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*** The gear repair fees are arguably worse. While players can theoretically repair their own gear, you'd have to be an incredibly bored sadomasochist to bother, as it's much faster and not any more expensive to just get an NPC mender to do it for you. This adds exactly ''nothing'' to the gameplay beyond requiring one to take a minute to track down a Mender. And if you space out and forget to repair your gear for long enough and then join up on an ill-fated dungeon run/trial fight, subsequently die a bunch (which causes your gear to wear out faster, [[DeathIsCheap the only penalty for dying besides the embarrassment]]), and your gear breaks, you lose a large portion of the stats on it until you get it fixed. Unless you have the materials on you and the appropriate craft leveled to fix it yourself (and no one has the materials on them), you have to leave whatever instance and find a Mender in order to fix it. All in the name of regulating the in-game money supply, which could just as easily have accomplished by not having every trash mob in every dungeon inexplicably bleed gil, or is already done by the above teleportation costs.
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*** 2-Do the [[NintendoHard insanely hard]] gauntlet Smuggler's Cove where you must face 10 consecutive battles without healing in between (unless somebody uses a Treasure Bath or Scriptop interrupts to speak between matches and gives you a chance to use a Potion). If you win this 3-hour-long gauntlet (for a well-prepared team, that is), you get anywhere from roughly 400 to 500 Scrip (the amount is also randomized per player rather than for the whole team). If you lose in the final battle, the most you can get is around 100 Scrip. If you lose any further down, you'll get less Scrip than if you had spent that time farming ships in Aquila (going as low as around 5 scrip if you lose in the second fight). Oh, and did I almost forget to mention that this is a housing instance (similar to Wizard101's Midnight Sun Pagoda and the other housing instances) that costs 7,500 Crowns? Thankfully, only one person in a team has to have it.

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*** 2-Do the [[NintendoHard insanely hard]] gauntlet Smuggler's Cove where you must face 10 consecutive battles without healing in between (unless somebody uses a Treasure Bath or Scriptop interrupts to speak between matches and gives you a chance to use a Potion). If you win this 3-hour-long gauntlet (for a well-prepared team, that is), you get anywhere from roughly 400 to 500 Scrip (the amount is also randomized per player rather than for the whole team). If you lose in the final battle, the most you can get is around 100 Scrip. If you lose any further down, you'll get less Scrip than if you had spent that time farming ships in Aquila (going as low as around 5 scrip if you lose in the second fight). Oh, and did I almost forget to mention that this is a housing instance (similar to Wizard101's Midnight Sun Pagoda and the other housing instances) that costs 7,500 Crowns? Thankfully, only one person in a team has to have it.it.
* ''VideoGame/GuildWars'' had the original Signet of Capture system. The Signet was the only method for acquiring Elite skills from bosses. The original design required casting the Signet at the same time as the desired skill. Timing this was extremely finicky as you might accidentally get a different skill, especially when after short- or instant-cast skills, and some bosses simply wouldn't use their Elite. Eventually it was modified so the Signet triggered off the boss's corpse and gave an option of which skill to learn.
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** In order to enter the Zul'Aman dungeon, players have to hit a gong at the exact same moment as an NPC. If they mess up to many times, said NPC slowly walks back to his starting area and players have to start all over.
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* ''{{Runescape}}'':

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* ''{{Runescape}}'':''VideoGame/{{Runescape}}'':
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* The matchmaking system in ''VideoGame/WorldOfTanks'' is disliked by many for balancing tanks teams based on HP rather than tank performance or player skill. This in turn has lead to many situations with [[FragileSpeedsters light tanks]] often facing off tanks that are 4 to 5 tiers higher. These matches would become Unwinnable since light tanks can't harm higher tier tanks even when flanking and are outspotted by higher tier mediums, rendering them useless as scouts. Although subsequent patches have ironed out the tier gap, the matchmaking [[NeverLiveItDown will always be known for being horribly drunk and unbalanced]].

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* The matchmaking system in ''VideoGame/WorldOfTanks'' is disliked by many for balancing has a much hated matchmaking system that balances tanks teams based on HP rather than tank performance or player skill. This in turn has lead to many situations with [[FragileSpeedsters [[FragileSpeedster light tanks]] often facing off tanks that are 4 to 5 tiers higher. These matches would become Unwinnable unwinnable since light tanks can't harm higher tier tanks even when flanking and are outspotted by higher tier mediums, rendering them useless as scouts. for scouting and harassment. Although subsequent patches have ironed out the tier gap, the matchmaking [[NeverLiveItDown will always be known by fans for being horribly drunk and unbalanced]].
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* The matchmaking system in ''VideoGame/WorldOfTanks'' is disliked by many for balancing tanks teams based on HP rather than tank performance or player skill. This in turn has lead to many situations with [[FragileSpeedsters light tanks]] often facing off tanks that are 4 to 5 tiers higher. These matches would become Unwinnable since light tanks can't harm higher tier tanks even when flanking and are outspotted by higher tier mediums, rendering them useless as scouts. Although subsequent patches have ironed out the tier gap, the matchmaking [[NeverLiveItDown will always be known for being horribly drunk and unbalanced]].
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** The Shipyard in Warlords of Draenor is on the surface just a slightly different version of the Garrison and it's follower minions. The two real problems come from first having such a low cap on how many ships a player can have that they have to regularly swap out a ship's equipment to improve odds of succeeding on a mission, which destroys the not inexpensive equipment the ship already has. Second, the ships can be destroyed, which means no ones have to be built and trained up all over again. Meanwhile the cap for regular followers is over twice as high, allowing characters more options for each mission, and if they fail there's no consequences beyond having to wait for the mission to come up again to try.

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** The Shipyard in Warlords of Draenor is on the surface just a slightly different version of the Garrison and it's follower minions. The two real problems come from first having such a low cap on how many ships a player can have that they have to regularly swap out a ship's equipment to improve odds of succeeding on a mission, which destroys the not inexpensive equipment the ship already has. Second, the ships can be destroyed, which means no new ones have to be built and trained up all over again. Meanwhile the cap for regular followers is over twice as high, allowing characters more options for each mission, and if they fail there's no consequences beyond having to wait for the mission to come up again to try.
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** The Shipyard in Warlords of Draenor is on the surface just a slightly different version of the Garrison and it's follower minions. The two real problems come from first having such a low cap on how many ships a player can have that they have to regularly swap out a ship's equipment to improve odds of succeeding on a mission, which destroys the not inexpensive equipment the ship already has. Second, the ships can be destroyed, which means no ones have to be built and trained up all over again. Meanwhile the cap for regular followers is over twice as high, allowing characters more options for each mission, and if they fail there's no consequences beyond having to wait for the mission to come up again to try.
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*** Worse, some classes have a significantly easier time of it, being able to jump to where another player is. Bear in mind, too, the GameplayAndStorySegregation involved in telling Jedi and Sith characters that they can't simply leap to a platform unless someone else is already there...

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** The Atma quest line that powers up your InfinityPlusOneSword to higher levels is a nightmare of RNG and grind. To finish the first half of the quest, you need to find 12 Atma items, which are randomly dropped from any FATE you participate in. The drop rate for an Atma is so low and relies heavily on RNG that it's possible for one person to get all 12 items in a matter of hours while another person can get nothing in the same amount of hours. Unless you get lucky with the drop rate, you'll spend lots and lots of time going from one FATE to another over and over again. The second half of the quest requires you to collect 9 books to give your weapon its true power (the Atma quest doesn't even do that) and every book requires 1500 mythology tomes to purchase. You can only carry 2000 mythology tomes max. Patch 2.4 alleviated some of the pain by boosting the drop rates of the Atmas and reduced the amount of tomestones needed to purchase the books. However, Mythology tomestones were removed and Soldiery tomestones are required for the books and said Solidery tomes have been made harder to acquire.\\
\\
Furthermore, even though the Atma you collect are obviously a quest item, and have NO other use than to be turned in for this quest, they aren't treated as Key Items. So they take up regular inventory space. Even worse, every Atma has a specific name (Atma of the crap, Atma of the Archer, etc), so they don't stack. Say goodbye to 11 inventory spots while you spend 12 hours futility trying to farm up that last Atma! Why? Because fuck you, that's why.\\
\\
The Novus portion of the relic quest line cuts out the RNG in exchange for materia farming. You need 75 pieces of Alexandrite and 75 pieces of materia to power up your relic. Said materia are easy to obtain or buy from other players until you start using the higher grade materia, which are a lot more difficult to come by, involves some RNG in terms of what kind of materia you get, and you forking over a ton of gil on the market board if you want to buy high level materia from someone.\\
\\
The Zodiac weapon, which is the transformation of your relic weapon, is even more absurd by combining everything hated from the previous relic quests into one ball of "we enjoy watching players suffer." Hope you loved farming for the low drop rate Atmas because now you get to do it again for ''sixteen'' items needed for your Zodiac weapon and they can only be acquired by running the very lengthy dungeons! You'll also need several hundred thousand gil just to purchase a few key items needed for the quest, over 6000 Soldiery Tomestones for another item, and 60,000 grand company seals for a different item. Hope you also took up some crafting classes because now you'll need to get items that can only be obtained through crafting and desynthesis!

