Random encounters are objectively dogshit gamedesign only enjoyed by bald nostalgia-huffing boomers who would defend your console being set on fire when losing as a good gameplay mechanic if it was in a game from their childhood.
Random encounters are objectively dogshit gamedesign only enjoyed by bald nostalgia-huffing boomers who would defend...
Grew up with random encounter games, still troughly enjoy JRPGs that have them, but the game mechanic itself is objectively shit!
It's tedious, mind numming and heavily discourages exploration because you will want to take as few steps as possible because every step increases the risk of another tedious encounter.
Also you can't really make random encounters any difficult or the game would be unbeatable due to the sheer amount of them so they are usually tedious and boring button mash fests.
Just fuck this mechanic. I remember in Pokémon games specifically going fucking insane over the stupid fucking random encounters that I was gonna oneshot anyways.
Chrono Trigger did it well with static unavoidable encounters.
*Randomly walks up and rapes you*
How about that OP
You done?
*Randomly walks up to you and stabs you*
Death to rapists!
I'm putting together a team
objectively
You are wrong. The only problem with random encounters is most devs are lazy as fuck and never bothered to improve on the system. You should not be able to choose every single battle on your terms. There is nothing wrong with being forced into a fight.
I remember in Pokémon games specifically going fucking insane over the stupid fucking random encounters that I was gonna oneshot anyways.
God damn, good job calling yourself out as a colossal fucking retard. Pokémon is one of the very few JRPGs that actually gives you the option to completely shut off random encounters. Hell, you can even exploit the system to guarantee a far more limited pool of encounters in case you're looking for something specific.
I think leveling up is bad design too. Like in tactical games where positioning should be the main focus. (That's why I like Advance Wars the best)
Play better games.
You're a faggot
In reality they're just products of their time but a lot of modern "action" combat is absolute trash also, just mash button until the enemy goes limp zero critical thinking or skill required just mask button like a ape and move on to the next battle to repeat mashing 1 button.
At least turn based can get your noggin joggin in late game fights, it's almost like a very visual pleasing game of chess.
You missed the mark completely. This isn't about turn-based vs action. OP is specifically talking about random encounters. They're retarded and wrong but you're also a retard and you're sperging out about something that wasn't mentioned or even implied.
turn based random rape encounters
what the fug...
random encounters are quintessential and all modern jrpgs who cut it out are much inferior for it.
its by far the greatest downgrade the genre has experienced.
I need to play through this again. I got all the way up to the end and dropped the game for some reason but at this point I don't want to go back just to stomp the final boss.
random encounters are quintessential and all modern jrpgs who cut it out are much inferior for it.
its by far the greatest downgrade the genre has experienced.
Adding a random elements to games makes them better.
i'm turning 44 and still have all my hair
based hairy monkey
Yep playing DQ8 on PS2 and 3ds feels like night and day. Not knowing whether you can make it on the next church with low level characters and limited resources is butt clenching compared to just move around the monster in the overworld bro in 3DS.
If developers want to add overworld monsters, they shoudn't remove Random battles.
34 and my hair is greying and it looks like trash, i want to kill myself. Time is the last boss
just legally change your name to gandalf jr
picky eater complaints
just fucking shut up
Random Encounters requires
-Battles you want to skip, due a bad party setup or being too resource intensive.
-Combat need to have a resource cost, and an idea if a formation is many small enemies or one big dude
-Players need to realize running is a option.to save resources
-And since boss battles locks you into combat.... having a running specialist is pointless
-Some system engagement is mandatory for progression
JRPGs looked at this list and choose nr4, and ignored 2 and 5.
And you are here, living with it. FF stopped doing formation vs party composition somewhere in FF3, and has been watered down since.
DQ still has an idea on what its doing, but the difficulty peaked at DQ2 where every single formation is a puzzle.
but the difficulty peaked at DQ2
11 with Draconian toggles is more difficult but it's kind of dumb to talk about "difficulty" in Dragon Quest in general because the series relies way too much on RNG. Resurrecting someone should not be a coin flip. Status effects that are borderline required to manage a boss should not be a coin flip.
FF stopped doing formation vs party composition somewhere in FF3
???????
its a thing all the way until FF12
Yes, and its watered down. Its very obvious if you played the DS/PSP remakes, where you don't get the full 3x3 squares of splitting monsters.
It makes the remake VERY easy, because you don't need to allocate resources towards getting into one of the shitter 3x3 fights, and then fight something like a full 1x formation with a BIG monster which requires you to have high single target damage to survive it.
4 is the last game where a full 3x3 formation can be dangerous, and its watered down a lot from there.
