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IF YOU DONT HAVE RANDOM ENCOUNTERS IN YOUR JRPG YOU ARE NOT PLAYING A REAL JRPG
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>>746953578
Nah Persona solved this problem ages ago. Let me see the enemy in the dungeon and choose to engage it or not. If I wanted random ecounter slop I'd play Etrian Odyssey.
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>>746953578
Randomization is goyslop.
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Random encounters is peak uncslop, just mindless buttonmashing no thinking needed at all
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>>746953578
eh i don't hate random encounters but i do prefer overworld encounters. If the player ends up being underleveled because they play like a pussy its their own fault
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>>746953578
I don't get it, why are twitter gamers defending random encounters?
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Just play better jarpigs that have entire game modes centered around removing trash fights and dealing with the consequences thereof.
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>>746953578
>I'm so HARD that I click attack for 2 minutes every fight
don't forget to pick firaga when the ice enemy appears
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>>746953578
>random encounters are for true chad gamers
What's going on? Most random encounters are a waste of time.
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>>746954269
you described action-
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>>746953787
>persona solved this problem
Earthbound did overworld encounters decades before
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>>746953578
>>746953787
They have different applicaitons. Random encounters are good when used as a resource hog, you're meant to be worn down as you traverse a dungeon. Not being able to pick when you fight means you need to be constantly ready, and you need to carefully manage your resources. Using too much MP or items on any given fight means you'll run out, while not using enough means taking unecessary damage. This is good when paired with a system like Dragon Quest's where there is a real consequence for dying (losing a good chunk of your money). It makes the decision to venture into a dungeon feel meaningful, you need to stock up first and make sure you have enough supplies. Its a fun fantasy created by gameplay. On the other hand, it makes no sense in games where you have so many resources that each fight feels completely inconsequential, like Pokemon. In those games its better to be able to see each enemy and decide which you want to fight.
>>
Every time an old bastard requests an old style FF zoomies tell him to play SE's 2DHD games instead, now they have a problem with these games catering to us. TZD
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>>746953578
Why are people such fucking pussies nowadays?
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>>746953578
random encounters don't make sense unless getting to the next town and grinding are part of the core gameplay
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>>746954861
Uncs can't handle having their dogshit games getting criticized in any capacity
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>>746954698
oh shut the fuck up, early DQ dungeons are the worst part of the games, especially paired with torches and constant dead ends
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Not a single intelligent person hates random encounters. Looks like a severe lack of imagination triggers intense hatred of this excellent mechanic, which makes sense if you THINK about it.
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>>746953578
random encounters are cancer
visible encounters that just respawn shortly after the battle are also cancer
you never know how many battles devs have fought, did I engage in enough excelslop battles to not be underleveled? I shouldn't have to worry about shit like this
enemies should never respawn so the combat actually matters and as a reward for clearing the locations you can explore in peace
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>>746955118
I hecking hate you frog poster
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>>746954984
Uncslop games produced a population of protestant challengers. Modern games have produced a population of people too scared to attempt counting change. It's pretty clear why they are defensive.
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>>746955149
>t.
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>>746953578
Why do zoomers think "we're not in <random time period>" is ever an actual argument for anything at all? Shit doesn't even make any sense.
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Why are blacks allowed to talk?
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>>746953578
I can tell you've never had a job in your life.
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>>746953578
Not playing any random encounter slop
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Chrono Trigger came out in 1995 and didn't have random encounters
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>>746955252
They value gameplay density and aren't afraid to speak up on dogshit that ruins video games, Timmy.
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>>746954698
>It makes the decision to venture into a dungeon feel meaningful, you need to stock up first and make sure you have enough supplies.
By that you mean you have to make multiple trips to finish a dungeon since there will never be enough resource on your first trip?
Etrian Odyssey and Persona Q do that decently.
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You'd think zoomers would all pog over RailPGs like Panzer Dragoon
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>>746955127
>reward to explore in peace
You people are so afraid of confrontation that you can't handle a medium that generates fun.
