History Main / ParabolicPowerCurve

16th Oct '16 10:39:44 AM nombretomado
Is there an issue? Send a Message


* ''FinalFantasyTactics'' sort of falls under this trope. While LevelGrinding would allow you to easily win the normal missions, which all have a preset difficulty, it would actually make random battles far more difficult. This is because the enemies in RandomEncounters scaled to match both your level and the equipment you're supposed to have at that level. Players that overleveled would find themselves in the frustrating position of either having to save before around the overworld map and hoping not to get into a random battle, or training their characters in the thief class and stealing stronger gear from the few human enemies they encounter (a very tedious task, and quite difficult, considering how weak thieves are).

to:

* ''FinalFantasyTactics'' ''VideoGame/FinalFantasyTactics'' sort of falls under this trope. While LevelGrinding would allow you to easily win the normal missions, which all have a preset difficulty, it would actually make random battles far more difficult. This is because the enemies in RandomEncounters scaled to match both your level and the equipment you're supposed to have at that level. Players that overleveled would find themselves in the frustrating position of either having to save before around the overworld map and hoping not to get into a random battle, or training their characters in the thief class and stealing stronger gear from the few human enemies they encounter (a very tedious task, and quite difficult, considering how weak thieves are).
20th Aug '16 4:11:10 PM Aquillion
Is there an issue? Send a Message


Contrast EliteTweak. Compare EmptyLevels, where it's all downhill from the start, and LowLevelAdvantage, where while gaining levels does make your character stronger, there are still benefits to staying low-leveled. [[IThoughtItMeant Unrelated to]] LinearWarriorsQuadraticWizards, which is about a parabola opening upward rather than downward. If the Parabolic Curve is applied to specific stats rathan leveling as a whole, it's DiminishingReturnsForBalance.

to:

Contrast EliteTweak. Compare EmptyLevels, where it's all downhill from the start, and LowLevelAdvantage, where while gaining levels does make your character stronger, there are still benefits to staying low-leveled. [[IThoughtItMeant Unrelated to]] LinearWarriorsQuadraticWizards, which is about a parabola opening upward rather than downward. downward... though the experience of playing a fighter in a game geared to scale its difficulty alongside quadratic wizard growth can sometimes result in this. If the Parabolic Curve is applied to specific stats rathan rather than leveling as a whole, it's DiminishingReturnsForBalance.
20th Aug '16 4:07:38 PM Aquillion
Is there an issue? Send a Message


* Zig-zagged in ''TabletopGame/DungeonsAndDragons'' 3.0, 3.5, and TableTopGames/{{Pathfinder}}. Spellcasters were subject to LinearWarriorsQuadraticWizards, and as such they just got better. However, the math of skill checks and saves broke down so that at high levels, saves meant to challenge characters who were good at the save simply blew away characters who were bad at those saves. Likewise, eating a high-level monster's Full Attack when you were a SquishyWizard usually made you very, very dead. As a result, at low level, characters could drop to a single unlucky hit or blown save. At mid-level, characters could contend with occasional bad luck and had a host of abilities, leading to them reliably outclassing their enemies. And at high level, RocketTagGameplay ensues and the nice cushion mid-level characters enjoyed against their enemies was gone. It wasn't that mid-level characters were stronger; they were objectively weaker. However, enemies and spells scaled in such a wonky way that mid-level characters were far less likely to be stomped flat by one attack or one failed save than any other characters.

to:

* Zig-zagged in ''TabletopGame/DungeonsAndDragons'' 3.0, 3.5, and TableTopGames/{{Pathfinder}}. TableTopGames/{{Pathfinder}}.
**
Spellcasters were subject to LinearWarriorsQuadraticWizards, and as such they just got better. However, the math of skill checks and saves broke down so that at high levels, saves meant to challenge characters who were good at the save simply blew away characters who were bad at those saves. Likewise, eating a high-level monster's Full Attack when you were a SquishyWizard usually made you very, very dead. As a result, at low level, characters could drop to a single unlucky hit or blown save. At mid-level, characters could contend with occasional bad luck and had a host of abilities, leading to them reliably outclassing their enemies. And at high level, RocketTagGameplay ensues and the nice cushion mid-level characters enjoyed against their enemies was gone. It wasn't that mid-level characters were stronger; they were objectively weaker. However, enemies and spells scaled in such a wonky way that mid-level characters were far less likely to be stomped flat by one attack or one failed save than any other characters.characters.
** The Truenamer in particular got hit with this hard (though it was a class with so many mechanical issues it was nearly unusable). In order to use your magic on someone, you need to beat them with a Truespeak check. Unfortunately, the difficulty of affecting an enemy as it goes up in level increases literally twice as fast as your Truespeak skill. Unless your DM allows custom magic items or other houseruled bonuses, it becomes functionally impossible to use Truespeak on anyone at high levels.
20th Aug '16 4:01:13 PM Aquillion
Is there an issue? Send a Message


** In all 5 games it will affect the ending. It's really hard to do a no-canister game, but it will make some bittersweet or even good endings better. In game 1 it lets you rejoin shaper society.

to:

** In all 5 games after the first, it will affect the ending. It's really hard to do a no-canister game, but it will make some bittersweet or even good endings better. In game 1 it lets 1, however, the game assumes you rejoin shaper society. used canisters heavily, even if you used none at all.
25th Jun '16 11:48:11 AM nombretomado
Is there an issue? Send a Message


