>How does anyone enjoy this?
By being a lobotomite, don't let Fgays gaslight you, they never cared about gameplay either, even back then better JRPGs already moved onto visible encounters on the map, FF never cared about the game part of videogame and neither do their fans.
Yeah, it took them just 10 fricking games to finally start moving in that direction and it was still implemented in the laziest possible way.
Imagine being beaten not only by your sister series on that but by fricking Tales of.
JRPGs are for low T males and women. They only care about the story, the game never makes you lose, and by grinding out for hours like a good bottom it will let you beat the game.
No one has any actual defence for random encounters. Just shitty stale “MUH ZOOMERZ”. It’s a moronic game design and if you have to grind to win a game it’s a shit game not worth wiping your arse with
No one enjoys random encounters.
Shit is fricking annoying and literally always has been.
I prefer no random encounters at all, or games that make it tolerable.
Etrian Odyssey gives you a little radar that let's you know how close you are to one popping up
It wouldn't be a problem if it wasn't for >slow intro >okay finally get to the enemy >attack for a min or two >enemy death >everyone gets exp n shit >slow outro >walk 4 steps >repeat
Why didn't more JRPGs just adopt overworld enemies? It was such a more elegant way to handle random encounters as you could actually avoid them. Is it a resource issue or something? I can't think of any way random encounters are better than this.
I assume it was a technology issue with not having the rendering power to render overworld enemies. This is why most modern games these days actually do have overworld encounters instead of annoying random ones.
The reason you don't understand this is because modern "RPGs" have completely removed the dungeon delving elements from their games.
Random encounters introduce a risk-reward scenario, where exploring outside the main path might bring you good rewards, but it might also drain your resources too much and force you to consume items or backtrack. It's basically a gamble. This is why sometimes you can go through a side path that's 5 minutes long and end up with a hi-potion, you bet on the wrong path. It's like that Gacha-thrill, but instead of your actual real money you lose HP/MP.
Even if you did play older RPGs, chances are you followed some guide that made you extremely OP earlier on so you never felt that kind of pressure.
Random encounters was just an out dated design to work with weaker hardware. It’s why most jrpgs now a days have enemies on the overworld that you have to run into to fight. Most games now a days that still use blind random encounters will throw some sort of “danger” meter to show that you’re about to be put into a battle
>Random encounters was just an out dated design to work with weaker hardware.
Random Encounters are probably the only mechanic I agree is "outdated", and more suited to dungeon crawlers than most JRPGs
What they're intended to simulate makes sense in the context of >You're exploring a dungeon >Every time you open a room, you roll to see if you encounter enemies
This gets old quickly as in the context of JRPGs the game "rolls" for every step you take
>This gets old quickly as in the context of JRPGs the game "rolls" for every step you take
I think an elegant way to do this is just have an encounter bar that fills as you walk. So you still have random encounters but they feel a lot less "random" because you can kind of know when they're coming. I don't feel like it's a perfect solution but it's a lot better than getting a situation where you get into an encounter, take a step, and immediately get into another one.
This but give the player a way to force a random encounter early by pressing a button so he can make a sprint through a bad area by facing five encounters instead of six. Powergamers are just going to walk around in circles anyway so there's no reason for it to not be there.
Get rid of the tile-based map
Only then can overworld encounters work in Pokemon
Pokemon Snap was supposed to be a guided tour of what Pokemon could be in a few years, not a flash in the pan gimmick game.
The appeal of random encounter is not knowing which enemies you’ll face. Overworld encounters usually spoil this, the best compromise for this is the overworld showing undefined blobs as enemies you only can tell what they’re supposed to be after the battle starts
Back to Fortnite zoomie. You will never understand anyway. Don’t even bother
>I WANNDA BLAY ARE-PEE-GEES BUD I HAYD GRINGININGING
Just means RPGs aren't meant for you. Random encounters are King.
>RPGs
that would be JRPGs and even then I'm pretty sure not all of them, western ones don't really do that kind of thing
Just get a version that has the option to turn random encounters off.
TBCucks. Not even once.
>webm has to deliberately exclude the other part of the fight
Lmfao
There are items to stop encounters.
By not being ADHD zoom zoom.
it was fun. it still is.
the SOUL and music overshadows dated gameplay
no one enjoys that, everyone agrees enemies in the overworld is better
Just think of it as opening a random lootbox, but you have to fight for it first.
>How does anyone enjoy this?
