Player Preferred Pattern: Difference between revisions

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** Many online shooters will have practically everyone running around with the same weapon or loadout. Naturally, failing to conform and using something different instead is treated as a sign of either [["Stop Having Fun!" Guys|being a noob]], or [[Scrub|cheating]] (depending on how well you do, of course).
*** And if the game otherwise requires your team have a certain mix of classes/weapons to ensure optimal teamwork, this trope is especially horrible to have to deal with.
*** Which brings up another point: Teamwork itself rarely ever falls under the [['''Player Preferred Pattern]]'''. Quite a large number of people generally focus on their own personal score and ''nothing else'', not even ''winning the game''. This is highly cultural, though -- itthough—it's almost never a problem in ''[[Starsiege: Tribes|Tribes]]'' games, for example, even on public servers, while in ''[[Call of Duty]]'' this is pretty much guaranteed unless you go out of your way to set up a game with people who you know will actually act as a team.
* The Plasma Cutter is the first weapon you receive in both ''[[Dead Space (series)|Dead Space]]'' games, and it's all you'll ever need. There's even the "One Gun" achievement for playing through the whole first game using only it (you can still buy, equip, and upgrade other guns, just not fire them).
** Other weapons are still useful, and some more so than the Plasma Cutter in certain situations. However, the Plasma Cutter really is a perfectly fine weapon throughout most of the game, and using only one gun allows you to focus your upgrades into that one gun, as well as your health and stasis unit. Even without the achievement, it's a pretty legitimate strategy to just focus on using the Plasma Cutter, and maybe carry a Force Gun to knock away groups of enemies that get too close.
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*** They only remain so for about a week, after Marvel's lawsuit.
** A Fire/Kinetics Controller is the go-to character for all manner of farming and power-leveling as well as general gameplay, combining awesome damage potential with crowd-control ability. Rare is the player without one of these in the roster. Toning down (i.e. nerfing) either Fire or Kinetics will unfairly punish those who use one powerset without the other, so it continues to reign supreme after years. Villain-side it's a little less cut and dried, but Super Strength/Willpower Brutes come the closest.
** Also, as a way of [['''Player Preferred Pattern]]''' of [[Massively Multiplayer Online Role Playing Game]] players, every team ''allegedly'' needs a healer.
* In ''[[Left 4 Dead]]'', especially Versus mode, people seem only use Uzis and Auto Shotguns while the Assault Rifle falls down the middle. Using a Pump Shotgun or Hunting Rifle will get you [["Stop Having Fun!" Guys|scolded by many people who only care about winning.]]
** Until you start [[Boom! Headshot!|sniping smokers and hunters waiting on buildings in the face.]] And trying to jump on you. And boomers trying to fall on you. Then they complain about how much it sucks to get killed before they can get anywhere near you. However, with the relase of The Sacrifice DLC, the Hunting Rifle in the first game now matches the accuracy of the same gun in the sequel. Time will tell if people will use this gun more often in VS.
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** Rockets. So god-awful popular apparently they got their own game mode.
** Most weapon mod full conversions like Arkon tend to fall into this trap. Heck, in Arkon specifically, the recharging thermal blasters you start with are obscene. Only the long recharge time keeps them from being out all the time. Similarly, the sniper version, which replaces the lightning gun...insane instant damage as long as the reticle is on the opposing player/vehicle. Makes mincemeat of flying vehicles and anything that's not a tank. Now imagine how this plays out in normal vehicle-less deathmatch.
* Want to play ''[[Blaz BlueBlazBlue]]'' online? Can you dodge the [[Fan Nickname|Icecar?]]
** Oh, you can? Well, [[Game Breaker|Nu]] has something to say about that.
*** Well I'll be, you managed to beat that Nu player. Have some [[Bee-Bee Gun|Arakune]] action! BEEEEEES
** To be fair, they did nerf those three in Continuum Shift. But now there's Litchi and Bang to deal with...
*** ...who were both nerfed in the Continuum Shift 2 balance changes. But don't try to tell Bang players that -- therethat—there's still a massive number of people who either can't adjust to Bang's new low-tier placement, or don't even realize they're technically playing Continuum Shift 2.
