History Main / ContinuingIsPainful

13th Apr '16 7:09:00 AM Prfnoff
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* In ''Sky Smasher'', you lose all shot powerups when you die, and you can respawn right before a boss. At least you get three missiles, which should be enough to cut through any immediate wave of enemies.
13th Apr '16 7:04:59 AM Prfnoff
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** Almost every ShootEmUp resets your score back to zero if you continue. This is to encourage you to survive longer on one credit instead of just credit-spamming to the end of the game.
*** Actually, it's a trend to make all points scored multiples of ten, with the number of continues used (up to 9) appended to the end of your score. So a score of 400,001 would reflect the player's score having used one continue.


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9th Apr '16 3:06:04 PM Thranx
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* ZombieApocalypse simulator ProjectZomboid gives you a cruel continuation option: After death, you can spawn another character in the same persistent world. Your new character will be able to retrieve the last one's equipment and take up residence in his or her safehouse -- provided you can survive long enough to ''reach'' them. Depending on how long the first character survived, your new (unskilled, unequipped) character may be starting in world without electricity, running water, or scavengeable supplies.
3rd Apr '16 4:34:41 PM RisefromYourGrave
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* In ''VideoGame/ForzaMotorsport'', if you spin out, good luck trying to catch up with the competition. Even better if simulation damage is enabled and you plow into a wall, [[SubsystemDamage wrecking your engine]].

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* In ''VideoGame/ForzaMotorsport'', ''VideoGame/{{Forza}}'', if you spin out, good luck trying to catch up with the competition. Even better if simulation damage is enabled and you plow into a wall, [[SubsystemDamage wrecking your engine]].
27th Mar '16 10:46:00 AM Adam43
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** In the ''VideoGame/PokemonMysteryDungeon'' games, if you, your partner or any [[EscortMission special [=NPCs=] in your party]] die and you have no Reviver Seeds (the in-game equivalent of the aforementioned Amulet of Lifesaving) on hand to save you, you will be forcibly teleported from the dungeon you were in. This not only forces you to start from the first floor but you will lose all the money you carried and some of your inventory items, usually the best ones.
* This can actually potentially be inverted with the [=SOS=] mail mechanic. Should another player rescue you, [[DeathIsASlapOnTheWrist you can continue where you left off]]. You can then go ahead and send you [[VideoGameCaringPotential a Thank-You mail.]]
** For the ''really'' unlucky or foolish, invoking [[EasilyAngeredShopkeeper Kecleon's Wrath]] prevents any chance of a [[BigDamnHeroes rescue attempt by other players]], and turns ''your entire inventory'' into '''''Plain Seeds''''', the item which a reviver seed turns into after it's been used. Useless and not even good for VendorTrash.

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** In the ''VideoGame/PokemonMysteryDungeon'' games, if you, your partner or any [[EscortMission special [=NPCs=] in your party]] (or, in ''VideoGame/PokemonSuperMysteryDungeon'', your leader) die and you have no Reviver Seeds (the in-game equivalent of the aforementioned Amulet of Lifesaving) on hand to save you, you will be forcibly teleported from the dungeon you were in. This not only forces you to start from the first floor but you will lose all the money you carried and some of your inventory items, usually the best ones.
* *** This can actually potentially be inverted with the [=SOS=] mail mechanic. Should another player rescue you, [[DeathIsASlapOnTheWrist you can continue where you left off]]. You can then go ahead and send you [[VideoGameCaringPotential a Thank-You mail.]]
** *** For the ''really'' unlucky or foolish, invoking [[EasilyAngeredShopkeeper Kecleon's Wrath]] prevents any chance of a [[BigDamnHeroes rescue attempt by other players]], and turns ''your entire inventory'' into '''''Plain Seeds''''', the item which a reviver seed turns into after it's been used. Useless and not even good for VendorTrash.
24th Mar '16 9:44:45 AM roboe
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** Most [=WoW=] players will probably never consider doing this, as 99.9% of the time, they will want to retrieve their corpses and get back into the action right away. But a little known fact about [=WoW=] is that, after about one week, the game server will automatically revive dead player characters without any additional penalties -- if they are still dead when they log back onto it. Sometimes this can even happen when the servers are restarted for maintenance/patch day.you die in ''VideoGame/EveOnline'', you lose your ship, all modules fitted into it and the cargo, and then you are thrown into a defenseless pod. If you die in a pod, you lose your implants and your clone. With expensively fitted big ships and good implants, the total cost is measured in billions and that's only on a personal level. Losing an inter-corporation war is even more costly. You'll also lose skills that you've trained, and re-training them can take months. If you had all your eggs in one basket, it's almost as if you had to restart the entire game. However, if you took precautions and flew a cheap, insured ship, didn't use implants and kept your clone contract up-to-date, then DeathIsASlapOnTheWrist.

