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/vr/ - Retro Games


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File: 42 KB, 1200x675, Fxj-6gCWIAAbCc0.png [View same] [iqdb] [saucenao] [google]
10789750 No.10789750 [Reply] [Original]

>take 1 step in overworld
>instant random encounter

They knew it was irritating as fuck too, which is why later in the game you're given an airship so it doesn't take 4 hours (including "random" battles) to get from point A to point B.

>> No.10789756
File: 82 KB, 640x400, Carpet.jpg [View same] [iqdb] [saucenao] [google]
10789756

OTOH with Ultima 7, the flying carpet wasn't just a handy way to avoid battles, it allowed you to dominate any enemy from the sky. It also held a bunch of cargo if you wanted. Maybe even a cannon.

>> No.10789757

No, I got good.

>> No.10789758

>>10789750
>They knew it was irritating as fuck too
Your logic is moronic.

>> No.10789762

>>10789757
You leveled up which means grinding which you had to do because the game forced you to. Rock paper scissors would ensure you'd always encounter a new crop of enemies in a different area who were going to be immune to your current tricks. There was no escaping the FF grind.

>>10789758
It's a fact. What FF game didn't eventually grant you an airship or something so you could skip the time wasting grind? Square even put this into other non-FF games lol.

>> No.10789793

Jrpg fags learn to cope with it. They take everything slowly and try to pretend that it's fun.
Perhaps because youtubers do it, because they're making content and therefore need to make it not appear boring for their own profit

>> No.10789910

>>10789750
I always fight every early game encounter, then by the time I get the airship or whatever I can get away with skipping more encounters.

>> No.10789916

>>10789750
>which is why later in the game you're given an airship so it doesn't take 4 hours
4 hours from the beginning is about how long it takes to get the airship for people who don't keep dropping their drool-slick controllers.

>> No.10789928

>>10789916
Nah if you want to get GOOD you have to grind for rare enemies and rare drops. Some of which are necessary to getting good later.

Grinding is LITERALLY required to complete the game properly.

>> No.10789934

>>10789750
What irks me is that it's required for progression a lot of the times. I always go through these games underdeveloped because I don't enjoy grinding until it bites me in the ass. They always put a late game boss with a level check mechanic because HP is typically bound to level. At that point I have to go back to an earlier save and grind. Just run around and tap A to kill enemies until I'm high enough level to clear the boss. It's tedious. It's especially frustrating because these games have a lot of depth and strategy in them so I'll typically try many different lineups, gear configurations and items before I realize it's an attack that can't be avoided. Grinding is unnecessary padding and I'm sick of it.

>> No.10790035

>>10789793
>Perhaps because youtubers do it
youtubers apparently live rent free in your head

>> No.10790039
File: 65 KB, 184x184, 1411805939595.png [View same] [iqdb] [saucenao] [google]
10790039

>tfw you realize the ceaseless threads bitching about JRPGs are random encounters on /vr/

>> No.10790046
File: 91 KB, 241x216, Final_Fantasy_IV_(SNES)_16.gif [View same] [iqdb] [saucenao] [google]
10790046

>>10790039
>BAP ba dap a dapp a dap a DAAP DOOP DOP a bap a dop a bop a dop a doop DAAAH DAAAAW DEEEP DAW DAW DAW
>BAP ba dap a dapp a dap a DAAP DOOP DOP a bap a dop a bop a dop a doop DAAAH DAAAAW DEEEP DAW DAW DAW
>DAAW DOO DEEP DER-DLE!
>BAP ba dap a dapp a dap a DAAP DOOP DOP a bap a dop a bop a dop a doop DAAAH DAAAAW DEEEP DAW DAW

>> No.10790052

>>10790046
https://www.youtube.com/watch?v=Sncm2XRjLH4

>> No.10790148
File: 519 KB, 302x270, 165799436569.gif [View same] [iqdb] [saucenao] [google]
10790148

>>10790039
>mfw

>> No.10790167

>>10789750
Because it wasn't irritating. It was the game. Quit bitching because you got filleted by having to actually play a game

>> No.10790376
File: 6 KB, 256x224, SMAS_SMB3_World_7-2_Screenshot.png [View same] [iqdb] [saucenao] [google]
10790376

>take 1 step
>instant gomba/turtle/flower

They knew it was irritating as fuck too, which is why later in the game you're given P-Wings so it doesn't take 4 hours of to get from point A to point B.

It's a fact, you can't refute this logic.

>> No.10790423

>>10789750
You will do hundreds of baby difficulty press A to win fights, and you will like it

>> No.10790436

Why do people only associate JRPGs with random encounters? Is it because they've only played the visual novel era of WRPGs?