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** The Atma entirety of the Relic Weapon quest line that powers up your InfinityPlusOneSword to higher levels is a nightmare of RNG and grind. To finish Finishing the first half initial leg of the quest, quest required some effort, but was doable within a reasonable amount of time - you need acquired the original, broken weapon, collected a few materials through event fights, fought a few open world monsters, and finally capped it off with easily-obtainable items purchased with end-game dungeon currency. It was when the Atma portion of the quest was reached that the entire chain quickly devolved into a mind-numbing experience. Tasked to find locate 12 Atma items, which are randomly crystals (randomly dropped from any FATE you participate in. The in, with 1 unique Atma per zone), it was quickly discovered that the RNG drop rate for an Atma is was so low and relies heavily on RNG terrible that it's possible for one person to get all 12 items in a matter of player could spend hours grinding in a single area and receive nothing, while incredible luck would mean another person can get nothing in player could find all the same amount of hours. Unless you get lucky with Atma in equal or even decidedly less time. Worse still, the drop rate, you'll spend lots and lots of time going from one FATE to another over and over again. The second half of the quest requires demanded you to collect 9 books to give your weapon its true power (the Atma quest doesn't even do that) that, merely raising the weapon's item level) and every book requires carried an original price tag of 1500 mythology tomes to purchase. You can only carry purchase, out of a 2000 mythology tomes max. tome cap. Although Patch 2.4 alleviated some of the pain by boosting the drop rates of the Atmas Atma crystals and reduced the amount of tomestones needed to purchase the books. However, Mythology books, the tomestones used for purchase were removed changed from Mythology to Soldiery, and Soldiery tomestones are required for the books and said Solidery tomes have been made harder overall ease of acquiring them was limited compared to acquire.\\
\\
Furthermore, even though
gathering Mythology. While the Atma you collect are obviously books were, fortunately, a quest item, item and have NO other use than to be turned located in for this quest, they aren't your key items inventory, the Atma crystals were treated as Key Items. So they take up regular inventory space. Even worse, every loot - capable of accidentally being discarded or sold. Worse yet, each Atma has corresponds to a specific name single Zodiac sign (Atma of the crap, Crab, Archer, Fish, etc.) and took up a single inventory slot apiece, much like weapons and armor. It was only much, much later that Atma of the Archer, etc), so they don't stack. Say goodbye to 11 inventory spots while you spend 12 hours futility trying to farm up same type would stack together, but by that last Atma! Why? Because fuck you, that's why.\\
\\
The
point the utility of obtaining a Relic Weapon was more or less moot.
***The
Novus portion of the relic quest line cuts out the RNG in exchange for materia farming. You need 75 pieces of Alexandrite and 75 pieces of materia to power up your relic. Said materia are easy to obtain or buy from other players until you start using the higher grade materia, which are a lot more difficult to come by, involves some RNG in terms of what kind of materia you get, and you forking over a ton of gil on the market board if you want to buy high level materia from someone.\\
\\
The
Assuming one did manage to obtain all the materia and Alexandrite, the very next step involved "Light" farming - tasked with obtaining 2000 Light to power up the weapon, at a time when completing the entirety of a 24-player raid would only yield 8 points, and most other activities granting perhaps 1 or 2 at most.
***The
Zodiac weapon, which is the transformation of your relic weapon, is even more absurd by combining everything hated from the previous relic quests into one ball of "we enjoy watching players suffer." Hope you loved farming for the low drop rate Atmas because now you get to do it again for ''sixteen'' items needed for your Zodiac weapon and they can only be acquired by running the very lengthy dungeons! You'll also need several hundred thousand gil just to purchase a few key items needed for the quest, over 6000 Soldiery Tomestones for another item, and 60,000 grand company seals for a different item. Hope you also took up some crafting classes because now you'll need to get items that can only be obtained through crafting and desynthesis!


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** Crafting scrips, and indeed, high-level crafting/gathering and collectibles in general for the ''Heavensward'' expansion. While specialty nodes for gatherers appeared for a small window in the ARR release, these windows allowed enough time for players to travel to different zones and gather the items they needed. The new nodes, however, only appear for roughly 55 real-time seconds, and are far enough away from zone Aetherytes that it is literally impossible to gather from more than one node at a time...all of which are only available twice per in-game day.
***This is compounded by the fact that the collectible minigame involves using a series of skills in a precise order which not only renders the item gathered unfit for use in any crafting, but each item acquired takes up a single inventory slot, and, if any deviation in said minigame occurs, means that it is impossible to recover from and either means losing another collectible or wasting the node entirely. Collectibles must be of a certain rarity value (achieved through the minigame) to have any XP value as a turn-in, or be worth any amount of end-game scrip currency.
***Collectibles also impact crafting classes, who must engage in the same type of minigame upon making an item to turn in, if they wish to see any moderately level-appropriate XP rewards or acquire any scrips. The terrible thing for crafters is that it is extraordinarily difficult to make the items needed without first having the gear and tools to acquire said items, which requires acquiring those same items to make the gear, which requires having the gear to begin with, which [[Catch22Dilemma necessitates obtaining the items...]]
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** The game had a "much-maligned, super-secret hidden interaction between + Monster Level and + Noncombat Chance" (as the creators themselves would later call it) that was added with [=NS13=]. Specifically, if you had a positive net + Noncombat Chance, then for every + 5 Monster Level you had, it would cancel out + 1% Noncombat Chance. Due to the considerable advantage one can gain with even a mere + 5% Noncombat Chance, this had the problematic side effect of making anything that gave + Monster Level not only useless, but an active detriment to the player in most scenarios. It was removed a year and a half later.

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** The game had a "much-maligned, super-secret hidden interaction between + Monster [=+Monster=] Level and + Noncombat [=+Noncombat=] Chance" (as the creators themselves would later call it) called it in the update scrubbing it from the game) that was added with [=NS13=]. Specifically, if you had a positive net + Noncombat [=+Noncombat=] Chance, then for every + 5 [=+5=] Monster Level you had, it would cancel out + 1% [=+1%=] Noncombat Chance. Due to the considerable advantage one can gain with even a mere + 5% Noncombat Chance, The ''intended'' point of this had was to nerf a PlayerPreferredPattern of always pumping the problematic side effect of making two stats as high as possible, but it only made anything that gave + Monster [=+Monster=] Level not only useless, but an active detriment to the player in most scenarios. It was removed a year and a half later.
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** [[CriticalHit Critical and Block]], due to adding even more [[Luck-BasedMission luck-based mechanics]] to the game. In Wizard101, the chance to critical on a hit (or heal) increases by your Critical Rating (though your level also factors in a hyper convoluted calculation that lowers your critical chance percentage as you level). Block Rating in turn allows you to block critical hits (though you can't block heals). As more updates happened, all stats creeped up and Critical Rating went batshit insane. As of the time of writing this, the metagame revolves around spamming critical hits before your enemy can spam you to death.

