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** Probably the most popular example was at the beginning of the second game. There is a cutscene that shows the main character awake in a prison. The cutscene also erased all the eventual items in the inventory, since imported characters would mantain their weapons and items as well (this was a legit mechanic in the first game). However, before the cutscene started, there was a fraction of second with a black screen when players could pause the game, drop all the items on the ground before the cutscene script erase them, and then pick them up after the cutscene ends. This could make all the first part of the game a lot easier.

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** Probably the most popular example was at the beginning of the second game. There is a cutscene that shows the main character awake in a prison. The cutscene also erased all the eventual items in the inventory, since imported characters would mantain their weapons and items as well (this was a legit mechanic in the first game). However, before the cutscene started, there was a fraction of second with a black screen when players could pause the game, drop all the items on the ground before the cutscene script erase erased them, and then pick them up after the cutscene ends. This could make all the first part of the game a lot easier.



* In the early version of ''VideoGame/{{Battlefield3}}'' any player with a mortar can use it in their spawn zone, so the opposite team cannot kill them without trying to enter to the opposite spawn zone. This was fixed in later versions, so a mortar can only be deployed in areas when any player can reach and preventing those blind spots. This is even warned over in the loading screens.

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* In the early version of ''VideoGame/{{Battlefield3}}'' ''VideoGame/Battlefield3'' any player with a mortar can use it in their spawn zone, so the opposite team cannot kill them without trying to enter to the opposite spawn zone. This was fixed in later versions, so a mortar can only be deployed in areas when any player can reach and preventing those blind spots. This is even warned over in the loading screens.
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* In ''VideoGame/NewHorizons'', the "Sail To"-system, from the original game, enables the players to fast travel to different locations near them, including other ships. In practice, this essentially allows teleporting to a fleeing enemy, making catching them a non-issue. The mod rectifies this in Realistic Sailing Mode by only allowing you to teleport to enemies that are slower than players, e. g. those they could also catch without "Sail To".
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* ''VideoGame/LoveOfMagic'': Two of your companions, Xochi and Dylan, can have the ability to refresh your other companions and let them use their abilities again. They do not refresh each other, so that you can't create an infinite loop and use your third companion's ability an infinite number of times.
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** 0.2.0.6 made it so flying or floating Pals are now immune to FallingDamage after people [[CheeseStrategy cheesed]] Jetragon by luring it off the nearby cliffs.
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** Statue spawned enemies were consistently patched to prevent AFK item and money farming. The first patch was in 1.2.0.2 so hardmode boss summons could no longer drop from them. 1.3.1 cut the item drop rate by a quarter. Finally, 1.4.0.1 made it so that players needed to inflict ''some'' damage on the spawned enemies before they will drop their items (no more using automated DeathTraps or {{Lava Pool}}s).

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** Statue spawned enemies were consistently patched to prevent AFK item and money farming. The first patch was in 1.2.0.2 so hardmode boss summons could no longer drop from them. 1.3.1 cut the item drop rate by a quarter. Finally, 1.4.0.1 made it so that players needed to inflict ''some'' damage on the spawned enemies before they will drop their items (no more using automated DeathTraps {{Death Trap}}s or {{Lava Pool}}s).Pit}}s).
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** Statue spawned enemies were consistently patched to prevent AFK item and money farming. The first patch was in 1.2.0.2 so hardmode boss summons could no longer drop from them. 1.3.1 cut the item drop rate by a quarter. Finally, 1.4.0.1 made it so that players needed to inflict ''some'' damage on the spawned enemies before they will drop their items (no more using automated DeathTraps or {{Lava Pool}}s).
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* The arena mode in ''VideoGame/PlantsVsZombies2'' used to award two gauntlets for winning the first match. Gauntlets were removed as streak awards and replaced with mints after people found they could get crowns for free without regard to the timer by winning the first match, getting two gauntlets, spending a gauntlet to fight the second match, throwing the second match, spending a gauntlet to fight the first match, repeat ''ad nauseum''.


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* ''VideoGame/StardewValley'':
** Garden pots allow you to grow any crop indoors. To prevent people from filling every indoor location with pots and breaking the economy in two, ancient seeds cannot be planted in them.
** Crystallariums allow the duplication of any gem. To prevent mass production of prismatic shards and trivializing relationship building and money making (the shards are a universally loved gift -- with Haley being the ''one'' exception -- and sell for 2000 gold each), prismatic shards cannot be placed in a crystallarium.
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* ''VideoGame/{{Rimworld}}'':
** Some quests require your colony to host some guests, prisoners, or animals for an extended period. The easiest way to theoretically complete these quests is simply to put the prisoners/guests/animals in cryptosleep for the duration of the mission length, so the option to do this to them is blanked out to prevent this quest from being trivial to complete.
** Raiders have a much higher chance of dying, rather than being downed, upon being incapacitated to prevent you from being able to rescue and recruit them in large numbers, keeping your colony from being able to amass new members too easily. The weapons raiders have are also always of terrible quality and have a hidden selling price multiplier to prevent you from being able to acquire weapons too easily, or selling the weapons to traders to accumulate wealth too quickly. The armour/clothes raiders wear will also be "tainted" if they die while wearing it, meaning it will incur a mood loss penalty if you take it from their corpses, again, to keep you from getting these resources too easily.
** Similarly, quests from the ''Royalty'' DLC which have you allying with high-tech mercenaries from the Empire will state that the weapons they have are bio-coded, preventing your colonists from being able to use them if taken from the mercenaries and giving them zero resell value to traders. Their armour also have acid implants which destroy said armour upon the wearer's death, preventing you from taking it from their corpses. Attempting to take the armour/weapons from the mercenaries while they're still alive will damage your relationship with the Empire.
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** Cyan got a major change to his [=SwdTech=]/Bushido abilities after he sat on the [[LowTierLetdown low end of the tier list]] for a while. In the initial release, a player would have to charge up Cyan's special meter until it got to the attack they wanted, forcing them to do nothing while the enemies wailed on their party. While this could still work with {{Overly Long Fighting Animation}}s, few players bothered. This was changed in the GBA remake so that the player selects which [=SwdTech=]/Bushido attack they want from a list, and the meter charges on its own without further player input, letting everyone else act while Cyan is charging.

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** Cyan got a major change to his [=SwdTech=]/Bushido abilities after he sat on the [[LowTierLetdown low end of the tier list]] for a while. In the initial release, a player would have to charge up Cyan's special meter until it got to the attack they wanted, forcing them to do nothing while the enemies wailed on their party. While this could still work with {{Overly Long Fighting Animation}}s, few players bothered. This was changed in the GBA IOS remake so that the player selects which [=SwdTech=]/Bushido attack they want from a list, and the meter charges on its own without further player input, letting everyone else act while Cyan is charging.

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