What's wrong with random encounters?

What's wrong with random encounters?

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>slightly go one pixel too far and encounter an entirely different enemy that's 20 levels above and instakills you

Nothing when their rate is balanced well and it isn't just mash attack to win.

Hello Final Fantasy 2 and 3.
Not as bad as 1s cave of eternal fuck you hill gigas if you walk down the wrong tunnel.

Because when you’re trying to go somewhere, and have a random encounter, it will make you frustrated because you’re forced to do something that you don’t want to do

On field encounters are an objective improvement. The only problem is that the developer actually has to put effort into the level design.

Nothing when they aren't too frequent and aren't complete pushovers

Kills the flow of the game, there's a reason why almost every RPG has gotten right of them.
i dont really mind on field encounters that have random enemies (like persona)

Literally nothing it's a borderline perfect system.

Nothing, depending of how frequent they are.

i prefer random encounters in a acutal area/dungeon if youre trying to go certain places it just makes it a chore later on

The only bad part is the transition from field to battle. It's not necessarily horrible, but a lot of game make the transition too long.

The only game random encounters actually bugged me was the pokemon series. Thank God for repels

It lacks visual feedback, which is why I liked Chrono Trigger's approach much better. That said it's an acceptable compromise if they're done correctly and the encounter rate is adjusted properly.

They're annoying as hell. I've been complaining about them since the early 90s, and I'm not sad to see that they're less common these days. Usually I only see Dragon Quest fans getting mad that they're going away.

That's it? Encounter rates are a lot worse in Persona 2 and some other games I can't think of at the moment.

>you're forced to do something that you don't want to do
Why are you playing a game if you don't want to play it?

In the last Tales of game I played, I skipped every encounter I could outside of fighting them for the first time. I did this because I feel like I hate random encounters, yet when I beat the game it felt so hollow. Did this in a couple of games and started to realize on screen enemies was the problem that was making them feel so hollow. Now stop using "objective" like an idiot for something that is clearly subjective. Some of us feel like playing games while others, like you, just want to experience them and be done with them.

Why ate the fuck are you playing an RPG if you don't want to fight monsters?

>not grinding at the peninsula of power so that you're level 20+ before you fight Astos

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You need to be able to turn them off.

A sidequest taking 3 hours versus 30 minutes is not okay.

Not him, but do any of those games have you using up a limited resource in order to fight all those fights? Looking at pokemon, you can have your pokemon to the point where it has 20 moves total before it runs out of moves. This isn't a common problem for other turn based games.

Not that guy, but whoever said anything about not wanting to fight monsters? Sometimes you just want to get somewhere quickly though, back to town maybe, but stupid encounter rates force you into battles when you just don't want to be bothered. In most games there are times I just want to get somewhere quick and ignore the enemies until I do.

Random encounters - Discourages exploration and can become tedious if fights are too easy but give no meaningful rewards
On-map wandering/avoidable enemies - Must force yourself to fight enemies which feels too much like grinding instead of the game naturally leveling you as you progress
On-map fixed/forced enemies - All players experience the exact same game and are the same level/etc at each point in the game. Must zone in/out of a level if you want to kill more, and it's always the same exact thing when you do

I like random encounters with fixed enemies on map at treasure chests/choke points/minibosses/etc.

You got me there. Though I assumed we were just talking about the frequency of battles being annoying.

Nothing

grinding sucks the fun out of any rpg

>Discourages exploration
How?

>Must force yourself to fight enemies which feels too much like grinding instead of the game naturally leveling you as you progress

This is one thing that sucks about it, but I have a system where I'll head in a direction and I'll fight any enemy that happens to wander into my path unless I *really* don't feel like fighting.

>I hate playing the role of the character in this role playing game
?

literally nothing, it's a great pleb filter

>"I wonder what's over there? But I've already fought 48 battles, Jesus I just want to get through this fucking cave, and I don't know if another 10 battles to check out that nook is worth it."

