History ThatOneLevel / MMORPG

12th Jan '16 5:27:15 PM nombretomado
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* ''{{Runescape}}'' possesses one of these in the form of the quest "Ratcatchers", namely around half-way in the quest where you must do a forced stealth mission in order to kill some rats with your cat. However, this part of the quest suffers from heavily bugged AI. Meaning guards will often spot you behind walls, when they're not facing you and often walking out of their patrol routes into places where they are completely unavoidable. Thankfully, a fix has made this quest less frustrating, but god help you if you're doing this quest with only a kitten, as you wills spend hours watching your chatbox filling up with "Your kitten fails to catch the rat".
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* ''{{Runescape}}'' ''VideoGame/{{Runescape}}'' possesses one of these in the form of the quest "Ratcatchers", namely around half-way in the quest where you must do a forced stealth mission in order to kill some rats with your cat. However, this part of the quest suffers from heavily bugged AI. Meaning guards will often spot you behind walls, when they're not facing you and often walking out of their patrol routes into places where they are completely unavoidable. Thankfully, a fix has made this quest less frustrating, but god help you if you're doing this quest with only a kitten, as you wills spend hours watching your chatbox filling up with "Your kitten fails to catch the rat".
9th Dec '15 2:03:32 AM jormis29
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* Similar to the Jita example above, in old-school ''AsheronsCall'' ''everybody'' hated the town of Arwic. It was just a hop, skip, and jump from the Abandoned Mine, a dungeon called the "subway" since it had portals that could take you to key locations all over the gameworld. This meant that it was always crowded, laggy, full of inane chatter, and subject to portal storms. It got so bad that eventually the developers had the game's first BigBad KickTheDog by ''blowing it off the map'' with the magical equivalent of a tactical nuke. It was rebuilt a few months later as a collection of shopkeepers and basic amenities scattered around the edge of the crater, which alleviated the overcrowding immensely.
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* Similar to the Jita example above, in old-school ''AsheronsCall'' ''VideoGame/AsheronsCall'' ''everybody'' hated the town of Arwic. It was just a hop, skip, and jump from the Abandoned Mine, a dungeon called the "subway" since it had portals that could take you to key locations all over the gameworld. This meant that it was always crowded, laggy, full of inane chatter, and subject to portal storms. It got so bad that eventually the developers had the game's first BigBad KickTheDog by ''blowing it off the map'' with the magical equivalent of a tactical nuke. It was rebuilt a few months later as a collection of shopkeepers and basic amenities scattered around the edge of the crater, which alleviated the overcrowding immensely.
4th Dec '15 6:42:37 PM jormis29
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Gotta Namespace
* Corpus missions in ''{{Warframe}}''. Hundreds of security cameras that can detect you from ''the other side of the room'' and activate absurdly powerful turrents, as well as laser doors that deal incredibly high damage and bars you from exiting the room until the camera is destroyed. God help you if a [[TimedMission Capture]] or [[EscortMission Rescue]] takes place on a Corpus map. * ''{{Wizard101}}'' has an ''entire world'' of That One Level: Azteca (at least pre-2013 nerf). Leading up to it were two easy worlds (Wizard City and Krokotopia), three moderate worlds (Marleybone, MooShu and Dragonspyre [this last one was actually kinda hard before the 2010 nerf], plus an additionl side world [Grizzleheim] that started as level 20 but the areas escalated in level), then a difficulty spike with Celestia, introducing the second arc (also later nerfed, though not to the extent of Dragonspyre, sorta like the Azteca nerf) which slightly changed the way enemies fought (health was now much more dependant on school, hardly any enemies used off-school spells [meaning no more annoying Weakness spam], now they'd use irregular spells [not taught by the teacher in quests or otherwise], they'd start with much more than just one pip [this amount was later nerfed since they sorta went in all-guns-blazing] and would now have a new weakness [in the form of Elemental Rock-Paper-Scissors] in addition to their antithesis [Ice-Fire, Life-Death, Storm-Myth, Balance with none, but being weak to Life, Death and Myth], these being Life-Storm-Fire and so forth for the schools in the Sun triangle and Ice-Death-Myth for the schools in the Moon triangle [ie. before, Fire enemies would only be weak to Ice and vice versa but Celestia+ Fire enemies would be weak to Ice and Storm and Ice enemies to Fire and Myth], while in turn reducing the percentage of the boost), which was kept for Zafaria, then Avalon kept it mostly the same but started using a health system more akin to WC-DS (health being more dependant on rank that class, thus making Storm enemies more difficult), then Azteca introduced bosses that had mastery over two schools (but only having the weaknesses of one) and it's been suspected that they also started having better stats other than HP. Azteca was pretty hard and grindy, with the high amount of health enemies had, plus being kinda boring and being released at a point where players were going through a nostalgia kick with the first arc and classic PvP.
