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#61 | |
Blue Psychic, Programmer
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I really don't get the hate for random battles. They make grinding a lot easier and pretty well ensure your party is properly leveled for the next boss if you actually fight them.
I get that we can do all sorts of fancy things with enemies in the field, but, news flash, we've been able to do that since the CGA (early DOS) era, as seen in the Ultima series. Not to mention that it was already done by the same company on the same original console in Chrono Trigger. It doesn't make much sense gutting a perfectly valid system and having to totally rebalance the game for a different play style just because the technology's fancier.
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#62 |
adorable
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Having the choice of whether or not to do any combat is nice, and especially convenient when I just want to hurry to the next save point. Additionally, in a good game, there is usually more to the non-random combat than simply touching the enemy on the field. As for the whole "they make grinding a lot easier", not really. Whenever I want to grind in a game without random encounters, I generally am able to initiate combat more or less as quickly as I could when they were random encounters, until everything in the area is dead, which is a perfect opportunity to go save.
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#63 | ||
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Plus, monsters on the field work fine when you have wide open spaces, but FF6's dungeons are nothing short of cramped and labyrinthine. Short of a total redesign, you'd basically be forced into every battle. Also, monsters on the field are hard to implement on a world map. Chrono Cross tried this in one area, but the effect wasn't very good. Given how much hoofing it around the world map you do, it's easier to just let the systems be. I'm not saying monsters on the field are a bad thing or that random battles are better, just that everything has its place.
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#64 |
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Tales of Symphonia.
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#65 | |
Whoa we got a tough guy here.
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Yeah Symphonia and Vesperia both prove that wandering encounters work on world maps.
And Persona 3 shows that they can work in dense clustered labyrinths.
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#66 | |
FRONT KICK OF DOOM!
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Furthermore, if the company gets it wrong, then you have to fight at every. Three. F(*&%ing. Steps. which actually turned me off to quite a few RPGs that weren't Secret of Mana/Evermore back in the day. It took me a while to beat Lufia because it had that exact problem. I'm not even going to get into what happens when you get back to the main screen, forgot which way you were going, and ran into ANOTHER Random battle. FFFFUUU--- Bof II had that very problem. Great game but FUCK! The Sky Tower really got annoying with RBs... |
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#67 |
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SMT Strange Journey made random battles much less annoying by having something at the top of the screen that let you know how close you were to having another one, as well as special stuff you could use to make random encounters more/less frequent.
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#68 | |
Rocky Wrench
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#69 | ||||
Blue Psychic, Programmer
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And yes, Persona 3 (and 4, too) has battles in cramped mazes, but it also has small enemy representations for the most part and its fair share of larger rooms to put them in. They're also relatively slow and blind. I have to say that's fine for Persona, since it's all Shadows, but FF6 has woolly mammoths and stuff running around and a general lack of open spaces that half of them would even be able to fit in if things were to scale. I mean I guess you could just blow the maps up in relation and have little mini-monsters running around, but I don't think the latter would really be satisfying. I loved the enemies being on the field in the Grandia series, but a lot of that came from them being the same size when you actually fought them. I'd honestly rather have random battles than deal with those kinds of scaling issues, but that's just me. Quote:
Also, games tend to return your character back to where they were standing and facing the direction they'd been facing before battle. Even Quest 64 did that much for all its flaws. I hate to sound like I'm attacking you for this, but it's a universal visual cue to help avoid the player getting lost. I can get wanting to see if a battle's coming up, but it's all just an aesthetics issue. In most cases, running into an enemy sets you off to a battle arena anyway, so there's nothing gained or lost there. When it doesn't, you're either playing an MMO or FF12, which is an MMO in all but multiplayer. An MMO system puts a lot of balance up to random chance, too. It's fair enough if the monsters are sparse and there's not much chance of getting more than you can handle, but then they're sparse and you have to run around to kill them all, which can make grinding a pain. In cases where they're dense enough to come to each others' aid, you really have to start worrying about your luck or find some way to lure them away from the pack or suffer. Like it or not, cutting to a battle area is a form of protection. You get your monster group and fight it without interruptions, rinse and repeat. Maybe it takes a bit more in loading, but it also gives you some opportunity to recover. Quote:
Quite frankly, I don't know why more games don't do it that way.
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#70 |
Local Rookie Indie Dev
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Atelier Iris did. Or was it Ar Tonelico.
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