This. Bravely Default had the best idea

>want to do low level run of the game so it won't be a pathetic walk in the park
>RANDOM BATTLE
>have to manually spend a minute running away
>RANDOM BATTLE
>here we go again
>run.exe
>RANDOM BATTLE
>next verse same as the first

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Because encounters take so long to finish you don't know if it's "worth" however many minutes those fights will take just to find a treasure chest with a regular potion in it.

They are tedious as fuck with the shit combat systems the RPGs inherently have.

I feel DQ handled them responsibly, my issue with XI is that literally every encounter can be avoided, monsters give little chase even when normal running (the dash was added in the NA release). IX handled on field monsters better.

Stupidass zoomer.

Tales of Destiny 2 (the real one, not Eternia) was fucking awful about random battles. I think the developers intentionally designed the world map for maximum frustration, because there was always a mountain or a 3 inch ledge right in front of your destination, forcing you to take a long route and add an extra 30 minutes to your journey because there's so many random battles.

This is independent of the encounter format and has more to do with what you've already been through. The giant level 99 gorillas in Xenoblade have the exact same effect, and it doesn't even need to be that dramatic

Nothing if the game provides an option to avoid them altogether or run away instantly.

>What's wrong with random encounters?

Because they serve no purpose besides tedium. There are much better ways to handle combat encounters in RPGs.

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I would say it's directly tied to whether those encounters are avoidable or not.

>boss destroys your shit, no matter what strategy you attempt to use
>looks like you gotta spend an hour or two powering up
It's the sign of a poorly designed game and a complete pace-breaker

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Yeah enemies are really easy to avoid in XI. I played the Japanese PS4 version, so even without the dash feature, enemies rarely caught me if I didn't want to fight.

Not necessarily true depending on the progression system. If all levels mean is more stats, then yeah, maybe. If it means whole new abilities as per a game like FFV, then grinding actively makes the game more fun because it gives you more mechanics to experiment with

>Nothing if the game provides an option to avoid them altogether

I love that you can get Enc-None almost right away in FF VIII and avoiding encounters is actually not a bad idea in that game.

I loved TWEWY’s approach to encounters.
>choose when to fight at anytime
>you can chain these encounters together in multiple rounds, with the reward of increased drop rates and more EXP
>you can even get an item that allows you to chain up to 16 battles at once if you’re feeling daring
That said, I don’t mind random encounters if they’re balanced well enough.

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almost like real life

overworld encounters are more visually interesting than random encounters.
they also allow for more depth, such as an ambush system that rewards you for sneaking up on an enemy from behind. or a color-coding system that points out particularly high-level encounters so you can try for a challenge or come back to them later.

The thing with the level 99 gorillas is, unless you HAVE to fight them, you can get around them. It's a lot different if you can avoid fights.

Video games are made to escape real life and have fun, not play something just like it.

>giving overworld encounters actual AI and patterns so they don't just home in on you, maybe groups of enemies try to flank you so you can't just run past them

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How's this for a fix:

>Random battles in certain areas
>Every battle depletes the amount of enemies in said area
>Once enemy count drops to 0 players are free to walk through without random encounters
>Could even allow players to manually respawn enemies for grinding

That way it keeps the natural progression of leveling up as you travel but backtracking and exploring new areas isn't as tedious

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Cthulu Saves the World did this exact thing.Definitely made traveling through it much easier.

>and still teleport you to a separate battle screen

That reminds me of DQ X. Encounters are weird in that you go into a battle transition when you touch enemies, but you're still right there on the field when you fight them (though no other enemies can join the battle). There's not even a post battle transition, I think it's literally just done because battle transitions are traditional and seeing enemies introduced in battle is traditional.

Undertale actually managed to do this, but completely fucked it up by trying to make you the bad guy for killing those "innocent" monsters. Of course, it's not an indie game without a dumb pretentious message.

For all the shit i give VIII, at least it gave me a way out of encounters

I've honestly never played a game where grinding was a necessity to beat it. What games require grinding in order to beat them?