>> No.10790454

>>10789750
My problem is that a lot of games don't use random encounters well. In early RPGs, random encounters were the attrition you took while exploring a dungeon or traveling, they slowly wore your party down and forced you to use precious resources to keep going, when you ran out of ways to sustain your party, you had to bail and go back to town. Sometimes they were annoying because they required you to conserve your steps in dungeons to avoid too many additional encounters, but as a gameplay mechanic to add a sense of threat, they were fine.

But later RPGs made random encounters an afterthought, they were included because their predecessors had them and the newer devs didn't understand what they were for. Enemies showed up, and your grossly overpowered party blew through them effortlessly, and what damage you did take was quickly healed by plentiful item stocks that would virtually never run out. Even if you lost a character, chances are you had a huge amount of items to revive them or the stuff to replenish your magic points that could do the job.

Some later devs, while still not understanding the point of random encounters, at least went out of their way to reduce their annoyance. In Earthbound, at high enough levels random encounters ran away from you so you as a player didn't have to waste your time fighting them in a one sided battle. It's not the best solution, but it's still an improvement over the tedium of too weak encounters.

>> No.10790459

>>10790376
This analogy doesn't hold up very well seeing as you can bypass those encounters with no long-term penalties, whereas skipping fights in JRPGs will leave you with less money and EXP.
Plus the act of stomping on a Goomba is a hell of a lot faster than bringing everything to a stop to battle another pack of wolves.

>> No.10790485

>>10790454
>But later RPGs made random encounters an afterthought, they were included because their predecessors had them and the newer devs didn't understand what they were for.

Don't go pin this on devs now. What happened is that the difficulty got lowered, just as the difficulty got lowered in every other genre; because as the playerbase grew this is what players wanted. The only difference is that jRPGs did it well before every other genres because they were the most popular genre.
And so, the people who complained that the RPGs were too hard (in b4 someone tries to contradict me on this; you can check the wiki page of literally ANY popular Famicom RPG and you'll see under "reception" that players complained about difficulty one way or another) got what they wanted to the point that gameplay became so easy it became meaningless, so what's the next step? Complain about the gameplay itself, and get rid of said gameplay. This is what more modern RPGs later did; but it's no different than getting rid of lives in an action games because games showed you in so many lives they became meaningless, and the next steps of getting rid of gameplay after that.

In short casuals ruined everything, and then retards like OP who don't know anything come in 20 years after the fact, complaining about random encounters and calling fights that are in your path in a dungeon "grinding" is no different than getting filtered by an action game and calling it "artificial difficulty". It all comes from shitty modern gaming standards and expectations built for retards and to make them feel comfortable so they keep giving the money and don't make a fuss on social media, and sometimes those people like OP wander off their comfort zone and can't comprehend any of it.

Anyway, point is, big market-wide practice changes aren't because "devs didn't understand", they precisely understood what the market wanted or else it wouldn't have caught on. If you want to blame someone, blame casuals.

>> No.10790679

>JRPG thread
>Clearly doesn't even like JRPG basics, still insist on playing JRPGs regardless
>Others complains about grinding
>Doesn't get the point of random encounters
Every fucking time
Play another genre, retard

>> No.10790694
File: 47 KB, 370x270, Final_Fantasy_Mystic_US_boxart.jpg [View same] [iqdb] [saucenao] [google]
10790694

>>10789750
Fify, sista.

>> No.10790723

>>10789750
Yes, which is why I prefer RPGs with encounters roaming on the map.

>> No.10790737

>>10789750
The frequency shouldn't be too high but otherwise it's not a huge problem really.

>> No.10790827

>>10790694
>Mystic Quest
Ugh, they weren't random encountersm but inside dungeons there were always so many enemies between you and your destination, and the fights were too simple yet too long for how many there were. Not even the amazing soundtrack helped. Also because you were only controlling two characters, and enemies made liberal use of status effects, sometimes you got wiped out within a couple of turns and there was nothing you could do about it.
Clearing the battlegrounds on the world map felt great though.

>> No.10790884

>>10790436
It's because JRPGs focus more on scripted stories with cutscenes, which separate the story from the gameplay. The random encounters don't affect the story or cutscenes, so they feel like obstacles in the way of the story's flow.

Also many JRPGs have free scrolling movement on the map, which gives the illusion of freedom to roam around the map without consequences.

>> No.10790890 [SPOILER] 
File: 145 KB, 1200x675, encounter rate.jpg [View same] [iqdb] [saucenao] [google]
10790890

>>10789750
solved issue these days

>>10790679
>NOOOO JARPIGS HAVE TO INCLUDE SHITTY MECHANICS
They don't.