*** Or alternatively they just don't give a shit, because Bang is hilarious and the other characters aren't quite so entertainingly silly to play.
* This trope is the reason that the OU tier exists in ''[[Pokémon]]'' competitive gaming. The Pokemon competitive community seems to actually be relatively civil about this, organizing the [[Character Tiers]] to give every Pokemon a fair shot at some level or another.
** A more specific in-game example is the "entry hazard" (does damage to enemies' entering the battlefield) Stealth Rock, especially when compared to the other two, Toxic Spikes and Spikes.<br />Unlike the other two, which do nothing to types immune to ground, Stealth Rock does damage to ''everything'' but the few Pokémon with Magic Guard, and how much is decided by vulnerability to Rock-type attacks. All this after just one turn setting up, meaning even if the other team got rid of Stealth Rock with Rapid Spin (which you may be prevented from doing by the opponent switching to a Ghost-type) you could put it back up just as easily. As a result, its cost/benefit ratio was ridiculous and use is nigh-omnipresent.<br />It was so bad that many, MANY Pokémon (even freaking [[Olympus Mons|legendaries]]) got knocked down a tier or two for the sole reason of being weak to that single move.
** ''Black and White'' indirectly nerfed Stealth Rock by giving it only to a small number of Rock and Steel-types (most of which were pretty slow).
*** More so, the Technical Machine (TM) for Stealth Rock can't be imported from older games.
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* ''[[Guilty Gear]]'' players gravitate towards Sol Badguy or Ky Kiske.
* Online ''[[Reset Generation]]'' opponents typically consist of Plumber and Cyborg - especially the latter, for which there are two steps to easy victory: 1. Grab energy drink to charge Rocket Jump. 2. Grab enemy princess and Rocket Jump to the nearest teleporter or self-colored tile.
* In ''[[Sim CitySimCity]] 4 Deluxe'', expect most cities to be crammed packed full of skyscrapers due to only Dense zone use, as well as to never see one railroad or elevated rail system as opposed to avenues, roads, subway and bus stations. That is of course, if somebody's trying to [[Serious Business|rebuild a real-world city]]. Oh yeah, almost nobody plays the game without a [[Game Mod]].
* ''[[Final Fantasy VI]]'', because you can teach any character any spell. So even though you have 14 different characters, each with differing stat growths and unique special abilities, you'll almost always see people who assume that the only real way to play the game is to teach everyone [[Infinity+1 Sword|Ultima]] and win the game with nothing but that.
** This shows up in ''[[Final Fantasy XII]]''. Because it's so damn ''easy'' to teach every character every spell and skill in the game thanks to the License Grid, many players have a party with identical skill-sets and equipment.
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** This is only made worse by the existence of badges that increase your HP or FP by the amount you'd get from a level up, which cost the exact amount of BP you'd get from a level up.
* ''[[Final Fantasy XI]]'' players are, as a rule, never satisfied with their XP per hour. As such, they will meleeburn colibri where possible, and more recently, the controversial [[Game Breaker|"astral burn"]] party type has emerged, although it's only controversial because unlike other party types, people will [[Bribing Your Way to Victory|sell leech slots in these parties]] (they're actually ''slower'' than certain other party types, such as chigoe burns).
** Colibri parties dominate the game from level 37 (East Ronfare [S]) to L75 (Bhaflau Thickets), and have completely bent the endgame to match -- meleematch—melee characters are encouraged to find accuracy gear and piercing weapons to overcome the Colibri evasion bonuses and weakness to piercing damage, and can expect to sit around bored and shunned if they don't. It's not uncommon to see a level 70+ player sync down to level 37 in order to fight Colibri birds in East Ronfaure (S).
*** With the introduction of Abyssea, however, there's finally a new, widely-accepted way to hunt a variety of targets for acceptable-to-end-game-players exp per hour. It's still only a tiny fraction of the actual number of monsters in Abyssea, but it's better than nothing.