>Why are you playing a game if you don't want to play it?
Maybe you like some parts of a game, but don't like how badly especially old RPG encounters take, or you're trying to get back to an area and don't need the grinding. Some games are fun to get encounters in, even, like the Mario and Luigi games.

SMT Nocturne

Games from the 80s. I know crazy people have beaten all sorts of games at level 1, but I don't know if it's even possible to beat the original Dragon Quest without grinding. Most of that game's short play time comes from the grinding.

Wow that's a lot of really retarded assumptions you're making.

nothing, but increasing the availability of information about the game state (by not having invisible encounters) can provide for a different type of strategy

TWEWY is a masterpiece and I will never not love how much it breaks away from the JRPG mold.

>Hey you are retarded because I don't make actual arguments.
Well I guess I can't argue with your wonderful logic.

I've never played a JRPG that made encounters good. Ever.
Random encounters are a total pacebreaker, discourage exploring, and are always difficult to get away from for some reason. They even straight-up fuck you over with an unavoidable ambush attack that may severely cripple you or outright kill you. On-screen encounters might as well just be random encounters, since they're so difficult to get away from and appear randomly often. Earthbound is the absolute worst case of this, where every enemy flies right at you at the speed of a homing missile.
They both share the problem of shoving you into a completely different screen and having no creative movement whatsoever. You're just stuck going through menus to either damage or inconvenience the enemy with worthless status effects, or heal your allies. Even when they do allow you to walk around like in Xenoblade Chronicles, it's never much more than basic walking or rolling.
JRPG's seem to be stuck in the past. They rarely progress outside of looking prettier and having better balance. Playing Persona 5 is no more fun than playing a old Dungeons and Dragons game from the early 80's, and was only designed like that because they couldn't fit more than a couple kilobytes onto a game. They put all this time into making their story "cinematic" or "engaging", yet make no effort into making playing it fun.
Also, why is every JRPG so fucking long? Do you really think the average person is going to set aside 40+ hours of free time to complete a single game? The only thing I can imagine having somebody keep going is for the story, and not getting excited to fight reused assets of old enemies. No wonder why they were so niche for the longest time.

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Then maybe play this?

use buffs retard

stick to fortnite, zoom zoom.

Random encounters are fine if the encounter rate is reasonable and the fights themselves aren't too long. The point is to keep you on your toes and force you to conserve resources over a period of time.

>On-screen encounters might as well just be random encounters, since they're so difficult to get away from and appear randomly often.

You should play Dragon Quest XI. Heck, even the 3DS version of DQ VIII was fine, and there's probably a lot of games I'm forgetting where they're not that awful.

what's not escapist about simplifying lifes challenges to something manageable and completely maxxing that out in a game

it gives you a feeling of control

>They both share the problem of shoving you into a completely different screen and having no creative movement whatsoever. You're just stuck going through menus to either damage or inconvenience the enemy with worthless status effects, or heal your allies.
Please explain to me how not having convoluted positioning mechanics is an actual problem and not just your personal taste. If you're going to complain about breaking the pace and discouraging exploration and then want to add in stuff that would only exacerbate that, then you're a bloody retard

>Also, why is every JRPG so fucking long? Do you really think the average person is going to set aside 40+ hours of free time to complete a single game?

Good lord, man. I like long games less than I used to due to the lack of time, but 40 hours still isn't that bad to me. I don't want every game to be that long, I think the Ace Attornies are getting way too fucking bloated, I liked the shorter length of the first few more, but when it comes to RPGs, 40-50 hours is fine. It's when I they get to the 70-120 range that I have a problem, but then some of them feel like. I played DQ XI for 120 hours and it felt like 60. I spent 100 hours on Persona 5 and it felt way too fucking long.

Encounter rate needs to be perfect, some games do this well.
I think Earthbounds system of automatically winning a battle if the enemy is a certain level below you is great.
Digital Devil Saga has the most insane encounter rate I've ever seen, not to mention it doesn't even make sense for there to be that many monsters.