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>>746955198
Propaganda. Cant teach history if it makes you notice
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>>746953578
Random encounters are good in 2 scenarios
1. You have limited supplies and the fights tax those supplies as a form of difficulty
2. You have unlimited supplies (or full heal after every fight) but the fights are always somewhat difficult
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>>746953578
Random Encounters are gay.
Give me Enemies On The Overworld that can get a free hit or give me a free hit depending on which of us surprises the other.

Why? Because it adds a little more fun trying to get the enemy when it's not looking than it is just having it pop up.
Ambushing is fun. Planning the ambush is fun. Distracting enemies so you can ambush them is fun.
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>X feature is [GOOD / BAD]
It depends on the game and how [that feature] is used.
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>>746955050
I like them

>>746955359
Sure, if needs be. With no random enemies you can just ignore most enemies and save your resources for the boss, provaided you're strong enough. Again, both are different applications and work for different kinds of games.
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>>746955171
>Uncslop games produced a population of protestant challengers
You faggots can't even challenge jewish influence in your games, you just eat up whatever shit is given to you because you've been trained by random encounters to just suck it up and swallow it down.
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>>746953578
The entire modern internet has trained zoomers and gen a to communicate only via rage bait. The result is they're all maudlin fucking hysterical women about everything. They can't form a real complete opinion, just a knee jerk take to get people to reply.
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>>746953578
Even Dragon Quest, the grandaddy of JRPGs, has moved on from random encounters. That shitty mechanic was a product of technical limitations, and we're not playing on 8 bit computers no more. All the GOAT JRPGs of the past that didn't have random encounters aged like fine wine. Lufia 2, Chrono Trigger, Saga Frontier, Valkyrie Profile, Grandia and Earthbound are timeless.
>>
Agreed.

https://files.catbox.moe/juhamb.mp4
Mine has random battles. Need to add the caution meter to the actual UI instead of the little corner square, but I do have random battles.
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>>746955931
We should rape you
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>>746953578
random encounters punish exploring, exploring works better when you can clear stuff out and go back to explore and encounter harder enemies and stuff with items behind it.
You can just more intentionally design stuff w/o random encounters. When I play some old jrpg where there are random encounters and slow ass combat I just don't bother exploring b/c i dont want to deal with the monotony of fighting the same easy mobs over and over again
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>>746954698
you can just do this through steadily draining health through normal and adjusting drops they find, or just require xp and scale combat up significantly w/ levels so if people run ahead they get owned.

You can also have respawning enemies without random encounters. There are better ways to get everything you are describing
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>>746954536
But I’m a lightning only mage
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>>746956028
This would be okay if the game forced you to fight the finite encounters but they never do, you can outrun enemies in every jrpg with field enemies that i can think of
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>>746955781
>Lufia 2
had randecs in the overworld
>>
Random encounters in jrpgs are so fun especially when it's the same easy mobs over again
>5 second opening combat animation (if you are lucky)
>hit attack 20 times and wait for yours and the enemy animations to play and maybe heal (basically none of these games actually have difficult combat that require any strategy or mobs with diverse movesets)
>wait for the 30 second end of combat xp screen to see you got the same item drop for the 100th time
>continue
>get it again 10 seconds later
no thanks
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ASK ME BOUT MY RESOURCE MANAGEMENT
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>>746956186
That's what XP is for just require killing enemies for items/xp. Trails does it through food and septih drops and xp.
If your game is so easy you don't need to kill anything and you can still beat every fight you should design a better game
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>>746956317
>grind safely near save point
>ignore everything else
This doesnt work
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>>746955708
>what is narrative disparity
Current youth can't comprehend the idea that you're supposed to disagree with what characters agree upon. It's why 20 year olds are becoming aligned with fascistic ideals again, even though history proved time and time again that even when it wins, it fails from inside.
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>>746956231
The Zelda style dungeons were the highlight and enemies were visible there, so I give it a pass.
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>>746955747
Science shows that todays youth genuinely believe they are being judged even when alone. So much surveillance that they disagree with opposing it.
