Follow TV Tropes

Following

History ScrappyMechanic / AnimalCrossingNewHorizons

Go To

OR

Is there an issue? Send a MessageReason:
None


* Perhaps the most hated design choice of the game: tools now break after a certain amount of use, save for the ones required to traverse the island. This means if you were in the middle of fishing, catching or digging, you have to ''immediately'' craft or buy a new tool. And unlike the Axe from previous installments, tools don't give any visible indication of their current condition, or gradually break as they're used; you could be using a tool that looks brand new only for it to suddenly poof out of existence a moment later. Even worse is that the legendary golden tools, despite having more endurance than their normal and store-bought counterparts, also break after enough use. The DIY recipes for the golden tools take a long period of time to unlock [[note]]popping 500 balloons for the slingshot, helping Gulliver 30 times for the shovel, catching every fish at least once for the fishing rod, catching every bug at least once for the net, breaking 100 axes of any kind for the axe, and earning a 5-star rating for the watering can[[/note]] and the Golden Nuggets needed to upgrade a tool to Gold are not easy to come across either.

to:

* Perhaps the most hated design choice of the game: tools now break after a certain amount of use, save for the ones required to traverse the island. This means if you were in the middle of fishing, catching or digging, you have to ''immediately'' craft or buy a new tool. And unlike the Axe from previous installments, tools don't give any visible indication of their current condition, or gradually break as they're used; you could be using a tool that looks brand new only for it to suddenly poof out of existence a moment later. Even worse is that the legendary golden tools, despite having more endurance than their normal and store-bought counterparts, also break after enough use. The DIY recipes for the golden tools take a long period of time to unlock [[note]]popping 500 balloons for the slingshot, helping Gulliver 30 times for the shovel, catching every fish at least once for the fishing rod, catching every bug at least once for the net, breaking 100 axes of any kind for the axe, and earning a 5-star rating for the watering can[[/note]] and the Golden Nuggets needed to upgrade a tool to Gold are not easy to come across either. You ''can'' renew certain tools' durabilities by customizing them, but this requires consumable customization kits so you'll still need to manually count how many times you've used each tool, there's the risk you'll forget to "fix" tools this way and have them break on you, and golden tools and axes of all types cannot be refreshed in this manner.
Is there an issue? Send a MessageReason:
None


** Once the campsite is built, a Smug villager will visit the next day. Accepting their move-in is ''mandatory'' to progress, so while you could get a [[EnsembleDarkhorse sought after villager]] like Marshal, Julian or Raymond, there's a high chance of being forced to accept a polarizing or unpopular villager (Rodney being the most infamous example).

to:

** Once the campsite is built, a Smug villager will visit the next day. Accepting their move-in is ''mandatory'' to progress, so while you could get a [[EnsembleDarkhorse sought after villager]] like Marshal, Julian or Raymond, there's a high chance of being forced to accept a polarizing or unpopular villager (Rodney being from the most infamous example).pool of Smug villagers.



** The game makes it difficult to completely ignore an unwanted villager. Villagers cannot be fenced in, so you are guaranteed to see them even if you'd rather not. You must also talk to them at least once before they'll ever consider leaving. It gets even worse if said unwanted villager is the most recent move-in, as the last villager who arrived at the island will never ask to leave, so you'll either have to get rid of another villager first or hope that you get lucky or constantly re-roll the campsite pick.

to:

** The game makes it difficult to completely ignore an unwanted villager. Villagers cannot be fenced in, in by fences or furniture, so you are guaranteed to see them even if you'd rather not. You must also talk to them at least once before they'll ever consider leaving. It gets even worse if said unwanted villager is the most recent move-in, as the last villager who arrived at the island will never ask to leave, so you'll either have to get rid of another villager first or hope that you get lucky or constantly re-roll the campsite pick.



* The Bunny Day event saw a lot of negative attention for its mechanics, which were criticized as unnecessarily intrusive. Namely, the candy eggs that appear throughout the island take the place of other resources (e.g. fish, stones, and wood) and even show up on Mystery Islands, where their spawn rates are even higher. As a result, they can quickly clog one's inventory and make it harder to complete tasks centered around the materials they replace (including several tutorial sidequests). The event attracted so many complaints that Nintendo outright nerfed the spawn rate of eggs (except for on Bunny Day proper) and shortened the length of the event from 12 days to just 8 in later patches.

to:

* The Bunny Day event saw a lot of negative attention for its mechanics, which were criticized as unnecessarily intrusive. Namely, the candy eggs that appear throughout the island take the place of other resources (e.g. fish, stones, and wood) and even show up on Mystery Islands, where their spawn rates are even higher. As a result, they can quickly clog one's inventory and make it harder to complete tasks centered around the materials they replace (including several tutorial sidequests). The event attracted so many complaints that Nintendo outright nerfed the spawn rate of eggs (except for on Bunny Day proper) and shortened the length of the event from 12 days to just 8 in later patches.8: a "pre-event" that lasts from the proceeding Sunday to the following Saturday, where Bunny Day proper takes place.