DQ11 full Draconian isn't a game.
Its more of a puzzle box where you are required to know what all the items do, what the monsters drop, and if a fight is suppose to be RNG winnable or if it requires stat boosting items.
That said, level softcaps and harder AI make it fun as a casual experience.
the DS games are harder though
need to grind some xp/farm some gold
walk around the map for a few seconds to cause random encounters as many times as a want, maybe have a skill that just starts battles
Or
have to walk around the map looking for enemies
have to leave the area every time you've killed all the enemies
I have never been softlocked by two stumps in dragon quest 9
Seriously the intro to 11 on draconian has like 3 different moments where you can go softlock yourself
Random encounters are great if the combat is good.
No.
The DS/PSP game have the 3x3 formations being filled by stronger 3x2 and 2x2 monsters. Which means there is a lot of harder hitting monsters earlygame.
Beyond that its a significantly easier game, because you get to build towards defeating 1x and 2x monsters, instead of going into the splitting dungeon and dying horribly to a full 3x3 formation of splitters.
The only other significant change is that Clouf of Darkness got buffed.
Cloud is only there as a endurance test in the original. In the remake she is a full on resource intensive boss. Which is not a surprise, given that a lot of the QoL speeds up the grinding, and the lesser enemy variety means you level with less risk.
The main reason to beat the game is to unlock Tactical Mode. Having a soft level cap that only increases as you defeat specific bosses and more threatening encounters really brings out the brilliance of the mash of mechanics. What was it that Electric Underground dude said, something like "difficulty clarifies gameplay" which is the absolute truth for this game.
They’re good in the sense that you’ll always have something to fight against if you want to, and it also means you can grind if you want to.
The shit part of them however is that they’re non-consensual, and it’s difficult to flee from them without sustaining SOME damage. I feel like the best solution is to have physical enemies on the overworld you can avoid. Or at the very least allow us to obtain an ability to turn off random encounters.
No, you were supposed to manage limited resources but now that healing and MP are basically infinite in most JRPGs, it doesn't really matter now.
Pokemon is shit and the battle system in Pokemon games is one of the most mind numbing turn based piece of shit systems ever created
That's irrelevant to the point. Holy fuck you're retarded.
The base battle system of Pokemon is well-designed and has stronger fundamentals than almost every other JRPG battle system in existence. The weakness in the actual moment to moment gameplay comes not from flaws in the battle system or the mechanics, but from braindead encounter design that doesn't challenge the player to use its features to the fullest.
Go play Colosseum if you want to see what actual competent Pokemon encounter design can be like when the series is handed over to people who actually like, play, and understand JRPGs.
The enemies in that game were metaphors. Slimes are meant to represent a woman because women have slimy pussies. And you kill the slime, it’s also one of the weakest enemies because it’s not that hard to live without sex. God made all the games like this. Goldman is a joke about killing males, they’re worth tons of money dead. Loto like a lottery I guess. I don’t really have an explanation for the physical side of gaming. I can’t explain why concepts in gaming seem to evolve, like god is learning new ways to make games. He’s pretty mean to us actually. I don’t think he’s our friend at all. I wouldn’t do that to my friend. Basically what god does is, he sees a place where people are having fun, and he tries to ruin their fun by talking about sex or money. Lol like every gym in the world has demoralization messages on the wall like “every dream starts somewhere”, to make you feel like shit when you’re working out. Honestly. I’m pretty sure he’s been having sex with all the virgins, and we’re somewhat like his cattle stock. But because of the fact that he’s in human bodies of his own, and lives right next to us. He had to be tricky with how he enslaved people. Definitely I don’t think he’s my friend in fact I’m absolutely sure if he died, my life would improve. But that’s not looking like it’s going to happen anytime soon. It’s very hard having such an evil conscious being sharing my space with me, very similar to a gay molester sitting next to me every day. Like this guy is such a motherfucker, he will have sex and then come online and write to guys that sex is hard and he also wishes he had a girlfriend. He’s a liar. He eats more than anyone
Since the early days of JRPGs, a problem with many of them is that “spam the basic attack command and occasionally heal” is a viable and extremely effective tactic for 90% of battles in the game. I think the majority of FF games are the worst offenders of this.
The weakness in the actual moment to moment gameplay comes not from flaws in the battle system or the mechanics, but from braindead encounter design that doesn't challenge the player to use its features to the fullest.
This is the biggest thing holding Pokémon back. The actual mechanics of the combat system are fantastic. The problem is 99% of trainers you encounter - including the "boss" battles - can be hard countered by a single Pokémon and often times a single move.
you're a retard. there is no rpg more complex than pokemon.
