History Main / GangUpOnTheHuman

20th Aug '16 12:48:47 AM eroock
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->''You know, it's a little disturbing how little I've seen the aliens fight the soldiers and soldiers fight the aliens. Everyone's just trying to kill me and unarmed civilians. It's like they think that if they kill me all their problems will automatically be solved.''
-->--- '''[[VideoGame/HalfLife Gordon Freeman]]''', ''FreemansMind''

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->''You ->''"You know, it's a little disturbing how little I've seen the aliens fight the soldiers and soldiers fight the aliens. Everyone's just trying to kill me and unarmed civilians. It's like they think that if they kill me all their problems will automatically be solved.''
-->---
"''
-->--
'''[[VideoGame/HalfLife Gordon Freeman]]''', ''FreemansMind''
18th Aug '16 10:07:49 PM GrammarNavi
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** In ''Melee'', when the battle starts the AI will attack each other as much as the human. But the moment a human player gets a lead in KOs or stock, the AI will turn their attention to that person and chase him/her everywhere, hardly attacking each other.

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** In ''Melee'', when the battle starts the AI will attack each other as much as the human. But the moment a human player gets a lead in KOs [=KOs=] or stock, the AI will turn their attention to that person and chase him/her everywhere, hardly attacking each other.



* In ''Borderlands'', skags will attack just about anything human, including your enemies. However, if you get close to them or shoot them, it's very likely they'll drop everything and come after you.
** This trend continues in ''Borderlands 2''. In fact, one enemy type, known as Goliaths, will kill everything in a psychotic rage if you shoot its mask/helmet off. This is subtly recommended by the game, since the experience points for every enemy a Raging Goliath kills is tripled and then added to the Goliath's experience points, which you then get when you kill the Goliath. Only problem is, he's healed to full every time he makes a kill, and can one-shot you with his ShockwaveStomp attack if you don't have a considerable advantage (in health, shields, and/or weaponry) over him.

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* In ''Borderlands'', ''VideoGame/{{Borderlands}}'', skags will attack just about anything human, including your enemies. However, if you get close to them or shoot them, it's very likely they'll drop everything and come after you.
** This trend continues in ''Borderlands 2''.''VideoGame/{{Borderlands 2}}''. In fact, one enemy type, known as Goliaths, will kill everything in a psychotic rage if you shoot its mask/helmet off. This is subtly recommended by the game, since the experience points for every enemy a Raging Goliath kills is tripled and then added to the Goliath's experience points, which you then get when you kill the Goliath. Only problem is, he's healed to full every time he makes a kill, and can one-shot you with his ShockwaveStomp attack if you don't have a considerable advantage (in health, shields, and/or weaponry) over him.



* Waring factions in ''VideoGame/Destiny'' will stop fighting in order to team up on a lone [[PlayerCharacter Guardian]] that wandered into the fray. ''[[OhCrap And for good reason]]''. More often than not, the Guardian will be the only one to walk away from that mess.

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* Waring factions in ''VideoGame/Destiny'' ''VideoGame/{{Destiny}}'' will stop fighting in order to team up on a lone [[PlayerCharacter Guardian]] that wandered into the fray. ''[[OhCrap And for good reason]]''. More often than not, the Guardian will be the only one to walk away from that mess.



* In ''Anime/YuGiOh5Ds'', on villain unleashes an army of dueling robot, then sets it to Battle Royal mode, where anyone who loses, crashes the D-Wheel. Despite that the rules for battle Royale mode bing "every man for himself," the robots work together, even making themselves crash to help other robots.

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* In ''Anime/YuGiOh5Ds'', on one villain unleashes an army of dueling robot, robots, then sets it to Battle Royal Royale mode, where anyone who loses, loses crashes the D-Wheel. Despite the fact that the rules for battle Battle Royale mode bing are "every man for himself," the robots work together, even making themselves crash to help other robots.
18th Aug '16 12:15:20 PM triscion
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Added DiffLines:

* Waring factions in ''VideoGame/Destiny'' will stop fighting in order to team up on a lone [[PlayerCharacter Guardian]] that wandered into the fray. ''[[OhCrap And for good reason]]''. More often than not, the Guardian will be the only one to walk away from that mess.
14th Aug '16 3:55:21 AM ShadictheHedgehog
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* In ''VideoGame/FireEmblemAwakening'', you can do "Paralogues," which are auxiliary stories to the main narrative. In one, you happen upon two rival bands of mercenaries who've been feuding over an area for a while before the Shepherds, that is, your party, arrives. You're given the option of allying yourselves with either faction, or neither, and if you [[TakeAThirdOption pick the third option]], both teams forget their enemity and will fight side by side if it means killing you and your friends.