Random fights aren't fun, and when you do need to fight, like a boss, that isn't fun either. Fighting isn't something that flows with the gameplay, it's a complete diversion from overworld gameplay when it doesn't need to be. There's no creative freedom to be had when it's all in a menu.

So you want a game where you literally just walk around

>There's no creative freedom to be had when it's all in a menu.
That's why there's progression systems, gear, class systems, weakness/strength systems, status effects, you know things that make rpgs rpgs. You don't just press attack and watch the game play itself, not everything is Pokemon.

He wants a game where you press a button and something awesome happens.

For game in OP the transition barely two seconds. Also running away is easy for most of the game and also takes only a second or two.
By FF7, the transition in was up to 6-7 seconds. In FF9 they were a whopping 15 seconds.

Oh please, you could say that about literally any game that has you doing anything aside from walking

>Fighting enemies in Metroid isn't fun because it's a diversion from puzzle solving
>Why does Zelda have a shop, it's a distraction from picking up treasure chests
Do you see how retarded you sound?

>There's no creative freedom to be had when it's all in a menu.
If you spam the attack button, you have only yourself to blame

I suspect this is also someone who plays something like Star Ocean and complains it's overly complex

>take 2 steps
>encounter
>enemy surprise attacks you/attacks from behind
>has an instakill move, so you cant do anything to stop it
>no way of warping/floating to avoid encounters when running back to town
>enemy can steal items and teleport away before you can even even hit them hard enoughfuck you FF7

>You need to be able to turn them off.
Well, it kind of depends. In easy JRPGs, yes. The thing is that JRPGs were originally designed with exploration in mind. The idea is that you're a party of adventurers going out into a dangerous wilderness and into dungeons. You stock up supplies that you think you'll need and then have to manage those resources until you get to the next safe place where you can rest up and re-provision.

Shutting off random encounters totally ruins that dynamic. It's solving a problem that only became a problem because developers forgot why those random encounters existed in the first place after tuning them to be too easy, and focusing the games too much on lengthy cutscenes and complex, grindy progression systems.

You would cry at Etrian Odyssey or Wizardry 4

They take too long to trigger when you're grinding but trigger to often when you're trying to get from point A to B.

>Random encounters ... are always difficult to get away from for some reason.
Not in Final Fantasy IV. (or Chrono Trigger). I think they are both the best-paced JRPGs I've played.
>Also, why is every JRPG so fucking long? Do you really think the average person is going to set aside 40+ hours of free time to complete a single game?
Another criticism that doesn't apply to FFIV and Chrono Trigger.

I mostly agree but it also depends on the tone of the game. I'm playing through Megami Tensei 2 at the moment and the encounter rate really feeds into the idea demons have taken over, that it's truly the end of the era of mankind.
A game like Bravely Default though, which is meant to be a fun light hearted-ish adventure doesn't gain anything from not allowing the player to change the encounter rate. You're not weak in that game either, you're pretty OP and being able to change the rate adds to that

>Good lord, man. I like long games less than I used to due to the lack of time, but 40 hours still isn't that bad to me.
40 hours is bad if the game is mediocre and there is a lot of padding. I sunk over 300 hours into Dark Souls (not counting PvP) despite the fact that the main game didn't take me more than 30-40 hours (which is slow). Cleared 100 hours easily on Final Fantasy VII when I first played it.

But most JRPGs require a huge investment to even see if the game is worth playing. In OP's pic, Final Fantasy IV, after 4-5 hours of playing you'll probably have killed 5+ bosses, visited several towns, gone through multiple equipment upgrades, had several major plot twists, have a party around level 20, have the airship, and have completed the first act of the game transforming the main character into a new class. And there's still 15 hours of the game left.

