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** Landing on the Nature Preserve islands would get you wanted for trespassing and the PIDF guards patrolling the island will immediately turn hostile. But if yopu didn't touch land by being mounted on a Pal, the guards would ignore you and there would be no effect on your WantedMeter. The 0.1.5.0. patch changed it so your presence alone would increase your WantedMeter and turn the PIDF guards on the island hostile.

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** Landing on the Nature Preserve islands would get you wanted for trespassing and the PIDF guards patrolling the island will immediately turn hostile. But if yopu you didn't touch land by being mounted on a Pal, the guards would ignore you and there would be no effect on your WantedMeter. The 0.1.5.0. patch changed it so your presence alone would increase your WantedMeter and turn the PIDF guards on the island hostile.
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** ''{{Videogame/Palworld}}'':
*** Nails used to be the premiere money making method because of their simple production chain and the relatively high price they sold for. In fact, they were ''so'' efficient at making money that that instead of crafting ammunition, people crafted nails, sold them for gold and then bought ammunition. Come 0.1.5.0., nail prices were significantly decreased.
*** Landing on the Nature Preserve islands would get you wanted for trespassing and the PIDF guards patrolling the island will immediately turn hostile. But if yopu didn't touch land by being mounted on a Pal, the guards would ignore you and there would be no effect on your WantedMeter. The 0.1.5.0. patch changed it so your presence alone would increase your WantedMeter and turn the PIDF guards on the island hostile.

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** * ''{{Videogame/Palworld}}'':
*** ** Nails used to be the premiere money making method because of their simple production chain and the relatively high price they sold for. In fact, they were ''so'' efficient at making money that that instead of crafting ammunition, people crafted nails, sold them for gold and then bought ammunition. Come 0.1.5.0., nail prices were significantly decreased.
*** ** Landing on the Nature Preserve islands would get you wanted for trespassing and the PIDF guards patrolling the island will immediately turn hostile. But if yopu didn't touch land by being mounted on a Pal, the guards would ignore you and there would be no effect on your WantedMeter. The 0.1.5.0. patch changed it so your presence alone would increase your WantedMeter and turn the PIDF guards on the island hostile.
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** ''{{Videogame/Palworld}'':
** Nails used to be the premiere money making method because of their simple production chain and the relatively high price they sold for. In fact, they were ''so'' efficient at making money that that instead of crafting ammunition, people crafted nails, sold them for gold and then bought ammunition. Come 0.1.5.0., nail prices were significantly decreased.
** Landing on the Nature Preserve islands would get you wanted for trespassing and the PIDF guards patrolling the island will immediately turn hostile. But if yopu didn't touch land by being mounted on a Pal, the guards would ignore you and there would be no effect on your WantedMeter. The 0.1.5.0. patch changed it so your presence alone would increase your WantedMeter and turn the PIDF guards on the island hostile.

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** ''{{Videogame/Palworld}'':
**
''{{Videogame/Palworld}}'':
***
Nails used to be the premiere money making method because of their simple production chain and the relatively high price they sold for. In fact, they were ''so'' efficient at making money that that instead of crafting ammunition, people crafted nails, sold them for gold and then bought ammunition. Come 0.1.5.0., nail prices were significantly decreased.
** *** Landing on the Nature Preserve islands would get you wanted for trespassing and the PIDF guards patrolling the island will immediately turn hostile. But if yopu didn't touch land by being mounted on a Pal, the guards would ignore you and there would be no effect on your WantedMeter. The 0.1.5.0. patch changed it so your presence alone would increase your WantedMeter and turn the PIDF guards on the island hostile.

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* ''{{VideoGame/Overwatch}}''

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* ''{{VideoGame/Overwatch}}''''{{VideoGame/Overwatch}}'':


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** ''{{Videogame/Palworld}'':
** Nails used to be the premiere money making method because of their simple production chain and the relatively high price they sold for. In fact, they were ''so'' efficient at making money that that instead of crafting ammunition, people crafted nails, sold them for gold and then bought ammunition. Come 0.1.5.0., nail prices were significantly decreased.
** Landing on the Nature Preserve islands would get you wanted for trespassing and the PIDF guards patrolling the island will immediately turn hostile. But if yopu didn't touch land by being mounted on a Pal, the guards would ignore you and there would be no effect on your WantedMeter. The 0.1.5.0. patch changed it so your presence alone would increase your WantedMeter and turn the PIDF guards on the island hostile.
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* In ''VideoGame/DragonQuestMonstersTheDarkPrince,'' the "Mole Hole" DLC provides a small additional dungeon in which players can fight (and thus recruit) any monster they've befriended before. However, monsters such as the famous MetalSlime and its relatives, and the PinataEnemy Bag O' Tricks and its ilk, do not retain their special traits of dropping additional EXP/money in this dungeon, in order to stop it from being used as an easy source of grinding.
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*** On the subject of Lord Kazzak, players looking to cause trouble could lure Kazzak all the way to Stormwind and watch as he proceeded to sack the city, wiping out [=NPCs=] and low level players left and right. Blizzard eventually responded by ensuring world bosses like Kazzak would not leave their designated areas.