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>>746956028
>random encounters punish exploring
Yeah, the best balance is probably the Wild Arms mechanic of having a random encounter meter and being able to reset it by expending orbs you pick up while exploring.
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>>746954536
>pick firaga when the ice enemy appears
This is good advice
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>>746956384
Trails particularly the 1st one actually handles this. You basically don't get xp for anything below your level the falloff is crazy (you also do substantially more damage to them so you can just beat them w/o turn based combat at all), but you get more xp from people higher then you. (you COULD do it for enemies 1 level down but I don't really, but anything past that 2-3 levels down you get basically nothing)
It works really well and i'm stealing it for the game I'm working on. Once they are below your level grinding basically isn't worth it and is just used to get more food drops or build up CP/attack points you use for skills.
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>>746956761
That sounds like a good mechanic I need to play that
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If you like random encounters you dont value your time
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Only thing I don't like about JRPGs is progression serves no purpose. All you do is unlock betterer attacks that do more damage, but the enemies scale anyway so the gain is rendered moot. It's the illusion of progression, because enemies aren't actually getting harder, or more clever, or require strategy. They just so bigger numbers, as do you. And since there's no other major gameplay elements beyond the pointless combat, progression has no other context. The world doesn't open up according to your choices of progress, there's no interactions with the world, its NPCs, the environment. You're just a retard with a sword on a railroad to a generic storyline where (You), the player, are entirely optional not only to the story but the entire game. JRPGs are quite literally just VNs. Made for AI, designed by soulless chinks who somehow feel more artificial than AI.
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>>746957326
Pre-GBA Final Fantasy 1 does it right by not having many dungeons to begin with.
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the problem was never random encounters. the real problem was bad encounter design. if you always encounter the exact same enemy formation every second and all you have to do is hold the A button, that's shit.
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>>746957562
VNs have multiple routes and actual choices
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>>746953578
>i hate turn based combat, why do all jrpgs have them???
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>>746953578
Symbol encounters are good too, so long as there's a good number of fights you're going to be dragged into no matter what. They both have different purposes in game design. Mostly they help convey different things about the enemies in an area: random encounters convey a population of enemies there quite well, symbol encounters convey what any given enemy is doing in the world, where they hang out.
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>>746953578
I always thought random encounters were gay.
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>>746956697
>they are being judged even when alone
That’s literally just religion. A sky daddy is watching you masturbate at all times and judging you for it.
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>>746957562
Working in bigger numbers with more moves and party/gear configurations unlocked gives you room to execute more strategies with more distinct effects. I can't think of a single JRPG where it's really a matter of picking the directly better gear, better move, etcetera, until the end.
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>>746957747
That's true. So what can we use to describe something less interactive than a visual novel?
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there's no reason not to just have some kind of sprite appear on screen, which I can then swerve to avoid.
Randomly stumbling into battles feels so innately disempowering. At least give me a chance to dodge.
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>>746958085
It doesn't matter, because a JRPG has more interaction than a visual novel, you fucking retard. "Muh story choice" is a faggoty way to pigeonhole JRPGs as not having any interactivity. A functioning combat system is inherently more complex than any VN.
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>>746958181
Having the sprite appear on screen implies anywhere there is no sprite there is no enemy.
Enemies not having overworld sprites makes the amount of enemies you think of as being around a matter of how the encounter rate feels.
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>>746958262
I have no idea what you mean.
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>Ambushes you
>Mudoon
>Leaves
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>>746958347
Almost any cave in old Pokemon feels like it's full of bats because you run into bats constantly. The amount of bat sprites they'd need fluttering around to create an impression equivalent to that feeling would be computationally expensive and visually busy.
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>>746958071
That's the core concept, sure. But it rarely ever factors in. Like you said, it doesn't really matter until the end.
But the point of progressing at a game and getting better is repetition to learn strategem. Take Chess, for instance. You learn different strategies the more you play, and can identify strategies earlier to counter them.
