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Some games try to avert this by having the pause menu cover the entire screen, not allowing the player to issue commands while pausing, or simply annoying the player with a pause sound or short delay after pausing and unpausing; however, some examples where even ''that'' can be abused springs to mind. The [[DisproportionateRetribution most extreme form]] of preventing Pause Scumming is to [[BladderOfSteel not allow pausing at all]].

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Some games try to avert this by having the pause menu cover the entire screen, not allowing the player to issue commands while pausing, disabling pausing for a second or so after pausing, or simply annoying the player with a pause sound or short delay after pausing and unpausing; sound; however, some examples where even ''that'' can be abused springs to mind. The [[DisproportionateRetribution most extreme form]] of preventing Pause Scumming is to [[BladderOfSteel not allow pausing at all]].



Don't do this in multiplayer, by the way. Just don't.

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Don't do this in multiplayer, by the way. Just don't.
don't. In games where rapid pausing can bypass the difficulty of twitch or reflex based action segments and these segments are the main challenge of the game, this tactic is usually banned by fan leaderboards. Don't do this in such a situation, either. Well, unless you want to be branded a cheater.
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* In ''VideoGame/ValkyriaChronicles'' and [[VideoGame/ValkyriaChroniclesII its sequel]], the unit you are controlling, (and only the unit you are controlling) will be exposed to suppression fire, whether he or she is stationary, behind cover, or moving. However, enemies will mysteriously cease fire the moment you take aim. This leads to one or two different playstyles. The player will usually either run fast, shoot, and stop controlling the character; or [[GameBreaker walk, aim, walk, aim, walk, aim...]]. When '' Valkyria Chronicles'' got a re-release for Steam, UsefulNotes/NintendoSwitch, and UsefulNotes/Playstation4, [[ObviousRulePatch this was patched out by letting the enemy continue shooting at you until the aiming reticle actually appears]]. This change would also be retained in ''VideoGame/ValkyriaChronicles4'', though it was implemented a little more smoothly due to actually being a designed function from the get-go, rather than a later change to an already designed system.

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* In ''VideoGame/ValkyriaChronicles'' and [[VideoGame/ValkyriaChroniclesII its sequel]], the unit you are controlling, (and only the unit you are controlling) will be exposed to suppression fire, whether he or she is stationary, behind cover, or moving. However, enemies will mysteriously cease fire the moment you take aim. This leads to one or two different playstyles. The player will usually either run fast, shoot, and stop controlling the character; or [[GameBreaker walk, aim, walk, aim, walk, aim...]]. When '' Valkyria Chronicles'' got a re-release for Steam, UsefulNotes/NintendoSwitch, Platform/{{Steam}}, Platform/NintendoSwitch, and UsefulNotes/Playstation4, Platform/Playstation4, [[ObviousRulePatch this was patched out by letting the enemy continue shooting at you until the aiming reticle actually appears]]. This change would also be retained in ''VideoGame/ValkyriaChronicles4'', though it was implemented a little more smoothly due to actually being a designed function from the get-go, rather than a later change to an already designed system.

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