Would a cupcake make you say otherwise FP?
id have to agree though, it gets annoying late game/dungeons![]()
Not too different from seeing a new type of monster appear out of the fog, behind a hilltop or showing up on the horizon. Then, the excitement you get from wanting to check if you can beat it, while you at the same time are a bit afraid to poke it with your pointy object. Finally, you decide to go for it, and your entire party rushes in with their weapons drawn.
everything is wrapped in gray
i'm focusing on your image
can you hear me in the void?
yeah...but theres a seperate feeling when you first enter an area and have no f**king idea how the enemies are, in the other system, you at least have an idea what the enemies look like, in the RES you have no clue till the first battle.
Its to make you spend atleast half an hour trying to get the item which gives no encounters. Its makes it worthwhile when you get that![]()
And once you recieve it you realise how ashamed of yourself you are for using it and take it off and bask in the glory of random encounters, hacking away at innocent animals such as rabbits and stray cats (and the occasional chocobo)
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Kefka's coming, look intimidating!
Have a nice day!!
There's never been an FF game where you can't flee from 99% of random encounters. Personally, I like them, because it adds a challenge to the game that makes it worth playing.
This is a signature.
Or I could not waste my time playing that pile of crap when the vastly superior FFXII exists.
Random battles don't make games more challenging, only more annoying. Go play FFXII; easily the most challenging game in the series since FFIV or V, yet there's no random encounters. Everything you mention about being on the edge of your seat when you get into trouble, trust me it's still there and a lot more fun. Instead of worrying about running into a random battle you have no control over that could cut your game short, you worry about the monster that really isn't that far away catching a glimpse of you and not being able to run fast enough to get away, or running into a group of monsters you can't sneak around. I'll say that this is more fun anyday of the week. I'd much rather be in control and on the edge of my seat than worried about a totally random game mechanic screwing me over.
^^Relax man. Why worry over random battles? I dont see why non-random battles are any funner unless if the encounter rate is much too high or the enemy strengths are poorly matched to your own.
The skill is to prepare yourself for any possible random enemy that can come before you run around and get attacked. You need to be prepared for anything.
Whenyou see the enemy on screen, you can adapt your battle setup before you fight them.
Both ways are different. I find both ways interesting.
I can't say how you could call XII remotely difficult. Sure the PSX games weren't extremely challenging, but in FFXII I never had to go below 2/3 mana on a boss.
When I was supposed to go to Sword of Kings place (which name I can't remember the spelling of) I accidentally went to the Feywood and didn't notice till I explored the entire map that I wasn't supposed to be there. That was the difficulty level I think would be appropriate for the game.
To level up. If we could choose to not fight monsters randomly we wouldn't be ready for some of the boss fights.
Str8 Pimpin'
Random encounters can get annoying for me when I'm trying to get to a certain location or just want to explore for hidden paths/invisible walls, although this would be less iritating if FF games actually had dungeon maps, at least then you would know where the exit was and could seek out the treasure without going back and forth. The only time random encounters have any importance for me is in the final dungeon or if the enemies drop anything usefull.
A few things that would make random encounters less boring would be if they were spread out so you had an encounter every 10-20 steps against a semi-tough enemy instead of every 4 or 5 against a weakish enemy that is just time wasting and dull to fight as they other no serious challenge. This was a problem with the extra dungeons on DoS, the encounters were too frequent and usally against nothing but Goblins and Scorpions, it destroyed the enjoyment after a while.
So, seeing a new monster on a separate screen before fighting gives you a completely different, much more awesome feeling than if you see a new monster on the field screen, is that so?
Makes no sense to me. A new monster is a new monster, no matter how I first get to know it.
everything is wrapped in gray
i'm focusing on your image
can you hear me in the void?
Moogle Charm get.This has buggered me for many years now: why in the world do Square constantly use the random encounter system?
I guess it's supposed to force the character into leveling up the characters.
BUT, you know what?
Do you know of the game Secret of Mana?
That game consists completely of optional battles: you can pass the VISIBLE enemies if you want to, or you can fight them.
AND you can even stop fighting them in the middle of the battle; you don't have to finish it.
AND - that system made me fight MORE enemies than I ever do in FF games, because I knew I could choose it myself whenever I wished to.
In FF games (and lots of other RPG:s in general) enemies just show up randomly all the time.
IT'S SO ANNOYING!
Why, WHY do Square always use this stupid system?
Don't give me this "the consoles can't handle visible enemies", because lots of RPG:s for the SNES use visible enemies and optional battles.
Anyway, the random encounter system seems to be a trademark of FF games. Square released Chrono Trigger, which had enemies totally visible and then you'd engage them, right there. No screen shift, no swishing sound or anything. And you mentioned Secret of Mana. Square has released MANY games that employ systems other than the random encounter system. And every FF game (as far as I know) gives you the opportunity to run from most fights. Sure, it's difficult in many of the games, and still annoying to have the screen go "swoooooooosh" while you're making a mad dash to the save point, but the option exists and the system adds challenge to the game.
So Square has many games with no random encounters, but the FF games have a few things that hold them together. Cid, Airships, Chocobos, and apparently random battles.
As I said, Moogle Charm. Get it and you'll find satisfaction.
That trademark "swoosh" is one of the worst sounds in the history of gaming.
Anyway, the first FF draws a lot from Dungeons and Dragons, which is basically a random-encounter overworld (generally at the DM's discretion) with a turn-based battle system. In fact since DnD laid the framework for early RPGs, you see that system employed in a lot of games and game series that date back to the early days of programming and game design. Since the system was "part of the series" it stuck even when we now have the technology to employ more complex encounters and battles.
Basically, in the beginning of computer gaming, when maps were thematic representations of where your characters were traveling, random encounters made a degree of sense. You weren't seeing the environment intimately, just being given a framework for guiding your party. Nowadays, when you're moving your party through a 3D environement that is essentially trying to provide a true (if artistic) representation of the world you're traveling through, an enemy should not appear out of thin air and attack you.
So I for one, hope it goes away. The "off-screen spawning" system is significantly better IMO...as long as you can make the monsters undertake sensible actions besides walking around in circles or back and forth endlessly down a cooridor when you're not battling them.