** There are more examples than that in FFXI, which has a very regimented endgame community. Take Ninjas, for example. Ninjas have the [[Game Breaker|ability to blink]], which guarantees the next three (or four) attacks against them will miss. They can also debuff, do direct damage, dual wield, and do a dozen other things -- butthings—but no one cares, cause they can dodge 3 attacks by casting a spell, and recast that spell repeatedly. This is to the point that the [[Scrub|(fake) endgame elitists]] will insist that everyone, healer, mage, tank, what have you -- ''everyone'' '''must''' take Ninja as a subjob cause casting blink over and over is the only "real" way to play. Real endgame elitists will consider you beneath their time if you aren't able to use a Samurai subjob (which gives overpowering offensive bonuses) effectively, as it's a very real phenomenon that once your gear gets to a certain level, setting yourself up for defense holds you back compared to overspecializing in offense.
*** There actually is a reason for that though. Ninjas are literally bad at everything else. Dual wielding theoretically puts Ninja at a point it can equal two handed weapon users for DPS. In reality, they do less because every hit gets the same defense value subtracted from it, so lots of fast hits do less damage than a few slow ones. This doesn't apply to Monks because Hand to Hand has special math for damage. Debuffing is terrible, a Red Mage (one of the classes almost every party wants in late game for reasons beyond debuffing), can debuff faster, more effectively, and with a wider range of debuffs than a Ninja can.
*** Ninja subjob is also required for some endgame content, as well, for reasons other than elitism. Some endgame mobs have AoE abilities that instant kill. Blink is the only reliable way for any class, except maybe Paladin, to survive those attacks.
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** Engineers use the Carl Gustav rocket launcher like a deadlier 40mm grenade.
*** With SMGs, the PP2000 since it has hardly any recoil, or the SCAR-L carbine. Both with Magnum ammo of course, like everyone else in the entire world.
** Medics use the M60 machine gun with magnum ammo specialization. With the latest patch, medics are beginning to explore other options--althoughoptions—although the M60 is still extremely common.
** Everyone uses the M1911 handgun, or, post-patches, the REX revolver and tracer dart gun.
** Pump action shotguns equipped with slug rounds are perfectly stats-matched (damage-wise) with bolt-action sniper rifles. By which we mean a one-hit kill to anyone at less than 20 metres.
** Recon doesn't seem to have any clearly best weapon, but the sniper fans tend to gravitate towards the GOL rifle.
** Bad Company 2's developers have been (attempting) to adjust the balance of the game's weapons. As of this writing's patches: the M60 and M1911 are no longer kings, the AN-94 rifle is up while the M16 rifle is down, the [[Fan Nickname|Hot Carl]] is still popular, and--ofand—of all things--thethings—the ''tracer dart gun'' is apparently too powerful. Like any other attempt to mess with complacent gamers, these balancing attempts result in a degree of fan backlash.
** Pretty much just take your class's weapon with the highest damage rating and add a sight and Magnum ammo to it to make it do even more damage and be more accurate.
** This game can be a rather blatant example of people running around with the same loadout despite how the game demands a more reasonable mix, mentioned near the top of the page. If a squad (or squads) on your team is filled with one class, it will likely be filled with Recon. That rarely ends well, especially if your team on the offensive in Rush.
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** Assault: Pre-patch assault players used the F2000, AEK-971, or the FAMAS due to their high rates of fire. Post-patch the FAMAS's handling and ammo capacity changes nerfed it into oblivion and the F2000 is useless beyond 20 meters. The M16A3 with Heavy Barrel reigns supreme.
** Engineers gravitate to the A-91 or the M4A1, again, due to the high rate of fire, while some go for the SCAR-H + ACOG + Heavy Barrel for long range damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use the SG553 with the AKS-74U being configurable as a very good short-ranged hip fire weapon.