All the contemporary games that have removed random encounters trying to "fix" this have been dogshit (DQ11 and SMT5 jump to mind immediately,) because as it turns out turn based RNG games are boring when you remove RNG
The game isn't the random encounter. The random encounter is a metric to measure you the player, and your choices, in the bigger game.
If a game has random encounters, it's on the devs to make them structured so that they are an accurate measuring device to measure how well you are playing (e.g. item management, class choices, builds, etc).
The problem of taking out random encounters and replacing it by enemies strolling around the fields, such as is DQ11, is that now YOU are in control of the measure device. You know you have to fight enemies, but now it's your responsibility to do it. So for a lot of players who are tempted to avoid encounters, combat will just measure the incompetence of the player at managing his progression in the game. But in the other hand, more knowledgeable players will feel more comfortable knowing that they can avoid a few superfluous encounters.
One design is not necessarily better than the other. They are just different philosophies.
Shinny pokemon appears
Manchild Soifags
special enemy appears
Gamer Soifags
Open world garbage where you know exactly where everything is and there's 24980980 minor quests to do cause zoomers and normies are fucking retards
zoomer soifags
Grim but true
They are better than random monsters walking around for no reason specially after playing Dragon Quest 8 ps2 and 3DS
heavily discourages exploration because you will want to take as few steps as possible because every step increases the risk of another tedious encounter.
Wrong, the only thing discouraging exploration are shit rewards like having a dungeon with coffers only containing herbs
SOVL
NTA, but I’ve played games with random encounters where I’ve avoided exploring too extensively to dodge random encounters. I’ll explore a bit to make sure I’ve gotten at least SOME of the optional rewards for doing so, but if I feel I’m decently equipped and I’m decently levelled, I’m not going to bother for the sake of convenience.
FF4 DS? yes because the original was hard nerfed outside of japan
FF3 DS? nah
Encounters are denoted by enemies being shown on the field
You can choose to avoid most encounters but there are some that proactively block routes required to progress so you need to fight them
Some places have on field enemies that are so fast you can't avoid them and they're designed as ambushes to keep you on your guard
There, the perfect system.
test
Testing what?
Degrees of Lewdity
I love how the DQVIII PS2 glue eater fags cites the overworld encounters as a con on the 3DS remake because "it lowers the difficulty".
If a game difficulty lies on an annoying and outdated mechanic is a bad game,
A-a-anyone 1 second older than me is a 'boomer'!
God damn, you zoomers are so fucking retarded.
And dragon quest, the only one that I can think limited that is Shin Megami Tensei because some enemies reflect melee damage
cant post pictures, says my IP range is blocked for some reason
You're posting from a network that some pedo or spammer also used. Get off your phone or if you're at a university you're fucked unless you use a VPN and pay for a pass.
kys
Retard
its a fact, faggot.
FF is in a class of its own
Hire Ryota Suzuki since 16 is going to be a action game, and you want it to be better than 15
Still plays like "mash & grind to eventually get trough" for those who can't even bother to engage with any of the systems
As a result FF16 isn't any harder than 15
Random encounters are only used properly in a handful of games in which they're at least somewhat spaced out and capable of effectively wearing the player down via attrition, acting as a kind of resource tax on movement, which is important because the whole goal of those games is to try and stretch your resources as far as possible before having to turn back. Although primitive this is how it works in Dragon Quest I and the mechanic works correctly there, likewise in Final Fantasy I, etc. A series that does it better is Etrian Odyssey.
They don't work in the vast majority of JRPGs because around the 4th or 5th generation that genre began heavily catering to casuals who only cared about the aesthetics and story, so the majority of the gameplay was reduced to a chore-like formality via excessive resource stockpiles and frequent, cheap or free refills.
Not that the genre was ever really complicated or anything, but it did used to have a degree of challenge and random encounters were a part of what made it tick. So many more people grew up with the later school of JRPGs though that now we have games like Clair Obscur coming out that actually don't understand what the purpose of four niggas in a row combat was, and attempt to "fix" it by adding a bunch of QTE minigames rather than just properly balancing the attrition aspect.
Any mechanic that filters normies and zoomers is fine in my books, stay madderino zoomerino!
Yeah the idea would be balancing MP cost with HP cost, but more often than not you're better off buying 99 potions that are way more convenient compared to MP ethers that either cost 10x or are outright not available in shops
I skipped all the optional dungeons in FFVI for this very reason
Are there any games coming out or out recently that do the former? Where going out and trying to explore to find the next town is actually harrowing because you're not sure your resources will be enough, not tedious because you know you'll need to stop and chug from your 99 potion stash every few minutes?