* An exceptionally disliked mechanic prior to the Version 2.0.0 update was "variation-locking" of furniture, in which each island's Nook's Cranny only ever sells one variant of each furniture item as a means of promoting multiplayer. As these variants can't be changed with customization kits, the only way to obtain different ones without multiplayer was shaking them out of trees, shooting down balloons, or obtaining them from Redd or Wisp, and even then there's no guarantee that you'll obtain a missing variant. Furthermore, certain seasonal furniture, furniture that costs over 10,000 bells, and Nook Miles furniture are all exempt from these methods. This attracted so many complaints that Nintendo eventually gave players the ability to change furniture variants (even ones exempt from previous methods) at Reese & Cyrus' stand on Harv's island in Version 2.0.0.

to:

* An exceptionally disliked mechanic prior to the Version 2.0.0 update was "variation-locking" of furniture, in which each island's Nook's Cranny only ever sells one variant of each furniture item as a means of promoting multiplayer. As these variants can't be changed with customization kits, the only way to obtain different ones without multiplayer was shaking them out of trees, shooting down balloons, or obtaining them from Redd or Wisp, and even then there's no guarantee that you'll obtain a missing variant. Furthermore, certain seasonal furniture, furniture that isn't crafted, furniture that costs over 10,000 bells, and Nook Miles furniture are all exempt from these methods. This attracted so many complaints that Nintendo eventually gave players the ability to change furniture variants (even ones exempt from previous methods) at Reese & Cyrus' stand on Harv's island in Version 2.0.0.
Is there an issue? Send a MessageReason:
None


* Collecting all six fruit types is ''impossible'' without trading, since you can only obtain four types of fruit on your own: your native fruit, the fruit your mom sends in a letter, coconuts from any Nook Miles island, and the fixed "sister fruit" generated by one rare Nook Miles island. This leaves two fruit types unobtainable without visiting another player's town or having another player send some. To make things worse, this prevents the player from crafting any of the three multi-fruit DIY items[[note]]Fruit wreath, Fruit basket, Infused-water dispenser[[/note]], all of which need all five of the non-coconut fruits. Furthermore, if the player is unable to obtain apples, they are locked out of crafting a "juicy-apple TV", the only DIY television item (and thus the only way to obtain a television in the early game).

to:

* Collecting all six fruit types is ''impossible'' without trading, since you can only obtain four types of fruit on your own: your native fruit, the fruit your mom sends in a letter, coconuts from any Nook Miles island, and the fixed "sister fruit" generated by one rare Nook Miles island. This leaves two fruit types unobtainable without visiting another player's town or having another player send some. To make things worse, this prevents the player from crafting any of the three multi-fruit DIY items[[note]]Fruit wreath, Fruit basket, Infused-water dispenser[[/note]], all of which need all five of the non-coconut fruits. Furthermore, if the player is unable to obtain apples, they are locked out of crafting a "juicy-apple TV", the only DIY television item (and thus the only way to obtain a television in the early game). As salt in the wound, it's possible for the fruit Mom sends to be the same as the "sister fruit", locking you out of a third fruit type.

Added: 1518

Changed: 504

Removed: 378

Is there an issue? Send a MessageReason:
None


* Open plots are needed to spawn random villagers on mystery islands and/or invite villagers moving out from other islands. However, you only have one guarateed day to get a villager of your choice, with the chances of vacant plots auto-filling with random villagers becoming higher with each passing day. Eventually the game will auto-fill the vacant plots, limiting the time where you can get the villager you want. This is accompanied by a feature called the "move-in queue", which consists of four villager slots that the game either fills with villagers that have moved out of other players' islands when you visit them, or simply just throws random villagers in. If you have a villager in your "move-in queue" they are guaranteed to claim any empty plot you may have on your island after the plot has been left vacant for a day.

to:

* Open plots are needed to spawn random villagers on mystery islands and/or invite villagers moving out from other islands. However, you only have one guarateed day to get a villager of your choice, with the chances of vacant plots auto-filling with random villagers becoming higher with each passing day. Eventually the game will auto-fill the vacant plots, limiting the time where you can get the villager you want. This is accompanied by a feature called
* The "void villager" concept from ''New Leaf'' returns as
the "move-in queue", which consists an uncheckable stack of four villager slots that the game either fills with unadopted villagers that have moved out of other players' islands when you visit are in the same multiplayer session as them, or simply just throws random villagers in. This can compromise the villager hunting experience:
**
If you have a villager in your "move-in queue" they are guaranteed to claim any empty plot you may have on your island queue", there is only ''one day'' after the plot has been left vacant to adopt a villager before said "move-in queue" villager forcibly moves in.
** Because the "move-in queue" prioritises unadopted villagers (and thus, indirectly, unpopular villagers), it effectively penalises not going villager hunting with an outcome arguably worse than a random autofill. Those who play within larger communities find that the "move-in queue" saddles players with instances of villagers ''nobody'' in the group wants; those who play in smaller circles (where adoption of villagers is less common) often find the same villager being passed back and forth via the "move-in queue".
** Any villager in the "move-in queue" will ''never'' appear on mystery islands or in the campsite.
** Unlike ''New Leaf'', the "move-in queue" cannot be cleared easily. The only way villagers can be moved out of the "move-in queue" is by using their amiibo card or by letting resident villagers move out and leaving the plot empty overnight
for a day.them to move in -- something that can only be done every ''fortnight'' without "Time Travel".



** Any villager in the "move-in queue" will ''never'' appear on mystery islands or in the campsite. The only way villagers can be manually moved out of the "move-in queue" is by using their amiibo card or by letting resident villagers move out and leaving the plot empty overnight for them to move in -- something that can only be done every ''fortnight'' without "Time Travel".



** Only some responses give the chance to invite the camper, which include rejecting your offer, asking to play a 1-in-2 or 1-in-4 game of ''pure chance'' to move-in, or a mere ''10%'' chance per invite that they will immediately accept your offer. Unlucky players could end up mashing the A-button for ''20 minutes'' with no success.

to:

** Random campers' dialogue is randomly selected. Only some responses give dialogue gives the chance to invite the camper, which whose responses include rejecting your offer, asking to play a 1-in-2 or 1-in-4 game of ''pure chance'' to move-in, or a mere ''10%'' chance per invite that they will immediately accept your offer. Unlucky players could end up mashing the A-button for ''20 minutes'' minutes straight'' with no success.

Top