Post-FF7 era slow-ass JRPGs are crammed full of cutscenes and minigames and shit such that after 4 hours you've probably killed 2 bosses, barely gained any levels, barely advanced the plot despite spending hours of time in cutscenes and dialog, and probably don't have access to explore anything but the area right in front of you.

Guarantee you also think modern anime is full of moe garbage

I get it and as far as OP's FFIV is concerned I highly recommend playing it with these QoL hacks that let you shut off random encounters: romhacking.net/hacks/4372/
(among other things like faster walk speed and menu animations)

>40 hours is bad if the game is mediocre and there is a lot of padding

Yeah, you have a point there. Like I said, I spent 120 hours on DQ XI and it didn't feel like that long since I had a lot of fun with it. I spent 60 hours on DQ VI and it felt like twice that because it was boring. I also don't mind shorter JRPGs, like Chrono Trigger, but I'm just used them taking 40-50 hours at least. I know a lot of people bitch anytime a JRPG is shorter than usual, like I think people complained because FF XV takes around 25 hours to complete, but that wouldn't have bothered me even when I was a NEET and had nothing else too spend my time on.

If I'm wrong about any modern JRPGs that aren't paced like fucking molasses feel free to suggest one.
Don't really give a shit about anime. There are no series I've ever followed so I can't follow the progression the way I can with JRPGs. But I can certainly compare say, Xenogears with XC2 and recognize that one is tasteful and the other isn't. Despite the fact that XC2's world design is pretty incredible.

Sure, unfortunately because people bitch about short games the answer winds up being padding and slower pacing. I'd rather have some replay value and be able to play the game twice than a longer slog on the first go.

Persona 5
DQ XI although DQ is a garbage franchise
Automata
MH World
All move smoothly. Unless you mean you don't want to be patient in which case don't play these games. They aren't for retarded Americans

Nothing inherently. A lot of games don't really arrange them well though and you end up having to slog through and waste a huge amount of time getting between points to fight bosses you end up over-leveled for.
When they're well-adjusted then the game of resource management and risk assessment around them is interesting enough on its own. DQ did it right, FF does it wrong as far as big notable franchises go.

Etrian Odyssey series
Alliance Alive
7th Dragon series
Don't listen to this retard

>Persona 5

Persona 3-5 all have awful pacing due to stretching the plot out to fit the calendar system, making sure there are plenty of dry periods so you can do social links.

T. Mutts
It always ends up this way, some methed up gun toting redneck can't sit still for 10 minutes and wants the games to change

Still ticked that a sequel hasn’t been made.

what's right with random encounters?

I've been playing JRPGs for 25 years. I struggled through long JRPGs in Japanese when I could barely read Japanese. I have no issue with patience, but Persona 3-5 have fucking awful pacing.

Probably worded it badly. Fighting should be a natural part of the game that doesn't require you to stop your tracks. Fighting enemies in Metroid is fun because they're quick to kill, give goodies like health or weapons when they die, can be used in specific areas to create their own challenges and puzzles, and also don't toss you into a completely different style of game when you encounter them. While the Zelda point isn't that great, considering your most important and interesting items are almost always in dungeons and sidequests, it's still a good investment because you take the money you used to kill enemies and invest them in potions to save you in a pinch, or in BotW's and Skyward Sword's case, upgrades to make your items or equipment more effective, change how you play the game with elemental properties and stats, or open up new optional areas with the new stuff you get.
To take into consideration, JRPG's almost never do anything interesting with armor or weapon upgrades besides maybe a different elemental property. It's all numbers so you can take less hits from the enemies or kill the enemies slightly faster. Weakness/strength systems only existence to make you select another skill, which are just either damage or healing. Class Systems and Status Effects are the only things that had the potential to make it interesting, but status effects are nearly worthless for player use because you can often kill the enemy faster than just casting the spell to cripple them then kill the enemy.
It all just undermines the main issue: everything is so segregated, and nothing naturally flows together.

