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Before I appreciated Dark Souls, I didn't know about the lock-on feature. I gave the game a chance multiple times, but had to throw in the towel because the fighting was so hard. When I later learned about the lock-on feature, the game became much more enjoyable.
Post edited March 13, 2019 by user deleted
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Pouyou-pouyou: Final Fantasy 1 on the NES :

I took a party made of a fighter, a black belt, a red mage and a white mage. After the beginning of the game where the black belt had weapons for him, he progressively became weaker and weaker. I did not understand that and found that character totally crappy.
Near the end of the game I discovered that if you remove the weapon (nunchaku) from your black belt and make him fight bare-handed, he becomes a killing machine, better than any other fighter. But the game was nearly over by then...
It's worth noting that, in the MSX version, black belts don't fight better than other classes do unarmed, which is enough of a drawback to make them useless.

(On the other hand, I hear TMPR works in that version. There's also the advantage of having multiple saves (on separate disks), albeit with the downsides of load times and the need to switch disks to save (don't know if the game supports saving to a separate floppy drive).)

Another one: In Final Fantasy Legend 2, I would overlook agility and find that I couldn't hit with physical attacks. Fixing that made the game much easier, in particular the Venus and Apollo fights (who are immune to most magic).

Also, in Final Fantasy 2 I believe it took multiple playthroughs for me to figure out how important evasion works, and I didn't know about magic penalties from equipment until I read about it somewhere online (it's the sort of detail that the game should not have hidden from the player, but did).
Melee-mancer in Diablo 2. Never understood how, or why, i felt the urge? The need? To try something so pointless. Lots of uniques, though, back in the day... Up until and through Nightmare, it was... Different. Interesting. Good? With lots of curses of course and good old minions (before synergies, in the really old days).

I improved them in Ladder later. Summonmancer, the real thing. Went and died in Diablo Hell; had hardcore. Truth be said, were i to get the items i wanted, i could easily breeze through hell. Lousy drop rates and all that, grrr! Earlier versions had nice tricks to farm...
Post edited March 14, 2019 by KiNgBrAdLeY7
In Diablo 2, I realized after some time that it was a good idea to push the attack button before moving my character forward to attack (as opposed to initiating attack and movement simultaneously). Lost a few duels before that.
Vietcong - didn't realize you had a flashlight for the tunnelrat bit. I somehow managed to finish the entire section with the small number of flares you have and periodic muzzle flashes from my pistol :P
Two common habits that I am trying to break:

1. Consumable item hoarding. Like many players, I have a strong tendency to hoard consumable items for emergencies and then never end up using them. Breaking this habit involves finding a game where such items are both useful and easiy obtained. Bard's Tale 1's breath attack items are one example, since breath attacks are by far your best group attacks in classic versions. (Unfortunately, that isn't as true in 2, where such items aren't that good, and 3, where such items are a bit too rare (excluding Harmonic Gems in 3, which are so common that I can afford to waste spell points).) Final Fantasy 5 is another good example, with buyable breakable rods and cheap buyable scrolls being your best offensive options for a while (other than just throwing money at enemies), and with its powerful !Mix skill.

2. Focusing solely on the long run with character builds. Two games where I have been learning to break this habit are Wizardry 8, where I have recently stopped saving all my Bishop's spell picks for high level spells, and Bard's Tale 1, where I took a spellcaster straight to Mind Blade, then Spell Bind, even if that meant skipping spell levels entirely (I replaced her with a Soul Sucker, since that's possible in the remaster). When I can replace characters and XP isn't finite, building characters for the short run isn't as punishing; it may take a while to get a new character up to speed (unless it's something like a Soul Sucker), but it may save time early on, plus it can give you fun abilities sooner.
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DadJoke007: Before I appreciated Dark Souls, I didn't know about the lock-on feature. I gave the game a chance multiple times, but had to throw in the towel because the fighting was so hard. When I later learned about the lock-on feature, the game became much more enjoyable.
Heh, the same with me. I would charge at enemies and swing right past them, exposing myself to a deadly attack from behind. It took me quite a while to get to that Cardinal Tower bonfire. It was about that time that I learned about the lock-on.
Reminds of the time I played a game several hours and the second session was a long time and went to save it but for some unknown reason pressed the delete button and then sat there for five minutes thinking how the f*** did I do that.Since then I have become more attentive when saving a game by double checking first.LOL.
Shadow Warrior 2013. Made it all the way to the last Berserker spawning area before realising I had made a serious error in not upgrading the quad-barrelled shotgun to deal with them. After hours of trying with other weapons (I don't usually play FPS), I rage-quit. And restarted at the very beginning again a few days later. Saved up all the cash and managed to upgrade nearly everything and set my abilities and powers just right.
Never knew about the special powers in Bio Menace. On my next playthrough I intend to use it on that infernal sewer level to take out some slow slime enemies that you can't jump over without getting hurt due to the low ceiling (when they're in front of you). You can take them out with grenades, but you don't have enough for all of them, so you're usually stuck waiting, and waiting, amd waiting for the slimes to reach the end of a floor to turn around. Then you can take them out with a landmine as they're coming towards you, or jump over them.
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dtgreene: Two common habits that I am trying to break:

1. Consumable item hoarding. Like many players, I have a strong tendency to hoard consumable items for emergencies and then never end up using them. Breaking this habit involves finding a game where such items are both useful and easiy obtained. Bard's Tale 1's breath attack items are one example, since breath attacks are by far your best group attacks in classic versions. (Unfortunately, that isn't as true in 2, where such items aren't that good, and 3, where such items are a bit too rare (excluding Harmonic Gems in 3, which are so common that I can afford to waste spell points).) Final Fantasy 5 is another good example, with buyable breakable rods and cheap buyable scrolls being your best offensive options for a while (other than just throwing money at enemies), and with its powerful !Mix skill.

2. Focusing solely on the long run with character builds. Two games where I have been learning to break this habit are Wizardry 8, where I have recently stopped saving all my Bishop's spell picks for high level spells, and Bard's Tale 1, where I took a spellcaster straight to Mind Blade, then Spell Bind, even if that meant skipping spell levels entirely (I replaced her with a Soul Sucker, since that's possible in the remaster). When I can replace characters and XP isn't finite, building characters for the short run isn't as punishing; it may take a while to get a new character up to speed (unless it's something like a Soul Sucker), but it may save time early on, plus it can give you fun abilities sooner.
1.) is dangerous in fps games as well, where it's not too uncommon to lose all of your weapons and ammo at some point. Like in the first Half-life for example. Tomb Raider 3 also does that in the infernal Area 51 portion of the game.
Post edited March 20, 2019 by Matewis
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dtgreene: Two common habits that I am trying to break:

1. Consumable item hoarding. Like many players, I have a strong tendency to hoard consumable items for emergencies and then never end up using them. Breaking this habit involves finding a game where such items are both useful and easiy obtained. Bard's Tale 1's breath attack items are one example, since breath attacks are by far your best group attacks in classic versions. (Unfortunately, that isn't as true in 2, where such items aren't that good, and 3, where such items are a bit too rare (excluding Harmonic Gems in 3, which are so common that I can afford to waste spell points).) Final Fantasy 5 is another good example, with buyable breakable rods and cheap buyable scrolls being your best offensive options for a while (other than just throwing money at enemies), and with its powerful !Mix skill.

2. Focusing solely on the long run with character builds. Two games where I have been learning to break this habit are Wizardry 8, where I have recently stopped saving all my Bishop's spell picks for high level spells, and Bard's Tale 1, where I took a spellcaster straight to Mind Blade, then Spell Bind, even if that meant skipping spell levels entirely (I replaced her with a Soul Sucker, since that's possible in the remaster). When I can replace characters and XP isn't finite, building characters for the short run isn't as punishing; it may take a while to get a new character up to speed (unless it's something like a Soul Sucker), but it may save time early on, plus it can give you fun abilities sooner.
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Matewis: 1.) is dangerous in fps games as well, where it's not too uncommon to lose all of your weapons and ammo at some point. Like in the first Half-life for example. Tomb Raider 3 also does that in the infernal Area 51 portion of the game.
I think that, if the game would let you know ahead of time that you would lose your stuff and not get it back, it would encourage the player to actually use those consumables. On the other hand, if the game takes your stuff without warning, that can be quite frustrating. (This sort of thing is why I often prefer a second playthrough, when I am already familiar with the game, to a first playthrough of a new games.)

Also, I have not played Half-life, as I don't play any first person shooters at all. (I tried Metroid Prime, but I just wasn't enjoying it that much; Metroid Fusion, even with the drawback of forced linearity (in contrast to other 2D metroids) and forced dialog, was more enjoyable for me.)
Quake III Arena

Tried to kill things with the machine gun. Switched to the BFK10K afterwards. That taught them!