>> No.10790892

>>10789750
FFIV actually had a decent encounter rate.
Now something like Lufia was horrifying,

>> No.10790926

>>10790890
The point of random encounters is that they're dangerous. The encounter table can include rare stronger monsters, irritating monster formations and MP stealing monsters so that you cannot easily warp your way out of there if you didn't regulate your MP and items properly. I'm unsure if Phantasy Star II also had item stealing monsters, so you weren't even safe with just one telepipe
Completely controlling the encounter rate anytime you want is garbage game design and baby mode tackled on as a "feature" because the whiners don't want to actually play fucking JRPGs
At that point you'd probably be better actually having on screen field encounters you can physically avoid instead of this badly designed garbage that won't exactly please anyone. It's just a lazy bandaid, it's not a solution

>> No.10790954

>>10790454
>But later RPGs made random encounters an afterthought, they were included because their predecessors had them and the newer devs didn't understand what they were for. Enemies showed up, and your grossly overpowered party blew through them effortlessly, and what damage you did take was quickly healed by plentiful item stocks that would virtually never run out.
The SNES RPGs were mostly a middle ground here, with difficulty curves getting more gentle but the same resource dynamics still observable to an extent, if you avoided deliberate grinding.
>>10790485
>Don't go pin this on devs now.
You're right about that, and that it's about casualizing, but let's also not pretend that it's really about 'difficulty'. I hate the term "artificial difficulty" but the FF1 style battles are not really hard. Whether any particular encounter is taxing is depends heavily on chance, and the decision about returning to down is not a particularly hard one. It's still about roleplaying, not hardcore tactics and strategic difficulty.

>> No.10790960
File: 85 KB, 616x353, capsule_616x353.jpg [View same] [iqdb] [saucenao] [google]
10790960

>>10790926
Sorry but your shitty random encounters have nothing to do with the JRPG experience. It's just shit tacked on to hide how empty your game really is. Random encounters are not, and have never been "dangerous".

>> No.10790965

>>10790960
Go bait elsewhere, retard

>> No.10791003

>>10789793
>now you remember them 90s youtubers.

>> No.10791053

>>10790890
>that image
most soulless thing I've ever seen

>> No.10791105

>>10789750
Why are you playing JRPG if you don't like frequent low-stakes random encounters

>> No.10791119

>>10790926
Not every RPG requires grinding. Next you'll be complaining about autosaving in modern RPGs.

>> No.10791126

>>10791105
JRPGs aren’t low stakes random encounter simulators

>> No.10791132

>>10791119
I didn't say anything about grinding, curious
The ones that generally have random encounter does require some level of grinding or else what I wrote won't work
Otherwise, JRPGs you can steamroll are generally not fun unless you're one of the two exception (CT and SMRPG)
If you want to steamroll JRPGs, just play another genre

>> No.10791139

>>10791132
I meant a midpoint between grinding and having no encounters at all.
I like how both Bravely games let you lower the encounter rate to either 50% or 0. You need to experience/money/points, but you can lower it and still enjoy the game.
It's much better than the hassle that is some games having item to either increase or lower the encounter rate. Usually the effect last less than 30 seconds,having to keep using the same items over and over again is much worse than just opening a menu and turning it off.

>> No.10791146

>>10791126
Whatever you say lil bro

>> No.10791154

>>10791139
As said, that is a shit mechanism for babies who doesn't like JRPGs but somehow insist on playing them
Completely turning off encounters whenever you want is a shit bandaid. It completely destroys the point of having random encounters as explained above
It's them being too lazy to actually put on screen encounters that chases you and etc. because that actually had to be designed, programmed, tested and etc. I don't even hate on screen encounters btw. Good placement and so can actually introduce some interesting gameplay. Obviously, it ends up being less hard than random encounters, but that's how it is
However, completely controlling the random encounter rate is, as said, a stupid middle that's both a baby mechanism and laziness/money saving technique so that they don't have to do anything more complicated
It's garbage

>> No.10791168

>plays genre of games about menus and grinding
>doesn't like menus and grinding
>insists the game mechanics are bad

Wow. Never seen this revolutionary hot take before. Just don't play jrpgs faggot.

>> No.10791192

>>10791154
Dude, I've been playing JRPG my entire life. I've recently played Legend of Dragoon and Koudelka, I only do it because I love the genre, but do you really think anyone likes seeing the same intro sequence that takes over 20 seconds until you can input commands over and over again?
Currently I'm playing Wild Arms 2, why the hell do you think they put a mechanic where you can avoid most battles and only get the once in a while suprise encounter?
Of course no JRPG should be devoid of random encounters, but I don't blame modern JRPG for having ways to control the encounter rates. It's an option, not some obligation.
I don't give a fuck how others play their games, but if I want a challenge I'll keep the challenge intact.