Ironic coming from someone defending a garbage series only popular with american weebs

As in pick related? nothing. Try random encounters in SMT 1,

Im playing Bravely Default and Im already wasting time having to grind rng encounters for exp since everything in the second dungeon kills me. Shit game design tbhonest

they're fun

>want to go somewhere or do a sidequest
>random encounters are irritating interruptions

>want to grind in a good area
>sometimes shitty enemies spawn, have to run back and forth like a retard to get shit to spawn

regardless of how you want to interact with the system, the experience ends up being poor. it never does what you want it to do, and it's never satisfying. if you can't turn them off outright the system is garbage, if you can't visibly avoid them a-la chrono trigger, the system is garbage.

they're mostly padding and ruin the flow of whatever game they're in, good riddance.

>MH World is a JRPG
God I fucking hate marketers for butchering language and zoomers for being too dumb to realize it.
>DQXI
>Persona 5
>Automata
Ok so JRPG options in 2019 are limited to the franchise known for barely ever innovating anything(DQ), one with a very contemporary Japanese setting despite the demonic elements (Persona), and an ARPG (Automata).

Or I guess Octopath Traveler is another one once it's no longer a switch exclusive.

They keep you at an appropriate level for the game's content, unlike on field encounters which punish you for using that mechanic as intended

> (You)
>Etrian Odyssey series
>Alliance Alive
>7th Dragon series
Thanks for recs

>peninsula of power
Sounds like a place you'd find in dragon ball Z

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>want to go somewhere or do a sidequest
>cast Estoma and get one encounter per floor
>want to grind in a good area
>cast Riberama and get 10 encounters per pixel
Nocturne was truly GOAT

>Ok so JRPG options in 2019 are limited to the franchise known for barely ever innovating anything

That's what I thought too until I actually played them. They just change things up while remaining traditional. It's pretty nice if you like traditional JRPGs. They sometimes remain TOO traditional though, but this is mostly in the form of menus which doesn't really bug me and get changed in the English versions sometimes anyway, and things like hearing the stairs sound effect from the original Dragon Quest when transitioning screens in DQ X and XI.

>Random encounters don't fit well with grinding and arbitrary task completion.
Yes zoomer random counters were designed for people using their imagination and roleplaying. They're meant to make the world feel dangerous and give it meaning.
I bet you love unlocking achievements.

Don't start EO from 1 or 2

Oh joy, these days whenever someone doesn't like something, they call you a zoomer, even if people have complained about something for 30 years.

I don't mind random encounters, but I hate transition times, especially in post-SNES ones which incur load times and the like. Just play out the fight in the damn field, graphics be damned. Or do it 7th Saga style and mode7 the fuck out of it.

If they give you ways to avoid encounters completely without some form of upgrade, does that mean the creators were aware that the system was flawed?

Any of the Square games with a job system are gonna be the grindiest, you chose poorly.

pacing is just a part of good game design.
Even Final Fantasy VII which has fairly average pacing overall has a fantastic introduction that gets you right into the gameplay and excitement without wasting your time with filler and taking the audience's attention for granted.
youtube.com/watch?v=JujtlsiqZ-E
It's undoubtedly one of the reasons why the game is so famous and popular. Yeah it had a lot of marketing, but it also drew people right in from the first 5 minutes.

No

>and also don't toss you into a completely different style of game when you encounter them.
Your point here doesn't make sense because JRPGs don't often have much gameplay outside of battle other than basic puzzle solving, and when they do, the only purpose of other gameplay systems is to refine your ability to battle.

> JRPG's almost never do anything interesting with armor or weapon upgrades
Golden Sun is babby's first RPG made by a Nintendo subsidiary and even it has weapons that may randomly unleash special attacks, equipment that is powerful but you have to pay a price to remove it, stuff that heals you automatically during battle and so on.

>which are just either damage or healing.
Lots of JRPGs give different properties to elements. One may generally do more damage, another may cause a different status effect, etc. Even Pokemon does this. You're not going to Burn people with Ice moves or debuff speed with Fire moves.

