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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: Untitled-1_Fn8of1f.jpg (18 KB, 380x214)
18 KB JPG
Is there any mechanic that aged worse than randbats?
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>>12577120
Bump combat
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>>12577120
Whatever it's called when enemies respawn when you move one pixel to the left then right again.
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If people complained about something back in the day, that means it didn't age badly.
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>>12577120
Die.
>>>/vrpg/3985609
https://arch.b4k.dev/_/search/boards/qb.v.vg.vm.vmg.vp.vrpg.vst/text/randbats/
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>>12577130
?
>>
Sage
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>>12577120
No continues
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>>12577160
He just said that saging aged badly.
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>>12577120
This is that thing where you've watched so much anime you're trying to make a clipped compound word (ryakugo) like the Japanese do, huh? The English version of this would be an acronym.
You will never be Japanese.
You will never create an interesting meme.
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>>12577160
Why do you speak like a jeet though
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It works fine as long as there's an abstraction layer for the brain.

>>12577237
That term has been in use for over a decade among pokefags
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>>12577120
It's fine in dungeon crawlers because it incentivizes progression, you can't just chill in a dangerous dungeon indefinitely or dodge all the monsters. Never understood it on the overworld though, it just feels like it it helps facilitate grinding which has always been sub-80-IQ time wasting gameplay for legit retards.
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>>12577237
More of a portmanteau that an acronym.
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Remember that dude who tried so hard to make "sickdark" a thing a few years ago?
lmao
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>>12577613
sickdark times
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>>12577510
Getting to the next town was supposed to be part of the game and not just a menu you had to walk across instead of select from a list. Dungeon and Overworld were the same.
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>>12577510
How would you dodge a monster faster than you if you were walking through the overworld though. Makes more sense walking around stuff that can't catch up to you because there would be enough room to go around
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>>12578061
>>12578231
You SHOULD be able to avoid encounters on the overworld Zelda II style, but you should be forced to deal with random encounters in dungeons. I'm not saying the overworld should be totally safe but it should be a lot more trivial to traverse than a dungeon, especially if you are going to have to cross it dozens of times. Why shouldn't you be able to see enemies coming from a distance on the overworld and avoid them if you have to correct positioning and reflexes?
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>>12577613
sounds like real scotformer behavior
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>>12578625
You could make a case for being ambushed unless you're on a totally flat plane in all directions with no grasses growing in the way and such.



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