>> No.10791201

>>10791192
>Dude, I've been playing JRPG my entire life. I've recently played Legend of Dragoon and Koudelka
"Bro, I like JRPGs"
>but do you really think anyone likes seeing the same intro sequence that takes over 20 seconds until you can input commands over and over again?
"But I don't like JRPGs anymore"
THEN PLAY ANOTHER FUCKING GENRE

>> No.10791212

>>10790167
>>10790679
>>10790926
>>10790965
>>10791053
>>10791105
>>10791132
>>10791154
>>10791168
>>10791201
Embarrassing.

>> No.10791214

>>10791201
Are you implying all JRPG are the same?

>> No.10791221

>>10789750
ff4 was irritating because you dropped money if you ran from battles. thats so retarded, i love the mental image of the party scrambling to flee with benny hill music playing as coins fly out of their pockets

>> No.10791239

>>10791221
It was a cool idea and a good mechanic to punish shitters that were afraid of facing challenges. A good allegory for life and the beta parasites (you) that have ruined everything good about God's designs.

>> No.10791243

>>10790376
Dumb fucking faggot.

>> No.10791332

>>10791214
No, but I'm not a faggot pretending having what is basically an unlocked cheat menu is peak good game design when it isn't
There would be no conversation at all if any of the previous posters could just simply accept the genre as is, but now we're into the weird excuses territory "I don't like waiting for the fade in", "I don't like random encounters", etc.
If I don't feel like playing a JRPG with strict random encounter, then I don't play them until I feel like doing it, and if I end up not liking these anymore then it isn't the game or genre's fault, it's mine
The whole thing would be me going into fighting game threads and complaining about dial a move shit. I don't like fighting games, I don't play fighting games and I don't quite understand their mechanism, but in the end, I somewhat understand fighting games players, why they play, why they like the genre. So, I don't became a nuisance and leave them the fuck alone and avoid the genre like a big man would

>> No.10791364

>>10789750
They had airships since the first game you fucking retard

>> No.10791371

>>10789793
Not everybody does something because they want attention or because they’re trying to prove something. Take the chip off your shoulder

>> No.10791472

>>10791168
Later on Square realized how bad this mechanic was and fixed it with Chrono Trigger but they went right back to their old ways again, with a quick break here and there.

>> No.10791519

>>10790459
>no long-term penalties
>lower score
>fewer extra men (for bragging rights)
get out whippersnapper

>> No.10791675

>>10791221
>>10791239
Yeah also FF4 is probably the best Final Fantasy as far as not wasting your time. If you want to run away, so long as you weren't surprised, bam you just ran away instantly at the cost of some gp. No waiting around forever attempting to escape, at least not for most of the game. Later on, it starts getting a little harder to run away from more dangerous enemies, and by then you have smoke/exit spells to use.

>> No.10791721

>>10791364
And the random encounters were just as irritating. They knew from day one they were a drag. The proof is they put the airship in even the first game.

>> No.10791785

>>10791212
Feel better soon.

>> No.10791786

Seriously though, what's the point in facing goon #231412 who you defeat by pressing "attack" on all four of your guys?

>> No.10791790

>>10791786
You answered your own question, the point is to beat them.

>> No.10791805

>>10791786
In a completely linear RPG like many JRPGs are, especially back in the first few generations for the most part, the random encounters served to stretch out the play time. There was very little actual puzzle solving, not much to read or explore, many houses were just sort of decoration in towns. Quests were simple fetch quests you'd get from the various townsfolk, or defeat a monster, etc. You didn't really stumble upon things because there was nothing to really explore or do except battle all the monsters all the time who stand in the way of the linear plot progression.

The western and computer RPG genres are full of these types of games too but there are many more standouts, Japanese RPGs feel very formalized with only a couple changes here and there in how the story and plot are advanced.

>> No.10791807

I like random encounters. Not have random encounters is a negative in an RPG.

>> No.10791830

>>10791519
You don't get 1-UPs from score in Super Mario Bros.

>> No.10791858

>>10790954
>FF1 style battles are not really hard

A single battle is (usually) not hard, but the point is that there are many of them and that they wear you down little by little; so you have to keep making the right decisions and use your ressources well.
Which is precisely why it's important to have many battles

I think most people who complain about random encounters don't understand this because they've only played the easier games

>> No.10791928
File: 239 KB, 900x693, download (15).jpg [View same] [iqdb] [saucenao] [google]
10791928

>>10791790
amazing

>> No.10791940 [DELETED] 

>>10791807
Non-random be done well (Lufia 2, EarthBound, SMT4 though not retro), but the vast majority of devs are too lazy/stupid to make symbol encounters an actual threat. Look at the DQ7/8 remakes, the difficulty is thrown out the window because you can literally choose when you fight nor not.

