History Main / UnstableEquilibrium

25th Jul '16 4:55:25 AM Gadjiltron
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** A negative example of this trope manifests in the new Casual game mode. Games there are usually played for 2-3 rounds - each team taking one side - without autobalance shifting players between teams mid-game. This has led to a commonly observed scenario: one side wins, players from the losing side RageQuit, putting the losing team at an even greater disadvantage and feeding into more ragequits, and an unsatisfying game for almost everyone involved. This has elicited reactions from players wanting autobalance back - despite the fact that it had garnered a reputation as a ScrappyMechanic for forcing unlucky players to fight against the fruits of their hard work.
12th Jul '16 1:25:59 AM ArcaneAzmadi
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** Honor decks can control the ImperialFavor, a bonus which has had a staggering number of different uses over the years.

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** Honor decks can control the ImperialFavor, Imperial Favor, a bonus which has had a staggering number of different uses over the years.


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** The aspect of the game that pretty much ''everyone'' agreed on was its biggest flaw was the way the battle system resolved: once all players involved in the battle had finished taking actions, the total amount of force on each side was counted up. The army with less force, even if only by 1 point? ''Annihilated.'' And to add insult to injury, the winning player gained 2 honour for each card they destroyed this way, which could add up to an ''enormous'' surge in a large battle. If you didn't commit everything you had to the battle, you risked losing, but if you did and lost anyway you'd basically lose the game in one battle, while the victor lost nothing (apart from any cards destroyed by in-battle actions like ranged attacks). The [[TakingYouWithMe Yu]] trait was basically introduced as a direct attempt to limit the effects losing a battle could have on the game.
12th Jul '16 1:11:37 AM ArcaneAzmadi
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* ''TabletopGame/{{Chess}}'' has very strong elements of this. A player who gets behind in the opening development will have a very hard time catching up with his opponent. In a similar way, if one player manages to get a material advantage ("material" as in "combined value of all pieces"), that player will likely be able to exploit and increase said advantage. This means that, for advanced players, winning a game of chess is often a matter of getting that first advantage while preventing the opponent from doing so.

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* ''TabletopGame/{{Chess}}'' has very strong elements of this. A player who gets behind in the opening development will have a very hard time catching up with his opponent. In a similar way, if one player manages to get a material advantage ("material" as in "combined value of all pieces"), that player will likely be able to exploit and increase said advantage. This means that, for advanced players, winning a game of chess is often a matter of getting that first advantage while preventing the opponent from doing so. This is the reason professional-level chess games almost never end in checkmate, with one player conceding when they determine their situation to be hopeless; not because Chess players are [[RageQuit quitters]], but because they understand how key the unstable equilibrium is in the game.
23rd Jun '16 8:04:26 PM nombretomado
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* The original ''TimeCrisis'', and its GaidenGame ''Project Titan''. Unlike later games, where the timer completely refills every section, it only increases by a certain amount for each area, also depending on your skill. So if you aren't fast and well skilled, you'll have less and less time for the subsequent areas, and when the timer runs out, it's GameOver. [[TimeKeepsOnTicking The timer also keeps running during the "Wait" sequences]].

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* The original ''TimeCrisis'', ''VideoGame/TimeCrisis'', and its GaidenGame ''Project Titan''. Unlike later games, where the timer completely refills every section, it only increases by a certain amount for each area, also depending on your skill. So if you aren't fast and well skilled, you'll have less and less time for the subsequent areas, and when the timer runs out, it's GameOver. [[TimeKeepsOnTicking The timer also keeps running during the "Wait" sequences]].
5th Jun '16 8:55:38 AM GreatLimmick
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* ''VideoGame/PokemonShuffle'' offers items that permanently enhance your Pokémon as prizes for competitions and escalation battles. Using them wisely (or in bulk) improves a player's performance in future competitions and escalation battles, allowing players who did well collecting the early items to collect even more of the later ones. In competitions, where items are awarded by regional ranking, the fact that the best players keep getting more items makes it harder for other players to get any items at all.
11th May '16 4:20:17 PM TheOneWhoTropes
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* The third ''ValkyrieProfile'' game, ''[[ValkyrieProfileCovenantOfThePlume Covenant of the Plume]]'', uses overkill damage to determine what rewards you get from Mistress Hel after each battle. Score a lot of overkill damage? You get extremely nice stuff, such as powerful weapons or in a certain route, an item that actually increases the maximum amount of Sin you can get from each enemy from 100 to 120. Score an insufficient amount? Good luck with the Realmstalkers, Hel's servants that almost force you to use the Plume just to get rid of them. Given that usage of the Plume automatically gets you closer to getting owned by Freya and/or the bad ending, but nets you enough points to outright ignore the overkill situation, it's probably her way of saying "you moron, you want to kill Lenneth or not? '''Don't fuck up.'''"