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*** On the subject of Lord Kazzak, players looking to [[{{Griefer}} cause trouble trouble]] could lure Kazzak all the way to Stormwind and watch as he proceeded to sack the city, wiping out [=NPCs=] and low level players left and right. Blizzard eventually responded by ensuring world bosses like Kazzak would not leave their designated areas.
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** In July of 2009, a hunter was discovered with a worgen (a sentient, werewolf-like creature) for a pet, and within a few hours the hunter community had figured out how and where to get [[http://www.wowhead.com/npc=24277 this particular beast.]] Pretty much everyone who could obtain one had one. Within two days, the tamed worgen were patched to have all their skills and attacks completely removed, and after a few more days, they were replaced entirely by ordinary white wolves. This is only the case for the single Worgen, any "beast" that was not a beast (such as a slime or a hydra) was allowed to stay (Presumably, Blizzard's future plans to make Worgen playable would have made players keeping Worgen as pets dive too close to UnfortunateImplications for their tastes).

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** In July of 2009, a hunter was discovered with a worgen (a sentient, werewolf-like creature) for a pet, and within a few hours the hunter community had figured out how and where to get [[http://www.wowhead.com/npc=24277 this particular beast.]] Pretty much everyone who could obtain one had one. Within two days, the tamed worgen were patched to have all their skills and attacks completely removed, and after a few more days, they were replaced entirely by ordinary white wolves. This is only the case for the single Worgen, any "beast" that was not a beast (such as a slime or a hydra) was allowed to stay (Presumably, Blizzard's future plans to make Worgen playable would have made players keeping Worgen as pets dive too close to UnfortunateImplications for their tastes).rather uncomfortable).
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** The Reaver Shark coupled with stockpiling crates allowed players to essentially skip a huge portion of the game, so they were nerfed in Journey's End (1.4) to prevent this — Crate Stockpiling by splitting Crates into Pre-Hardmode and Hardmode variants, and the Reaver Shark by reducing its Pickaxe Power to 59, making it unable to mine Hellstone. To quote the changelog written by the devs on the two subjects:

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** The Reaver Shark coupled with stockpiling crates allowed players to essentially skip a huge portion of the game, so they were nerfed in Journey's End (1.4) to prevent this — Crate Stockpiling by splitting Crates into Pre-Hardmode and Hardmode variants, variants as well as making it so only the higher tier ores and bars dropped from the rarer crates, and the Reaver Shark by reducing its Pickaxe Power to 59, making it unable to mine Hellstone. To quote the changelog written by the devs on the two subjects:
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*** On the subject of Lord Kazzak, players looking to cause trouble could lure Kazzak all the way to Stormwind and watch as he proceeded to sack the city, wiping out [=NPCs=] and low level players left and right. Blizzard eventually responded by ensuring bosses like Kazzak would not leave their designated areas.

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*** On the subject of Lord Kazzak, players looking to cause trouble could lure Kazzak all the way to Stormwind and watch as he proceeded to sack the city, wiping out [=NPCs=] and low level players left and right. Blizzard eventually responded by ensuring world bosses like Kazzak would not leave their designated areas.
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--->(About Crates) ''Fishing in Pre-Hardmode to skip early Hardmode was an example of a fun alternate path to progression, but taken too far. You can still fish up ores and alternate ores via Crates - but now, Pre-Hardmode Crates will only contain Pre-Hardmode ores and vice versa for Crates fished up in Hardmode. This allows you to fish instead of mine, but at least forces you to face the challenges of early Hardmode to do so.''