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** [[CriticalHit Critical and Block]], due to adding even more [[Luck-BasedMission [[LuckBasedMission luck-based mechanics]] to the game. In Wizard101, the chance to critical on a hit (or heal) increases by your Critical Rating (though your level also factors in a hyper convoluted calculation that lowers your critical chance percentage as you level). Block Rating in turn allows you to block critical hits (though you can't block heals). As more updates happened, all stats creeped up and Critical Rating went batshit insane. As of the time of writing this, the metagame revolves around spamming critical hits before your enemy can spam you to death.
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** Critical and Block, due to adding even more [[Luck-BasedMission luck-based mechanics]] to the game.

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** [[CriticalHit Critical and Block, Block]], due to adding even more [[Luck-BasedMission luck-based mechanics]] to the game.game. In Wizard101, the chance to critical on a hit (or heal) increases by your Critical Rating (though your level also factors in a hyper convoluted calculation that lowers your critical chance percentage as you level). Block Rating in turn allows you to block critical hits (though you can't block heals). As more updates happened, all stats creeped up and Critical Rating went batshit insane. As of the time of writing this, the metagame revolves around spamming critical hits before your enemy can spam you to death.



** The third currency, Scrip, drew ire from many players for seemingly taking time away from developing the [[Vaporware]] Book 15 update and being very annoying to obtain. You need Scrip to buy anything in the Black Market from neat furniture items, to the most luxurious Ship Cabin, to brand new class-specific banners. The problem? Every single desirable item is insanely expensive compared to the pitiful amount of Scrip you earn (more on that below). Would you like your class' banner so that all your class companions perform better in battle? That'll be 12,500 Scrip, please. Want a luxurious Ship Cabin without having to pay Crowns? Cough up 25,000 Scrip (used to be 75,000!). Would you like the Pentacle of Tentacles Doubloon? That'll be 1,000 Scrip per. It apparently summons tentacle minions but no one even knows what they have or how good they are because no one has had 1,000 Scrip to spare on trying out a potentially worthless minion Doubloon when the Aquila minion Doubloon is fairly common and summons great minions. Also, you can only obtain Scrip from two ways: (barring a free starter sum of Scrip that you earn from the introductory quest that can only afford you some towels)

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** The third currency, Scrip, drew ire from many players for seemingly taking time away from developing the [[Vaporware]] Vaporware Book 15 update and being very annoying to obtain. You need Scrip to buy anything in the Black Market from neat furniture items, to the most luxurious Ship Cabin, to brand new class-specific banners. The problem? Every single desirable item is insanely expensive compared to the pitiful amount of Scrip you earn (more on that below). Would you like your class' banner so that all your class companions perform better in battle? That'll be 12,500 Scrip, please. Want a luxurious Ship Cabin without having to pay Crowns? Cough up 25,000 Scrip (used to be 75,000!). Would you like the Pentacle of Tentacles Doubloon? That'll be 1,000 Scrip per. It apparently summons tentacle minions but no one even knows what they have or how good they are because no one has had 1,000 Scrip to spare on trying out a potentially worthless minion Doubloon when the Aquila minion Doubloon is fairly common and summons great minions. Also, you can only obtain Scrip from two ways: (barring a free starter sum of Scrip that you earn from the introductory quest that can only afford you some towels)

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** The third currency, Scrip, drew ire from many players for seemingly taking time away from developing the [[Vaporware]] Book 15 update and being very annoying to obtain. You need Scrip to buy anything in the Black Market from neat furniture items, to the most luxurious Ship Cabin, to brand new class-specific banners. The problem? You can only obtain Scrip from two ways: (barring a free starter sum of Scrip that you earn from the introductory quest that can only afford you some towels)
1-Receive anything from 0-12 Scrip for every ship you sink (and that's if those are high level ships, low level ships have even lower ranges). Unlike almost every drop in the game, it's randomized for every player that sinks the ship, so you can't reliably farm with a group of friends until you all have enough for whatever you want unless you stick back to help the poor sap that keeps getting 1-4 Scrip from ships that drop anything at all.
2-Do the [[NintendoHard insanely hard]] gauntlet Smuggler's Cove where you must face 10 consecutive battles without healing in between (unless somebody uses a Treasure Bath or Scriptop interrupts to speak between matches and gives you a chance to use a Potion). If you win this 3-hour-long gauntlet (for a well-prepared team, that is), you get anywhere from roughly 400 to 500 Scrip (the amount is also randomized per player rather than for the whole team). If you lose in the final battle, the most you can get is around 100 Scrip. If you lose any further down, you'll get less Scrip than if you had spent that time farming ships in Aquila (going as low as around 5 scrip if you lose in the second fight). Oh, and did I almost forget to mention that this is a housing instance (similar to Wizard101's Midnight Sun Pagoda and related housing instances) that costs 7,500 Crowns? Thankfully, only one person in a team has to have it.
The worst part about Scrip is the fact that every single desirable item is insanely expensive. Would you like your class' banner so that all your class companions perform better in battle? That'll be 12,500 Scrip, please. Want a luxurious Ship Cabin without having to pay Crowns? Cough up 25,000 Scrip (used to be 75,000!). Would you like the Pentacle of Tentacles Doubloon? That'll be 1,000 Scrip per. It apparently summons tentacle minions but no one even knows what they have or how good they are because no one has had 1,000 Scrip to spare on trying out a potentially worthless minion Doubloon when the Aquila minion Doubloon is fairly common and summons great minions.

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** The third currency, Scrip, drew ire from many players for seemingly taking time away from developing the [[Vaporware]] Book 15 update and being very annoying to obtain. You need Scrip to buy anything in the Black Market from neat furniture items, to the most luxurious Ship Cabin, to brand new class-specific banners. The problem? You can only obtain Scrip from two ways: (barring a free starter sum of Scrip that you earn from the introductory quest that can only afford you some towels)
1-Receive anything from 0-12 Scrip for every ship you sink (and that's if those are high level ships, low level ships have even lower ranges). Unlike almost every drop in the game, it's randomized for every player that sinks the ship, so you can't reliably farm with a group of friends until you all have enough for whatever you want unless you stick back to help the poor sap that keeps getting 1-4 Scrip from ships that drop anything at all.
2-Do the [[NintendoHard insanely hard]] gauntlet Smuggler's Cove where you must face 10 consecutive battles without healing in between (unless somebody uses a Treasure Bath or Scriptop interrupts to speak between matches and gives you a chance to use a Potion). If you win this 3-hour-long gauntlet (for a well-prepared team, that is), you get anywhere from roughly 400 to 500 Scrip (the amount is also randomized per player rather than for the whole team). If you lose in the final battle, the most you can get is around 100 Scrip. If you lose any further down, you'll get less Scrip than if you had spent that time farming ships in Aquila (going as low as around 5 scrip if you lose in the second fight). Oh, and did I almost forget to mention that this is a housing instance (similar to Wizard101's Midnight Sun Pagoda and related housing instances) that costs 7,500 Crowns? Thankfully, only one person in a team has to have it.
The worst part about Scrip is the fact that every
Every single desirable item is insanely expensive.expensive compared to the pitiful amount of Scrip you earn (more on that below). Would you like your class' banner so that all your class companions perform better in battle? That'll be 12,500 Scrip, please. Want a luxurious Ship Cabin without having to pay Crowns? Cough up 25,000 Scrip (used to be 75,000!). Would you like the Pentacle of Tentacles Doubloon? That'll be 1,000 Scrip per. It apparently summons tentacle minions but no one even knows what they have or how good they are because no one has had 1,000 Scrip to spare on trying out a potentially worthless minion Doubloon when the Aquila minion Doubloon is fairly common and summons great minions. Also, you can only obtain Scrip from two ways: (barring a free starter sum of Scrip that you earn from the introductory quest that can only afford you some towels)
***1-Receive anything from 0-12 Scrip for every ship you sink (and that's if those are high level ships, low level ships have even lower ranges). Unlike almost every drop in the game, it's randomized for every player that sinks the ship, so you can't reliably farm with a group of friends until you all have enough for whatever you want unless you stick back to help the poor sap that keeps getting 1-4 Scrip from ships that drop anything at all.
***2-Do the [[NintendoHard insanely hard]] gauntlet Smuggler's Cove where you must face 10 consecutive battles without healing in between (unless somebody uses a Treasure Bath or Scriptop interrupts to speak between matches and gives you a chance to use a Potion). If you win this 3-hour-long gauntlet (for a well-prepared team, that is), you get anywhere from roughly 400 to 500 Scrip (the amount is also randomized per player rather than for the whole team). If you lose in the final battle, the most you can get is around 100 Scrip. If you lose any further down, you'll get less Scrip than if you had spent that time farming ships in Aquila (going as low as around 5 scrip if you lose in the second fight). Oh, and did I almost forget to mention that this is a housing instance (similar to Wizard101's Midnight Sun Pagoda and the other housing instances) that costs 7,500 Crowns? Thankfully, only one person in a team has to have it.
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** The mere fact that the Romulan Republic isn't an actual faction. After a certain stage, you're asked to join either the Federation or the Klingon Empire as part of an agreement. On one hand, this gives Romulan players a leg-up, as they can fly their allied faction's ships up to Tier 4 and use their consoles/weapons, many players would rather not have a crutch and be their own group. In fact, after the events of the Season 9 Featured Episode "Surface Tension", there have been calls to finally fix this as [[spoiler:the Federation/Klingon war is over.]]