By being a lobotomite, don't let Fgays gaslight you, they never cared about gameplay either, even back then better JRPGs already moved onto visible encounters on the map, FF never cared about the game part of videogame and neither do their fans.
11,12,13,15, even 16 are better games just for finally getting rid of that dogshit cancer ass "design choice"
Yeah, it took them just 10 fricking games to finally start moving in that direction and it was still implemented in the laziest possible way.
Imagine being beaten not only by your sister series on that but by fricking Tales of.
Play SMT 3 anon you will move 5 seconds and have another battle
JRPGs are for low T males and women. They only care about the story, the game never makes you lose, and by grinding out for hours like a good bottom it will let you beat the game.
No one has any actual defence for random encounters. Just shitty stale “MUH ZOOMERZ”. It’s a moronic game design and if you have to grind to win a game it’s a shit game not worth wiping your arse with
As long as you don't run you never have to grind.
No one enjoys random encounters.
Shit is fricking annoying and literally always has been.
I prefer no random encounters at all, or games that make it tolerable.
Etrian Odyssey gives you a little radar that let's you know how close you are to one popping up
It wouldn't be a problem if it wasn't for
>slow intro
>okay finally get to the enemy
>attack for a min or two
>enemy death
>everyone gets exp n shit
>slow outro
>walk 4 steps
>repeat
Why didn't more JRPGs just adopt overworld enemies? It was such a more elegant way to handle random encounters as you could actually avoid them. Is it a resource issue or something? I can't think of any way random encounters are better than this.
I just find it so funny how it took Pokemon over 20 years to make overworld encounters even though their spin-offs already had that on DS
Luckily we have romhacks to retroactively fix that issue as well.
Get rid of the tile-based map
Only then can overworld encounters work in Pokemon
Chrono Trigger was weird in that it was mostly just fixed encounters with a few enemies you can avoid. EarthBound does it a lot better honestly
I assume it was a technology issue with not having the rendering power to render overworld enemies. This is why most modern games these days actually do have overworld encounters instead of annoying random ones.
The reason you don't understand this is because modern "RPGs" have completely removed the dungeon delving elements from their games.
Random encounters introduce a risk-reward scenario, where exploring outside the main path might bring you good rewards, but it might also drain your resources too much and force you to consume items or backtrack. It's basically a gamble. This is why sometimes you can go through a side path that's 5 minutes long and end up with a hi-potion, you bet on the wrong path. It's like that Gacha-thrill, but instead of your actual real money you lose HP/MP.
Even if you did play older RPGs, chances are you followed some guide that made you extremely OP earlier on so you never felt that kind of pressure.
Random encounters was just an out dated design to work with weaker hardware. It’s why most jrpgs now a days have enemies on the overworld that you have to run into to fight. Most games now a days that still use blind random encounters will throw some sort of “danger” meter to show that you’re about to be put into a battle
>Random encounters was just an out dated design to work with weaker hardware.
Random Encounters are probably the only mechanic I agree is "outdated", and more suited to dungeon crawlers than most JRPGs
What they're intended to simulate makes sense in the context of
>You're exploring a dungeon
>Every time you open a room, you roll to see if you encounter enemies
This gets old quickly as in the context of JRPGs the game "rolls" for every step you take
>This gets old quickly as in the context of JRPGs the game "rolls" for every step you take
I think an elegant way to do this is just have an encounter bar that fills as you walk. So you still have random encounters but they feel a lot less "random" because you can kind of know when they're coming. I don't feel like it's a perfect solution but it's a lot better than getting a situation where you get into an encounter, take a step, and immediately get into another one.
This but give the player a way to force a random encounter early by pressing a button so he can make a sprint through a bad area by facing five encounters instead of six. Powergamers are just going to walk around in circles anyway so there's no reason for it to not be there.
Pokemon Snap was supposed to be a guided tour of what Pokemon could be in a few years, not a flash in the pan gimmick game.
The appeal of random encounter is not knowing which enemies you’ll face. Overworld encounters usually spoil this, the best compromise for this is the overworld showing undefined blobs as enemies you only can tell what they’re supposed to be after the battle starts
Super Mario
>Walk a few meters
>Has to jump
>ewww
This game would be great if only it wouldn't actually have any gameplay in it.
Super mario sucks
grinding is even worse
enemy away materia
it was a different time
>fighting thousands of enemies I can see good
>Fighting thousands of enemies I can't see bad