Current Events > Old JRPGs are unplayable because of random encounters.

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TheLastHero
02/26/20 3:57:58 PM
#51:


Bro, just stop posting. Random encounters have nothing to do with plot or story. The end
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philsov
02/26/20 3:58:28 PM
#52:


Reis posted...
how is it random, when you can see you them plainly on the field and control whether or not you engage them


It's random because they spawn at given intervals resulting in an encounter rate similar to a random system. Hence my 100% avoidance question, because if you can control on whether or not to engage, then you can continue to not engage for a significant amount of time.
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SeveredThumb
02/26/20 3:59:48 PM
#53:


TheLastHero posted...
Bro, just stop posting. Random encounters have nothing to do with plot or story. The end
No, not "the end".

I wonder... How many JRPGs with have you beaten?

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Reis
02/26/20 4:00:32 PM
#54:


oh, well I was unsure of what you meant by that. the trails games are an example of 100% avoidable trash mobs, they're up on the field from the moment you enter a zone and you can either run around them all or fight them all, which is the best possible system.
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TheLastHero
02/26/20 4:03:40 PM
#55:


SeveredThumb posted...

No, not "the end".

I wonder... How many JRPGs with have you beaten?

I've beaten almost as many RPGs as you have active messages posted on Gamefaqs.
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Gurifisu
02/26/20 4:07:00 PM
#56:


philsov posted...
What's a recent jrpg that has a 100% avoid mechanism? Loads of fights are unavoidable; all the sprite does is give you a heads up or an opportunity for first strike a la Persona 5.
Someone mentioned it, but the first Ni no Kuni does. Even before you get the spell that masks your presence, each monster in the overworld has their own predetermined path and attack styles(i.e. Some monsters only being able to charge in one direction meaning you simply just have to step aside to avoid combat). And eventually once you level up enough they run away from you.

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nemu
02/26/20 4:15:57 PM
#57:


The biggest issue is when there is no balance. The creators should assume the player will have X battles and they'll be around X level. Then the battles should be planned so they'll provide decent challenge without being too easy or too hard so long as the player isn't rushing or over grinding. Many games lack that, so you're either running into battle after battle of Press A to Win or it's a slog to get to even get halfway into the dungeon because you're already dead on the first floor.
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miki_sauvester
02/26/20 4:18:28 PM
#58:


Agreed. The only way I can play old JRPGs is with mods that get rid of random encounters.
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Gurifisu
02/26/20 4:33:55 PM
#59:


nemu posted...
The biggest issue is when there is no balance. The creators should assume the player will have X battles and they'll be around X level. Then the battles should be planned so they'll provide decent challenge without being too easy or too hard so long as the player isn't rushing or over grinding. Many games lack that, so you're either running into battle after battle of Press A to Win or it's a slog to get to even get halfway into the dungeon because you're already dead on the first floor.

I think the perfect way to address the issue is by rewarding you for spending time playing the game regardless of what you're doing. If you face a boss that's a higher level than you, your only option shouldn't be to match that level.

If you can grind rare mats/drops, equipment, abilities, etc instead of just grnding for levels then I think that's pretty cool. Most rpgs these days really seem to sacrifice the strategy and preparations that go into combat. A larger emphasis on the role playing aspect like you see in MMOs would be great

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kirbymuncher
02/26/20 5:36:17 PM
#60:


SeveredThumb posted...
Well, you can't overcome the problem if you are too weak. Random encounters strengthens your character(s).
there's no reason the bosses can't be the appropriate strength for someone who has beaten all the previous bosses and the game just have no non-boss encounters at all

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Questionmarktarius
02/26/20 5:38:03 PM
#61:


kirbymuncher posted...
there's no reason the bosses can't be the appropriate strength for someone who has beaten all the previous bosses and the game just have no non-boss encounters at all
Then you're brickwalled by a boss because of something you messed up seven bosses ago.
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Wewillrocku
02/26/20 5:43:11 PM
#62:


Old JRPGs are unplayable because of random encounters.
hello fellow human, if you had to have this opinion then i would too.

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kirbymuncher
02/26/20 5:47:41 PM
#63:


Questionmarktarius posted...
Then you're brickwalled by a boss because of something you messed up seven bosses ago.
what do you mean "messed up"

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Questionmarktarius
02/26/20 5:50:44 PM
#64:


kirbymuncher posted...
what do you mean "messed up"
Picking the "wrong" skills, missing some missable thing, winning a fight with a bunch of guys dead, whatever.
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SpaceBear_
02/26/20 5:57:58 PM
#65:


FFI encounters crippled the game imo

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Roxborough4Ever
02/26/20 6:03:06 PM
#66:


how else would you get exp and level up

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Gurifisu
02/26/20 6:07:22 PM
#67:


Roxborough4Ever posted...
how else would you get exp and level up
Sidequests and Optional bosses/hunts

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Vindris_SNH
02/26/20 6:08:25 PM
#68:


Most JRPGs with random encounters also have some sort of spell or item that prevents random encounters from occurring.

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kirbymuncher
02/27/20 11:50:11 AM
#69:


Questionmarktarius posted...
Picking the "wrong" skills, missing some missable thing, winning a fight with a bunch of guys dead, whatever.
all these are also kinda outdated mechanics imo, at least for a game like that. you'd ideally be able to readjust skill points or whatever freely, would have no permanent missables (though some could require a walk back there lol) and honestly dead party members not getting exp is something that should have never even existed in any game in the first place

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