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* Corpus missions in ''{{Warframe}}''.''VideoGame/{{Warframe}}''. Hundreds of security cameras that can detect you from ''the other side of the room'' and activate absurdly powerful turrents, as well as laser doors that deal incredibly high damage and bars you from exiting the room until the camera is destroyed. God help you if a [[TimedMission Capture]] or [[EscortMission Rescue]] takes place on a Corpus map. * ''{{Wizard101}}'' ''VideoGame/{{Wizard 101}}'' has an ''entire world'' of That One Level: Azteca (at least pre-2013 nerf). Leading up to it were two easy worlds (Wizard City and Krokotopia), three moderate worlds (Marleybone, MooShu and Dragonspyre [this last one was actually kinda hard before the 2010 nerf], plus an additionl side world [Grizzleheim] that started as level 20 but the areas escalated in level), then a difficulty spike with Celestia, introducing the second arc (also later nerfed, though not to the extent of Dragonspyre, sorta like the Azteca nerf) which slightly changed the way enemies fought (health was now much more dependant on school, hardly any enemies used off-school spells [meaning no more annoying Weakness spam], now they'd use irregular spells [not taught by the teacher in quests or otherwise], they'd start with much more than just one pip [this amount was later nerfed since they sorta went in all-guns-blazing] and would now have a new weakness [in the form of Elemental Rock-Paper-Scissors] in addition to their antithesis [Ice-Fire, Life-Death, Storm-Myth, Balance with none, but being weak to Life, Death and Myth], these being Life-Storm-Fire and so forth for the schools in the Sun triangle and Ice-Death-Myth for the schools in the Moon triangle [ie. before, Fire enemies would only be weak to Ice and vice versa but Celestia+ Fire enemies would be weak to Ice and Storm and Ice enemies to Fire and Myth], while in turn reducing the percentage of the boost), which was kept for Zafaria, then Avalon kept it mostly the same but started using a health system more akin to WC-DS (health being more dependant on rank that class, thus making Storm enemies more difficult), then Azteca introduced bosses that had mastery over two schools (but only having the weaknesses of one) and it's been suspected that they also started having better stats other than HP. Azteca was pretty hard and grindy, with the high amount of health enemies had, plus being kinda boring and being released at a point where players were going through a nostalgia kick with the first arc and classic PvP.

* ''{{Pirate101}}'' has the first quests from Book 8 which serve as introduction to Port Regal Skyway, which involve defeating an absurd amount of ships that are quite hard (or take a long time if you board/let them board you and take out the crew) to sink solo, especially with the slightly outdated ship you have at this point (because the next ship available is ''inside'' Port Regal Skyway, unless you have someone teleport you into Port Regal to buy it or did a lot of side quests and grinded ship EXP and have someone to teleport you into Tumbleweed to buy the Bison Galleon [next ship after Marleybone Skiff], which makes these quests much easier). There used to be a glitch where you could access Tumbleweed Skyway [and thus Tumbleweed] from the entrance to it on Big Sky but it has since been patched). Then around five quests later you get to find ten ''more'' ships to sink. Then next quest you get ''TEN FREAKING MORE SHIPS TO SINK!'' At least after that you get to one of the coolest dungeons in the game (which is a little long but still very fun and furthers the plot).
