Abridged Arena Array: Difference between revisions

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** Before Slayer, it was Chipp, for the same reasons.
* Due to ''[[Tekken]] 4'''s engine allowing for various forms of weirdness and other game-breaking moments, tournament play was very often restricted to a handful of stages (the Arena being the most common). That didn't stop the possibility of potentially broken combos still being executed even on the most fair of stages.
* You are likely to see this plus bonus [[Flame War|arguing matches]] in ''[[Dissidia Final Fantasy]]'' and particularly its sequel, Duodecim. The source of all this is, because of the way the game works, there are potentially real and severe consequences to character/stage matchup--Terramatchup—Terra is a holy terror in the Phantom Train, while Firion is practically helpless in the Planet's Core. And when you're playing with the few characters who can handle (and are arguably built with them in mind) the near-universally despised [[Scrappy]] stages...well. In other words, while players have their Arrays that are (usually) dependent on the characters they main, they're often not the same as the Arrays of other players...leading to arguments.
* The most common stage that you will find yourself playing on in [[Jump Ultimate Stars]] is the [[Yu Yu Hakusho|Demon World Tournament]] arena. The only gimmick on that stage is a moving platform above a regular floor. It is loved for the same reason Final Destination (above) is.
 
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*** And WHY is it so popular? Because the map is so small, there's a VERY high chance that chucking a Semtex two seconds after the match starts will get you a cheap grenade kill (or kills) right off the bat! Also, the easy camping spots (on top of a bed, behind a fence, two houses with one open window) and the constantly-embroiled-in-explosions-and-gunfire Point B on Domination Mode made this place VERY popular.
* If you play ''[[Killzone]] 3'' multiplayer, expect to see Bilgarsk Boulevard pop up more than once. Why? It has miniguns on both ends to defend the boulevard, great sniper positions in the buildings, and the routes around the main road are usually stalemated with grenades and turrets, allowing Marksman and Infiltrators to sneak in and cause havoc. Basically, it appeals to everyone.
* In ''[[GoldenEye 007 (2010 video game)|Golden Eye Wii]]'', expect to play a lot of Jungle and Outpost. Seeing as they're basically the only high-visibility maps with plenty of levels and indoor/outdoor play, it's justified. Try playing Sewer for a few minutes--yourminutes—your eyes will literally hurt from strain.
* In ''[[America's Army]]'' 2, the vast majority of online servers ran the Bridge map. Possibly because it was a simple map with simple objectives. And on that map, Defense was the preferred team of choice, since all they have to do to win the round is prevent the other team from crossing the (narrow) bridge. Assault, on the other hand, only had a handful of minutes to make it across or they lost.
 
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* ''[[Final Fantasy XI]]'' has this to the nth degree. Parties seeking experience points always go to the same zone based on their level - and to specific "camps" within that zone are better than others. These are always the easiest and safest places to gain experience, learned through trial and error.
* In ''[[EverQuest]]'', out of the many dozens of zones, only a couple see much action. For example, players in their teens and early 20s, level wise, hunt in Paludal Caverns. Period.
* ''[[Phantasy Star Universe]]'' suffers from this. Throughout its run, the players would seek out the Free Missions with the most efficient EXP gain, and the lobby for that mission would similarly be packed. In Vanilla PSU, this first happened to "Plains Overlord," then to "The Mad Beasts," then "Endrum Remnants." When the [[Expansion Pack]] ''Ambition of the Illuminus'' was released, this honor went to "White Beast," and remained so whenever an event wasn't going on--toon—to the point that ''PSU'' itself was derisively nicknamed "White Beast Universe" as no one seemed interested in running any of the other missions in the game. This tendency prompted Sega to introduce the "GUARDIANS Boost Road," encouraging players to run chains of other missions for greater gains rather than simply spamming a single mission over and over.
* In Classic ''[[World of Warcraft]]'', the players would always congregate around the high level zones and for awhile, a good 70-90% of the playerbase would hang out in either Orgrimmar or Ironforge, especially in the areas in and between the auction house and the mailbox. However, as for leveling, most players would either hang out around the Barrens (For horde), Westfall (For Alliance), Hillsbrad Foothills, then Stranglethorn Vale, Tanaris, then the Plaguelands and Un'goro, and later on, Silithus. Very ''very'' rarely you'd see somebody in Loch Modan, Wetlands, Silverpine Forest, Feralas, Stonetalon mountains, Azshara, Desolace, or the Hinterlands. Most of the time they were in places like Desolace it was because the only other option was [[Fan Nickname|Ganklethorn Hell, Hellsbrad Foothills, or Ganklestan]] and on a [[PvP]] servers for awhile, you were very ''very'' likely to be ganked. Stranglethorn Vale was a common questing hub because there was just ''so many'' quests for ''both factions'', and they all covered a ''huge range''. Now there are more options, thankfully.
** Justified with Silithus because at first, the area was [[Obvious Beta|not even finished]] and only half the map could be explored. The only way to get a quest chain that lead into Silithus was [[Guide Dang It|a rather obscure quest line]].
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