>> No.10792065

>>10791858
Right the point is that it's not about the difficulty. It's not a serious resource management challenge, it's just a way to make the player respect the world and care about the monsters.

Subsequent games just relaxed this a bit, particularly in the early game when the player has the fewest opportunities to make good (or bad) decisions in combat.

>> No.10792071

>>10791858
Also, most people complaining about random encounters on /vr/ are just trolls trying to get a rise out of jarpiggers.

>> No.10792113 [DELETED] 
File: 91 KB, 741x697, 1690628970895298.jpg [View same] [iqdb] [saucenao] [google]
10792113

>>10792071
You've been doing it for at least five years straight now, maybe get your dopamine hits elsewhere? And it's not like you're getting an actual chimpout or anything, it's just the same reasoned arguments about why random battles do in fact have value, to which you have no argument. You'd think you subhuman retards would get bored at some point, but nope, you just keep on doing it.

>> No.10792131

>>10792113
>you've
It's not me

>> No.10792136 [DELETED] 

>>10792131
>jarpiggers
I'm sure.

>> No.10792156
File: 1.21 MB, 500x281, 1615858015416.gif [View same] [iqdb] [saucenao] [google]
10792156

>PRESS A TO WIN
Peak jarpiggie gameplay

>> No.10792198

>>10791858
I don't think you particularly need to have many, many small battles. You could easily change it where each floor had a miniboss like encounter that causes you to struggle and use up some resources the same as if you had a dozen weaker battles.

However a dev does it, so long as the attrition factor is there, the dungeon is succeeding in being a dungeon. It only fails when the threat is too low.

>> No.10792218

>>10792198
That's retarded, think about it for 2 mins. You can't have a long game like that, that's flash game level of gameplay
If you want specifically balanced puzzle-ish fights, check Zeboyd games on Steam, starting with their Penny Arcade Adventures sequels. In the end, it completely changes how it plays and something like that has to be extremely specifically designed around the set encounters, hence why their games ends up being maps with mostly unavoidable set encounters on screen. You cannot have this and let the player go free

>> No.10792310
File: 22 KB, 267x373, Axbattler.jpg [View same] [iqdb] [saucenao] [google]
10792310

I hope you like random encounters

>> No.10792383

>>10792218
>You can't have a long game like that, that's flash game level of gameplay
Now you're starting to understand.

>> No.10792426

there's literally nothing wrong with random encounters

>> No.10792434

>>10791928
>press win button to lose later
I don't follow.

>> No.10792537

>>10791239
>ruined everything good about God's designs.
>God's design
>JRPG mechanic design to stretch game life
>Waste even more time on pointless bullshit
> Not going outside and enjoying God's creation

I hate fucking this shitty board and its stupid fucking contrarian faggots.

>> No.10792540

>>10789762
You're a fucking idiot.

>> No.10792572

>>10792136
Yeah I was deliberately aping their manner in sarcasm. Have you ever seen any of them say something positive like this:
>[taxing small encounters are] a way to make the player respect the world and care about the monsters.

>> No.10792578

>>10789750
zoom zoom

>> No.10792579

>*random encounter*
>uggggh, random encounters
>*infinitely respawning static encounters*
>yaaaaaaaas!

>> No.10792586

Look, I am the hero and obviously the hero would not lose to a random no-name goblin. It's insulting to make me play through non-canon events like that. Every encounter should be meaningful to the story.

>> No.10792665 [DELETED] 

>>10792572
>i was just pretending to be retarded
Stop doing that.

>> No.10792734

>>10789758
>>10792540
you have autism and are a spergy virgin. liking a shit videogame isn't a substitute for a personality.

>> No.10792736 [DELETED] 

>>10792734
No, a personality is killing all of the kikes.

>> No.10792797 [DELETED] 
File: 1.20 MB, 681x644, 1705147488356574.gif [View same] [iqdb] [saucenao] [google]
10792797

>>10792734
You kikes think you won because you inflicted mercury poisoning on us, but you will find that that is war crimes. You dirty fucking kike. You will be found to be the genocidal kike that you are.

>> No.10792802

>>10792586
>I am the hero
not yet

>> No.10792816

>>10789750
I like random encounters but I want to be able to take at least one step without another. All im asking for is one safe step.

>> No.10792818 [DELETED] 

>>10792802
Oh yeah? Do go on, eunuch-kun. Please, by all means, tell us what you meant by this. Fucking retard kike brain.

