There's one thing that I am really glad more modern JRPGs are doing

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Current Events » There's one thing that I am really glad more modern JRPGs are doing
Post #1 was unavailable or deleted.
Yeah, glad to see them go honestly. They really only work in dungeons not meant for them (DQVII 3DS), in which case, the devs should have taken the time to fix that. In my opinion, there's no reason for them to exist anymore besides nostalgia.
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I especially hate those dungeons where there's a random battle every two steps you take. Like damn at that point I'm not even playing the game anymore it's just endlessly battles and it's boring
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While I am glad that random encounters are gone from most RPGs, in Pokemon, I have to admit that seeing all the new Pokemon in a new area onscreen doesn't hit the same as suddenly encountering one in a random encounter.
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Random encounters only existed because of technical limitations we don't have anymore.
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I haven't noticed random encounters in any RPG since the early 2000's
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You only know when a fight is going to happen. If you see a skeleton on field for example & start a fight, the actual battle might be 1 skeleton 2 giant scorpions & 1 slime. Encounter composition is still random.
I don't mind random encounters as long as the encounter rate isn't too crazy.
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I once saw a post that stuck with me that argued that a lot of complaint or "proposals for revision" of JRPG encounter systems basically start from the premise that encountering fights and playing the RPG part of the game sucks. That said, I think a lot of that mindset stems from encounter rates in NES era JRPGs being way too high.
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Just played through Xenoblade chronicles 1 and 2, and the Persona games, and I love the ability of avoiding enemies when I want to. Its really the best way to go
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Random encounters is something I can do without seeing ever again.

If we do have to get random encounters in the modern day then bravely default's system is the only way to do it, with the player having the ability or eventually gaining the ability to tweak the encounter rates.
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I just don't understand the things the Internet unanimously hates about video games, lol.
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NoxObscuras posted...
I haven't noticed random encounters in any RPG since the early 2000's
Pokemon, though. Had random encounters up until late 2018 with Let's Go Pikachu/Eevee.
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Post #15 was unavailable or deleted.
Oh Lord random encounters were not that bad in most jrpgs.
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I'm not even kidding here.

I absolutely fucking hate this mechanic. I want invisible random battles otherwise you spend all your time "cheesing" around the bad guys and I just hate it. It's been implemented many different ways and I hate every iteration of it I have ever played, ever.

I won't even play the new versions of Dragon Quest 8 cause they changed how battles work.

It's by far the biggest problem with Earthbound (9.9/10 game).

Okay I'll concede one game that did it well: Chrono Trigger (10/10). But the positioning was so important that it made sense for that game, it wasn't just a tacked-on system. And every single monster was visible (sorta...you know what I mean) and it wasn't just a single monster that warped you to a battle screen like Earthbound.
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Ends up being hard to grind or they removing grinding making stale gameplay

Rando encounters bred some of the greatest games ever made for a good reason
Post #20 was unavailable or deleted.
Ivynn posted...
Random encounters only existed because of technical limitations we don't have anymore.
They pretty much never existed. Remember Chrono Trigger?
ReturnOfDevsman posted...
I just don't understand the things the Internet unanimously hates about video games, lol.
All it takes is that one bad encounter rate game to ruin it for the whole bunch.

SNES breath of fire 2 pissed me off for life and I never forgot that grudge, lol.
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On the other hand, I hate visible encounters when its time to grind, as you have to leave the area and come back to respawn enemies, worry about this specific enemy spawning here, etc. Id much rather run in a circle for X amount of time.

Ideally, there would be a toggle that let you turn on random encounters for grinding then back off for exploring.
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PraetorXyn posted...
On the other hand, I hate visible encounters when its time to grind, as you have to leave the area and come back to respawn enemies, worry about this specific enemy spawning here, etc. Id much rather run in a circle for X amount of time.

Ideally, there would be a toggle that let you turn on random encounters for grinding then back off for exploring.

See! Another great point. Invisible encounters are super chill.

Tsukasa1891 posted...
The best mobs for exp/gold/drops never show in the over world and only show up with a specific mob at a low chance.