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* ''{{Pirate101}}'' ''VideoGame/{{Pirate 101}}'' has the first quests from Book 8 which serve as introduction to Port Regal Skyway, which involve defeating an absurd amount of ships that are quite hard (or take a long time if you board/let them board you and take out the crew) to sink solo, especially with the slightly outdated ship you have at this point (because the next ship available is ''inside'' Port Regal Skyway, unless you have someone teleport you into Port Regal to buy it or did a lot of side quests and grinded ship EXP and have someone to teleport you into Tumbleweed to buy the Bison Galleon [next ship after Marleybone Skiff], which makes these quests much easier). There used to be a glitch where you could access Tumbleweed Skyway [and thus Tumbleweed] from the entrance to it on Big Sky but it has since been patched). Then around five quests later you get to find ten ''more'' ships to sink. Then next quest you get ''TEN FREAKING MORE SHIPS TO SINK!'' At least after that you get to one of the coolest dungeons in the game (which is a little long but still very fun and furthers the plot).

** Like in Wizard101, there's a postgame tower that's considerably hard and requires a good team to fight with you if you don't wanna spend four hours in this damn tower (at least most of the time on Wizard101's postgame towers you can get by if the others just know how to avoid the cheats/work around them, and don't necessarily have to play very well so long as any one person can carry the team). Add in the fact that there's a badge with a really cool effect for going rogue on the before-before last fight and only one player can go rogue, which means a lot of players only do this tower for the badge and ragequit if someone beats them to the punch on said fight. Not to mention that there's so much good gear up for grabs in this tower that it almost demands you run it a lot of times (plus there's a badge for completing it ''25 times'').
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** Like in Wizard101, Wizard 101, there's a postgame tower that's considerably hard and requires a good team to fight with you if you don't wanna spend four hours in this damn tower (at least most of the time on Wizard101's postgame towers you can get by if the others just know how to avoid the cheats/work around them, and don't necessarily have to play very well so long as any one person can carry the team). Add in the fact that there's a badge with a really cool effect for going rogue on the before-before last fight and only one player can go rogue, which means a lot of players only do this tower for the badge and ragequit if someone beats them to the punch on said fight. Not to mention that there's so much good gear up for grabs in this tower that it almost demands you run it a lot of times (plus there's a badge for completing it ''25 times'').
24th Nov '15 8:35:44 PM PaulA
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* In ''VideoGame/DoctorWhoWorldsInTime'', it was that one level on Skaro that began with you running into a trio of Daleks who had to be attacked using one particular strategy for you to have any chance of defeating them before they killed you (and even if you knew the strategy, that only gave you a chance). What really elevated it was that the attack phase was preceded by a lengthy rant from the Daleks, and ''Worlds in Time had no Skip Cutscene command'', so every time the Daleks killed you you had to sit through the whole rant again before you could have another go at them.
14th Oct '15 9:46:55 PM Vir
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*** Yo dawg, I heard you like Gunpuppy. So we add [[BulletHell 1x more Gunpuppies so you can evade while you evade!]]
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*** Yo dawg, I heard you like Gunpuppy. Gun Puppy. So we add [[BulletHell 1x more Gunpuppies Gun Puppies so you can evade while you evade!]]
14th Oct '15 9:46:39 PM Vir
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* If you play SpiralKnights, you will have (soon or later) entered an Arena, where each chamber involves facing multiple waves of enemies according to the elemental type of the level. This can become a major problem when the element happens to be Ice or Electricity (a few patches ago, Fire also counted). One of the rounds will invariably involve 10+ turrets, which in the midgame can fire 3 shots of status-inducing goodness at once. Freeze sticks you in place, ready to be mobbed by the other enemies, while Shock causes you to occasionally pause, spasm and take damage. This can also result in you being mobbed and quickly dying. Ice or Electric Arenas can easily consume hundreds (even thousands) of energy on a particularly bad run.