>> No.10792862

At least with arpgs, the random encounters feel faster

>> No.10792880 [DELETED] 

>>10792586
>>10792802
You can't be the hero until you deal with the jews. Jesus is waiting.

>> No.10792886
File: 692 KB, 847x760, 1652130725213.png [View same] [iqdb] [saucenao] [google]
10792886

>>10790039

>> No.10792891 [DELETED] 
File: 1.91 MB, 267x260, 1693894517982334.gif [View same] [iqdb] [saucenao] [google]
10792891

>>10792886
>when you realize they're made by subversive jews

>> No.10793057

>>10789793
Yeah man, I started playing JRPGs in the 90s because I watched a bunch of youtube influencers do it.

>> No.10793401

>>10789793

haha, goddamn... you're a fucking retard.

>> No.10793546

>>10789934
So youd rather play and action game I guess? In which you dont have to play the game, Just watch the cutscnes and face some boss fights from time to time
I really dont get the complaints around grinding in RPGs. The alternative is making a perfectly linear game and well, at that point, levels and stats arent even necessary. And RPG that followed "story beats" isnt really and RPG, because there is not point to any of the mechanics. You could very well get rid of everything except turn based combat and the game would run exactly the same.
I get that roaming the overworld killing monsters van get boring but how about you stop fleeing from battles? Try exploring a different places before you delve into that Dungeon that is kicking your ass.
Also, dont follow guides, play by yourself, exploration is rewarded with levels and treasures as well

>> No.10794601
File: 678 KB, 1280x1280, SHOCKEDku.png [View same] [iqdb] [saucenao] [google]
10794601

>>10790039
>zoomers when they realize that engaging online arguments is basically a turn-based jrpg battle

>> No.10794803

>>10790423
See, this is an over looked stragetic aspects of jrpgs, you DONT just press a to win. No no no my friends, you have to SELECT things from a menu. Endless combinations .

>> No.10794818

>>10790694
I really do need to play this again. I knew it had a meh reputation but i bought at k b toys, i had $20 and wanted a dnd starter set but got mystic quest since i knew my friends wouldnt get dnd.

>> No.10794819

>>10789750
>then go 30 steps without a fight.

I think the emulator rng is just shit

>> No.10794946

>>10789750
Bump combat is the only solution. Once you try it, there's no going back.

>> No.10794982

>>10789750
>Has anyone ever complained about random encounters in jrpg
Yes zoomie, this is not breaking new ground

>> No.10795001

>>10791786
Random battles tend to be harder the better at RPGs you are. Strong players clear areas efficiently, often in one trip, so they get less resources per area than a weak player who requires multiple trips. Over the course of a game the strong player will end up underleveled, but finish many hours earlier.
If you often find that random battles are trivially easy, the reason is probably because you became overleveled by spending an unusually long amount of time in one area, went through areas in an unintended order, or intentionally grinded.

>> No.10795064
File: 1.06 MB, 1000x500, hurdle vs wall.png [View same] [iqdb] [saucenao] [google]
10795064

>>10792198
The reason why bosses are at the end of a dungeon and not in the middle is to give players a chance to recoup afterwards.
If you force the player to fight a bunch of bosses in a row they're going to get tired and frustrated.
It's a fine thing to do during a big story moment or as a final challenge, but it shouldn't be the standard.
Smaller fights have a rhythm to them. You get little breaks in between. 10 one minute fights aren't as taxing as 1 ten minute fight.
What you're essentially suggesting is that we should replace the five short, soft hurdles that the player can trip over and recover from, with one big, tall, hard wall they might not be able to get over at all.

>> No.10795080

>>10792734
You're beyond clinically retarded. At any time, feel free to ask me why, since you somehow seem to be completely devoid of the bare minimum IQ necessary to understand the simple flaws in your retarded logic.

>> No.10795090
File: 135 KB, 326x412, 1694597983427.gif [View same] [iqdb] [saucenao] [google]
10795090

>>10792734
>i-it's a SHIT VIDEO GAME! it's SHIT! because... I had a bad time!
lmao k
one of the most beloved jrpgs of all time but i'll be sure to let everyone know its shit now ;)

>> No.10795686

>>10791786
Every endeavour is pointless until grug see number go up

>> No.10796771

>>10795001
Then why do these games require that you stay in the same places for a long time if you want to do everything

>> No.10796775

>>10789750
zoomers will play games with random encounters and then get amd that the game has random encounters

>> No.10796779

>>10796775
>how do you know you don't like it before you try it
>why did you try it if you don't like it
amazing

>> No.10796795

> Did anybody get tired of this gimmick?

Is there any retro game that does not have a gimmick to increase its gameplay time by making us waste time...?

>>10789793
Yes, i tried playing FFT and was almost smashing my head into a wall because of how slow it was. I might try again but with an emulator this time...