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* In ''VideoGame/FireEmblemAwakening'', you can do "Paralogues," which are auxiliary stories to the main narrative. In one, you happen upon two rival bands of mercenaries who've been feuding over an area for a while before the Shepherds, that is, your party, arrives. You're given the option of allying yourselves with either faction, or neither, and if you [[TakeAThirdOption pick the third option]], both teams forget their enemity enmity and will fight side by side if it means killing you and your friends.friends.
** And in ''VideoGame/FireEmblemFates'', there's two DLC maps involving the Hoshido and Nohr royal families that are effectively the same in execution: The siblings are all competing for something (a beach trip in Beach Brawl, and to share their power with another world's Corrin in Royal Royale), and the pseudo-story implies that it's going to be essentially a free-for-all, each sibling and their retainers against the other seven groups. Instead, it's whichever sibling you chose and his/her two retainers against all twenty-one other units, who will go out of their way to assist another of the computer-controller siblings.
11th Aug '16 5:41:38 AM Morgenthaler
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* The AI's priorities for troop deployments, war declarations, spying, diplomacy and trade can all be edited in ''HeartsOfIron'', at least from the second game onward. This includes parameters for special behaviour toward human players, usually limited to having them deploy more troops on your border because the human player is more of a wildcard as well as better at using his/her army to begin with, but, either with AI files or events, it's entirely possible to invoke this trope [[UpToEleven even up to the point where you're at war with the whole world from day 1 no matter which nation you play.]]

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* The AI's priorities for troop deployments, war declarations, spying, diplomacy and trade can all be edited in ''HeartsOfIron'', ''VideoGame/HeartsOfIron'', at least from the second game onward. This includes parameters for special behaviour toward human players, usually limited to having them deploy more troops on your border because the human player is more of a wildcard as well as better at using his/her army to begin with, but, either with AI files or events, it's entirely possible to invoke this trope [[UpToEleven even up to the point where you're at war with the whole world from day 1 no matter which nation you play.]]
5th Aug '16 10:55:38 PM UmbrellasWereAwesome
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* In the ''Franchise/{{Halo}}'' games:
** The Covenant will always target ''you'' in favor of the various marines. Granted, this does make sense if you're surrounded by infantry, as you're a {{supersoldier}} and thus are a greater threat than the marines. This gets a bit more ridiculous when the Scarabs target you, instead of the tanks that are shooting it. It's even more ridiculous if you have reasonable cover, and itty bitty you would be much harder to see as opposed to the big ass tank that's not making any effort to hide, and they still go for you.
*** This becomes even more annoying - because it's blatantly obvious - in ''VideoGame/HaloReach'' where your NPC team mates are Spartans just as you are. You're not even the team leader but merely the latest addition to the squad - a replacement, no less. Yet the Covenant act (and aim) as if you're the only viable target on the battlefield.
** When the player runs into the Flood, things get hairy because they ''also'' ignore everything else and try to turn Master Chief into metallic paste. However, not initially entering their vision range gives the player a nice rare opportunity to sit back, grab a snack and watch The Covenant and Flood duke it out for a few minutes.

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* In the ''Franchise/{{Halo}}'' games:
''Franchise/{{Halo}}'':
** The Covenant will always target ''you'' in favor instead of the various marines.your marine allies. Granted, this does make sense if you're surrounded by infantry, as you're a {{supersoldier}} and thus are a greater threat than the marines. This gets a bit more ridiculous when the Scarabs target you, instead of the tanks that are shooting it. It's even more ridiculous if you have reasonable cover, and itty bitty you would be much harder to see as opposed to the big ass tank that's not making any effort to hide, and they still go for you.
*** ** This becomes even more annoying - because it's blatantly obvious - in ''VideoGame/HaloReach'' where your NPC team mates teammates are Spartans just as you are. You're not even the team leader leader, but merely the latest addition to the squad - a replacement, no less. Yet the Covenant act (and aim) as if you're the only viable target on the battlefield.
** When the player runs into the Flood, things get hairy because they ''also'' ignore everything else and try to turn Master Chief into metallic paste. However, not initially entering their vision range gives the player a nice rare opportunity to sit back, grab a snack and watch The the Covenant and Flood duke it out for a few minutes.
19th Jul '16 2:15:37 AM Morgenthaler
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* In ''Franchise/MassEffect'', the likelihood of any enemies targeting your squadmates instead of you seems to be inversely related to the difficulty level. On Insanity, enemies will ''never'' target your squad, ''only'' you. Even if they're getting beaten to a pulp by your allies directly in front of them and you're behind cover halfway across the battlefield. Which rarely happens on higher difficulties, however - as this trait was introduced in the [[VideoGame/MassEffect2 second game]] and kept for the [[VideoGame/MassEffect3 third]], where there are ''specific stats'' governing how much weaker [[PlayerParty henchmen]] are than [[PlayerCharacter players]]. [[DangerouslyGenreSavvy Combine this]] with [[WeCannotGoOnWithoutYou the fact that Shepard hitting 0 HP]] means GameOver. Despite this, ''Mass Effect 3'' has an [[ArtificialBrilliance improved aggro system]] that ''will'' take down squadmates who are noticably bigger threats to enemy positions than Shepard.

