' and ''Franchise/FireEmblem'' ones above, with the general standard being that striking a unit the same level as yourself earns you 10 XP, and working from there. However, the game developers were wise enough to include a "Training" mode, accessible from the main map at any time, that pit your units against each other and allowed everyone to grind up, with the only penalty being that enemy units would be the same level as your highest-level character (terrifying in the late-game secret dungeon). Although plot enemies would, with only some late-game exceptions, cap out at level 30 anyway, so it was still possible to grind up and beat the game.\\

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* ''Videogame/TacticsOgre'' has a similar system to the ''VideoGame/FinalFantasyTactics'' and ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' ones above, with the general standard being that striking a unit the same level as yourself earns you 10 XP, and working from there. However, the game developers were wise enough to include a "Training" mode, accessible from the main map at any time, that pit your units against each other and allowed everyone to grind up, with the only penalty being that enemy units would be the same level as your highest-level character (terrifying in the late-game secret dungeon). Although plot enemies would, with only some late-game exceptions, cap out at level 30 anyway, so it was still possible to grind up and beat the game.\\
11th Jun '16 8:59:06 PM Doug86
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* The ''Franchise/FireEmblem'' series calculates the experience a character receives in combat based on how powerful the opponent is compared to them, so if you grind your party members to high enough levels, you will end up getting a mere 1 point of experience for each fight. Conversely, defeating enemies much stronger than you gives massive amounts of experience, with many lower level party members able to level up after getting just one kill, and almost all party members getting a level up if they defeat a boss. Since most Fire Emblem games only contain a certain number of enemies, this also helps to prevent grinding. Moreover, in Franchise/FireEmblem, the missions are non-replayable, effectively preventing grinding except for Arenas.

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* The ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' series calculates the experience a character receives in combat based on how powerful the opponent is compared to them, so if you grind your party members to high enough levels, you will end up getting a mere 1 point of experience for each fight. Conversely, defeating enemies much stronger than you gives massive amounts of experience, with many lower level party members able to level up after getting just one kill, and almost all party members getting a level up if they defeat a boss. Since most Fire Emblem games only contain a certain number of enemies, this also helps to prevent grinding. Moreover, in Franchise/FireEmblem, the missions are non-replayable, effectively preventing grinding except for Arenas.
1st Jun '16 9:49:08 AM Willbyr
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* ''ShinMegamiTensei'' series in general employ this: The higher your main character's level is, the lower the Exp they gain from fighting the same enemies, forcing the player to go fight stronger enemies to speed up their leveling-up. Also, in games where the characters are humans controlling demons, the demons tend to level up even more slowly, and thus forcing the player to gain stronger demons through various means such as negotiation and fusion instead of grinding.

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* ''ShinMegamiTensei'' ''Franchise/ShinMegamiTensei'' series in general employ this: The higher your main character's level is, the lower the Exp they gain from fighting the same enemies, forcing the player to go fight stronger enemies to speed up their leveling-up. Also, in games where the characters are humans controlling demons, the demons tend to level up even more slowly, and thus forcing the player to gain stronger demons through various means such as negotiation and fusion instead of grinding.
28th May '16 10:55:41 AM Koveras
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Compare AntiHoarding, measures similarly designed to prevent the players from hoarding up items they obtain indefinitely.

to:

Compare AntiHoarding, measures similarly designed to prevent the players from indefinitely hoarding up items they obtain indefinitely.obtain.
17th May '16 6:04:48 AM Koveras
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Compare AntiHoarding, measures similarly designed to prevent the players from hoarding up items they obtain indefinitely.
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