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** The mere fact that the Romulan Republic isn't an actual faction. After a certain stage, you're asked to join either the Federation or the Klingon Empire as part of an agreement. On one hand, this gives Romulan players a leg-up, as they can fly their allied faction's ships up to Tier 4 and use their consoles/weapons, many players would rather not have a crutch and be their own group. In fact, after the events of the Season 9 Featured Episode "Surface Tension", there have been calls to finally fix this as [[spoiler:the Federation/Klingon war is over.]]]]
* ''VideoGame/{{Wizard101}}''
** Critical and Block, due to adding even more [[Luck-BasedMission luck-based mechanics]] to the game.
* ''VideoGame/{{Pirate101}}''
** Ever since the Advanced Pets and Companions update, if one of your Companions is defeated in battle it will become wounded. You leave it in bed rest for minutes at low levels or up to 5 hours at max level in order to recover, awaken the unit and use it wounded (meaning it has a lower max HP) with a longer healing timer, or pay obscene amounts of money to Miracle Mitch to heal your companion instantly. At lower levels the cost is low although not worth paying due to the short timer. At mid level it's more expensive and at that point you'll need a lot of gold to upgrade your ship (especially since starting at Book 7, or Big Sky, you can upgrade to a very handy Bison Frigate, then you'll need a Marleybone Skiff in Book 8, or Port Regal Skyway, if you don't wanna get boarded every time doing the infamous quests leading up to For Elena or the many nautical side quests, and ''then'' you'll need a Bison Galleon in Book 9, or Tumbleweed Skyway, if you are to complete the many quests that require sinking ships without tearing your head out). At higher levels, the cost is so high that unless you're farming the Tower of Moo Manchu it's better to just go limp or use another unit altogether.
** The third currency, Scrip, drew ire from many players for seemingly taking time away from developing the [[Vaporware]] Book 15 update and being very annoying to obtain. You need Scrip to buy anything in the Black Market from neat furniture items, to the most luxurious Ship Cabin, to brand new class-specific banners. The problem? You can only obtain Scrip from two ways: (barring a free starter sum of Scrip that you earn from the introductory quest that can only afford you some towels)
1-Receive anything from 0-12 Scrip for every ship you sink (and that's if those are high level ships, low level ships have even lower ranges). Unlike almost every drop in the game, it's randomized for every player that sinks the ship, so you can't reliably farm with a group of friends until you all have enough for whatever you want unless you stick back to help the poor sap that keeps getting 1-4 Scrip from ships that drop anything at all.
2-Do the [[NintendoHard insanely hard]] gauntlet Smuggler's Cove where you must face 10 consecutive battles without healing in between (unless somebody uses a Treasure Bath or Scriptop interrupts to speak between matches and gives you a chance to use a Potion). If you win this 3-hour-long gauntlet (for a well-prepared team, that is), you get anywhere from roughly 400 to 500 Scrip (the amount is also randomized per player rather than for the whole team). If you lose in the final battle, the most you can get is around 100 Scrip. If you lose any further down, you'll get less Scrip than if you had spent that time farming ships in Aquila (going as low as around 5 scrip if you lose in the second fight). Oh, and did I almost forget to mention that this is a housing instance (similar to Wizard101's Midnight Sun Pagoda and related housing instances) that costs 7,500 Crowns? Thankfully, only one person in a team has to have it.
The worst part about Scrip is the fact that every single desirable item is insanely expensive. Would you like your class' banner so that all your class companions perform better in battle? That'll be 12,500 Scrip, please. Want a luxurious Ship Cabin without having to pay Crowns? Cough up 25,000 Scrip (used to be 75,000!). Would you like the Pentacle of Tentacles Doubloon? That'll be 1,000 Scrip per. It apparently summons tentacle minions but no one even knows what they have or how good they are because no one has had 1,000 Scrip to spare on trying out a potentially worthless minion Doubloon when the Aquila minion Doubloon is fairly common and summons great minions.
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* StarWarsTheOldRepublic has a few so far.

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* StarWarsTheOldRepublic Videogame/StarWarsTheOldRepublic has a few so far.
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* ''{{Lusternia}}'' has a few:

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* ''{{Lusternia}}'' ''VideoGame/{{Lusternia}}'' has a few:

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* MapleStory has a pretty big one in the form of PVP. The main problem is that a number of classes tend to perform better in it, so players of other classes are sometimes nearly unable to win. This, combined with the facts that very few people play PVP anymore (to the point where it's empty on smaller worlds), and the fact that some very powerful rewards are available from PVP, make it so that even suggesting a round of PVP will get you some good snickers.

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* MapleStory has a pretty big one in the form of ''VideoGame/MapleStory'':
**
PVP. The main problem is that a number of classes tend to perform better in it, so players of other classes are sometimes nearly unable to win. This, combined with the facts that very few people play PVP anymore (to the point where it's empty on smaller worlds), and the fact that some very powerful rewards are available from PVP, make it so that even suggesting a round of PVP will get you some good snickers.snickers.
** Travelling between continents, especially in older versions. In these older versions, travelling required you to wait several minutes for a ship to arrive, buy a ticket for a high price, then get on the ship and wait several more minutes to arrive. Given that the game's content was spread all across the different continents, you had to travel a lot and lose a lot of time. An update made the tickets free, and another allowed you to rent an airplane that went faster than the ships and removed the need to wait for the ship to arrive, but having to spend a few minutes doing nothing is still pretty boring.
** In older versions of the game, Party Quests (which were by far the best source of experience) were limited to one party per channel. If the quest you wanted to do was already being done by another party, you had to go to another channel and hope that this one was open. Given that there was a limited amount of channels per server, it was very possible that every single one was currently occupied.
** In older versions, your character's starting stats were determined by dice roll. If you wanted a [[MinMaxing character with optimal stats]], you had to spend several minutes clicking the dice and hoping that you'd have enough points in the stats your desired class needed and four or five points in the others.
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** Loot drops. By itself, the mechanic isn't bad, but when combined with a weekly lockout, it's a pain in the ass. For the Binding Coil of Bahamut, whatever item you obtain locks you out from rolling on more loot until the next week's reset. You have the potential of ''never'' seeing the gear you need to get while constantly passing on gear you could use for your other classes so that you don't get locked out from your most wanted gear. While chunks of the coil had their loot restrictions lifted, the gear becomes heavily outdated by then. The Crystal Tower segments also went through a similar problem.