** The Support class, with its variety of well-balanced guns but no superior weapon, inverts the trope. The class only contains [[Scrappy Weapon|Scrappy Weapons]]s that ''aren't'' used like the QBB, MG36 and Type 88, which heavily suck compared to the rest.
** Damn near every Recon use the M98B since it's the most powerful sniper rifle in the game, though after Back to Karkand the L96 is seeing some action since it shoots like a laser and it doesn't require as much grinding as the M98B.
*** Pre-patch the only semi-auto sniper rifle of any use was the M39 EMR: Very accurate, quick to fire and could be used in medium range as a 'designated marksman' style of play. Post-patch, the SKS has been buffed to the stars to the point it can compete with assault rifles.
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** Post-patch pistol changes mean the best players will use one of three sidearms: The G18 Suppressed fully-automatic pistol with a high rate of fire that is equivalent to the MP7 at very close range and is used for players who want a true 'backup' weapon, the 93R burst fire pistol which received a major buff in the patch for those who feel they need a more controllable gun than the G18, and finally the .44 Magnum which is a two shot kill due to a buff giving it a 1.25 damage multiplier to the chest, used by players who are extremely accurate and will pick and choose either their primary weapon or the Magnum based on the situation.
** MP7 with Laser + Extended Mags is ''the'' hip fire weapon. Its hip fire is often ''more'' accurate than many guns when aimed down sight and it is quicker to get bullets on target because of its hip fire. Its only drawback is that the extended mags mean you only have less than a handful of reloads, so playing a support kit or having the Ammo perk is mandatory.
** [[Tier-Induced Scrappy|The USAS-12 with Frag rounds]]. It's basically a [[Game Breaker|handheld IFV cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it was severely [[Nerf|nerfednerf]]ed. [http://www.youtube.com/watch?v=f7rFGMatKLM This video] is a good demonstration.
** Camouflage-wise, Spec Ops Black as it hides your heat signature from infra-red optics. It's also useful for hiding in buildings since the interior is usually dark.
* In the ''Quake 2'' mod ''Weapons Factory'', Marines were the most common character class due to being heavily armed, and equally suited for defense and offense. Clan matches sometimes included one side fielding all Marines. As the various classes were nerfed and upgraded, other classes became more popular, but Marines remained the most popular choice.
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* The randomised [[Tech Tree]] of ''[[Sword of the Stars]]'' was implemented for the purpose of preventing this. You may have a winning design and loadout in mind, but if the [[Random Number God]] doesn't like you, you'll just have to throw your best-laid plans out and work with what's available.
** There is a tiny chance of you getting a "missing" technology from a wreck of an enemy ship, provided you are the winner and you have scavenger ships in your fleet. Even then, you have to run a special project to even determine what you'll get from the wreckage.
* The most recent ''[[Mortal Kombat]]'' game features [[God of War|Kratos]] as a guest character. [https://web.archive.org/web/20110903182753/http://fanboys-online.com/index.php?comic=351 The appeal is perhaps a bit too much.]
* [[Spiral Knights]] players can be expected to have some or all of the following items if they have the money for them; Vog Cub, Divine Avenger, Gran Faust, Polaris/Biohazard, Grey Owlite Shield, and whatever krogmo trinkets boost your prefered weapon types.
** Not to mention the insane overuse of the Wolver armour set...
*** This is because out of all weapon types swords deal the most raw damage numbers and as a result are the [[Player Preferred Pattern|'''most popular choice]]'''. Guns deal pathetic damage per hit. However, swordies have to dodge or block enemy attacks once in a while while gunslingers can just keep pumping lead into the enemy, resulting in higher average damage over time in some cases. Bombs are good for support or inflicting [[Standard Status Effects]]... a playstyle unlikely to be a [['''Player Preferred Pattern]]''' in [[Spiral Knights]].
* JRPGs in general fall victim to this. There is one party that everyone uses, no matter how many characters they have available to use.
** Any other composition tried usually falls under a [[Self-Imposed Challenge]].
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{{reflist}}
[[Category:Home Page/YMMV]]
[[Category:YMMV Trope]]
[[Category:Videogame Culture]]