Another problem! It's better to have an invisible pool that monsters get pulled from. The randomness lets there be cool things like rare spawns with great rewards.

Random encounters are a fun mechanic. It wasn't technical limitations, that was just how Dungeons & Dragons worked. It was also about the dice rolling and dungeon exploring as an endurance test on your resources.

Regardless, as well, of the resources and time spent on a game, spending time to do the overworld enemies is going to take away from development in other areas. Chrono Trigger, for example, has less varied enemies compared to FF6. It's an entire subsystem to design, plan, and execute, whereas random battles are a little more straightforward (and there are like 2 different main algorithms for random encounters, but that's besides the point). Maybe it's just different but it feels like games do more when they aren't messing around with overworld sprites and shit.
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I miss them

They definitely added tension, sometimes Id make multiple trips into a dungeon, retreating to town to heal and save if I hadnt found a point in the dungeon yet.

also I liked grinding, and the idea of your party getting jumped by gangs of monsters was cool. Not like modern games that either have the exact same guys in the same spot or a random mix when you reset the area.

I dunno, loses some of its charm and makes everything feel more artificial

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Post #27 was unavailable or deleted.
I will say that RPGs can really lose tension when theres overworld enemies that are also very easy to avoid.

In older RPGs, annoying or not, when things were getting tough youre dealing with those fights whether you like it or not. In some newer ones when shit hits the fan you can just run away to safety.

Hee Ho
ssb_yunglink2 posted...
I will say that RPGs can really lose tension when theres overworld enemies that are also very easy to avoid.

In older RPGs, annoying or not, when things were getting tough youre dealing with those fights whether you like it or not. In some newer ones when shit hits the fan you can just run away to safety.
Zeboyd has a good system. After a certain amount of random encounters, they stop appearing unless you force one from the menu.
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Tyranthraxus posted...
Zeboyd has a good system. After a certain amount of random encounters, they stop appearing unless you force one from the menu.
I liked how they did that. Between that system and what was done in bravely default and the final fantasy pixel remasters, that's how random battles should be.
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Ivynn posted...
Random encounters only existed because of technical limitations we don't have anymore.
Random encounter is a lost art of jrpg
:D
crayola555 posted...
I especially hate those dungeons where there's a random battle every two steps you take. Like damn at that point I'm not even playing the game anymore it's just endlessly battles and it's boring
I remember that Megaman Star Force 2 was criticized by how psychotic is the rate of finding enemies in that game.
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I dislike this change, myself. Other people already covered most of the reasons why.
Random battles rarely bothered me (there are instances where it was just too much) I wish we had more turn based games. Everyone just keeps wanting to include "ACTION!" into the genre.
I was really impressed with Paper Mario for putting the monsters on the map, and you just hit the fuckers with the hammer to put yourself in an advantage state before the battle begins.
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I love how Pokemon handled random encounters and I don't think it gets appreciated enough for that mechanic.

A combination of fixed and random encounters, and using map design to modulate the difficulty. (You could skip all, some, or none of encounters depending on trainer line of sight and terrain type)

I mean the game was made for kindergarteners so it's not like difficulty matters much. But from a design standpoint they hit gold. Did any other game have a system like that?
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Robot2600 posted...
Random encounters are a fun mechanic. It wasn't technical limitations, that was just how Dungeons & Dragons worked.

fucking, no?
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Nova_Castings posted...
They really only work in dungeons not meant for them (DQVII 3DS), in which case, the devs should have taken the time to fix that.

Strange that this was the second post, because DQVII 3DS should be better than the original Playstation version, but I don't think it is also when the dialects get thrown on top of it too. I just made this point on the RPG board. As for random encounters, I used to not mind them and as long as they aren't over tuned I don't care. It's probably better to just fight them if you want to or they can do a Soul Hackers 2 sorta thing (a ha) where you can slash them dead if you see them coming and avoid the combat.

