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* ''VideoGame/StateOfDecay2'': Various parts of the game's UI stress the importance of having enough beds in your community in order to stave off and recover from fatigue faster, as well as preventing community morale debuffs. However, [[https://www.youtube.com/watch?v=BVT7nEMvLBw one dedicated player]] has proven that beds don't affect fatigue ''at all'' and the penalty for lacking beds is a measly -1 per survivor that has to go without one (out of a scale from -100 to 100), which is easily offset by ''every'' morale-boosting action in the game.
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* ''VideoGame/{{Control}}'': The "Kill Hiss Rangers in the Research Sector using Abilities" Countermeasure is actually programmed as the opposite, to deal the killing blow on said rangers with Not An Ability, a.k.a using bullets.

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* ''VideoGame/{{Control}}'': The "Kill Hiss Rangers in the Research Sector using Abilities" Countermeasure is actually programmed as the opposite, to deal the killing blow on said rangers with Not An Ability, a.k.a a. using bullets.



* ''VideoGame/RiverCityGirls'': The description for the Scissors accessory says that it boosts the non-existent AP stat, which should be AT, a.k.a Attack.

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* ''VideoGame/RiverCityGirls'': The description for the Scissors accessory says that it boosts the non-existent AP stat, which should be AT, a.k.a a. Attack.



* ''VideoGame/{{Transistor}}'': The Ping() passive says it boosts Turn() walking distance available by [[PercentBasedValues 200%]], but it actually turns walking cost from "0.05625" to "0.03625" by subtracting 0.02 from the cost, which is only a boost of 45 / 29, a.k.a ~155.172413793%, a 50% difference from 200%, but VagueStatValues of the Turn() Planning Cost meter, makes that hard to figure out, with the values here given by looking at the code.

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* ''VideoGame/{{Transistor}}'': The Ping() passive says it boosts Turn() walking distance available by [[PercentBasedValues 200%]], but it actually turns walking cost from "0.05625" to "0.03625" by subtracting 0.02 from the cost, which is only a boost of 45 / 29, a.k.a a. ~155.172413793%, a 50% difference from 200%, but VagueStatValues of the Turn() Planning Cost meter, makes that hard to figure out, with the values here given by looking at the code.
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* ''VideoGame/FZero'' GX gives the returning racers from ''F-Zero X'' the same stats they had in the latter game, but because the machines themselves were reprogrammed with new stats for ''GX'', they end up inaccurate. The computer is not so much lying as it is giving completely outdated info.

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* ''VideoGame/FZero'' GX ''VideoGame/FZeroGX'' gives the returning racers from ''F-Zero X'' ''VideoGame/FZeroX'' the same stats they had in the latter game, but because the machines themselves were reprogrammed with new stats for ''GX'', they end up inaccurate. The computer is not so much lying as it is giving completely outdated info.

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* ''VideoGame/RiverCityGirls'': The description for the Scissors accessory says that it boosts the non-existent AP stat, which should be AT, a.k.a Attack.



* ''VideoGame/{{Transistor}}'': The Ping() passive says it boosts Turn() walking distance available by [[PercentBasedValues 200%]], but it actually turned walking cost from "0.05625" to "0.03625" by subtracting 0.02 from the cost, which is only a boost of 45 / 29, a.k.a ~155.172413793%, a 50% different from 200%, but VagueStatValues of the Turn() Planning Cost meter, makes that hard to figure out.

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* ''VideoGame/{{Transistor}}'': The Ping() passive says it boosts Turn() walking distance available by [[PercentBasedValues 200%]], but it actually turned turns walking cost from "0.05625" to "0.03625" by subtracting 0.02 from the cost, which is only a boost of 45 / 29, a.k.a ~155.172413793%, a 50% different difference from 200%, but VagueStatValues of the Turn() Planning Cost meter, makes that hard to figure out.out, with the values here given by looking at the code.
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* ''VideoGame/ShantaeAndTheSevenSirens'': The instructions for Newt Dash are slightly incorrect, it says "Press [Dash] in air to [[gold:DASH]]." But it works fine even if Shantae is standing on the ground.
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* ''VideoGame/{{Transistor}}'': The Ping() passive says it boosts Turn() walking distance available by [[PercentBasedValues 200%]], but it actually turned walking cost from "0.05625" to "0.03625" by subtracting 0.02 from the cost, which is only a boost of 45 / 29, a.k.a ~155.172413793%, a 50% different from 200%, but VagueStatValues of the Turn() Planning Cost meter, makes that hard to figure out.
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* ''VideoGame/SinAndPunishmentStarSuccessor''[='=]s final stage grants [[PlayerCharacter Isa]] 1,000 HP instead of his usual 100, but this is hardly necessary as all enemy damage is scaled up. While some damage amounts will be in non-multiples of 10, Isa is still just as suspciable to dying as he is in previous stages.