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--->(About (About Crates) ''Fishing in Pre-Hardmode to skip early Hardmode was an example of a fun alternate path to progression, but taken too far. You can still fish up ores and alternate ores via Crates - but now, Pre-Hardmode Crates will only contain Pre-Hardmode ores and vice versa for Crates fished up in Hardmode. This allows you to fish instead of mine, but at least forces you to face the challenges of early Hardmode to do so.''
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* ''VideoGame/{{Terraria}}'':
** Corrupt Bunnies generated from Bunny Statues during Blood Moons used to drop money. To prevent automated money farming, statute spawned enemies longer drop any money as of version 1.2.
** MercyInvincibility abuse utilizing Hellstone or Meteorite blocks was a major part of fighting the bosses in the early stages of Terraria's development. By the Big 1.2 Update and its subsequent balance patches, this was changed to prevent such abuse in boss fights by making these blocks inflict a Burning status effect that damages you instead of dealing normal damage that would trigger MercyInvincibility.
** Meteor heads spawned in large numbers when enough meteorite was present on screen and were ''very'' easy for a hardmode player to kill, being prehardmode enemies. In 1.2.3, they were changed so they no longer dropped anything in hardmode after people used them to farm biome key molds and souls.
** Critters spawned from statues used to be catchable. To prevent players from making easy gold and bait farms by using timers and statues, 1.3.1 made it so attempting to capture statue spawned critters would just make them vanish in a puff of smoke.
** The Reaver Shark coupled with stockpiling crates allowed players to essentially skip a huge portion of the game, so they were nerfed in Journey's End (1.4) to prevent this — Crate Stockpiling by splitting Crates into Pre-Hardmode and Hardmode variants, and the Reaver Shark by reducing its Pickaxe Power to 59, making it unable to mine Hellstone. To quote the changelog written by the devs on the two subjects:
--->(About the Reaver Shark) ''Ah, our old friend the Reaver Shark - favorite tool of many to essentially skip most of Pre-Hardmode with only minimal fishing effort. This one was so out of tune, it reached meme status - and so we have lowered the mining power of the Reaver Shark from 100 to 59. This will make the Reaver Shark capable of mining anything up to Demonite/Crimtane - so it is still valuable and useful, but no longer the "skip to the end" tool it once was.''\\
--->(About Crates) ''Fishing in Pre-Hardmode to skip early Hardmode was an example of a fun alternate path to progression, but taken too far. You can still fish up ores and alternate ores via Crates - but now, Pre-Hardmode Crates will only contain Pre-Hardmode ores and vice versa for Crates fished up in Hardmode. This allows you to fish instead of mine, but at least forces you to face the challenges of early Hardmode to do so.''
** Both the Moon Lord's Phantasmal Deathray and the Martian Saucer's Deathray were very easily nullified by simply hiding under a ceiling. The Journey's End 1.4 update made these attacks pass through terrain between the source and the player.
** Flower boots were commonly used in critter farming to generate money or for use as bait. The most common technique was was to fire a flare onto some jungle grass, stand on the flare with flower boots equipped and keep swinging the net to rapidly fill your inventory with the captured critters. Flower boots were changed in 1.4.0.1, so that breaking plants while equipped with the flower boots multiplied the original chance of spawning a critter by 0.01%, rendering it ''incredibly'' unlikely for a critter to spawn.
** Version 1.4.4 introduced a new liquid called Shimmer. This liquid allowed breaking down items into their original components and touching it rendered you invincible, allowed you to phase through blocks and disabled all control inputs (known as Shimmering). Numerous exploits and glitches were soon discovered and patched out as detailed below:
*** Originally, the only way to stop Shimmering was to wait until you fell into an open area. This was later fixed by allowing you to press a movement key to instantly end phasing and teleport to a nearby open area after twenty seconds (or they'll be teleported to a nearby open area after sixty seconds if no input is entered). The main reason for this fix was to break a softlock where players could be trapped by building teleporters at the top and bottom of a Shimmer column so they would fall through the Shimmer, hit the bottom teleporter, get teleported to the top, fall through the shimmer, repeat.
*** Shimmering used to render you completely invulnerable, allowing for [[CheeseStrategy cheap tactics]]. Come 1.4.4.4, Shimmering no longer made you invulnerable against bosses.
*** Timers used to be decraftable but this was patched out in 1.4.4.3 after it was discovered that decrafting a 1 second timer into a gold watch and a wire, and then decrafting the gold watch into 10 gold bars and selling the gold bars yielded one gold coin and twenty silver coins, whereas a 1 second timer only cost a single gold coin.
*** Prior to 1.4.4.5, items made with bones and Lihzahrd bricks could be decrafted in Shimmer, allowing access to the materials [[SequenceBreaking before]] they are normally encountered. In 1.4.4.5, they cannot be decrafted until after the respective boss (Skeletron and Golem) are defeated.
*** In versions before 1.4.4.3, the Terra Toilet could be obtained the moment you entered hardmode in certain special seeds (celebration and getfixedboi) by killing jungle mimics. The Terra Toilet could be broken down into a toilet and the broken hero sword via the Shimmer, allowing you to gain access to the Terra Blade before killing Plantera (which is when Mothrons start to naturally spawn during a solar eclipse). After 1.4.4.3, the Terra Toilet could no longer be decrafted and in 1.4.4.8, jungle mimics no longer dropped the Terra Toilet.
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** As of Patch 6.5, the Alliance Roulette requirements was changed such that you had to meet a minimum [=iLvl=] depending on which level your character's at. This was to prevent players from stripping their gear so they could guarantee they'd get Labirynth of the Ancients which due to PowerCreep, tends to be a really fast duty to run.
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* The video game version of ''TabletopGame/SentinelsOfTheMultiverse'' has achievements for winning a game without playing cards and winning a game without using powers. Both have the caveat that the player must play out at least one hero turn. This is because of the villain Wager Master, whose first turn can (with the cards falling the right way) end in a hero victory or loss; since the villain gets the first turn of any game, without the caveat, the player could just play against Wager Master over and over, resetting if they didn't win on his first turn.
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** Also, if your ship SHOULD died from CONCORD attack and you didn't - you cheated, it doesn't matter why you didn't. CONCORD ships are very powerful and you couldn't outtank them but there are a lot of other tricks and new ones were invented so this rule patch was added