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* If you play SpiralKnights, ''VideoGame/SpiralKnights'', you will have (soon or later) entered an Arena, where each chamber involves facing multiple waves of enemies according to the elemental type of the level. This can become a major problem when the element happens to be Ice or Electricity (a few patches ago, Fire also counted). One of the rounds will invariably involve 10+ turrets, which in the midgame can fire 3 shots of status-inducing goodness at once. Freeze sticks you in place, ready to be mobbed by the other enemies, while Shock causes you to occasionally pause, spasm and take damage. This can also result in you being mobbed and quickly dying. Ice or Electric Arenas can easily consume hundreds (even thousands) of energy on a particularly bad run.
29th Aug '15 4:48:50 AM Schismatism
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* Ask any player of ''VideoGame/TheSecretWorld'' what their least favourite quest type is, and you'll inevitably hear 'Sabotage'. Much of the time the goal is to complete the mission within a certain time limit, without being spotted, et cetera. While the game does have AntiFrustrationFeatures for some of these (respawning multiple times in one results in a completely abandoned facility), the end result is inevitably getting sent back to the start... over, and over. This crosses with ThatOneAchievement where you have to perform these runs ''perfectly'' to obtain those points.
21st Jun '15 9:34:19 PM nombretomado
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* Ask most players of The KingdomOfLoathing, and you'll find the most frequently despised quest is the [[ExactlyWhatItSaysOnTheTin Quest for the Holy MacGuffin]], the level 11 quest. As opposed to the previous ten levels worth of main quests, each of which are fairly self-contained in one area of the game each, the MacGuffin quest has you running all over the Kingdom on six different mini-quests (one to get your father's diary, three for the key to the final area, one to find the final area itself, one to find the MacGuffin), each with its own set of annoying mechanics. Heavy on inventory-clicking? Identifying four otherwise similar spheres by combat results alone, leaving yourself open to attack while doing so? (possibly) Backtracking to a low-level area to waste turns looking for two items to drop? Bouncing back and forth for five turns at a time between the desert and the oasis? It's all there. A shame, too, since that's the most interesting part of the game, just the most annoying game-wise.
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* Ask most players of The KingdomOfLoathing, ''VideoGame/KingdomOfLoathing'', and you'll find the most frequently despised quest is the [[ExactlyWhatItSaysOnTheTin Quest for the Holy MacGuffin]], the level 11 quest. As opposed to the previous ten levels worth of main quests, each of which are fairly self-contained in one area of the game each, the MacGuffin quest has you running all over the Kingdom on six different mini-quests (one to get your father's diary, three for the key to the final area, one to find the final area itself, one to find the MacGuffin), each with its own set of annoying mechanics. Heavy on inventory-clicking? Identifying four otherwise similar spheres by combat results alone, leaving yourself open to attack while doing so? (possibly) Backtracking to a low-level area to waste turns looking for two items to drop? Bouncing back and forth for five turns at a time between the desert and the oasis? It's all there. A shame, too, since that's the most interesting part of the game, just the most annoying game-wise.
9th May '15 4:21:21 PM superkeijikun
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* ''VideoGame/PhantasyStarOnline2'' doesn't have a scrappy level, per se, but a scrappy code: "Change Over Code: Capture", where the objective is to lure a boss over to a specific point to capture it. As a normal Emergency Code, it's tolerable, but as a Change Over Code, it's annoying, since by that point, the boss is close to half-way dead. As such, most players opt to simply kill the boss and be done with it.
14th Mar '15 8:29:02 AM harryhenry
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* ''ToontownOnline'', just beware the Brrrgh... Beware...
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* ''ToontownOnline'', ''VideoGame/ToontownOnline'', just beware the Brrrgh... Beware...
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