But with JRPGs you're just doing effectively the same thing until the final boss and/or optional, endgame "superbosses" typically. There's no room to learn or adapt until the eleventh hour. So all of that progress, all those hypothetical paths, skills, etc... it's just wasted effort. It's quantity over any semblance of quality. And many of them overlap anyway, leaving much of it lacking any real distinction, other than aesthetics. That's really all JRPGs are: a fashion show. Quite literally in many cases. I can't remember the last time a JRPG came out that didn't have paid DLC costumes.
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>FF4 Random encounter in the moon surface
>8 bomb enemies
>either cast strong AOE spells that drain a shit ton of your MP
>or...
>They detonate and kill half your team
Amazing.
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>>746958192
I didn't pigeonhole it with that one example, I used many that you, ironically, chose to ignore. You pigeonholed my criticism to support your ignorance.
JRPG combat systems don't function and have as much in common with dialogue selections in VNs. Scroll to choose Attack or Heal, Press A. That's it. You never have to do anything else as a result of imbalance and lack of AI.
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>>746956560
Sorry buddy but China, the hypernationalist socialist state, seems to be doing a lot better than every nation that tied itself down to being reliant on unmoored capitalists that can simply pull their finances and fuck off like they did to Russia circa 1917, and are currently doing to New York and the entirety of Europe beyond property speculation.
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>>746953578
If your game doesn't have a "disable encounters" skill or equip, I'm fucking dropping it
Nothing worse than backtracking and having to waste more time waiting for encounters to load than actually traversing the fucking map (see Digimon World 3 aka backtracking central for example)
>b-but encounters are meant to whittle you down and drain your resources!
You literally kill everything in 1 or 2 turns. Whatever scratch damage you suffer is easily undone after battle either via the 2 MP heal spell or your stash of varying stacks of 99 healing items
>b-but you don't have infinite money to keep it up forever!
You earn enough money to buy 20 potions from a single encounter
The only potential upside to random encounters is they ease the player into the game's systems. However, it's basically padding
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>>746954861
>backtracking in game
>have to wait 2 minutes of loading screens per fight
>60% of playtime is loading screens
See the problem now faggot?
>inb4 p-play better g-games!
This is an admission that random encounters are dogshit
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>>746958456
>Like you said, it doesn't really matter until the end.
Only if you're not responding to the game. Every JRPG I've played will give each type of enemy you fight in an area an identifiable enough game plan that your time going through that area will be much easier if you lead your party with something specifically made to counter them. Then as you progress through areas you run into enemies with more distinct game plans, which you in turn have more options to counter. Sure, you can grind to the point where mashing "attack" gets you through many places, but why would I choose to do that when I have other options that are also more engaging?
>>746958636
>JRPG combat systems don't function
See above. They only tend to stop functioning if you go out of your way to make the boring choice first.
>Scroll to choose Attack or Heal, Press A. That's it. You never have to do anything else
"Have to", no, but "can" if you don't want to make the game take twice as long and be twice as boring.
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>>746958636
thats just a shitty jrpg many have better/more complex combat. I would not bother to play a jrpg if that is the only combat.
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>>746958448
you don't need a unique sprite for every creature. Sprites are just representative of enemies ahead. Look how Grimstone in UFO 50 does it.

Although in the case of Pokemon. I think being in a blind spot like long grass or a cave actually is a good excuse to have pure random encounters, because the point is that your character can't see. It's a point of immersion.
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>>746958925
Yeah, I wasn't saying Pokemon would need a sprite for every creature, I'm saying that having enough sprites in a cave to communicate the amount of Zubats the average player would "feel" are around from the encounter rate would be visually awful to look at. And inversely, a gameplay-appropriate amount of overworld sprites representing Zubat encounters would make a cave feel emptier than it should. Maybe I'm biased because the actual Pokemon games with symbol encounters completely lose any sense of a Pokemon being plentiful.
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>>746958589
oh no, a dangerous encounter, the horror
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>>746954670
People who talk about persona don't actually play games
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>>746956120
Draining HP is a retarded comparison. The premise of random encounters also allows to abstract your party either getting mogged by an unexpected hard enemy or absolutely brutalising random crap with ease with time spent/turnwise etc delaying them or costing mana etc.