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** Also, if your ship SHOULD have died from a CONCORD attack and you didn't - you cheated, it doesn't matter why you didn't. CONCORD ships are very powerful and you couldn't outtank them them, but there are a lot of other tricks and new ones were invented invented, so this rule patch was added



** [[PurposelyOverpowered Absolute Virtue]], who is for all intents and purposes totally invincible due to its ability to use the most powerful abilities of every job, as well as cast high-level black magic that players don't even have access to instantaneously and frequently, wiping out alliances of players in seconds. Every time a method is discovered to defeat it (other than beating it old-schooled way), Square-Enix will immediately squash it by [[NewPowersAsThePlotDemands giving Absolute Virtue new resistances and powers as its flaws were discovered]].

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** [[PurposelyOverpowered Absolute Virtue]], who is for all intents and purposes totally invincible due to its ability to use the most powerful abilities of every job, as well as cast high-level black magic that players don't even have access to instantaneously and frequently, wiping out alliances of players in seconds. Every time a method is discovered to defeat it (other than beating it the old-schooled way), Square-Enix will immediately squash it by [[NewPowersAsThePlotDemands giving Absolute Virtue new resistances and powers as its flaws were discovered]].



*** A theoretical method of defeating Absolute Virtue involved using the Scholar's Helix line of spells, which deal a fairly large amount of damage over time. The helix was placed on the enemy, and then a group of Scholars simultaneously use Modus Veritas job ability that doubles the damage dealt by the next tic of damage while halving its overall duration. The result is that most enemies in the game will drop dead immediately, although execution requires very precise timing (and botting in most cases). As soon as people discussed how it could be used to defeat Absolute Virtue, "certain notorious monsters" were given a resistance to Modus Veritas. Guess who was at the top of the priority list?

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*** A theoretical method of defeating Absolute Virtue involved using the Scholar's Helix line of spells, which deal a fairly large amount of damage over time. The helix was placed on the enemy, and then a group of Scholars simultaneously use the Modus Veritas job ability that doubles the damage dealt by the next tic of damage while halving its overall duration. The result is that most enemies in the game will drop dead immediately, although execution requires very precise timing (and botting in most cases). As soon as people discussed how it could be used to defeat Absolute Virtue, "certain notorious monsters" were given a resistance to Modus Veritas. Guess who was at the top of the priority list?



* When it was discovered that the free-to-start game ''Ironfall'' could be used to jailbreak the UsefulNotes/Nintendo3DS, Nintendo responded quickly by pulling the game from the [=eShop=] until the exploit was patched. However, anyone who had downloaded it beforehand could just refrain from updating to the new version, making this fix relatively useless, until Nintendo released part 2: an update to the 3DS's firmware that could completely block players from playing select titles if they aren't up to date. The ''only'' game this is actually used for is ''Ironfall''.

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* When it was discovered that the free-to-start game ''Ironfall'' could be used to jailbreak the UsefulNotes/Nintendo3DS, Platform/Nintendo3DS, Nintendo responded quickly by pulling the game from the [=eShop=] until the exploit was patched. However, anyone who had downloaded it beforehand could just refrain from updating to the new version, making this fix relatively useless, until Nintendo released part 2: an update to the 3DS's firmware that could completely block players from playing select titles if they aren't up to date. The ''only'' game this is actually used for is ''Ironfall''.



** The first ''VideoGame/MarioParty1'' has mini-games that require [[SomeDexterityRequired rapidly rotating the controller's control stick]]. In its original UsefulNotes/Nintendo64 version, this resulted in a lot of broken sticks and sore hands, to the point that Nintendo had to issue special gloves for people whose hands were blistered from all this rotating. Every ''Mario Party'' game after the first one fixed this issue by removing control stick rotation from its mini-games; the few that survived which previously required rotating the stick were changed to require rapidly pressing a button instead. The exception is ''The Top 100'', which includes a couple stick-rotating games- the [=3DS=] uses a flat Circle Pad instead of a protruding control stick, making the use of the palm to rotate the stick (which was the cause of most of the problems) an impractical strategy. Some of these minigames returned in ''VideoGame/MarioPartySuperstars'', and since the UsefulNotes/NintendoSwitch ''does'' use control sticks, the instruction screens for these games explicity warn against using the "palm" strategy.