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* ''VideoGame/SinAndPunishmentStarSuccessor''[='=]s final stage grants [[PlayerCharacter Isa]] 1,000 HP instead of his usual 100, but this is hardly necessary as all enemy damage is scaled up. While some damage amounts will be in non-multiples of 10, Isa is still just as suspciable susceptible to dying as he is in previous stages.
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* When fighting the giant squid boss in ''VideoGame/EpicBattleFantasy 3'', the characters suggest killing [[CognizantLimbs the tentacles]]. Problem: The boss can regenerate the tentacles to full health. Whenever it feels like. As a free action. Suffice to say, killing the tentacles first [[note]]The way the battle system is coded you'll have to kill the tentacles at the end to finish the fight. No, it doesn't make sense.[[/note]] is borderline impossible at the level the characters are likely to be at, and not worth attempting regardless of level.

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* When fighting the giant squid boss in ''VideoGame/EpicBattleFantasy 3'', ''VideoGame/EpicBattleFantasy3'', the characters suggest killing [[CognizantLimbs the tentacles]]. Problem: The boss can regenerate the tentacles to full health. Whenever it feels like. As a free action. Suffice to say, killing the tentacles first [[note]]The way the battle system is coded you'll have to kill the tentacles at the end to finish the fight. No, it doesn't make sense.[[/note]] is borderline impossible at the level the characters are likely to be at, and not worth attempting regardless of level.



* Master of Orion II is FULL of incorrect tooltips.

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* Master of Orion II ''VideoGame/MasterOfOrionII'' is FULL of incorrect tooltips.
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** ''VideoGame/FinalFantasyVIII'' has a few inaccurate EnemyScan [[MonsterCompendium logs]], such as claiming the Elite Ethsar Soldier "only uses physical attacks" when it is in fact capable of using magic.
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* ''VideoGame/CommandAndConquerRedAlert'' has one Soviet mission that will end in failure if you complete all mission objectives as directed. "Winning" the mission requires failing it in a very specific way that the mission briefing doesn't hint at, and which nobody would ever have known about if not for the Internet. This is intentional and the victory movie for that mission has the Soviet leadership bitching about how the mission failed.

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* ''VideoGame/CommandAndConquerRedAlert'' has one the penultimate Soviet mission "Capture The Chronosphere" that will end in failure if you complete all mission objectives as directed. "Winning" the mission requires failing it in a very specific way that the mission briefing doesn't hint at, at (destroying all enemy forces on the map) and which nobody would ever have known about if not for the Internet. This is intentional and the victory movie for that mission has the Soviet leadership bitching about how the mission failed. The UpdatedReRelease of the game fixes this and allows the player to capture the Chronosphere as intended, though it is still booby-trapped and destroyed by the Allies.
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* ''VideoGame/DontStarve'' lets you bait traps. This is almost always a waste of food; there are much better ways to get mobs to go into traps.
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cleaning this up a bit


* In ''VideoGame/TheWorldEndsWithYou'', it is repeatedly claimed that the events of [[AlternateUniverse Another Day]] are completely separate from the events of the main storyline. This is not true; [[spoiler:the main universe Joshua appears, both Hanekomas are there, and a few characters are aware of this -- AD!Hanekoma is searching for main!Hanekoma to arrest him for the NecessarilyEvil committed in the main storyline; main!Hanekoma is hiding in the BonusDungeon specifically to avoid this, and fights AD!Neku as an OptionalBoss because he ''wanted'' to fight main!Neku but couldn't risk interfering with the game.]] Given the timing of these messages some of them almost feel like a SuspiciouslySpecificDenial.

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* In ''VideoGame/TheWorldEndsWithYou'', it is repeatedly claimed that the events of [[AlternateUniverse Another Day]] Day are completely separate from the events of the main storyline. This is not true; [[spoiler:the only true [[MetaphoricallyTrue in the extremely pedantic sense]] that they do, in fact, take place in an AlternateUniverse -- in a setting where travel between universes is explicitly possible. [[spoiler:The main universe Joshua appears, both Hanekomas are there, and a few characters are aware of this -- AD!Hanekoma alternate Hanekoma is searching for main!Hanekoma main Hanekoma to arrest him for the NecessarilyEvil actions committed in the main storyline; main!Hanekoma main Hanekoma is hiding in the BonusDungeon specifically to avoid this, and fights AD!Neku alternate Neku as an OptionalBoss a {{Superboss}} because he ''wanted'' to fight main!Neku main Neku but couldn't risk interfering with the game.]] Given the timing of these messages some of them almost feel like a SuspiciouslySpecificDenial.
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* ''VideoGame/SuperMarioBros'':

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* ''VideoGame/SuperMarioBros'':''Franchise/SuperMarioBros'':
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* In ''VideoGame/OctopathTravelerII'', the in-game description for Enervating Slash says that it removes enemy's buffs and increase its damage based on the numbers of the buffs removed. It actually removes the user's buffs instead and deals more damage the more buffs the user has. This problem exists in all languages.
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Xenoblade's damage bug was fixed in the Switch version, not the 3DS version.