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** Most [=WoW=] players will probably never consider doing this, as 99.9% of the time, they will want to retrieve their corpses and get back into the action right away. But a little known fact about [=WoW=] is that, after about one week, the game server will automatically revive dead player characters without any additional penalties -- if they are still dead when they log back onto it. Sometimes this can even happen when the servers are restarted for maintenance/patch day.you day.
* You
die in ''VideoGame/EveOnline'', you lose your ship, all modules fitted into it and the cargo, and then you are thrown into a defenseless pod. If you die in a pod, you lose your implants and your clone. With expensively fitted big ships and good implants, the total cost is measured in billions and that's only on a personal level. Losing an inter-corporation war is even more costly. You'll also lose skills that you've trained, and re-training them can take months. If you had all your eggs in one basket, it's almost as if you had to restart the entire game. However, if you took precautions and flew a cheap, insured ship, didn't use implants and kept your clone contract up-to-date, then DeathIsASlapOnTheWrist.
3rd Mar '16 8:58:20 AM StFan
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* In a fresh level of Windmill Software's ''Digger'', the monsters (similar to ''VideoGame/{{Pac-Man}}'''s ghosts) move predictably around a series of pre-dug tunnels, in which you can camp for them and drop gold on their heads with relative ease. But once you've lost a life, they roam freely around the mess of dug-out holes that you've made for them, with few gold bags left with which to trap them, making it much harder for you to clear up those last few gems.

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* In a fresh level of Windmill Software's ''Digger'', the monsters (similar to ''VideoGame/{{Pac-Man}}'''s ''VideoGame/PacMan'''s ghosts) move predictably around a series of pre-dug tunnels, in which you can camp for them and drop gold on their heads with relative ease. But once you've lost a life, they roam freely around the mess of dug-out holes that you've made for them, with few gold bags left with which to trap them, making it much harder for you to clear up those last few gems.



[[folder:FightingGames]]

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[[folder:FightingGames]][[folder:Fighting Games]]
18th Feb '16 7:52:33 AM BuddyBoy600alt
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* If you die in ''[[VideoGame/TheAddamsFamily The Addams Family, Uncle Fester's Quest]], You hit continue, You still have your upgraded weapons, But you start back at the beginning part of the game. Which is very annoying. You have to go through those sewers again. And buildings again.

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* If you die in ''[[VideoGame/TheAddamsFamily The Addams Family, Uncle Fester's Quest]], Quest]]'', You hit continue, You still have your upgraded weapons, But you start back at the beginning part of the game. Which is very annoying. You have to go through those sewers again. And buildings again.
18th Feb '16 7:52:11 AM BuddyBoy600alt
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* If you die in ''[[VideoGame/TheAddamsFamily The Addams Family, Uncle Fester's Quest]], You hit continue, You still have your upgraded weapons, But you start back at the beginning part of the game. Which is very annoying. You have to go through those sewers again. And buildings again.
13th Feb '16 9:16:51 PM ThePocket
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* Dying in ''VideoGame/{{Minecraft}}'' is both inevitable and incredibly painful. Everything you had on hand gets scattered around your corpse and you always respawn at a specific location, which can be quite far away from your corpse... and your shelter. Compounding this is that you are most likely to die at night, when all the monsters are out in full force; meaning that you are now naked and unarmed, far from your shelter and out in the open, where monsters are spawning and actively searching for you. God help you if you have not left yourself some kind of trail or created some kind of viewable-at-night landmark to help you get yourself back to your shelter, or you might just end up dying a few more times as you blindly thrash around in the dark.
** This also gets bad if you died while exploring deep underground since caves tend to sprawl out every which way and it's easy to get lost. Strongholds and mineshafts are no exception either.
** God forbid you die by falling into/getting hit by lava. Lava instantly destroys all your items, which means even if you ''could'' find your way back to your death place, you could never recover those tools. Goodbye, diamond pickaxe!
** Beds can change your spawn point so the next time you die, you spawn by the bed. Most players tend to build their shelter with a bed in it and store their things in a chest. However, if something is blocking the bed or the bed gets destroyed and you die afterwards, you get booted to your default spawn, which means you could wind up being miles away from your shelter and get lost trying to find your way back.
** Also, any items that lie on the ground for five minutes simply vanish. Hope you're good at maintaining a sprint.
** And even if you do reach your old gear, it's still vulnerable to the same kinds of danger that killed you only a few minutes ago. There's no feeling like running all the way back, across land and through winding caverns, finding your hard-earned gear & loot lying about, and then watching a stray Creeper blow it all up before your eyes.
** With the addition of experience points to the game that serve as skill points for enchanting tools and armor, dying also means you lose all the experience points collected. Have fun LevelGrinding!
** This gets even worse in the ''Skylands'' adventure map because the easiest way to die is to fall off one of the {{Floating Continent}}s, and if you do that, you have no way of retrieving your items. Add to this the fact that there are plenty of surprise holes in the ground of the Floating Continents and there are also big swaths of gravel and sand that plummet into the void if you try to build on or gather them, and losing all your stuff becomes a very frequent occurrence.