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*** The Atma quest line that powers up your InfinityPlusOneSword to higher levels is a nightmare of RNG and grind. To finish the first half of the quest, you need to find 12 Atma items, which are randomly dropped from any FATE you participate in. The drop rate for an Atma is so low and relies heavily on RNG that it's possible for one person to get all 12 items in a matter of hours while another person can get nothing in the same amount of hours. Unless you get lucky with the drop rate, you'll spend lots and lots of time going from one FATE to another over and over again. The second half of the quest requires you to collect 9 books to give your weapon its true power (the Atma quest doesn't even do that) and every book requires 1500 mythology tomes to purchase. You can only carry 2000 mythology tomes max.
** Furthermore, even though the Atma you collect are obviously a quest item, and have NO other use than to be turned in for this quest, they aren't treated as Key Items. So they take up regular inventory space. Even worse, every Atma has a specific name (Atma of the crap, Atma of the Archer, etc), so they don't stack. Say goodbye to 11 inventory spots while you spend 12 hours futility trying to farm up that last Atma! Why? Because fuck you, that's why.

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*** ** The Atma quest line that powers up your InfinityPlusOneSword to higher levels is a nightmare of RNG and grind. To finish the first half of the quest, you need to find 12 Atma items, which are randomly dropped from any FATE you participate in. The drop rate for an Atma is so low and relies heavily on RNG that it's possible for one person to get all 12 items in a matter of hours while another person can get nothing in the same amount of hours. Unless you get lucky with the drop rate, you'll spend lots and lots of time going from one FATE to another over and over again. The second half of the quest requires you to collect 9 books to give your weapon its true power (the Atma quest doesn't even do that) and every book requires 1500 mythology tomes to purchase. You can only carry 2000 mythology tomes max.
**
max. Patch 2.4 alleviated some of the pain by boosting the drop rates of the Atmas and reduced the amount of tomestones needed to purchase the books. However, Mythology tomestones were removed and Soldiery tomestones are required for the books and said Solidery tomes have been made harder to acquire.\\
\\
Furthermore, even though the Atma you collect are obviously a quest item, and have NO other use than to be turned in for this quest, they aren't treated as Key Items. So they take up regular inventory space. Even worse, every Atma has a specific name (Atma of the crap, Atma of the Archer, etc), so they don't stack. Say goodbye to 11 inventory spots while you spend 12 hours futility trying to farm up that last Atma! Why? Because fuck you, that's why.\\
\\
The Novus portion of the relic quest line cuts out the RNG in exchange for materia farming. You need 75 pieces of Alexandrite and 75 pieces of materia to power up your relic. Said materia are easy to obtain or buy from other players until you start using the higher grade materia, which are a lot more difficult to come by, involves some RNG in terms of what kind of materia you get, and you forking over a ton of gil on the market board if you want to buy high level materia from someone.\\
\\
The Zodiac weapon, which is the transformation of your relic weapon, is even more absurd by combining everything hated from the previous relic quests into one ball of "we enjoy watching players suffer." Hope you loved farming for the low drop rate Atmas because now you get to do it again for ''sixteen'' items needed for your Zodiac weapon and they can only be acquired by running the very lengthy dungeons! You'll also need several hundred thousand gil just to purchase a few key items needed for the quest, over 6000 Soldiery Tomestones for another item, and 60,000 grand company seals for a different item. Hope you also took up some crafting classes because now you'll need to get items that can only be obtained through crafting and desynthesis!
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**Furthermore, even though the Atma you collect are obviously a quest item, and have NO other use than to be turned in for this quest, they aren't treated as Key Items. So they take up regular inventory space. Even worse, every Atma has a specific name (Atma of the crap, Atma of the Archer, etc), so they don't stack. Say goodbye to 11 inventory spots while you spend 12 hours futility trying to farm up that last Atma! Why? Because fuck you, that's why.
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*** Another Datacron, noted for it's unique difficulty, is one found on Tatooine where one must wait HALF AN HOUR IN REAL TIME on an air balloon just to reach the datacron. Mind you that the half hour wait is for ONE direction, so if you miss it, good luck waiting for the next ride down.
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** Lockboxes and Lobi ships for a number of reasons, the biggest two being that, due to the fact that these ships are ''villain'' ships, they shouldn't be playable at all. Another is that Lockbox ships can only be earned through Lockboxes and it's a basic cash grab to try to win one of them.

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** Lockboxes and Lobi ships for a number of reasons, the biggest two being that, due to the fact that these ships are ''villain'' ships, they shouldn't be playable at all. Another is that Lockbox ships can only be earned through Lockboxes and it's a basic cash grab to try to win one of them.them.
** The mere fact that the Romulan Republic isn't an actual faction. After a certain stage, you're asked to join either the Federation or the Klingon Empire as part of an agreement. On one hand, this gives Romulan players a leg-up, as they can fly their allied faction's ships up to Tier 4 and use their consoles/weapons, many players would rather not have a crutch and be their own group. In fact, after the events of the Season 9 Featured Episode "Surface Tension", there have been calls to finally fix this as [[spoiler:the Federation/Klingon war is over.]]
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** MCA, or Motion Cancel Action, is this, due to the fact that some players just can't master it, thus this AscendedGlitch can be seen as out-and-out cheating.



*** The Atma quest line that powers up your InfinityPlusOneSword to higher levels is a nightmare of RNG and grind. To finish the first half of the quest, you need to find 12 Atma items, which are randomly dropped from any FATE you participate in. The drop rate for an Atma is so low and relies heavily on RNG that it's possible for one person to get all 12 items in a matter of hours while another person can get nothing in the same amount of hours. Unless you get lucky with the drop rate, you'll spend lots and lots of time going from one FATE to another over and over again. The second half of the quest requires you to collect 9 books to give your weapon its true power (the Atma quest doesn't even do that) and every book requires 1500 mythology tomes to purchase. You can only carry 2000 mythology tomes max.

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*** The Atma quest line that powers up your InfinityPlusOneSword to higher levels is a nightmare of RNG and grind. To finish the first half of the quest, you need to find 12 Atma items, which are randomly dropped from any FATE you participate in. The drop rate for an Atma is so low and relies heavily on RNG that it's possible for one person to get all 12 items in a matter of hours while another person can get nothing in the same amount of hours. Unless you get lucky with the drop rate, you'll spend lots and lots of time going from one FATE to another over and over again. The second half of the quest requires you to collect 9 books to give your weapon its true power (the Atma quest doesn't even do that) and every book requires 1500 mythology tomes to purchase. You can only carry 2000 mythology tomes max.max.
* ''VideoGame/StarTrekOnline''
** Chain holds, which sciencey-bad guys like [[Series/StarTrekVoyager the Voth and Species 8472/Undine]] perform, where a player is stuck between a powerful Gravity Well-like attack and being hit with attacks that slow you down to keep you in the hold.
** Lockboxes and Lobi ships for a number of reasons, the biggest two being that, due to the fact that these ships are ''villain'' ships, they shouldn't be playable at all. Another is that Lockbox ships can only be earned through Lockboxes and it's a basic cash grab to try to win one of them.
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** These days, though, ask a KOL player who's interested in [[SpeedRun speed]] about delay(), if you're looking for a rant. Delay() is a mechanic that [[ExactlyWhatItSaysOnTheTin briefly delays whatever plot/quest-appropriate outcome you need by a amount by a random number]], to ensure that no matter how nice the UsefulNotes/RandomNumberGenerator is being to you, it will never be ''that'' nice to you that you'll get the {{Macguffin}} on your first or second time in an area. [[ChallengeGamer Die-hard fans of speed running]] '''hate''' delay(), because there's no way of preventing your carefully planned out run through the game from random elements. [[WordofGod Jick]] has said he doesn't like delay() either, and while he is phasing it out, it's [[ScheduleSlip taking a while]]. In the meantime, [[http://forums.kingdomofloathing.com/vb/showthread.php?t=185999 it's 5 in all areas.]]

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** These days, though, ask a KOL player who's interested in [[SpeedRun speed]] about delay(), if you're looking for a rant. Delay() is a mechanic that [[ExactlyWhatItSaysOnTheTin briefly delays whatever plot/quest-appropriate outcome you need by a amount by a random number]], to ensure that no matter how nice the UsefulNotes/RandomNumberGenerator is being to you, it will never be ''that'' nice to you that you'll get the {{Macguffin}} on your first or second time in an area. [[ChallengeGamer Die-hard fans of speed running]] '''hate''' delay(), because there's no way of preventing protecting your carefully planned out planned-out run through the game from random elements. [[WordofGod Jick]] has said he doesn't like delay() either, and while he is phasing it out, it's [[ScheduleSlip taking a while]]. In the meantime, [[http://forums.kingdomofloathing.com/vb/showthread.php?t=185999 it's 5 in all areas.]]
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** The next is the seeker droid. You get a popup on your screen that the seeker droid detects something in your area. The "area" in question can be an 500+ foot radius. Your seeker droid has about a two-foot radius, and only when you are practically on top of the item will you get any indication of what direction it is from your dig. Good luck killing several hours digging up nothing.