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** The first ''VideoGame/MarioParty1'' has mini-games that require [[SomeDexterityRequired rapidly rotating the controller's control stick]]. In its original UsefulNotes/Nintendo64 Platform/Nintendo64 version, this resulted in a lot of broken sticks and sore hands, to the point that Nintendo had to issue special gloves for people whose hands were blistered from all this rotating. Every ''Mario Party'' game after the first one fixed this issue by removing control stick rotation from its mini-games; the few that survived which previously required rotating the stick were changed to require rapidly pressing a button instead. The exception is ''The Top 100'', which includes a couple stick-rotating games- the [=3DS=] uses a flat Circle Pad instead of a protruding control stick, making the use of the palm to rotate the stick (which was the cause of most of the problems) an impractical strategy. Some of these minigames returned in ''VideoGame/MarioPartySuperstars'', and since the UsefulNotes/NintendoSwitch Platform/NintendoSwitch ''does'' use control sticks, the instruction screens for these games explicity explicitly warn against using the "palm" strategy.



** The series has always been plagued by "poptarters", players who load up their HumongousMecha with a lot of long-ranged sniping weapons, then stick [[JetPack jump jets]] on it. They hide behind a hill, then when they detect an enemy, jump up, fire their weapons, then drop behind cover and repeat once their guns have reloaded. The ''Mechwarrior 4: Mercenaries'' [[FreewareGame free re-release]] tried to counter this by introducing the advanced radar server setting, which limits radar to line of sight (and force first-person mode was promoted), which hampered poptarting. ''Mechwarrior Living Legends'' made the [[CameraAbuse camera shake violently]] when using jumpjets, the game had no third-person view, in addition to [[OverHeating large amounts of heat generated]] due to the jump jets being ''much'' more powerful at pushing the mech up into the air (making it hard to accurately shoot except at the apex of the jump). The [[ScrewedByTheLawyers final update]] put the final nail in the dedicated poptarter's coffin, as the heat revamp made going over the heat redline (common when poptarting) ''far'' [[GoingCritical more dangerous]].

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** The series has always been plagued by "poptarters", players who load up their HumongousMecha with a lot of long-ranged sniping weapons, then stick [[JetPack jump jets]] on it. They hide behind a hill, then when they detect an enemy, jump up, fire their weapons, then drop behind cover and repeat once their guns have reloaded. The ''Mechwarrior 4: Mercenaries'' [[FreewareGame free re-release]] tried to counter this by introducing the advanced radar server setting, which limits radar to line of sight (and force first-person mode was promoted), which hampered poptarting. ''Mechwarrior Living Legends'' made the [[CameraAbuse camera shake violently]] when using jumpjets, the game had no third-person view, in addition to [[OverHeating large amounts of heat generated]] due to the jump jets being ''much'' more powerful at pushing the mech up into the air (making it hard to accurately shoot except at the apex of the jump). The [[ScrewedByTheLawyers The final update]] put the final nail in the dedicated poptarter's coffin, as the heat revamp made going over the heat redline (common when poptarting) ''far'' [[GoingCritical more dangerous]].



* ''VideoGame/NightmareCreatures'' has the Adrenaline Meter, a mechanic designed to force you into combat to keep it filled, or else you die[[note]]When not fighting it slowly empties, it fills completely when you kill a monster, and if it empties your health steadily depletes until you die[[/note]]. According to one of the developers, this was applied at the absolute last minute after the publisher realized he could just swooce through levels without fighting at all. Apparently they rather disliked it, and not only did they add a cheat code to disable it but also made it completely optional in the UsefulNotes/Nintendo64 port of the game.

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* ''VideoGame/NightmareCreatures'' has the Adrenaline Meter, a mechanic designed to force you into combat to keep it filled, or else you die[[note]]When not fighting it slowly empties, it fills completely when you kill a monster, and if it empties your health steadily depletes until you die[[/note]]. According to one of the developers, this was applied at the absolute last minute after the publisher realized he could just swooce through levels without fighting at all. Apparently they rather disliked it, and not only did they add a cheat code to disable it but also made it completely optional in the UsefulNotes/Nintendo64 Platform/Nintendo64 port of the game.