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* Dying in ''VideoGame/{{Minecraft}}'' is both virtually inevitable and incredibly painful. Everything can easily set inexperienced players back to square one. All items you had on hand gets were carrying or wearing are scattered around your corpse point of death, and you always are sent back to either your game's spawnpoint or, if you were able to build one, your bed in the overworld. If you can remember where you died and retrieve your items in a timely fashion, death can be a [[DeathIsASlapOnTheWrist Slap on the Wrist]]. But...
** Respawning is immediate. If you died at night (one of the most common ways to die to monsters), you'll
respawn at a specific location, which can be quite far away from your corpse... and your shelter. Compounding this is that you are most likely to die at night, when all night. With no weapons or armor. In the monsters are out in full force; meaning that you are now naked and unarmed, far from your shelter and out in the open, where monsters are spawning and actively searching for you. God help you middle of nowhere, if you have not left yourself some kind of trail or created some kind of viewable-at-night landmark to help you get yourself back to your shelter, or you might just end up didn't build a bed yet. There's no penalty for dying a few more second time (as in, say, ''Dark Souls''), but waiting out the night won't be pleasant either way.
** Dropped items despawn after five minutes, but only while the chunk they're in is loaded. If you respawn very far away, no pressure: get your bearings, gather up a fresh set of armor and weapons perhaps, and set off when you're ready. But once the items are within your maximum draw distance, the clock is ticking. Hope you died someplace with a memorable landmark, or you could walk right past it enough
times as to make it despawn... or just never find it at all. Not to mention that if you blindly thrash around in the dark.
**
made a map, you probably had it with you when you died. This also gets bad is especially painful if you died while exploring deep underground (the ''other'' most common way to die to monsters) since caves tend to sprawl out every which way and it's easy to get lost. Strongholds and mineshafts are no exception either.
** God forbid you die by falling into/getting hit by lava. Lava instantly destroys lava, or a pit of fire, or by bumping into a cactus. Fire, lava, and cacti all your items, which means even if you ''could'' find your way back to your death place, you could never recover those tools. Goodbye, diamond pickaxe!
** Beds can change your spawn point so the next time you die, you spawn by the bed. Most players tend to build their shelter with a bed in it and store their things in a chest. However, if something is blocking the bed or the bed gets destroyed and you die afterwards, you get booted to your default spawn, which means you could wind up being miles away from your shelter and get lost trying to find your way back.
** Also,
destroy any items that lie on the ground for five minutes simply vanish. Hope you're good at maintaining a sprint.
** And even if
touch them. As can explosions, so make sure you do reach your old gear, it's still vulnerable to the same kinds of danger that killed don't set off a creeper when you only a few minutes ago. There's no feeling like running all the way back, across land and through winding caverns, finding your hard-earned gear & loot lying about, and then watching a stray Creeper blow it all up before your eyes.
get back.
** With the addition of experience points to the game that serve as skill points for enchanting tools and armor, dying also means you lose all the experience points collected.collected except a few levels' worth that drop alongside your items. Have fun LevelGrinding!
** This gets even worse in As of 1.8, zombies will pick up items they found lying on the ''Skylands'' adventure map because ground, [[IfYouDieICallYourStuff including yours]]. If they die, they re-drop the easiest way to die is to fall off one item. But they could also despawn within seconds, leaving behind nothing. And guess what, zombies spawn in two of the {{Floating Continent}}s, and if you do that, you have no way of retrieving your items. Add most common places to this the fact that there are plenty of surprise holes in the ground of the Floating Continents and there are also big swaths of gravel and sand that plummet into the void if you try to build on or gather them, and losing all your stuff becomes a very frequent occurrence.die.



*** Players can be extremely competitive, even if co-operation is typically employed. The game normally announces the death of a player to everyone, and if the location or vicinity of the death is known, there could be a race to steal the dead player's items. Especially true if another player was directly responsible for the death.
*** For regular chests, there are no protections from theft by other players, either, causing many to keep a large inventory on-person, making death ever the more painful. Additionally, players are known to create bases in secret to prevent the possibility of theft; perhaps even with a decoy "normal" base.
**** Discovering these secret bases by other players can lead to many outcomes. One of the simplest is stealing the items contained within, to actively vandalizing the base to let the base's owner know you've found it, to stalking it out waiting for the owner to return and make the kill themselves.

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*** Players can be extremely competitive, even if co-operation is typically employed. The game normally announces the death of a player to everyone, and if the location or vicinity of the death is known, [[IfYouDieICallYourStuff there could be a race to steal the dead player's items.items]]. Especially true if another player was directly responsible for the death.
*** For regular chests, there are no protections from theft by other players, either, causing many to keep a large inventory on-person, making death ever the more painful. Additionally, players are known to create bases in secret to prevent the possibility of theft; perhaps even with a decoy "normal" base.
**** Discovering these secret bases by other players
which can lead make it tempting to many outcomes. One carry your most valuable items on your person. This, obviously, must be weighed against all of the simplest is stealing the items contained within, to actively vandalizing the base to let the base's owner know you've found it, to stalking it out waiting for the owner to return and make the kill themselves.risks mentioned above.
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