History Main / MyRulesAreNotYourRules

19th Aug '16 6:01:18 PM Gosicrystal
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* In ''VideoGame/ArcStyleBaseball3D'', pitchers always throw faster when they are controlled by the CPU. If your average Tall pitcher can throw a 138 km/h fastball at maximum, that same guy will throw the same pitch at 158 km/h when in the hands of the computer. Not only that: Normal and Macho pitchers have a wider array of pitches as well when in the hands of the CPU. This might be done on purpose to compensate for ArtificialStupidity.



* Madden Mobile doesn't give humans the ability to call audibles but if you're up against a computer that constantly calls running plays, try and call a blitz package and watch them line up, pause, then blatantly change their formation.

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* Madden Mobile ''Madden Mobile'' doesn't give humans the ability to call audibles but if you're up against a computer that constantly calls running plays, try and call a blitz package and watch them line up, pause, then blatantly change their formation.
11th Aug '16 5:47:32 AM Morgenthaler
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* In ''HeartsOfIron 2'' the computer does not obey range restrictions when using naval units - which leads to Japanese CABG's in the Baltic. (The computer has the same restrictions as the player in ''HeartsOfIron 3''.)

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* In ''HeartsOfIron 2'' ''VideoGame/HeartsOfIronII'' the computer does not obey range restrictions when using naval units - which leads to Japanese CABG's in the Baltic. (The computer has the same restrictions as the player in ''HeartsOfIron 3''.''VideoGame/HeartsOfIronIII''.)
9th Aug '16 9:21:26 AM Ripburger
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* Psionic attacks in the first two ''VideoGame/XCom'' games have different targeting rules between the Alien AI and the human player: For a player to psionically attack an enemy, at least one of your soldiers must see it (though not necessarily your psi user, allowing for spotter tactics). On the other hand, as soon as Aliens see ''any'' of your guys (or even a tank), they can target ''anyone'', including the ones still in the Skyranger.

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* Psionic attacks in the first two ''VideoGame/XCom'' ''X-COM'' games ([[VideoGame/XCOMUFODefense UFO Defense]]'' and ''[[VideoGame/XCOMTerrorFromTheDeep Terror from the Deep]]'') have different targeting rules between the Alien AI and the human player: For a player to psionically attack an enemy, at least one of your soldiers must see it (though not necessarily your psi user, allowing for spotter tactics). On the other hand, as soon as Aliens see ''any'' of your guys (or even a tank), they can target ''anyone'', including the ones still in the Skyranger.
8th Aug '16 11:02:33 AM UmbrellasWereAwesome
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** In the entire series, ammo can become rare. Moreso for powerful guns. The AI doesn't care about this, it can fire everything with impunity. This can work in the player's favour as well though since it also applies for allies. The AI also has ImprobableAimingSkills. Hearing about Marines firing perfect shots with the sniper rifle while inside a moving Warthog isn't uncommon.
** In ''VideoGame/HaloReach'', DualWielding, a gameplay feature in both ''Halo 2'' and ''3'', was removed for balance issues... except for Covenant enemies, meaning high-ranking Elites can still wield two plasma rifles and mow you down over and over again.

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** In the entire series, ammo can become rare. Moreso for powerful guns. The AI doesn't care about this, it can fire everything with impunity. This can work in the player's favour as well though though, since it also applies for allies. The AI also has ImprobableAimingSkills. Hearing about Marines firing perfect shots with the sniper rifle while inside a moving Warthog isn't uncommon.
uncommon, particularly in ''VideoGame/HaloCombatEvolved'', where Johnson can snipe the drivers of speeding vehicles.
** In ''VideoGame/HaloReach'', DualWielding, a gameplay feature in both ''Halo 2'' ''VideoGame/{{Halo 2}}'' and ''3'', ''VideoGame/{{Halo 3}}'', was removed for balance issues... except for Covenant enemies, meaning high-ranking Elites can still wield two plasma rifles and mow you down over and over again.
15th Jul '16 6:52:36 PM FelipeXicao
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** The FogOfWar doesn't work for the AI like it does for the player in ''Black Hole Rising''. Usually all units have a limited view range and you can only attack enemy units that are visible. Units in reefs or forests can only be seen by adjacent units. The AI not only [[TheAllSeeingAI can see everything in the map]] but it can also attack units regardless of visibility. The only exceptions are units in reefs and forests, which the AI treats by sending one unit to detect it, then bombarding with everything it has.
28th Jun '16 7:39:46 PM Steven
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** Most spells and abilities in ''VideoGame/FinalFantasyXIV'' are bound by a charge/casting bar with varying speeds. Enemies using Fire, Blizzard, or Thunder can fire off the spells an alarmingly fast speed while the player's version of the same spells takes at least 1.5 to 2.5 seconds to unleash. Even if the enemy is inflicted with Slow, their cast times are still very damn fast.