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** Most games in the series have a Dancer or similar unit, who can give other units an ExtraTurn. They make sure you ''never'' have two Dancers in your army at any one time, as they could otherwise endlessly dance for eachother for easy LevelGrinding. There are two specific situations where it's possible to clone a Dancer ([[DittoFighter Xane]] in ''Shadow Dragon'' and ''Mystery'' games, the Replicate skill or specific chapter gimmicks in ''Fates'') and DevelopersForesight caught those too: Xane can't dance if he copies a Dancer, while in ''Fates'' if one "copy" of Azura sings, the other cannot for the rest of the turn. While ''[[VideoGame/FireEmblemHeroes Heroes]]'' lets you deploy more than one Dancer on a map, they cannot perform for each other as long as both have Sing or Dance.

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** Most games in the series have a Dancer or similar unit, who can give other units an ExtraTurn. They make sure you ''never'' have two Dancers in your army at any one time, as they could otherwise endlessly dance for eachother each other for easy LevelGrinding. There are two specific situations where it's possible to clone a Dancer ([[DittoFighter Xane]] in ''Shadow Dragon'' and ''Mystery'' games, the Replicate skill or specific chapter gimmicks in ''Fates'') and DevelopersForesight caught those too: Xane can't dance if he copies a Dancer, while in ''Fates'' if one "copy" of Azura sings, the other cannot for the rest of the turn. While ''[[VideoGame/FireEmblemHeroes Heroes]]'' lets you deploy more than one Dancer on a map, they cannot perform for each other as long as both have Sing or Dance.


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* ''VideoGame/FrackinUniverse'': This {{VideoGame/Starbound}} mod patches out one vanilla exploit and had two internal patches.
** The planet type known as Strange Sea could originally spawn any fluid as an ocean. They were soon patched out so that elder fluid/essentia obscura oceans could no longer spawn as this was intended to be a rare resource. The planets were were further patched to only have oceans of alien juice/plasmic fluid due to how many resources can be obtained by centrifuging or extracting various liquids as well as providing an easy and infinite source of fuel.
** On the vanilla side, the Martinus Transformation was patched out after people exploited it to get infinite amounts of otherwise rare liquids.
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* ''VideoGame/AnimalCrossingNewHorizons'' is the first game in the ''VideoGame/AnimalCrossing'' series which has DownloadableContent for its timed holiday events rather than them already being in the game and only activating when the date occurs in real life. This prevents players from "time travelling" to and from these specific events by altering the calendar on their game console, [[GoodBadBugs allowing them to access these events at any time]] and subsequently spoiling them on the Internet.

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* ''VideoGame/AnimalCrossingNewHorizons'' is the first game in the ''VideoGame/AnimalCrossing'' series which has free DownloadableContent for its timed holiday events rather than them already being in the game and only activating when the date occurs in real life. This prevents players from "time travelling" to and from these specific events by altering the calendar on their game console, [[GoodBadBugs allowing them to access these events at any time]] and subsequently spoiling them on the Internet.
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* ''[[Franchise/StarCraft StarCraft II]]'' the infamous "Archon Toilet" tactic where you used the Protoss Mothership's "Vortex" ability to trap enemies and then sent in Archons after the enemies. Since Archons dealt SplashDamage, all the units emerge at the same time and are overlapping each other, this allowed the Archons to ''[[CurbStompBattle shred]]'' the opponents in mere seconds. Blizzard ''attempted'' to patch out this tactic by giving all units that emerge from the vortex MercyInvincibility but even that didn't work and they were forced to simply replace it.

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* ''[[Franchise/StarCraft StarCraft II]]'' had the infamous "Archon Toilet" tactic where you used the Protoss Mothership's "Vortex" Vortex ability to trap enemies and then sent in Archons after the enemies. Since Archons dealt SplashDamage, all the units emerge at the same time and are overlapping each other, this allowed the Archons to ''[[CurbStompBattle shred]]'' the opponents in mere seconds. Blizzard ''attempted'' to patch out this tactic by giving all units that emerge from the vortex MercyInvincibility but even that didn't work and by ''Heart of the Swarm'', they were forced to simply replace it.the Vortex ability with the Time Warp ability.
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* ''[[Franchise/StarCraft StarCraft II]]'' the infamous "Archon Toilet" tactic where you used the Protoss Mothership's "Vortex" ability to trap enemies and then sent in Archons after the enemies. Since Archons dealt SplashDamage, all the units emerge at the same time and are overlapping each other, this allowed the Archons to ''[[CurbStompBattle shred]]'' the opponents in mere seconds. Blizzard ''attempted'' to patch out this tactic by giving all units that emerge from the vortex MercyInvincibility but even that didn't work and they were forced to simply replace it.
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* ''VideoGame/TokyoAfterschoolSummoners'' has an in-universe example. [[DeadlyGame The Game]] runs on time loops, and the goal of the game is to claim the Protagonist. Whenever the Protagonist dies, the world is reset to the beginning of the game and everything must start over. Three Guilds, having members who manage to retain their memories after the resets, figured out that they could just go for the Protagonist immediately after the game starts and circumvent the game's mechanics entirely, giving no other Guilds a chance to do anything. In subsequent loops, the [[GameMaster Game Masters]] would force those three Guilds to sign treaties, preventing them from interacting with the Protagonist until the final stages of the game, or otherwise using their knowledge of past loops to destabilize the game.
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* ''VideoGame/TheCorridor'': No, you can't just change your controls to get through the InterfaceScrew level. If you try, every button you try to bind will just be "invalid", forcing you to use the default bindings.
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** Originally the game allowed more than one copy of the same character on a team. It quickly became apparent that certain characters were both very effective and extremely annoying when used in multiples, especially in competitive games with well coordinated teams. The limit of one of a given hero per team limit was implemented in competitive play very shortly after the games release, and was (somewhat contentiously) added to standard quick play matches a few months after that. Certain arcade and custom game modes still allow it, however.