>> No.10796816

>>10796779
sorry that you feel a need to play games that you don't enjoy so that you can be "part of a conversation"

>> No.10796890

>>10796771
They don't usually.
And why do you need to "do everything" anyway?

>> No.10798591

>>10789750
The battles are the gameplay. It's literally why you are playing the game. If you don't like fighting battles, don't play RPGs, play Adventure Games.

>> No.10798594

>>10796795
>Is there any retro game that does not have a gimmick to increase its gameplay time by making us waste time...?

Tetris

>> No.10798824

>>10789750
For me it depends on the game.
I don't mind random encounters in FF6 because they're over so quickly.
But in FF7 you have to wait for the data to load, and the camera to stop wooshing about like it's being operated by a film student. It's so fucking slow it just becomes irritating.

>> No.10798867

>>10790694
>>10790827
This game would actually have less fights if there were just regular random encounters. Every chest, intersection and path requires a fight, and every hallways requires at least 2 fights. It's borderline criminal how a 7 hour game feels like an eternity.

>> No.10798887

>>10798824
FF7's aren't really that bad, you can set fixed the camera in the config.
For me the rough ones are FF9 and all the NES games. (The NES battles load pretty quickly, but actually playing through battles is tedious)

>> No.10799291

Random encounters and grinding are important parts of the RPG experience. The time spent with your characters doing the things they do (killing monsters, slowly but steadily getting stronger) builds the emotional bond you have with them and their world. RPGs would be joyless, dull experiences if there were no combat, just a collection of cutscenes. Even RPGs with no random encounters whatsoever, only predetermined ones, feel like they're missing something in comparison. They lack player agency and the need for strategic thinking that novel encounters bring. It doesn't give that feel that you're experiencing YOUR adventure, rather you're following someone else's script. Even if you try to reduce it to being just that on paper, the whole point of why we enjoy these games with fantasy motifs is because we're capable of suspending disbelief and looking past the abstraction the numeric systems bring to enjoy the "fantasy" that we're having.

Immersing yourself in your party's adventures and being able to look back on them with fondness is what makes RPGs great. The reward is worth the "pain"; being so adverse to the idea you need to "work" for it in some arbitrary sense suggests some pretty damning things about your sense of conscientiousness. Calling it a "gimmick" like some other anons (not even worth quoting) is missing the point entirely. The investment BRINGS the reward. Nothing has value when there isn't some form of work or responsibility involved in earning it.

So disappointing to see shitthreads like this get 120 replies.

>> No.10799928

>>10796890
>erm why do you want to do the hidden dungeons and bosses?
I dunno nigger why'd they put it there

>> No.10800730

People who complain about this genuinely don't understand their own human psychology. It is fun to complain about those "bad" parts of the game, that time when the RPG makes you go through the swamp, and everyone gets poisoned, and you have to deal with those monsters that are way more annoying than everything else, etc etc. And that becomes part of the experience, you overcome it, you end up remembering these things more fondly than you think you will when they're occurring.

Real life is the same way; a camping trip where everything goes wrong and a huge torrential downpour ruins the day eventually becomes a more warm memory than a camping trip where nothing particularly noteworthy happened, you look back at it and laugh. And you can commiserate with your fellows who also shared the same experience, letting you bond over the adversity you defeated together. I guarantee you that all the best-loved, most well-remembered games have these segments. A good designer genuinely understands this. As games progress and developers make moves to "streamline" their games and take out the "annoying" bits and provide only the attractive "fun" bits, these are the titles and sequels that end up feeling bland, watered down, missing "something", and ultimately unmemorable. Adversity is important to life, you cannot only have the good or else it means nothing. Or, to put it a better way: overcoming adversity IS what's truly satisfying.

>> No.10801625

How anime depicts dungeon crawls
https://www.youtube.com/watch?v=s62jQbjOdrw

How jrpg depicts dungeon crawls
>two steps
>fight
>two steps
>same fight
>heal with potion
>two steps
>same fight but with one more goblin
>heal with potion
>two steps
>same fight but palatte swap
>two steps
>same fight as the first
>heal potion
>out of heal potion
>warp out to town and buy 99 potions
>two steps on world map
>fight but this time the goblin had d. in front of its name

>> No.10801685

There's no difference between randomly encountering jrpg enemies and running into draugr in skyrim. But low IQ shitters can't engage with abstract stuff so it makes them get pissed off

>> No.10801692

>>10799928
My mom said you can't call me that word, even if we are online

>> No.10801734

>>10790960
>Random encounters are not, and have never been "dangerous".
wrong.

