History Main / AntiGrinding

25th Feb '17 12:31:33 PM nombretomado
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* In ''BarkleyShutUpAndJamGaiden'', enemies don't respawn and due to the slow rate of gaining levels and the game's relatively short length, you'll probably be coasting around the final boss at about level 15. To circumvent this, your characters obtain all their skills early or through story events and battles are based more on skill then stats.

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* In ''BarkleyShutUpAndJamGaiden'', ''VideoGame/BarkleyShutUpAndJamGaiden'', enemies don't respawn and due to the slow rate of gaining levels and the game's relatively short length, you'll probably be coasting around the final boss at about level 15. To circumvent this, your characters obtain all their skills early or through story events and battles are based more on skill then stats.
21st Feb '17 2:08:38 PM Bugfragged
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* ''VideoGame/NocturneRebirth'' plays with this, since it implements a Brave Clear system to encourage players to beat the boss within a certain level. At the same time, the item drop rate is really low and practically necessitates endless fighting. Additionally, familiars level far slower to the point where it'll still take a fair amount of grinding to get them to the Brave Clear level.
3rd Jan '17 7:20:12 AM TheSinful
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** In certain areas, the moment you hit a given level your XP gains drop massively. In the Death Knight and Demon Hunter starting zones, once you hit 60 and 100 respectively, even quests give less than a quarter the experience they did a level prior. Likewise after ''Legion'' debuted, all quests and treasures in Draenor give only a couple thousand experience the instant you hit 100.
24th Dec '16 2:56:04 PM JewelSatellite
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** Played straight and inverted with ''VideoGame/PokemonBlackAndWhite'''s experience system. All Pokémon now receive an additional experience modifier based on the ratio between user and opponents' respective levels; as your party members level up, the same opponents (e.g. wild Pokémon) award fewer experience points than they did before. On the flipside, this means that low-level party members (such as freshly bred Pokémon) level up faster when you defeat high-level opponents (especially since it stacks with all the other modifiers, like the bonus on traded Pokémon or Trainer battles, and the Exp. Share).

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** Played straight and inverted with ''VideoGame/PokemonBlackAndWhite'''s ''VideoGame/PokemonBlackAndWhite''' and '''VideoGame/PokemonSunAndMoon'''s experience system. All Pokémon now receive an additional experience modifier based on the ratio between user and opponents' respective levels; as your party members level up, the same opponents (e.g. wild Pokémon) award fewer experience points than they did before. On the flipside, this means that low-level party members (such as freshly bred Pokémon) level up faster when you defeat high-level opponents (especially since it stacks with all the other modifiers, like the bonus on traded Pokémon or Trainer battles, and the Exp. Share).
24th Dec '16 1:18:06 PM BaronVonClop
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** In the game's original alpha and beta versions, they were much more direct. The longer you played for one session, the less XP you would get, until your character logged out and got some rest. Players complained, and the system was later reversed; rather than lowering your XP gains for long periods of play, you instead gained a bonus XP multiplier after being logged out for some time. It served the same purpose, but rather than feeling punished for playing, players felt rewarded for taking breaks, which felt much better.
24th Dec '16 12:30:34 AM jayharrison
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[[folder:Other]]
* Several of Creator/{{Atari}}'s arcade games from the [[TheEighties late 1980s]] to the [[TheNineties mid-1990s]] prevented LoopholeAbuse in scoring with a rather subtle strategy: Instead of zeroing out players' scores at the start of each new credit, these games ranked players based on their cumulative scores divided by the number of total credits played (e.g. 100,000 points / four credits = ranked score of 25,000).
[[/folder]]
23rd Dec '16 12:22:11 PM djkates
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* ''VideoGame/SonicColors''[='=]s GameplayGrading is based on ScoringPoints, but the game prevents you from infinitely repeating some task (like using Wisps) by throwing out a "TIME'S UP" penalty if you take too long in a given stage, preventing you from getting any more points, even end-of-stage bonuses. Since a lot of yout points come from end-of-stage Ring and time bonuses, getting a TIME'S UP guarantees you will not get an S rank.

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* ''VideoGame/SonicColors''[='=]s GameplayGrading is based on ScoringPoints, but the game prevents you from infinitely repeating some task (like using Wisps) by throwing out a "TIME'S UP" penalty if you take too long in a given stage, preventing you from getting any more points, even end-of-stage bonuses. Since a lot of yout your points come from end-of-stage Ring and time bonuses, getting a TIME'S UP guarantees you will not get an S rank.
22nd Dec '16 1:34:16 PM Gosicrystal
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*** At the game's release, it was ''intended'' that many contacts and their missions would be LostForever for any player character as a way of further personalizing that character. It eventually became clear that players didn't like this, they could still unlock everything with sufficient care (and preferably certain powersets which provide ways to defeat enemies without being credited for it and rewarded with XP), and that the necessary antisociality happened to make things unfriendly at low levels for genuinely new players looking for their first party. That being a big problem for any commercial MMO, the "No XP" option was added to ''support'' grinding (and [[SelfImposedChallenge Self Imposed Challenges]]) by letting players join groups and play without ruining their "records".

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*** At the game's release, it was ''intended'' that many contacts and their missions would be LostForever PermanentlyMissableContent for any player character as a way of further personalizing that character. It eventually became clear that players didn't like this, they could still unlock everything with sufficient care (and preferably certain powersets which provide ways to defeat enemies without being credited for it and rewarded with XP), and that the necessary antisociality happened to make things unfriendly at low levels for genuinely new players looking for their first party. That being a big problem for any commercial MMO, the "No XP" option was added to ''support'' grinding (and [[SelfImposedChallenge Self Imposed Challenges]]) by letting players join groups and play without ruining their "records".



** Reputation gains used to suffer from the same diminishing returns once you outleveled the mobs/quests you earned them from, but this had the effect of making certain older reputations difficult to the point of LostForever to acquire for high level players, and was reversed in a patch.

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** Reputation gains used to suffer from the same diminishing returns once you outleveled the mobs/quests you earned them from, but this had the effect of making certain older reputations difficult to the point of LostForever {{Permanently Missable|Content}} to acquire for high level players, and was reversed in a patch.
17th Dec '16 3:20:31 AM Arcorann
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!!Examples:



!!Examples:



* The MMO{{RPG Mechanics Verse}} that is ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'' seems to use this to avoid "Level inflation." While StatGrinding is allowed and only limited to diminishing returns and a cap of 999 stat points, levelling up requires a "heroic feat." While defeating level bosses counts, level bosses are ''also'' RandomEncounters... and they spawn ''once every 14 in-universe days''. More than half of the adventurers in the universe never had a level-up as a result.


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[[folder:Light Novels]]
* The MMO{{RPG Mechanics Verse}} that is ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'' seems to use this to avoid "Level inflation." While StatGrinding is allowed and only limited to diminishing returns and a cap of 999 stat points, levelling up requires a "heroic feat." While defeating level bosses counts, level bosses are ''also'' RandomEncounters... and they spawn ''once every 14 in-universe days''. More than half of the adventurers in the universe never had a level-up as a result.
[[/folder]]
17th Dec '16 3:15:42 AM Arcorann
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[[AC: Video Game Examples]]

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[[AC: Video Game Examples]][[foldercontrol]]

!!Examples:



[[AC: Non Video Game Examples]]

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[[AC: Non Video Game Examples]]!!Non-video game examples:
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http://tvtropes.org/pmwiki/article_history.php?article=Main.AntiGrinding