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* The third ''ValkyrieProfile'' ''VideoGame/ValkyrieProfile'' game, ''[[ValkyrieProfileCovenantOfThePlume ''[[VideoGame/ValkyrieProfileCovenantOfThePlume Covenant of the Plume]]'', uses overkill damage to determine what rewards you get from Mistress Hel after each battle. Score a lot of overkill damage? You get extremely nice stuff, such as powerful weapons or in a certain route, an item that actually increases the maximum amount of Sin you can get from each enemy from 100 to 120. Score an insufficient amount? Good luck with the Realmstalkers, Hel's servants that almost force you to use the Plume just to get rid of them. Given that usage of the Plume automatically gets you closer to getting owned by Freya and/or the bad ending, but nets you enough points to outright ignore the overkill situation, it's probably her way of saying "you moron, you want to kill Lenneth or not? '''Don't fuck up.'''"
29th Apr '16 3:11:10 AM Adept
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* ''HeavyWeapon'' had this with your {{Smart Bomb}}s. In most shooters, you are restocked with a certain number of bombs after death. In ''Heavy Weapon'', you ''lose'' all your Nukes on death! This makes the waves even harder as you now don't have the ability to clear the screen of enemies and bullets.

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* ''HeavyWeapon'' ''VideoGame/HeavyWeapon'' had this with your {{Smart Bomb}}s. In most shooters, you are restocked with a certain number of bombs after death. In ''Heavy Weapon'', you ''lose'' all your Nukes on death! This makes the waves even harder as you now don't have the ability to clear the screen of enemies and bullets.
4th Apr '16 6:40:41 AM WikiGuardianAngel
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* In sociology, this phenomenon is referred to as the [[https://en.wikipedia.org/wiki/Matthew_effect Matthew effect]], named after the [[TheFourGospels Gospel of Matthews]] where the verse that alludes to this appears in: ''"For unto every one that hath shall be given, and he shall have abundance: but from him that hath not shall be taken even that which he hath."'' (Matthew 25:29, King James Version)

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* In sociology, this phenomenon is referred to as the [[https://en.wikipedia.org/wiki/Matthew_effect Matthew effect]], named after the [[TheFourGospels Gospel of Matthews]] where the Matthew]] in which a verse that alludes to this appears in: appears: ''"For unto every one that hath shall be given, and he shall have abundance: but from him that hath not shall be taken even that which he hath."'' (Matthew 25:29, King James Version)
4th Apr '16 6:35:57 AM WikiGuardianAngel
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* In sociology, this phenomenon is also referred to as the [[https://en.wikipedia.org/wiki/Matthew_effect Matthew effect]], named after a verse in the [[TheBible Bible]] that alludes to this: ''"For unto every one that hath shall be given, and he shall have abundance: but from him that hath not shall be taken even that which he hath."'' (Matthew 25:29, King James Version)

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* In sociology, this phenomenon is also referred to as the [[https://en.wikipedia.org/wiki/Matthew_effect Matthew effect]], named after a the [[TheFourGospels Gospel of Matthews]] where the verse in the [[TheBible Bible]] that alludes to this: this appears in: ''"For unto every one that hath shall be given, and he shall have abundance: but from him that hath not shall be taken even that which he hath."'' (Matthew 25:29, King James Version)
4th Apr '16 6:26:02 AM WikiGuardianAngel
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* In sociology, this phenomenon is also referred to as the [[https://en.wikipedia.org/wiki/Matthew_effect Matthew effect]], named after a verse in the [[Bible]] that alludes to this: ''"For unto every one that hath shall be given, and he shall have abundance: but from him that hath not shall be taken even that which he hath."'' (Matthew 25:29, King James Version)

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* In sociology, this phenomenon is also referred to as the [[https://en.wikipedia.org/wiki/Matthew_effect Matthew effect]], named after a verse in the [[Bible]] [[TheBible Bible]] that alludes to this: ''"For unto every one that hath shall be given, and he shall have abundance: but from him that hath not shall be taken even that which he hath."'' (Matthew 25:29, King James Version)
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