>> No.10802019

>>10801685
>enter room
>kill daugers
>no more daugers

>two steps
>random battle
>two steps
>random battle
>two steps
>random battle
>two steps
>random battle

I guess they are the same if your are brain damaged

>> No.10802072

>>10800730
This gets it. The game is made to be a challenge, that's the point. Those random encounters are there to test your ability to manage resources and figure your way through tough areas. But it seems there are a lot of people who want to feel like they experienced the game without challenge so they grind to make it easy.

>> No.10802127

>>10802019
>two steps
The only JRPGs that have encounter rates like this are the SMT games and the trap rooms in FF2.

>> No.10802139

>>10789750
That’s not what a gimmick is.

>> No.10802157

>random encounters are difficult
Lol. Lmao.
I would love to see jarpig babies try literally any genre of game that has any level of difficulty.

>> No.10802176

>>10802072
>press A button
>win

Wow. Such tactics. Christ, even sports bros play have more tactics in madden

>> No.10802517

>>10789750
1. You are using the word gimmick wrong.
2. You are implying mid development they said "Too many random encounters let's add an airship!" Clearly airships were a plan from the start as the world structure would be impossible to navigate without one. If they thought encounters were too hig they would just tweak one number in the code and lower the rate rather than do what you think and program a whole new thing that requires it's own graphics, debugging etc.

Once we get rid of the mistakes you made your post is just qq random encounters. Yes, yes. We had this conversation decades ago and so most jrpg from ps2 onward have done work around. Go plus those instead of whine they haven't patched a bunch if 30 year old offline games.

>> No.10802528

>>10802176
You're pretty bad at reading. If you don't go out of your wsy to grind and make it easy, the just pressing A mindlessly will lose the game.

>> No.10802556

>>10802528
What I think he's trying to offer is, that not only do you make more complex strategic decisions in Madden, once your done setting up your play you also must execute it in real time, which involves good reflex's and hand/finger coordination on top of making split second decisions to execute your play correctly. It is definitely more complex than most jrpgs battle systems. Not that I hate jrpgs or anything.

>> No.10802559

>>10802556
Infer*

>> No.10802592

>>10802556
I wouldn't disagree with that. Most sports games are pretty meaty gameplay wise. They get bad raps because a lot of video gamers don't care for irl sports.

I was coming at it from the angle of saying just pressing the A button to win doesn't mean much when the important part is when and how you press it. Technically you could say the same thing about chess. In one sense all you have to do is point and click A to win, but it's also much more complex than that.

>> No.10802605

>>10802556
This anon understands

I mean if you like your "numbers go up" games then great. But stop trying to jerk yourself off like your a master tactician when your only choices are swing sword or buttchug magic portion.

Srpgs are better at that then just two step random battle rpgs

>> No.10802610

>>10790052
1,2, & 3 were charming. 7, 8, & 10 were nice variations that fit their games well. the rest are trash. as much as i hate the shitty fanservice girlfriends they hamfisted into the psx era games, aeris' theme was possibly the best music in the series.

>> No.10802626

>>10802605
I don't think anyone is trying to claim playing rpgs without grinding requires you to be a master tactician. But rather that beating an RPG without grinding requires more than just mindlessly hitting attack for every encounter.

>> No.10802641

>>10802626
Have you read this thread? You got anons pretty much claiming that because muh dungeon crawl obstacles.

>> No.10802659

>>10802641
I've only skimmed it, to be honest. That is a little funny if so, and I would definitely agree Srpgs are typically much more complex.

>> No.10802727

>>10790694
>the people who play ultima, m&m, ad&d, arena, and eye of the beholder can't handle a jarpig
>give them this trash instead
why were japs so arrogant in the 90's?

>> No.10802905
File: 48 KB, 182x270, kaeli-mq.jpg [View same] [iqdb] [saucenao] [google]
10802905

>>10802727
They weren't targeting the tiny crpg audience. That would have been retarded. Yes even more retarded than what they did. CRPG fans were either already playing JRPGs or were a lost cause (sweaty nerds looking down at casual consoles, etc). The first crpg ever to crack a million sales was Baldur's Gate in 1998, a threshold Final Fantasy had cleared back in 1987.

Mystic Quest was trying to appeal to younger kids who hadn't ever played any RPGs before and didn't know anything about them. They weren't after sweaty neckbeards they were after the kids playing Mario and Zelda.

>> No.10803423

>>10802659
>That is a little funny if so,
It's not true. That other anon is massively exaggerating what people ITT are saying about encounter attrition. Not sure why, either he's too stupid to understand or weirdly insecure.

>> No.10803460

All of the fun in a turn based jrpg battle system comes from devising and optimizing a strategy for your team. To that end, random trash encounters serve no purpose.