History Main / AntiGrinding

21st Mar '17 4:38:27 AM bt8257
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The most common forms of this trope 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 trope 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.



9th Mar '17 11:07:48 PM KZN02
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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.

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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.
grinding, and ExperiencePenalty.
6th Mar '17 9:18:52 PM Midna
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* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her PurposelyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.

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* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her PurposelyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she Lucia will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.
6th Mar '17 9:18:32 PM Midna
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* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her IntentionallyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.

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* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her IntentionallyOverpowered PurposelyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.
6th Mar '17 9:17:24 PM Midna
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* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her IntentionallyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.
5th Mar '17 4:59:08 PM nombretomado
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* ''DungeonSiege'' nicely plays this by making enemies finite; in short, any enemy you kill is dead for real and will never respawn again.
** The full conversion, ''MageWorld'', completely inverts this. Not only does the author not consider it a cheat, he actually '''encourages''' grinding on the relatively easy home rows. Enemies are still finite, but the home row includes pells and target ranges to increase combat skills without fighting actual enemies.

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* ''DungeonSiege'' ''VideoGame/DungeonSiege'' nicely plays this by making enemies finite; in short, any enemy you kill is dead for real and will never respawn again.
** The full conversion, ''MageWorld'', ''VideoGame/MageWorld'', completely inverts this. Not only does the author not consider it a cheat, he actually '''encourages''' grinding on the relatively easy home rows. Enemies are still finite, but the home row includes pells and target ranges to increase combat skills without fighting actual enemies.
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).
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