* In ''VideoGame/XenobladeChronicles1'', all of your weapons have a minimum and a maximum damage range, and theoretically any auto-attack could do any amount of damage within that range (So, for instance, if you have 500-1000, you could theoretically do anywhere between 500 and 1000 damage with an auto-attack). Except, due to a glitch, you can only do, at most, 99 more damage than the minimum damage. This was fixed in the 3DS version.

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* In ''VideoGame/XenobladeChronicles1'', all of your weapons have a minimum and a maximum damage range, and theoretically any auto-attack could do any amount of damage within that range (So, for instance, if you have 500-1000, you could theoretically do anywhere between 500 and 1000 damage with an auto-attack). Except, due to a glitch, you can only do, at most, 99 more damage than the minimum damage. This was fixed in the 3DS Switch version.
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* ''VideoGame/{{Pickory}}'': During Tor's Eruption attack, the word "safe" and an arrow pointing down appears, but you actually have to jump as high as possible to avoid the attack. It was originally supposed to say "Not safe" but the creator forgot to add the word "not" and then decided [[ThrowItIn it was funnier that way]].

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* ''VideoGame/{{Pickory}}'': During Tor's [[VideoGame/{{Iji}} Tor]]'s Eruption attack, the word "safe" and an arrow pointing down appears, but you actually have to jump as high as possible to avoid the attack. It was originally supposed to say "Not safe" but the creator forgot to add the word "not" and then decided [[ThrowItIn it was funnier that way]].
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* ''VideoGame/{{Control}}'': The "Kill Hiss Rangers in the Research Sector using Abilities" Countermeasure is actually the programmed as the opposite, to deal the killing blow on said rangers with Not An Ability, a.k.a using bullets.

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* ''VideoGame/{{Control}}'': The "Kill Hiss Rangers in the Research Sector using Abilities" Countermeasure is actually the programmed as the opposite, to deal the killing blow on said rangers with Not An Ability, a.k.a using bullets.
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Per TRS, Bonus Boss is to be sorted between Optional Boss and Superboss.


* In ''VideoGame/TheWorldEndsWithYou'', it is repeatedly claimed that the events of [[AlternateUniverse Another Day]] are completely separate from the events of the main storyline. This is not true; [[spoiler:the main universe Joshua appears, both Hanekomas are there, and a few characters are aware of this -- AD!Hanekoma is searching for main!Hanekoma to arrest him for the NecessarilyEvil committed in the main storyline; main!Hanekoma is hiding in the BonusDungeon specifically to avoid this, and fights AD!Neku as a BonusBoss because he ''wanted'' to fight main!Neku but couldn't risk interfering with the game.]] Given the timing of these messages some of them almost feel like a SuspiciouslySpecificDenial.

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* In ''VideoGame/TheWorldEndsWithYou'', it is repeatedly claimed that the events of [[AlternateUniverse Another Day]] are completely separate from the events of the main storyline. This is not true; [[spoiler:the main universe Joshua appears, both Hanekomas are there, and a few characters are aware of this -- AD!Hanekoma is searching for main!Hanekoma to arrest him for the NecessarilyEvil committed in the main storyline; main!Hanekoma is hiding in the BonusDungeon specifically to avoid this, and fights AD!Neku as a BonusBoss an OptionalBoss because he ''wanted'' to fight main!Neku but couldn't risk interfering with the game.]] Given the timing of these messages some of them almost feel like a SuspiciouslySpecificDenial.
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** In ''Monster Hunter World'', partway through the second battle with Zorah Magdaros, the hunt will be interrupted by the appearance of [[TheDreaded Nergigante]]. The [=NPCs=] will heavily stress that you need to drop everything and go confront Nergigante to drive it off. This isn't really the case. In truth, Nergigante's presence is on a hidden timer, retreating once it runs out, which means the player can safely ignore it and it'll eventually leave on its own. The game seems to acknowledge this with the Arch-Tempered version of Zorah, where Nergigante actually needs to be manually repelled.

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** In ''Monster Hunter World'', ''VideoGame/MonsterHunterWorld'', partway through the second battle with Zorah Magdaros, the hunt will be interrupted by the appearance of [[TheDreaded Nergigante]]. The [=NPCs=] will heavily stress that you need to drop everything and go confront Nergigante to drive it off. This isn't really the case. In truth, Nergigante's presence is on a hidden timer, retreating once it runs out, which means the player can safely ignore it and it'll eventually leave on its own. The game seems to acknowledge this with the Arch-Tempered version of Zorah, where Nergigante actually needs to be manually repelled.

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