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* In ''Franchise/MassEffect'', the likelihood of any enemies targeting your squadmates instead of you seems to be inversely related to the difficulty level. On Insanity, enemies will ''never'' target your squad, ''only'' you. Even if they're getting beaten to a pulp by your allies directly in front of them and you're behind cover halfway across the battlefield. Which rarely happens on higher difficulties, however - as this trait was introduced in the [[VideoGame/MassEffect2 second game]] and kept for the [[VideoGame/MassEffect3 third]], where there are ''specific stats'' governing how much weaker [[PlayerParty henchmen]] are than [[PlayerCharacter players]]. [[DangerouslyGenreSavvy Combine this]] this with [[WeCannotGoOnWithoutYou the fact that Shepard hitting 0 HP]] means GameOver. Despite this, ''Mass Effect 3'' has an [[ArtificialBrilliance improved aggro system]] that ''will'' take down squadmates who are noticably bigger threats to enemy positions than Shepard.
20th Jun '16 8:10:10 PM Gingerkitteh
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* Attempting to complete the game and get everything in the single-player modes of ''VideoGame/CrashBash'' got particularly obnoxious in many stages. In a stage like 'Ballistix' where a ball simply needs to be hit into a goal to register a win, the AI will simply prioritize protecting their goal, much like the player will. In 'Pogo Pandemonium', however, you can be absolutely sure that you will be their only target and their most common target. The AI even seems to team up in a very specific: One character will focus on getting points. They will take as much area as they can in any way they can, even if doing so will be risky. The second character will try to take items from you whenever possible, making it hard for you to fight back. The third character will work in conjunction with the second to try to keep you away from character #1, and use items to stop you whenever they can. Play enough times in a row, and you'll notice that the #1 spot will almost always go to the first character. Coupled with the fact that you'll need to win each minigame three times ''in a row'' for 201% completion, and you'll almost certainly be throwing controllers.

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* Attempting to complete the game and get everything in the single-player modes of ''VideoGame/CrashBash'' got particularly obnoxious in many stages. In a stage like 'Ballistix' where a ball simply needs to be hit into a goal to register a win, the AI will simply prioritize protecting their goal, much like the player will. In 'Pogo Pandemonium', however, you can be absolutely sure that you will be their only target and their most common target. The AI even seems to team up in a very specific: specific way: One character will focus on getting points. They will take as much area as they can in any way they can, even if doing so will be risky. The second character will try to take items from you whenever possible, making it hard for you to fight back. The third character will work in conjunction with the second to try to keep you away from character #1, and use items to stop you whenever they can. Play enough times in a row, and you'll notice that the #1 spot will almost always go to the first character. Coupled with the fact that you'll need to win each minigame three times ''in a row'' for 201% completion, and you'll almost certainly be throwing controllers.
20th Jun '16 7:49:02 PM Gingerkitteh
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* Normally avoided in ''{{VideoGame/Doom}}'' and other [[GameEngine Doom-engine]] games, due to [[SetAMookToKillAMook monster infighting]]. Some complications go towards this trope though, as lost souls will only make a single attack on on an enemy that hit it before turning their attention back to the player. ([[ArtificialStupidity which still leaves that enemy angry at the lost soul]]). And in ''Doom 2'', enemies will ignore any damage taken from the [[DemonicSpider arch-vile]], though arch-viles will kill (and then resurrect) any enemy that hits them by mistake.

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* Normally avoided in ''{{VideoGame/Doom}}'' and other [[GameEngine Doom-engine]] games, due to [[SetAMookToKillAMook monster infighting]]. Some complications go towards this trope though, as lost souls Lost Souls will only make a single attack on on an enemy that hit it before turning their attention back to the player. ([[ArtificialStupidity which player, or if the player is not in sight, will go dormant (they don't retain targeting information after a counter-attack, successful or otherwise). [[ArtificialStupidity A successful attack on an enemy still leaves that enemy angry at the lost soul]]). Lost Soul.]] And in ''Doom 2'', enemies will ignore any damage taken from the [[DemonicSpider arch-vile]], Arch-Vile]], though arch-viles Arch-Viles will kill (and then resurrect) resurrect where possible) any enemy that hits them by mistake.[[note]]The Arch-Vile is hard-coded to be untargetable by other enemies.[[/note]]
18th May '16 1:31:50 AM Medinoc
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** In every game before ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', the AI would gang up on you once you defeated one AI opponent unless you change the "Paranoid" setting in the rules.ini file.
** The "Paranoid" setting in ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' is even more unfair: the only requirement is that an AI opponent be defeated ''at all'', regardless of who defeated them. Even if a player has remained hidden from the AI opponents the whole match, the moment one of them defeats the other, the player will have ion cannons, hunter-killer drones, and multi-missiles raining down on their base.

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** In every game before ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', the AI would gang up on you once you defeated as soon as one AI opponent bites it, unless you change the "Paranoid" setting in the rules.ini file.
** The "Paranoid" setting in ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' is even more unfair: the only requirement is that an AI opponent be defeated ''at all'', regardless of who defeated them.
file. Even if a player has remained hidden from the AI opponents the whole match, the moment one of them defeats the other, the player will have ion cannons, tanks and superweapons (including supposedly untargetable ones like ''Tiberian Sun''[='s=] hunter-killer drones, and multi-missiles drones) raining down on their base.
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