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** The next is the seeker droid. You get a popup on your screen that the seeker droid detects something in your area. The "area" in question can be an 500+ foot radius. Your seeker droid has about a two-foot radius, and only when you are practically on top of the item will you get any indication of what direction it is from your dig. Good luck killing several hours digging up nothing.nothing.
* ''VideoGame/FinalFantasyXIV'' has several mechanics that are widely hated:
** Rage quit penalties. Anyone that ditches a party on a quest will get slapped with a 30 minute timeout, which means that player cannot sign up for any quest on the duty finder until their 30 minutes are up. While the mechanic does help curb rage quitting, it also punishes players that want to leave due to the party being trolls or the party simply being bad and can't finish the quest. The 30 minute penalty also applies globally, which means that even if you are in a premade party, you can't do a quest with your friends at all until the timer runs out.
** Teleportation fees. You have to pay a small amount of gil if you want to teleport to any city whose aetheryte you attuned to and the fees can rack up quickly if you teleport a lot. There's a free company benefit that lets you cut teleportation fees by 10% or 20% (assuming your character is in a free company to begin with) and using Square Enix's one time password feature (which costs real money to use) allows you register one aetheryte as a free teleporation point. Most players won't join a free company just for the reduce teleporation rates and the rest won't fork over real money for security enhancements on their account just for one free teleport either.
** [=FATEs=], which stand for Full Active Time Events. Said events are randomly generated everywhere and are usually "kill all monsters" or "gather items for this NPC". The better you perform in the events, the more experience points, gil, and company seals you can earn. [=FATEs=] are good for low level characters, but are a pain for high level players that need the events to level grind due to the RNG of the events popping up. It also doesn't help that many seasonal events are also based around the FATE mechanic.
*** There are two [=FATEs=] that spawn [[BonusBoss King Behemoth and Odin]] and they require a ''lot'' of people to come together to take the bosses down. It is not unusual to see ''hundreds'' of players trying to fight the super bosses all at once, which can cause massive slowdown for many people. The problem was so bad that the boss characters would sometime fail to appear on many peoples' screens, making it impossible to attack them. Square did attempt to alleviate the issue by giving the bosses higher priority for character rendering, but the zerg rushes that follow can still cause issues.
*** The Atma quest line that powers up your InfinityPlusOneSword to higher levels is a nightmare of RNG and grind. To finish the first half of the quest, you need to find 12 Atma items, which are randomly dropped from any FATE you participate in. The drop rate for an Atma is so low and relies heavily on RNG that it's possible for one person to get all 12 items in a matter of hours while another person can get nothing in the same amount of hours. Unless you get lucky with the drop rate, you'll spend lots and lots of time going from one FATE to another over and over again. The second half of the quest requires you to collect 9 books to give your weapon its true power (the Atma quest doesn't even do that) and every book requires 1500 mythology tomes to purchase. You can only carry 2000 mythology tomes max.
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** One is the platforming required to obtain [[GottaCatchThemAll Datacrons]], which boost stats. It's a lot of platforming on an engine that really wasn't designed for it, crossing areas with dodgy meshing. Some require a party to obtain, and a single mistake means you have to start ''all over from the beginning.'' Makeb's endurance datacron is nearly ''impossible'' for players to obtain, and confers a huge amount of BraggingRights.

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** One is the platforming required to obtain [[GottaCatchThemAll Datacrons]], which boost stats. It's a lot of platforming on an engine that really wasn't designed for it, crossing areas with dodgy meshing. Some require a party to obtain, and a single mistake means you have to start ''all over from the beginning.'' Makeb's endurance datacron is nearly ''impossible'' for players to obtain, and confers a huge amount of BraggingRights.Bragging Rights.
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* Dungeons & Dragons Online: Eberron. The Sigil System. In the early years of the game the devs enforced a level cap system to all players that would be unlocked sequentially at levels 4, 8, 12, and 16. Players would be unable to progress if they hit any of the above mentioned levels without first acquiring a sigil to unlock the next group of levels. And these sigils could be acquired through normal gameplay or through the micro-transaction store for real world money. Acquiring them in-game was very prohibitive as even the lowly bronze sigil was considered a rare drop and the drop rates only got lower as you went.

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* Dungeons & Dragons Online: Eberron. The Sigil System. In the early years of the game the devs enforced a level cap system to all players that would be unlocked sequentially at levels 4, 8, 12, and 16. Players would be unable to progress if they hit any of the above mentioned levels without first acquiring a sigil to unlock the next group of levels. And these sigils could be acquired through normal gameplay or through the micro-transaction store for real world money. Acquiring them in-game was very prohibitive as even the lowly bronze sigil was considered a rare drop and the drop rates only got lower as you went.went.
* StarWarsTheOldRepublic has a few so far.
** One is the platforming required to obtain [[GottaCatchThemAll Datacrons]], which boost stats. It's a lot of platforming on an engine that really wasn't designed for it, crossing areas with dodgy meshing. Some require a party to obtain, and a single mistake means you have to start ''all over from the beginning.'' Makeb's endurance datacron is nearly ''impossible'' for players to obtain, and confers a huge amount of BraggingRights.
** The next is the seeker droid. You get a popup on your screen that the seeker droid detects something in your area. The "area" in question can be an 500+ foot radius. Your seeker droid has about a two-foot radius, and only when you are practically on top of the item will you get any indication of what direction it is from your dig. Good luck killing several hours digging up nothing.
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** Like the ''Lord of the Rings Online'' example, the game has Rare Capsules every once in awhile, which is supposed to give you a chance to obtain a rare unit. However, it seems that the company can't make up its mind on the drop rate: the first time they did it, people came out with nine or ten of the same unit and the second time, very ''few'' people came out with units.