** Ditto ''BattleForWesnoth''. Paladins vs. walking corpses and magi vs. almost anything are particularly poignant examples.
* In the strategy RPG ''OgreBattle'', your units get universally more powerful with levels, however a crucial element of the game is keeping the populace's faith in you. If you defeat enemy units with higher-level units, that faith goes down because you look like a bully, so other characters help you out less along the way. This was meant to encourage players to level less, but it didn't work because the players instead identified and exploited loopholes in the system.

to:

** Ditto ''BattleForWesnoth''.''VideoGame/BattleForWesnoth''. Paladins vs. walking corpses and magi vs. almost anything are particularly poignant examples.
* In the strategy RPG ''OgreBattle'', ''VideoGame/OgreBattle'', your units get universally more powerful with levels, however a crucial element of the game is keeping the populace's faith in you. If you defeat enemy units with higher-level units, that faith goes down because you look like a bully, so other characters help you out less along the way. This was meant to encourage players to level less, but it didn't work because the players instead identified and exploited loopholes in the system.
27th Mar '16 11:02:39 AM MarqFJA
Is there an issue? Send a Message


[[AC: {{LiveActionTelevision}}]]

to:

[[AC: {{LiveActionTelevision}}]]LiveActionTelevision]]



[[AC: {{TabletopGames}}]]

to:

[[AC: {{TabletopGames}}]]TabletopGames]]
16th Nov '15 7:27:21 PM TARINunit9
Is there an issue? Send a Message


Contrast EliteTweak. Compare EmptyLevels, where it's all downhill from the start, and LowLevelAdvantage, where while gaining levels does make your character stronger, there are still benefits to staying low-leveled. [[IThoughtItMeant Unrelated to]] LinearWarriorsQuadraticWizards, which is about a parabola opening upward rather than downward.

to:

Contrast EliteTweak. Compare EmptyLevels, where it's all downhill from the start, and LowLevelAdvantage, where while gaining levels does make your character stronger, there are still benefits to staying low-leveled. [[IThoughtItMeant Unrelated to]] LinearWarriorsQuadraticWizards, which is about a parabola opening upward rather than downward. If the Parabolic Curve is applied to specific stats rathan leveling as a whole, it's DiminishingReturnsForBalance.
11th Oct '15 11:07:04 AM nombretomado
Is there an issue? Send a Message


* In the ultimate difficulty of ''PhantasyStarOnline'', the temporary invincibility after being hit is taken away unless you get completely knocked over. Thus, it's only possible to survive some attacks until your defense gets high enough.
* ''WorldOfWarcraft'' uses this intentionally. Stats granted by items (in particular, ratings that convert to a percentage increase in effectiveness like armor, critical strike chance, dodge chance, etc.) lose relative power as characters level up, encouraging players to seek better gear. This was actually done to avoid the problem of PowerCreepPowerSeep where, given a logical progression of gear at higher levels, players would eventually be running around with 100% crit, haste, dodge, etc., severely breaking game balance.

to:

* In the ultimate difficulty of ''PhantasyStarOnline'', ''VideoGame/PhantasyStarOnline'', the temporary invincibility after being hit is taken away unless you get completely knocked over. Thus, it's only possible to survive some attacks until your defense gets high enough.
* ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' uses this intentionally. Stats granted by items (in particular, ratings that convert to a percentage increase in effectiveness like armor, critical strike chance, dodge chance, etc.) lose relative power as characters level up, encouraging players to seek better gear. This was actually done to avoid the problem of PowerCreepPowerSeep where, given a logical progression of gear at higher levels, players would eventually be running around with 100% crit, haste, dodge, etc., severely breaking game balance.
14th Jun '15 2:34:46 PM demonfiren
Is there an issue? Send a Message


** It gets worse. Damage, both weapons and magical is capped (stats only go so high), but health is level dependent. So as you level beyond a certain stage, you and your enemies grow more durable, but your damage stays the same, leading to long, drawn out slug fests. Worse still, monster damage does scale with level, forcing the player to rely on a GameBreaker to kill anything at the higher levels, which in turn make things too easy instead.

to:

** It gets worse. Damage, both weapons and magical is capped (stats only go so high), but health is level dependent. So as you level beyond a certain stage, you and your enemies grow more durable, but your damage stays the same, leading to long, drawn out slug fests. Worse still, monster damage does scale with level, forcing the player to rely on a GameBreaker to kill anything at the higher levels, which in turn make makes things too easy instead.
14th Jun '15 2:32:59 PM demonfiren
Is there an issue? Send a Message


** A large part of the problem was that while enemies scaled with the player's level, many friendly NPCs didn't. An early battle was designed to be fought by the player with a bunch of similar level allies against a bunch of similar level daedra. If the player levelled up a bit first, it instead became a bunch of low level allies being instantly slaughtered by high level daedra and leaving the player to deal with them all. Since this was an early part of the main story, it could become essentially impossible to progress at all. The same problem applied to the final boss, but since that was designed as a higher level fight to start with the friendly NPCs weren't quite so badly outclassed.

to:

** A large part of the problem was that while enemies scaled with the player's level, many friendly NPCs [=NPCs=] didn't. An early battle was designed to be fought by the player with a bunch of similar level allies against a bunch of similar level daedra. If the player levelled up a bit first, it instead became a bunch of low level allies being instantly slaughtered by high level daedra and leaving the player to deal with them all. Since this was an early part of the main story, it could become essentially impossible to progress at all. The same problem applied to the final boss, but since that was designed as a higher level fight to start with the friendly NPCs [=NPCs=] weren't quite so badly outclassed.
This list shows the last 10 events of 67. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.ParabolicPowerCurve