I really don't think random encounters are something I miss in general. I recently played Dragon Quest V on the PS2 again and holy shit those random encounters are more than I remember and I heard Dragon Quest 3 HD remake is similar.
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i don't really care for on-field encounters, actually

i never minded random encounters as a concept. what annoyed me was how uninteresting and underpowered they tended to be
Post #40 was unavailable or deleted.
Highwind07 posted...
That is having the enemies on the field that you have to bump into to fight them.

I have lots of trauma from random encounters while playing old school JRPGs lol.
yeah I hate random encounters. i tolerated them in FFX remastered on switch, but FFX was too much and made me stop playing. I was early in the game and not sure if If there's an item that reduces the rate or not..
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Post #42 was unavailable or deleted.
Alteres posted...
I miss them

They definitely added tension, sometimes Id make multiple trips into a dungeon, retreating to town to heal and save if I hadnt found a point in the dungeon yet.

also I liked grinding, and the idea of your party getting jumped by gangs of monsters was cool. Not like modern games that either have the exact same guys in the same spot or a random mix when you reset the area.

I dunno, loses some of its charm and makes everything feel more artificial
I don't see how being able to see the enemies before they attack you makes it feel more artificial. It should be the opposite. Oh look, I'm in a wide open field, where are these random encounters popping up from?
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NoxObscuras posted...
I don't see how being able to see the enemies before they attack you makes it feel more artificial. It should be the opposite. Oh look, I'm in a wide open field, where are these random encounters popping up from?

Have you ever actually played a game with enemies on the field? Apex predators turn into morons. It definitely only takes me out more.
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Jerry_Hellyeah posted...
Have you ever actually played a game with enemies on the field? Apex predators turn into morons. It definitely only takes me out more.
Sure, the enemy behavior isn't the greatest, but it's not any less realistic than enemies materializing out of thin air every few feet. I've got no problem with people having a preference, I just think it's silly to frame the argument around realism.
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see, i like being able to see them on the field cuz i can choose when to engage.

I *always* engage. i just like to prep for it before hand if i need to.

i don't like it when they respawn after 30 seconds or whatever. Let me clear out a zone and leave it before you repopulate it
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NoxObscuras posted...
Sure, the enemy behavior isn't the greatest, but it's not any less realistic than enemies materializing out of thin air every few feet. I've got no problem with people having a preference, I just think it's silly to frame the argument around realism.

Youre totally right on that.

That actually helped me crystallize my real gripe here: field enemies introduce, albeit in a different sense, an element of "stealth", which is strictly a negative in video games and always makes the game worse. Not a single video game ever created has made stealth work imo. So thats not really a gripe with field enemies I guess.
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Jerry_Hellyeah posted...
Youre totally right on that.

That actually helped me crystallize my real gripe here: field enemies introduce, albeit in a different sense, an element of "stealth", which is strictly a negative in video games and always makes the game worse. Not a single video game ever created has made stealth work imo. So thats not really a gripe with field enemies I guess.
Someone needs to play Thief 1 and 2.
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PraetorXyn posted...
Someone needs to play Thief 1 and 2.

BY FAR the closest to something decent, but its still not great, and unfortunately second place is a million miles further down.
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Jerry_Hellyeah posted...
BY FAR the closest to something decent, but its still not great, and unfortunately second place is a million miles further down.
Pinnacle of the genre in my experience, but I cut my teeth on Tenchu: Wrath of Heaven, so the assassinate all enemies without being detected model is my preference.

My bugbear with the stealth genre is how preachy it tends to be.

Dishonored is the best example. Theres literally a power in the game that makes bodies disintegrate upon death. No need to shuffle bodies around into shadows, no trace left you were there. Yet even if you wait until you have that power, you killing people makes the world go to shit and it gets infested with weepers and rats. Some can make the argument that those guards killed rats or something, but thats a lame excuse. Its like this finger wagging Here are all these cool powers and tools to kill people with, but dont use them!

Splinter Cell and others usually give you a lower mission rank if you kill people, etc.

Just let me have fun stealth killing people please, thank you for coming to my TED talk.

It never bothered me in Thief because the game doesnt preach at you, you just get your ass kicked if you try to kill guards, because youre a thief.
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Current Events » There's one thing that I am really glad more modern JRPGs are doing
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