History Main / AntiGrinding

31st Jan '16 11:23:29 PM harharhar
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* ''ShinMegamiSeries'' in general employs 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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* ''ShinMegamiSeries'' ''ShinMegamiTensei'' series in general employs 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.
31st Jan '16 11:21:11 PM harharhar
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* ''VideoGame/{{Persona 3}}'' has several measures to keep players from excessive powerleveling. Experience is based on level, so grinding on weak enemies is almost pointless, but for the main character, persona experience is separate from your own. Personas level extremely slowly, and most useful personas are several levels above you, making it even slower. Since stats and skills are based on the persona, while your own level only controls Hp and Sp, grinding is usually less useful than just making a better persona. For other party members, their personas level at the same rate as them, but this still leaves them far behind the MC, who can easily be fusing personas many levels higher than anyone else.
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* ''ShinMegamiSeries'' in general employs 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. ** ''VideoGame/{{Persona 3}}'' has several measures to keep players from excessive powerleveling. Experience is based on level, so grinding on weak enemies is almost pointless, but for the main character, persona experience is separate from your own. Personas level extremely slowly, and most useful personas are several levels above you, making it even slower. Since stats and skills are based on the persona, while your own level only controls Hp and Sp, grinding is usually less useful than just making a better persona. For other party members, their personas level at the same rate as them, but this still leaves them far behind the MC, who can easily be fusing personas many levels higher than anyone else.
24th Jan '16 3:47:51 PM AzureSeas
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** Falcom did the same thing with ''VideoGame/LegendOfHeroesTrailsInTheSky'': once a PC is a greater level than the monsters, every level you get lowers the EXP value for killing said monster. When you start a NewGamePlus while carrying over levels, that basically means that ''everything'' gives 1 EXP until you make it back to the final dungeon (Though since the EXP difference in levels is only in the hundreds, it's still possible to gain a level or two through grinding over the course of the game).
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** Falcom did the same thing with ''VideoGame/LegendOfHeroesTrailsInTheSky'': ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': once a PC is a greater level than the monsters, every level you get lowers the EXP value for killing said monster. When you start a NewGamePlus while carrying over levels, that basically means that ''everything'' gives 1 EXP until you make it back to the final dungeon (Though since the EXP difference in levels is only in the hundreds, it's still possible to gain a level or two through grinding over the course of the game).
23rd Jan '16 11:39:31 AM BattleMaster
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* None of the enemies in ''VideoGame/MassEffect1'' respawn so it's impossible to level grind. There is just about enough XP in the game to to get to the level cap during a single playthrough if you do the sidequests. A singular explioit is available in the first game that lets you [[NewGamePlus start the game over with your old character]] (even if you haven't finished the game the character is from). Do one mission, start the game over with your gained experience, rinse and repeat for infinite levels from the first mission. ** ''VideoGame/MassEffect2'' does away with combat XP altogether, replacing it with fixed rewards for story and side missions, at the rate of 1 per level and 4 per level, respectively. It also throws you into some storyline missions based on how many missions you have done, limiting how much you can grind for them.
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* None of the enemies in ''VideoGame/MassEffect1'' respawn so it's impossible to level grind. There is just about enough If you've unlocked all the XP boosting achievements and have both DLCs, and managed to perform every single side-quest in the game to to get to game, you'll still be about three levels short of the level cap during a single playthrough if cap. And it will take you do the sidequests. A singular explioit is available in the first game that lets you [[NewGamePlus start the game over with most of your old character]] (even if you haven't finished NewGamePlus to actually reach the game the character is from). Do one mission, start the game over with your gained experience, rinse and repeat for infinite levels from the first mission. cap. ** ''VideoGame/MassEffect2'' does away with combat XP altogether, replacing it with fixed rewards for story and side missions, at the rate of 1 per level and 4 per level, respectively. It also throws you into some storyline missions based on how many missions you have done, limiting how much you can grind for them. However, the game's AbsurdlyLowLevelCap means that you'll probably reach maximum level by somewhere between 1/2 and 3/4ths of the way through, depending on how many DLCs you have and whether you imported a character from Mass Effect 1 (if you import a level 60 character from Mass Effect 1, you start at level 5 in Mass Effect 2).
12th Jan '16 8:56:16 PM TheNerfGuy
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* ''[[VideoGame/BreathOfFireDragonQuarter Breath of Fire: Dragon Quarter]]'' does this to a bit of an extreme. Not only do enemies do not respawn, but you're expected to just start a NewGamePlus (which is available from the get go) on your first run because the enemies are really challenging. However, there are some loopholes that allow you to ultimately end up with stronger characters by repeating boss battles: this involves abuse of party XP, which is carried over unlike normal XP when you use the SOL system to revert your game to the last save point. It also allows you to use your PurposefullyOverpowered dragon form to finish the said battles even faster (since while the D-Counter can never be lowered normally, SOL Restoring your game to your last save point allows you to revert it to whatever value it was at before you went on a rampage with it), allowing you to net even more party XP than you normally would.
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* ''[[VideoGame/BreathOfFireDragonQuarter Breath of Fire: Dragon Quarter]]'' does this to a bit of an extreme. Not only do enemies do not respawn, but you're expected to just start a NewGamePlus (which is available from the get go) on your first run because the enemies are really challenging. However, there are some loopholes that allow you to ultimately end up with stronger characters by repeating boss battles: this involves abuse of party XP, which is carried over unlike normal XP when you use the SOL system to revert your game to the last save point. It also allows you to use your PurposefullyOverpowered PurposelyOverpowered dragon form to finish the said battles even faster (since while the D-Counter can never be lowered normally, SOL Restoring your game to your last save point allows you to revert it to whatever value it was at before you went on a rampage with it), allowing you to net even more party XP than you normally would.