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** Like the ''Lord of the Rings Online'' example, the game has Rare Capsules every once in awhile, which is supposed to give you a chance to obtain a rare unit. However, it seems that the company can't make up its mind on the drop rate: the first time they did it, people came out with nine or ten of the same unit and the second time, very ''few'' people came out with units.units.
* Dungeons & Dragons Online: Eberron. The Sigil System. In the early years of the game the devs enforced a level cap system to all players that would be unlocked sequentially at levels 4, 8, 12, and 16. Players would be unable to progress if they hit any of the above mentioned levels without first acquiring a sigil to unlock the next group of levels. And these sigils could be acquired through normal gameplay or through the micro-transaction store for real world money. Acquiring them in-game was very prohibitive as even the lowly bronze sigil was considered a rare drop and the drop rates only got lower as you went.
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* PlayerVersusPlayer in ''VideoGame/FinalFantasyXI'', for several reasons:
** Many matches of [=PvP=] turn into [=1v1=] matches, even though the game is based almost entirely on party play, turning most team matches into insane free-for-alls.
** Many [[AnAdventurerIsYou job combinations]] are horribly ill-suited for solo play in the first place. A Bard/anything will likely be turned into paste in one-on-one.
** Swapping equipment has harsh penalties, and while it's to prevent players being untargetable, the game is almost bursting with players that swap equipment all the damn time in order to perform perfectly.
** Very few players even ''have'' a large interest in [=PvP=], and most of those people are on one server.
** And due to the lack of interest in PvP, the classes are largely unbalanced. Paladins have a large inherent advantage against melees (especially PLD/RDM) and a skilled Red Mage can beat pretty much any class.
* For a long time in ''VideoGame/CityOfHeroes'', when a team completed a mission that multiple members had assigned, only the character whose mish had been selected by the team leader got completion credit from the contact. A minor thing, until you get to the Hollows and all the contacts are linear in the zone story arc, so every hero of the same approximate level is doing the same missions from the same contact. Nothing like a 4-man team hitting the same eight Outcast bases and securing their weapons in a row. Blessedly, the devs saw how painful this was and later everyone who had the mission available got credit.
* ''VideoGame/WorldOfWarcraft'':
** A perfect example would be the ''Wrath Of The Lich King'' xpac's Heroic or Hard Mode system, which separated ''all'' raid content into Heroic/Regular varieties, giving each variety its own separate lockout, and then separating FURTHER into 10-man/25-man varieties, meaning each active raiding guild could hit all relevant raiding content ''four times per week'', once 10, once 25, once 10 hm, once 25 hm. The exact same content slogged through ''four times'' each week. Raid rewards were based not only on individual boss-kill drops, but also on special tokens garnered per boss-kill - meaning in order to remain competitive, each raid was not so much ''allowed'' to hit this content four times per week as ''forced'' to. There are no words for how tedious and hated this system was, as it caused content to become old and tiresome ''four times as quickly'' and was, thankfully, phased out in the very next major content patch.
** It didn't help that the raid in question is widely regarded as the game's worst ever, and was the only progression content for nearly six months. In fairness, though, it is likely much of the disdain for this raid is due to the lingering annoyance the above raid mechanic created.
** Daze is another. If anything at any level hits you in the back, you can be dazed and get dismounted, and move at half your normal walking speed. Deadly when you're at the area's level and it lets a number of things jump you at once, but just intensely annoying when you're three times the level of the zone and are just trying to get somewhere.
** Weapon skill. It added nothing to the game except ensuring that if you swapped weapon type after using the same one for a while you had to go grind enemies slowly until you could actually fight again. This might be excusable if there were any difference between say an axe and a mace, but for almost everyone (rogues need to have a dagger to backstab) there was no difference to what you actually ''did''.
** Pet Happiness and ammunition for Hunters. For the first, hunters ''had'' to feed their pet every once in awhile, or said pet would begin doing less damage, forcing the Hunter to dedicate a number of inventory spaces for food to serve this purpose; even worse was that certain pets (Gorillas and Tortoises, I'm looking at you) had exotic diets that required any players that owned them to go out of their way just to get food that their pets would actually eat. As for ammunition, hunters had to buy bullets to fire shots, pretty much their only worthwhile way of doing damage, meaning that they were the only class who had to constantly spend gold just to be able to fight anything. They also generally had to waste a bag slot on a specialized bag to hold said ammunition. This is another example of this trope that was eventually removed in ''Cataclysm''.
** Soul Shards for Warlocks. These items were needed for most of a Warlock's more important spells, and could only be obtained one at a time by channeling a certain spell on an enemy that granted XP or Honor Points as it died. Even worse, they didn't stack at all. Most warlocks had to dedicate an entire bag worth of space just to holding these, and some even more than that. Fortunately, this was yet another mechanic that was dropped in ''Cataclysm''.
** The original Paladin blessings were a ghastly example of busywork, as they lasted 5 minutes - shorter than many single fights. Combine this with the 40 person raids, and you can see how much fun Paladins used to have making sure that everyone was buffed with the blessing they wanted. Various attempts to make this system less annoying were tried (most notably, turning them into longer-lasting buffs that could be cast on an entire group) until eventually they just removed all but two types and made it work like everyone else's long-term buffs.
** One of the most hated mechanics in the game would probably be the Deserter debuff. To get this, you have to either be totally inactive during a battleground, or manually leave before it's over. If you get this, it'll force you to wait 15 or 30 minutes (depending on what Blizzard feels like this patch) to queue for another one. This, in theory, will stop players from [[RageQuit just leaving a battleground when they don't like how it's going]] and just requeuing for another one, or just hanging back and doing nothing to rack up honor points. In ''theory''...because this is usually ''not'' how you get it. The usual cause will be a person in your battleground group, usually one of the [[{{Troll}} less desirable types of players]], reporting you as being AFK just because, or because your internet failed and you couldn't move. It results in you getting a debuff called Inactive. If you wait too long, you'll automatically get Deserter, even if you're still in the battleground. If you get to this point, there's no stopping it. Even if you meet the requirements to get rid of them (getting into a fight or some other kind of PVP action), you'll still be kicked out a lot of the time.
** The old honor system. There was a limited amount of players who could get the higher titles, and honor decayed quickly. To get the top title you'd have to grind battlegrounds non-stop for months, and taking a break for even one day would set you back a lot.
** Knockback effects have been the bane of many players. It causes your character to be flung in midair, interrupting your spellcast for casters and often knocking melee and ranged out of range. This is especially deadly when you're trying to, say, heal a character and that character dies because you were flung across the room from a knockback effect. One daily quest during Brewfest uses this mechanic and it's often irritating to do because the drills containing the dark iron dwarves randomly appear and throws your character halfway across the action. [[LuckBasedMission It requires a lot of luck and cooperation from other players to unlock a daily quest]].
** Tenacity in Wintergrasp earned ire on both sides of the fence. The faction with the [[ComebackMechanic fewest players in the battle]] would receive a scaling bonus buff, increasing health and damage done. It succeeded only in prolonging individual fights, as the overall battle relied heavily on point-capture mechanics. On servers with high population imbalances, every point could easily be captured and held by the dominant faction, regardless of Tenacity.
** Hello Archaeology profession. Everyone hates you. Fortunately it's entirely optional. [[WhatCouldHaveBeen It was initially supposed to tie into a variety of side quests and player buffs based on reverence for particular titans associated with the ruins in question]], but that got DummiedOut, leaving only the surface element behind.
** Daily quests required for content and reputations. Daily quests are viewed primarily as busy work and making them the only route to unlock high-end game content and rewards from factions makes them even more reviled. Blizzard removed the 25 per day cap on them in ''Pandaria'', which led to people hitting ''all'' the reputation dailies to quickly grind reputation and hating them ''even more''.
** The original Raid Finder looting system. Players who could use an item could roll Need on it, even if they didn't actually need it. This resulted in abuse of the system where players from the same guild would roll on loot for one another and trade what they received to whoever needed it.
** The updated Raid Finder and charms looting system. In Raid Finder and Flexible Raid the game does an off-screen roll that determines whether the player receives gold or an item from the boss' loot table, which can be repeated by spending one charm. The chance of receiving an item is relatively low and it is entirely possible to receive a duplicate or inferior version of an item the player already has, which has led to some hate despite it being more efficient and fair than the old system.
* The 'Old' Arena, in ''VideoGame/BillyVsSNAKEMAN'', had an interface cumbersome and fickle enough to qualify as Scrappy on those grounds alone, was difficult enough to qualify as Scrappy on those grounds alone, and had different enough expectations of skillset than the rest of the game to qualify as Scrappy on those grounds alone. Eventually, it was removed, and its name and [[DummiedOut most]] of its interaction with the rest of the game was welded onto another part of the game.
* ''VideoGame/KingdomOfLoathing'':