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** Most spells and abilities in ''VideoGame/FinalFantasyXIV'' are bound by a charge/casting bar with varying speeds. Enemies using Fire, Blizzard, or Thunder can fire off the spells an alarmingly fast speed while the player's version of the same spells takes at least 1.5 to 2.5 seconds to unleash. Even if the enemy is inflicted with Slow, their cast times are still very damn fast. Another element that the AI cheats against is using debuffs that can't be healed when they could be at other times. For example, Poison is a common debuff that a simple Antidote or a healer's spell can easily purge. Certain bosses can inflict Poison that can't be removed at all and there's nothing in the game that indicates that the debuff can't be removed.
** In most games, you'll find equipment that can protect you from a variety of status effects and can even get items that will prevent instant death. Many of a BonusBoss can ignore your protection entirely and inflict the status effect on you anyway, making those items pointless to have.
16th Jun '16 6:41:50 AM Adept
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* In the ''CaptainTsubasa'' games, every action costs guts. If a character hasn't got enough guts, they can only do basic actions like pass the ball-- unless they are AI character, who never run out of guts. Expect AI forwards to spam special shots until your goalkeeper runs out of guts to do his special save moves.

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* In the ''CaptainTsubasa'' ''Manga/CaptainTsubasa'' games, every action costs guts. If a character hasn't got enough guts, they can only do basic actions like pass the ball-- unless they are AI character, who never run out of guts. Expect AI forwards to spam special shots until your goalkeeper runs out of guts to do his special save moves.
5th Jun '16 12:51:30 PM Steven
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** The AI can get an item from an item box far faster than you can because ComputersAreFast. The reason most of the Mario Kart games are infamously known for their item spam is due to the AI being able to get and use items quickly. The player can stop the roulette wheel like the AI can to get an item sooner, but the player suffers a delay while the AI does not.
5th Jun '16 12:39:04 PM Steven
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** ''VideoGame/FinalFantasyTacticsAdvance''[='=]s law system was, if anything, even ''more'' restrictive than ''A2''[='s=]. There were anything between one and ''three'' laws up for any given mission. The enemies actually had to obey the laws (Enemies that disobeyed would be red-carded and jailed just like your party members, and sometimes waiting for the right law would cripple an enemy), except when they didn't. Many enemies of any real importance would have a special medal on them (just a mark on their profile, not an actual item that you could steal or break) that made them immune to getting red-carded. So they could get yellow-card warnings all day for flagrant disobedience of the laws that would get ''your'' clanmates jailed on the spot. And you could ''never'' get this kind of law-protection.

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** ''VideoGame/FinalFantasyTacticsAdvance''[='=]s law system was, if anything, even ''more'' restrictive than ''A2''[='s=]. There were anything between one and ''three'' laws up for any given mission. The enemies actually had to obey the laws (Enemies that disobeyed would be red-carded and jailed just like your party members, and sometimes waiting for the right law would cripple an enemy), except when they didn't. Many enemies of any real importance would have a special medal on them (just a mark on their profile, not an actual item that you could steal or break) that made them immune to getting red-carded. So they could get yellow-card warnings all day for flagrant disobedience of the laws that would get ''your'' clanmates jailed on the spot. And you could ''never'' get this kind of law-protection. Despite this being technically unfair, it is also an necessary evil since a boss that was bound by the law could easily be crippled and destroys whatever challenge said boss would have given to the player.
28th May '16 2:46:45 PM DeathBySnooSnoo
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** ''VideoGame/FireEmblemFates continues this tradition, giving enemies exclusive weapon classes - katti, kukri, nageyari, javelins, maces, star axes, hankyu, and shortbows. These completely outclass the standard weapon classes, and in some cases even generic {{mook}}s can have access to them, but except for the weakest javelin, the player never will. There's also one chapter (Nohr chapter [[spoiler:26]]) where an enemy Sorcerer is standing in the middle of the map, spamming debuff staves on your characters as much as he possibly can. The problem with this: the Sorcerer class ''cannot use staves'', and never has been able to do so since the class was introduced.

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** ''VideoGame/FireEmblemFates ''VideoGame/FireEmblemFates'' continues this tradition, giving enemies exclusive weapon classes - katti, kukri, nageyari, javelins, maces, star axes, hankyu, and shortbows. These completely outclass the standard weapon classes, and in some cases even generic {{mook}}s can have access to them, but except for the weakest javelin, the player never will. There's also one chapter (Nohr chapter [[spoiler:26]]) where an enemy Sorcerer is standing in the middle of the map, spamming debuff staves on your characters as much as he possibly can. The problem with this: the Sorcerer class ''cannot use staves'', and never has been able to do so since the class was introduced.
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