12th Jan '16 4:27:22 PM nombretomado
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* In ''VideoGame/RuneScape'', The experience needed to level up an item increases exponentially, doubling roughly every 7 levels. This discourages level grinding on low level items, as the xp just isn't fast enough for the higher levels. There is also a skill called "slayer" which can only be leveled at a significant speed by only killing some monsters of one kind, then you can't get experience anymore until you get a new monster to kill. It's intended to discourage one-monster-type grinding where everyone on the server wants to grind the same monster type and cause lag. Another example would be the random events, that force players to keep attention to their game instead of clicking a few times an hour, and have the dual purpose of preventing the use of bots. Random events were removed from the game in 2012, although they are still present in Old School ''RuneScape''.
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* In ''VideoGame/RuneScape'', The experience needed to level up an item increases exponentially, doubling roughly every 7 levels. This discourages level grinding on low level items, as the xp just isn't fast enough for the higher levels. There is also a skill called "slayer" which can only be leveled at a significant speed by only killing some monsters of one kind, then you can't get experience anymore until you get a new monster to kill. It's intended to discourage one-monster-type grinding where everyone on the server wants to grind the same monster type and cause lag. Another example would be the random events, that force players to keep attention to their game instead of clicking a few times an hour, and have the dual purpose of preventing the use of bots. Random events were removed from the game in 2012, although they are still present in Old School ''RuneScape''.''VideoGame/RuneScape''.
2nd Jan '16 9:30:01 AM Prfnoff
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Namespaces
* ChocobosDungeon2 accomplishes this through four means. The first is limiting recovery items in a game where enemies powerful enough to give you enough EXP to make leveling up on them fairly quick are also deadly enough to make you want to not go out seeking fights with them. The second is setting Doom on you if you spend too long on any one floor in a dungeon. While you can escape from Doom, fighting Doom is a suicidal proposition. Doom can often kill you with one strike, has 32,000 HP, and can shrug off just about anything you can throw at it. The EXP is negligible. And it hunts in packs! Annoyingly, it sometimes seems like the game sometimes gives you floors with no exit. The third method is by having you equipment gradually degrade as you use it. Considering just how much you can put into gear by ItemCrafting, and how much easier good kit makes the game, you do not want to wear it out on level grinds. Fourthly, the game makes leveling up by grinding an intensely laborious process. * To prevent story missions from being too easy, once you receive one, ''{{Freelancer}}'' prevents you from leveling up any further until you finish it. ** And then there's the level cap which can only be raised by finishing story missions; the cap is too low for the best fighters in the game until you complete the single-player campaign.
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* ChocobosDungeon2 ''VideoGame/ChocobosDungeon 2'' accomplishes this through four means. The first is limiting recovery items in a game where enemies powerful enough to give you enough EXP to make leveling up on them fairly quick are also deadly enough to make you want to not go out seeking fights with them. The second is setting Doom on you if you spend too long on any one floor in a dungeon. While you can escape from Doom, fighting Doom is a suicidal proposition. Doom can often kill you with one strike, has 32,000 HP, and can shrug off just about anything you can throw at it. The EXP is negligible. And it hunts in packs! Annoyingly, it sometimes seems like the game sometimes gives you floors with no exit. The third method is by having you equipment gradually degrade as you use it. Considering just how much you can put into gear by ItemCrafting, and how much easier good kit makes the game, you do not want to wear it out on level grinds. Fourthly, the game makes leveling up by grinding an intensely laborious process. * To prevent story missions from being too easy, once you receive one, ''{{Freelancer}}'' ''VideoGame/{{Freelancer}}'' prevents you from leveling up any further until you finish it. ** it. And then there's the level cap which can only be raised by finishing story missions; the cap is too low for the best fighters in the game until you complete the single-player campaign.
16th Dec '15 1:03:34 PM MegaMarioMan
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* Website/PlaystationHome's Aurora space has a minigame where you can collect orbs to level up and get items. This sounds simple enough, and you can go back and retry as many times as you want to get better scores, however Aurora only registers your best try for that day. You have to come back tomorrow if you want more XP, so you can try and max out your XP for a day to your best ability, but it's more worthwhile to come back tomorrow.
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* Website/PlaystationHome's ''VideoGame/PlaystationHome'''s Aurora space has a minigame where you can collect orbs to level up and get items. This sounds simple enough, and you can go back and retry as many times as you want to get better scores, however Aurora only registers your best try for that day. You have to come back tomorrow if you want more XP, so you can try and max out your XP for a day to your best ability, but it's more worthwhile to come back tomorrow.
13th Dec '15 3:53:06 PM Doug86
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* ''OgreBattle's'' battle system discourages and encourages grinding through the alignment system. Basically, you can grind as much as you like (enemies are practically finite, but plentiful), but attacking enemies that are lower level than you is evil and causes your alignment score to go down. Level grind that Knight too much, and he'll never advance into a Paladin. Of course, certain classes require a low alignment, so level grinding those characters is recommended.
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* ''OgreBattle's'' ''VideoGame/OgreBattle'''s battle system discourages and encourages grinding through the alignment system. Basically, you can grind as much as you like (enemies are practically finite, but plentiful), but attacking enemies that are lower level than you is evil and causes your alignment score to go down. Level grind that Knight too much, and he'll never advance into a Paladin. Of course, certain classes require a low alignment, so level grinding those characters is recommended.
8th Dec '15 7:51:17 AM Loekman3
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* ''VideoGame/GodOfWar'':
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* ''VideoGame/GodOfWar'':''VideoGame/GodOfWarSeries'':
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