** The game had a "much-maligned, super-secret hidden interaction between + Monster Level and + Noncombat Chance" (as the creators themselves would later call it) that was added with [=NS13=]. Specifically, if you had a positive net + Noncombat Chance, then for every + 5 Monster Level you had, it would cancel out + 1% Noncombat Chance. Due to the considerable advantage one can gain with even a mere + 5% Noncombat Chance, this had the problematic side effect of making anything that gave + Monster Level not only useless, but an active detriment to the player in most scenarios. It was removed a year and a half later.
** These days, though, ask a KOL player who's interested in [[SpeedRun speed]] about delay(), if you're looking for a rant. Delay() is a mechanic that [[ExactlyWhatItSaysOnTheTin briefly delays whatever plot/quest-appropriate outcome you need by a amount by a random number]], to ensure that no matter how nice the UsefulNotes/RandomNumberGenerator is being to you, it will never be ''that'' nice to you that you'll get the {{Macguffin}} on your first or second time in an area. [[ChallengeGamer Die-hard fans of speed running]] '''hate''' delay(), because there's no way of preventing your carefully planned out run through the game from random elements. [[WordofGod Jick]] has said he doesn't like delay() either, and while he is phasing it out, it's [[ScheduleSlip taking a while]]. In the meantime, [[http://forums.kingdomofloathing.com/vb/showthread.php?t=185999 it's 5 in all areas.]]
** "Ronin". In a Normal run after ascension (which the game heavily suggests you take), you cannot gain any outside help for 1,000 (previously 600) turns. In theory, this is to make the game more fun and challenging by making the player have to rebuild from scratch (with what they have in Hagnk's as a buffer) instead of just getting everything from their friends. In practice, having to do the early levels over without even being able to tap into the Clan meat generators, Flea Market, or Mall is just plain ''boring'' and takes forever (most players can only do about seventy turns a day). Players griping about how many turns of Ronin they have left are common sights in chat.
** The Avatar of Boris remains a greatly popular challenge path... except for one problem: there's a hard cap on its skill points, since you stop gaining them at Level 15. This was meant to encourage multiple runs (you start with more points every run), but one must notice that later classes with their own skill trees (the Zombie Master and Avatar of Jarlsberg) don't have any such caps. (The Zombie Master gains points from "Hunter Brains", gained from special enemies, one of which spawns every other day without limit, and Jarlsberg gains skill points every level without end.)
* ''{{Lusternia}}'' has a few:
** The SanityMeter gradually erodes when time is spent on [[DeathWorld The Astral Plane]] or inside [[CosmicHorror Muud]]. Initially just causing [[RealityIsOutToLunch amusingly nonsensical hallucinations]], it rapidly worsens into full blown insanity, represented by approximately 50% of your commands being cancelled out or replaced with others. This wouldn't be so bad if Astral and Muud weren't the two best places to [[LevelGrinding grind]] for high-levelled players outside of Aetherspace (which itself qualifies as a ScrappyMechanic).
** The Envoy system is also not great. The idea is to have representatives from each [[CharacterClassSystem class]] liaise with the administration to preserve CompetitiveBalance. But [[HumansAreBastards most envoys]] are biased, and just try to [[{{Nerf}} ruin]] other classes skills and buff their own into the stratosphere. The few envoys who actually ''do'' preserve balance are so rare they're actually given increased status by the administration ''just for doing their job''.
* ''{{Runescape}}'':
** The way people are paired up in the Fist of Guthix minigame. Level 10s playing against level 100s is an all too common sight.
** In dungeoneering, "You can't light a fire here." You do not know the reason why a fire cannot be lit there. You still drop the logs even if you cannot light a fire there. However, logs will not be dropped out of DG when you can't light a fire.
*** More infuriatingly, 'You can't drop items here'.
** 'The iron is too impure and you fail to refine it'. Yes, it's probably necessary to keep iron bars from flooding the game, but ''damn'' is it frustrating to mine a massive load of iron and then lose most of it just because the RandomNumberGod hates you. If you're relatively experienced, you know there's ways around this, but for a new player, it just feels like the game giving you a big middle finger.
** In an effort to combat bot programs (And to frustrate legitimate players), Jagex changed the fight mechanics of Frost Dragons. Frost dragons used to be just like any other high level dragon: A melee attack, a magic attack and of course, dragonfire. Since these monsters are extremely profitable and frequently botted, they gave frost dragons a ranged attack... and the frost orb mechanic. While fighting frost dragons, at any time a small, difficult to see blue orb would spin around the dragon. Attacking while an orb was present would block all damage, and rebound any damage you would have done. This causes players to kill themselves very quickly if they don't pay attention 100% of the time. Needless to say, the only players who support this update are the players who never fought a frost dragon.
** The Squeal of Fortune minigame, for a number of reasons both in-game and in real life. For starters, the developers apparently think that playing it is the first thing players will want to do when they log in, as the first thing one now sees upon doing so is an irritating popup that must be clicked on (starting the minigame) or dismissed before you are even allowed to move. Second, most of the common rewards are useless; while they do scale to your level, it's always stuff the player can get with little to no effort. Third, it's a [[MoneyDearBoy fairly blatant cash-grab]], as it entails the "ability" for free players to win items reserved for those with paid subscriptions, at which point a cheery "Give us five bucks a month to redeem this cool thing!" message will come up. Finally, and most importantly, it allows player to buy spins with real money. This was also known as 'real-world trading', something Jagex has railed against for the entire existence of the game. When asked if this made them [[{{Hypocrite}} hypocritical]], the developers responded with, essentially, "[[NoExceptYes Oh, it wasn't buying items with real money that was the problem, it was buying items with real money FROM OTHER PLAYERS]]." If it's possible for something that isn't a character to be a CreatorsPet, this minigame would probably qualify.
*** It gets worse; despite the intense hatred, Jagex continues to update the Squeal and prioritize Squeal updates over almost everything else. Hardly a week goes by where they aren't hyping the next Squeal update or talking about how cool the previous update was.
* ''VideoGame/{{Mabinogi}}'' has the RNG problem, as for a current in-game event. In the event, Players usually "AFK" in-game to get tickets in half an hour they log in, and they are used to exchange for an item that uses the scrappy RNG to determine if you fail getting the item or not. Que to a person afking for a whole day and fail to get the top prize.
* MapleStory has a pretty big one in the form of PVP. The main problem is that a number of classes tend to perform better in it, so players of other classes are sometimes nearly unable to win. This, combined with the facts that very few people play PVP anymore (to the point where it's empty on smaller worlds), and the fact that some very powerful rewards are available from PVP, make it so that even suggesting a round of PVP will get you some good snickers.
* ''VideoGame/TheLordOfTheRingsOnline'' had Radiance, a raid-gating mechanism introduced with the first expansion pack. Raids in the base game allowed anyone to join, and encouraged diverse builds by having crafted, raid, and world-drop gear being relatively equivalent. In the expansion pack, you could only raid if you were wearing a specific armor set, acquired by playing the same 3- and 6-man instances many times over. This was somewhat OK when it gave you a 10% boost to health and damage, but this was removed to improve the viability of non-Radiance armor sets, which still weren't viable because you can't raid in them. Later raids required different armor with higher Radiance, but often with worse stats, meaning that to progress at all, you often had to spend a long time grinding instances in the hopes of getting an armor drop that was worse than what you were already wearing. The system was later removed, with the developers publicly making a mea culpa on the entire idea.
** "Loot boxes" are rare drops that contain ... something. You won't know unless you have a key to open them. Keys are (even rarer) drops, but you can conveniently buy them from the LOTRO store for Turbine Points (which you bought with real-world money, or were given for a lot of grinding... killing 250 enemies in a high level area might be worth 10 TP, for example). Loot boxes occasionally have good equipment. More often they have one-use temporary buffs, or one-use permanent buffs that you can't use because it's the wrong one (for example, you can only use the Will IV tome if you've already used Will I, II, and III, and ''haven't'' used a Will IV yet... of course, you can buy ''those'' from the LOTRO store, also). All in all, loot boxes are a pretty blatant cash grab.
* If the North American servers are anything to go by, ''VideoGame/SDGundamCapsuleFighter'' has a ton of them.
** The initial one was the RPS System, which utilized TacticalRockPaperScissors to determine who would be strong against what. Thus, it was entirely possible for a Zaku II (who was a Rock-type grunt fodder unit) to defeat the Freedom Gundam (who was a Scissors-type high-tier unit) with ease. This meant that PVP and PVE battles were determined not by skill, but by unit type as everyone would try to match everyone else.
** Going hand in hand with that was the Custom System. The Custom System allowed a player to increase the stats on a unit to make them stronger or tougher than their base rank, meaning units that were ''already'' overpowered became even more overpowered and broken in an instant.
*** With the arrival of Generation Six update, both were done away in favor of a parts system. However, even ''this'' is broken as, nine times out of ten, players would slap on parts that would, when they hit their opponent with machine gun-type weapons, affect them with a flashing aura that will ''drag their framerate down considerably'' to the point where they can't fight back.
** Like the ''Lord of the Rings Online'' example, the game has Rare Capsules every once in awhile, which is supposed to give you a chance to obtain a rare unit. However, it seems that the company can't make up its mind on the drop rate: the first time they did it, people came out with nine or ten of the same unit and the second time, very ''few'' people came out with units.

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