>status effects are nearly worthless for player use because you can often kill the enemy faster than just casting the spell
This is only true of very easy games, and even then, not necessarily with bosses. Try playing something other than an early Final Fantasy. Or hell, just play a game and don't grind.

it's inherently flawed, the ability to turn off or avoid random encounters is a sanity saving release valve. they're terrible and need to be eliminated from gaming.

yeah, bravely default fits in here as well.

The most Jarring part of Random encounters is that the battle screen is usually entirely separate from the screen where you Navigate the map, making every battle completely distracting from whatever it is you are trying to accomplish.

For the Original Dragon quest, this was arguably deliberate because the battle window is just large enough to cover up the map when you explore the dungeons in the game. A large portion of the game was the struggle to survive long enough to reach your checkpoint so disorientation that comes with encountering monsters adds to the difficulty of reaching those goals.

I would argue that most RPGs that use a seperate screen for battles only do it to follow dragon quests example without knowing why it was like that, as a result the encounters are more like annoying distractions than a barrier to overcome.

>on-screen enemies make the game hollow
sounds like a personal problem (and bad taste).

Get over it fag. You are annoyed that random encounters get in the way of ticking off your content completion checklist. That's missing the whole point of what a JRPG should be.

>repeat the game 4 times before you can fight the final boss
No, no it doesn't

just use enemy repel items if you're in a hurry they're dirt cheap every time

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The problem isn't with how you get into fights, it's how meaningless the fights are. There's no danger unless A) it's a game from the 80s and any enemy can randomly one shot your entire team B) you've fucked up repeatedly C) you've intentionally weakened yourself for a challenge.

How is DQX?

I don't care about achievements.

>random encounters are obviously bad because they give items to let you avoid them. If they weren't bad you wouldn't be able to avoid them
>on field is much better, because you can avoid them

>use repels
>find out they only work if the enemies are far weaker than you are

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ITT:

Faggots whiners who can't handle random encounters like a real gamer

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>toss you into a completely different style of game when you encounter them
In classic turn-based JRPGs this is the core of the game. You can even see some older JRPGs that go in the opposite direction, emphasizing the combat and establishing the world map as an abstraction. Final Fantasy Tactics and Mystic Quest both have features like this. FFT because the battle system and battles themselves are much more substantial than a typical JRPG, and FFMQ because it was distilled to the simplest elements for little kids. Instead of wandering around to grind you just go stand in one spot called a battleground and select 'next battle'. Chrono Trigger also has a world map with no encounters.

I've only played it for a week, bit it seems fun. It feels kind of like a single player DQ game if you're not playing with other people (and I couldn't since I was using the trial and they stupidly disable chat in the trial). But going around villages, talking to every NPC, doing quests, and moving on to the next town felt very much like every other DQ game. Don't know if I'll ever at least finish the main story/stories due to lack of time to play MMOs, but I liked what I played. Would be great if they could release an offline version like they've talked about before, but that's definitely never happening.

You guys can just flee

I understand if encounters can be controlled by using an item or using a type of equipment, but if they can be controlled by just going into the menu and turning it off then it's eerily suspicious.

Sometimes.

But you do care about sidequests and grinding.

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>sounds like a personal problem
Every problem involving a subjective topic will always be a personal problem user. Has anyone ever told you that you might be a bit slow or that you point out obvious things a bit too much? You might want to listen to them. If not, consider me the first one to be kind enough to point out that you have a problem.

Playing Dragon Quest made me realize something about them I never thought before, I think random encounters in very early days of Dragon Quest and Final Fantasy were there in the first place to make it harder and longer to comprehend the map of the overworld. Dragon Quest is a super small game, but random encounters there can drag 30 seconds quick walk from one end of continent to another up to 5 minutes assuming you aren't max leveled. It was really a tactic of both padding out and disorientation.

lol shut the fuck up fag

heh, nothin personnel time

Attached: iu.jpg (1280x720, 135K)

the main thing random encounters do is give character to an area. Ideally they are at least somewhat threatening and tax resources (which having a menu setting to shut it off undermines), but the previous holds true regardless. Walking through an area means nothing unless something happens there. And whatever happens should be distinct from other areas, otherwise what's the point of having difference places in the game?