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* ''VideoGame/{{Factorio}}'': Productivity modules can be used to increase the overall output of the machine relative to its input, and the bonus is percentage-based, so using it on expensive high-end items gives you the most benefit. To prevent them from being a GameBreaker, they were [[https://wiki.factorio.com/Productivity_module nerfed]] after their introduction, such as beacons not accepting them, or only being usable for "intemediate products" - the latter is a vague definition that happens to include research and rocket parts, which are the main "items" to produce in the end- and post-game.

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* ''VideoGame/{{Factorio}}'': Productivity modules can be used to increase the overall output of the machine relative to its input, and the bonus is percentage-based, so using it on expensive high-end items gives you the most benefit. To prevent them from being a GameBreaker, they were [[https://wiki.factorio.com/Productivity_module nerfed]] after their introduction, such as beacons not accepting them, or only being usable for "intemediate products" - the latter is a vague definition that happens to include research and rocket parts, which are the main "items" to produce in the end- and post-game. Later, another obvious rule patch had to come after the introduction of recipes like Kovarex enrichment (the problem already existed in mods before that, though). The recipe is built around taking 40 of an item, and producing 41 - the point being it takes a while to get enough of the original item to get it running in the first place. But productivity modules work by adding another progress counter that slowly fills in... and when it does, you get another set of the outputs for free. The obvious fix was to make sure you get just _one_ extra item, rather than 41.
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* ''VideoGame/ShantaeHalfGenieHero'': Trying to use the Bat transformation to just fly across Cape Crustatean which full of gaps, has the transformation work only for a limited time, instead of forever like usual.

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* ''VideoGame/ShantaeHalfGenieHero'': Trying to use the Bat transformation to just fly across Cape Crustatean Crustacean, which is full of gaps, has the transformation work only for a limited time, instead of forever like usual.
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* ''VideoGame/NightmareCreatures'' has the Adrenaline Meter, a mechanic designed to force you into combat to keep it filled, or else you die[[note]]When not fighting it slowly empties, it fills completely when you kill a monster, and if it empties your health steadily depletes until you die[[/note]]. According to one of the developers, this was applied at the absolute last minute after the publisher realized he could just swooce through levels without fighting at all. Apparently they rather disliked it, and not only did they add a cheat code to disable it but also made it completely optional in the UsefulNotes/Nintendo64 port of the game.
--> "The game was almost complete, a few days to gold submission, when the publisher tells me he could finish the game in minutes by just dodging every single fight in the game. He was right, we were in panic mode. The adrenaline was a last minute patch, a panic reaction to a problem that was not really one. I hated it. I remember there is a cheat mode to disable it. Try L1, R2, R1, L2, select in the main menu."
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** Throughout the whole series, you were much more likely to get a powerful item if you were lagging behind everyone else. This had people use the sandbag strategy where they would play terribly on purpose until they got a powerful item like the Thunderbolt or Star to get ahead of everyone else. Other people would use sandbagging to grief other players such as driving in reverse and hitting people along the way with strong items or camp at a row of item boxes and attack anyone that passed by. In the final Booster Course Pass DLC for ''Mario Kart 8 Deluxe'', Nintendo would change the item algorithm so that anyone who is sandbagging will only get common items like Green Shells.