>people run ahead if they get owned
This already happens when the mechanic is implemented properly (admittedly most Jarpigs cant do this for shit as theyre casual unlike most DRPGs) unless you know what you are doing which requires skill and knowledge that you wont have on a first playthrough. Or its there to allow casuals to grind their way to beating the game.

The mechanic is like any other, it works well when its implemented well and meshes with other systems. Its a tedious slog when just thrown is lazily like most JRPGs do.
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>>746953578
random encounters are only good in games that require resource management
since that no longer applies to 95% of jrpgs they dont really have a place anymore except just for nostalgiafagging
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>>746959210
I think Persona is comfy and is one of the few games to figure out a natural feeling way to discourage savescumming. The choices you make managing your time slots pile up along with the availability of certain activities until it turns out you made a mistake one week ago (probably at least 5 if not 7 saves ago) and now you'd have to load back several hours to avoid wasting one time slot.
Other than that, when evaluated as a JRPG, it's nothing special.
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>>746953578
thats an exaggeration but yeah theyre alright
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>>746957562
>but the enemies scale anyway so the gain is rendered moot. It's the illusion of progression, because enemies aren't actually getting harder, or more clever, or require strategy.
Anon, play the first Dragon Quest and you'll get a good taste of what real upgrades and progression feel like
>gain damaging spell, which hits enemies with tough hides harder
>unlock healing to stop relying on healing items that clutter up your inventory
>gain the ability to warp back to the castle from anywhere
>avoid random encounters entirely and save time. no need to waste inventory slots or gold on holy water
>cockblock enemies from casting their annoying debuffs and spells via silence. you can even gain extra turns if the opponent happens to pick a spell
>gain an armor that heals you as you walk to stop wasting time healing after every fight
Clear, tangible, impactful improvements
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>>746959150
>green chocobo
what le fuk
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>>746953578
Random encounters are just lazy. It means devs don't have to implement pathfinding AI, level design, or encounter design. Instead you can just add a step counter with some randomization then once the trigger activates you transition the player to another screen.
As much as I liked FFX, there was no reason whatsoever for that game to have random encounters, except for the fact that they would have had to make the levels slightly more complex to account for enemy patrols, instead of just straight lines.
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>>746960089
Anon, random encounters save players and game designer headaches
Visible encounters force developers to make absurdly fuckhueg maps to give players enough elbow room to dodge every single enemy that comes running his way. This renders comfy, compact aesthetically pleasing maps like pic related impossible
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>>746955118
>midwit frognigger tries to use random encounters as a means to cover his intelligence insecurity
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>>746960435
...You really think levels that aren't straight lines can't be comfy and aesthetically pleasing? You realize how insane that sounds right? You realize the vast majority of games made in human history don't have random encounters right?
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>>746958640
>Hypernationalist is fascism
No, it's racism stemmed from xenophobia. If you don't understand why these are entirely separate concepts, then you are too retarded to understand why fascism keeps proving to be shit.
>socialist is fascism
Except it's literally not correlated in any way.
>>
>>746960624
Imagine how ugly the map would become if the game had visible encounters. It'd at least triple in size
Another downside of visible encounters is the player often has to wait until enemies to turn with their back to them to sneak past them. That often takes longer than hitting "escape" as soon as a random encounter finishes loading
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>>746954373
Because most people left here to Twitter since the browns overran the place and it's easier to spot an Indian shill there.
>>
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>>746960584
Retard eggfag tries to pretend his ADHD is not a crippling mental condition brought on by being raised on an iPad with Elsa fart videos
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>>746960997
Is this a bot?
>>
>>746961102
No, it's one of the few actual humans left on the site. But I'd genuinely rather talk to AI modeled on a real human than the retards that have flooded this place.
>>
Yup, definitely a bot
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>>746953578
pokemon is the better implementation of random encounters
but persona/dq11 is the superior form
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>>746955931
Looks cool
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>>746961481
>pokemon
My only criticism for RBY is repels have to be reapplied manually instead of being a toggle
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>>746954698
kill yourself chatgpt/copilot/gemini CUNT



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