Modern games do have a lot of art and creativity involved in the world design, but still it winds up just being a walking simulator unless there's something about the area that matters to gameplay.

>It was really a tactic of both padding out and disorientation.
No it was to make the world feel substantial and dangerous. It was the make it feel like you were going on a fucking adventure in the wilderness where you could be attacked at any time by hostile enemies. It was to provoke you to imagine yourself as that hero fighting off the monsters that attacked as you crossed the countryside.

That are roleplaying games that's what roleplaying games were all about.

That often takes just as long as killing the monsters.

I'll give you that one then
Bravely is overrated as fuck

>What's wrong with random encounters?
There's insufficient incentive to fight them. (in pic-related, anyway)

I think it could be an interesting idea to let people earn the right to shut off random battles, kinda like how FFV did through the endgame Oracle ability

Ideally, you'd gatekeep it behind an optional boss that would require you to demonstrate absolute mastery mechanics specific to the game and would be available from around the midpoint onwards

He does kinda have a point though, having to stop and fight a battle sometimes does make me forget which way I was going or what the next step was in the puzzle I was solving, but that could be part of the point if the game is complex enough. Rarely are games so complex, however.

zoomers hate them
many boomers too

I really don't think disorientation was intentional, though.

It definitely was, at least before FF7

BD had it this and it was kino because it had some levels to it, meaning that could avoid battles to increase difficulty or increase battles to grind at the endgame.

It definitely wasn't.
It was a limitation of the game engines at the time where they had to load up a separate screen to portray a battle. They couldn't represent a battle using the map-traversal program so they needed to use a battle program. Just like its primary inspiration:
youtube.com/watch?v=zYLn_ij5G10

monsters walking around overworld >>>>> random encounters
prove me wrong

what enemy steal items in FF7? i dont remember any

After being spoiled by Tales of Symphonia, they just get on my nerves. I enjoyed my romp through the older Tales games, but man random encounters were annoying. Same thing with Tales of Hearts R which is baffling since the original version on DS had enemy avatars.

Monster walking around always looks retarded

I'm fine with random encounters though overworld encounters are slightly preferable even if it's in essence the same thing, simply because you can avoid them if you wish to at the moment, but I find a lot of issue with them in Pokemon specifically due to the nature of the game. The one single good thing Let's Go did was show you what you would encounter on the overworld because it's a monster collection game and not a standard RPG where you're just slaying mob enemies.

Of course, because Let's Go did it, and in a somewhat lifeless manner, everyone thinks the idea is awful now and Game Freak won't go back to it for the main series instead of just improving on the concept. Fuck idiots.

>limitation of the game engines
not this meme again

>Of course, because Let's Go did it, and in a somewhat lifeless manner, everyone thinks the idea is awful now and Game Freak won't go back to it for the main series instead of just improving on the concept.

They would've gone back to random battles regardless. Gamefreak always, always takes good ideas that people liked and throw them in the garbage for the next game.

I prefer random encounters with some indication that random encounter is coming close, like in Nocturne.
I really don't like "avoidable enemies" meme because most of the time they aren't really avoidable and it's annoying when they hit you in the back. I also often stay idle during a dungeon when I get distracted, so it's unpleasant when I find myself ambushed by the enemy after coming back.

I don't think displaying the battle on the same screen would matter one way or the other. The point is the break in your train of thought as you're doing things.

I actually liked that game a lot, it had great gameplay and music. It had a combo system and leveling up made you choose which skills you learned, so it allowed for better customization which was a nice surprise. Shame about the art and the writing.
youtube.com/watch?v=ZUQKacU-qHI

>training to become stronger sucks the fun out of a game designed to have power levels
are you retarded?

bump

Casual