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** Throughout the whole series, you were much more likely to get a powerful item if you were lagging behind everyone else. This had people use the sandbag strategy where they would play terribly on purpose until they got a powerful item like the Thunderbolt Thunderbolt, Bullet Bill, Blue Shell, or Star to get ahead of everyone else. Other people would use sandbagging to grief other players such as driving in reverse and hitting people along the way with strong items or camp at a row of item boxes and attack anyone that passed by. In the final Booster Course Pass DLC for ''Mario Kart 8 Deluxe'', Nintendo would change the item algorithm so that anyone who is sandbagging will only get common items like Green Shells.
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* In ''VideoGame/{{Stellaris}}'', when playing single-player you could say ScrewTheRulesIHaveMoney and use bribes to buy political favors in order to force through any new law you wanted in the Galactic Senate. Despite this being TruthInTelevision, the ability to buy favors was removed in Patch 3.9.3 so players couldn't trivialize diplomacy and buy their way to being granted the EmergencyAuthority needed to become TheEmpire.
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** Throughout the whole series, you were much more likely to get a powerful item if you were lagging behind everyone else. This had people use the sandbag strategy where they would play terribly on purpose until they got a powerful item like the Thunderbolt or Star to get ahead of everyone else. Other people would use sandbagging to grief other players such as driving in reverse and hitting people along the way with strong items or camp at a row of item boxes and attack anyone that passed by. In the final Booster Course Pass DLC for ''Mario Kart 8 Deluxe'', Nintendo would change the item algorithm so that anyone who is sandbagging will only get common items like Green Shells.

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indentation


* In the ProgrammingGame ''[=RoboWar=]'', allowing robots to teleport and fire weapons interchangeably in the same chronon let a robot with sufficient processor speed leap a considerable distance (depending on its current energy) to put a lethal contact shot into another robot, leaving it next to no time to defend or counterattack -- and executing another move after the shot (the "jerker" strategy) made it harder to target for a counterattack. That the robot's energy would already go deeply negative in the middle of the chronon didn't matter much (so long as it didn't fall below -200), since it wouldn't become immobilized by having negative energy until the next chronon. This allowed the "dasher" strategy to achieve considerable dominance, and in time most top-placing robots in tournaments, dashers or not, had to use "anti-dasher" techniques. To rebalance the game, a patch was instated (amid much controversy) to prevent move/shoot in the same chronon.
** An earlier patch was the "aggressive scoring system". The original scoring system simply granted your robot one point for surviving to the end of the battle. A game-theory analysis of this says the optimal strategy is to only start attacking if your opponent does, and sure enough, by the eighth tournament, the vast majority of "battles" consisted of two robots sitting there peacefully until the timer ran out, at which point they both scored a point. The patch was to change the scoring system to give one point for defeating the other robot (to encourage aggression) and one point for surviving to the end of the battle (to discourage suicidal aggression).

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* In the ProgrammingGame ''[=RoboWar=]'', ''[=RoboWar=]'':
** Originally,
allowing robots to teleport and fire weapons interchangeably in the same chronon let a robot with sufficient processor speed leap a considerable distance (depending on its current energy) to put a lethal contact shot into another robot, leaving it next to no time to defend or counterattack -- and executing another move after the shot (the "jerker" strategy) made it harder to target for a counterattack. That the robot's energy would already go deeply negative in the middle of the chronon didn't matter much (so long as it didn't fall below -200), since it wouldn't become immobilized by having negative energy until the next chronon. This allowed the "dasher" strategy to achieve considerable dominance, and in time most top-placing robots in tournaments, dashers or not, had to use "anti-dasher" techniques. To rebalance the game, a patch was instated (amid much controversy) to prevent move/shoot in the same chronon.
** An earlier patch was the "aggressive scoring system". The original scoring system simply granted your robot one point for surviving to the end of the battle. A game-theory analysis of this says the optimal strategy is to only start attacking if your opponent does, and sure enough, by the eighth tournament, the vast majority of "battles" consisted of two robots sitting there peacefully until the timer ran out, at which point they both scored a point. The patch This was to change patched with the "aggressive scoring system to give system", giving one point for defeating the other robot (to encourage aggression) and one point for surviving to the end of the battle (to discourage suicidal aggression).
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** ''9'' had a event on Bowser spaces where Bowser would take away half of the Mini-Stars of the person who landed on his space. However, if the person was in last, he would either let them be or outright double their current Mini-Star total. Due to this being demonstrably unfair, in ''VideoGame/MarioParty10'', when this same circumstance occurs, Bowser does ''not'' spare or reward the player in last and properly deducts half of their Mini-Stars.

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** ''9'' had a event on Bowser spaces Space where Bowser would take away half of the Mini-Stars of the person player who landed on his the space. However, if the person player was in last, he would either let them be or outright double their current Mini-Star total. Due to this the latter being demonstrably unfair, in ''VideoGame/MarioParty10'', when this same circumstance occurs, Bowser does ''not'' spare or reward the player in last and properly deducts half of their Mini-Stars.
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** In ''VideoGame/BaldursGateIII'' you could trivialize the boss battle against [[IHateYouVampireDad Astarion's vampire master Cazador]] by knocking him into the surrounding chasm. However, [[ForgotAboutHisPowers since he can fly]] this was later patched out.

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