Thread #12425036
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So I started replaying Popolocrois Monogatari after dropping it for 2 years and now I remember why I dropped it.

Every few steps you have an enemy encounter, that wouldn't be an issue if you could run away consistently but that's not the case! You have to fight the enemies- they are not easy - while saving your mana for the boss. Also there's almost no save points in the dungeon
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>>12425036
>they are not easy
you have all the pieces you now just have to put them together
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>>12425041
I don't want to grind enemies, I want to be able to flee encounters properly, not failing 8 times out of 10
High encounter rate + Almost impossible to flee consistently = not fun
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>>12425036
>You have to fight the enemies- they are not easy - while saving your mana for the boss.
You just answered your own question - the point is to make you play around the resources you have available, defeating enemies using only what you need instead of just brainlessly going all out against everything.
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RPG is all about ressources management

Both short term (the fight itself) and long term (dungeon),sadly the modern RPG have forgotten about the long term ressources management it's one of the reason of their crapiness
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RPGs are designed to waste your time while giving you the least amount of content possible
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>>12425098
>while giving you the least amount of content possible
I guarantee your favorite game has less content than all the good rpgs.
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Some of it I think was padding so japanese kids could have something to do unsupervised own while learning about quick math and mild strategy.
I still like random encounter rpgs, there's a middle ground where it's reasonable. Things like picrel can also be used to good effect in games with slightly high enc rates.
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>>12425036
At least your game has multiple battle themes. It was making me listen to the same one for sixty hours that always drove me insane.
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>>12425036
Poor balance, and probably poor RNG. See, there are two ways to handle random battles.

One is "pure random", each step gives you an X% chance of an encounter. It may have a "cooldown" to prevent consecutive battles due to bad luck. The other is "step count" which is where a random number is picked between a fairly narrow range, and it counts down to the battle.

Both of them get absolutely mogged by symbol encounters.
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Coming from the western angle, having random encounters and no quest exp (or other alternative forms of exp gain) is just dull. If you play baldur's gate 1 at least 75% of your xp is from mobs but the random encounter chance doesn't matter. I played the whole game saveskipping every random encounter
It's a thing about pacing the exp required for 1 to max. It is why Everquest is much duller to play than wow because in 1 level of eq you've done a fraction of gameplay than what you wouldve done in wow. Grinding is just not fun, atleast without external incentives
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>>12425052
>>12425036
You're supposed to purchase and use consumable items to heal or do bonus damage. It is a gauntlet you're supposed to provision for.
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>>12425036
Non shitpost answer: devs in the 90s were determined to pad their games out as much as possible or else they'd be "rental fodder", i.e. take longer to beat than your typical Blockbuster rental period, so you had bullshit like insanely high random encounters and unskippable moves to lengthen the playtime as much as possible. Japanese devs were particularly sensitive to this, so much to the point that some major publishers actually tried making game rentals illegal.
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>>12425395
>Japanese exclusive RPGs were designed to 'combat rentals'

Wow, you're such an expert. Please tell me more about this Japanese rental market.
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>>12425036
I'm done with old random encounter RPGs. I will never touch another.
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>>12425036
JRPGs are for patient people.

Fortunately I'm super-patient. I always read all manuals and every piece of dialogue and never skip anything.
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>>12425330
There are lots of potentially different ways to handle random encounters, depending on what dynamic you want. Definitely more than just two. And the two you brought up don't really differ much in practice unless you're using savestates or RNG manipulation; especially if there's a cooldown and iteration limit (iow after X steps with no encounter, you get one no matter what).

In reality the random factor can be part of an equation with as many factors as you want. You can reduce the encounter rate as you win more encounters then increase it again based on time passed. You can change the encounter rate based on where you are on the map, or the state of the party and equipment they're wearing. You can simulate invisible roaming mobs. There are tons of possibilities.
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>>12426106
That and even the Dragon Quest system does not fall into either category he mentionned. Not to mention other systems exist like Deep Dungeon 3 which decreases the encounter rate depending on the player's level relative to the difficulty of the area, to the point that if you're strong enough there are no more random encounters (only set ones)
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Do zoomers have some type of brain damage that makes them not want to actually play games? I see it in non-retro shit where they just want to run to the next story point or boss and avoid the rest of the game, and in rpgs they want to avoid the actual gameplay loop the genre centers around. Its like wanting to skip all the enemies in contra or some shit.
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just grind levels or get items lmao, jrpgs are essentially idler games
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>>12425052
>flee
only cowards flee. fight every enemy like a man.
of course, zoomers don't understand that.
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>>12426151
this, you have to love the grind
if you don't enjoy grinding you don't like jrpgs, simple as
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>>12426231
Fleeing is fine, especially when its the correct move. Fleeing every encounter because you just want to get to the next story point is more tedious than actually trying to enjoy the game.
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>>12426427
I argue otherwise. In most jrpgs your level is sort of the "difficulty setting."
If you're overpowered compared to the mobs and bosses the game will feel like an idle game. If you're underleveled with decent equipment and have to use more than just attack or the big spells, that's where jrpgs shine IMO.
I want to get to a boss room and feel like I'm about to lose, then barely scrape away on top. It can be as exciting as you make it.
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>>12426231
>only cowards flee.

Enter
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>>12426117
Anon JRPGs stopped having random encounters 20 years ago.
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>>12425854
It was for the American market:
https://en.wikipedia.org/wiki/Nintendo_of_America,_Inc._v._Blockbuster_Entertainment_Corp.
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In NES or SNES games the battles were quick as there were no loading times and short, if any, battle animations, so as long as you were quick with the menuing, random encounters would be done in a matter of seconds.
It all changed in the CD era, but I guess the random encounter rate remained from the old games, without adjusting to new technologies right away
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>>12426117
>Do zoomers have some type of brain damage that makes them not want to actually play games?
Its worse than that, they have a type of brain damage where they feel compelled to play games they arent interested in and complain the whole time all in an effort to kill time or add a game to a list.
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>>12425098
and Asian people love them for some reason (autism maybe?)
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>>12426763
wait is this true? I wouldn't know because I'm too old to play new games
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>>12426117
It's just short attention span
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>>12426117
>>12428220
Its even worse than that. Not only do some whale thousands of dollars (the kind that spends alot on drugs). They use them to skip time ahead in life. The equivalent of drinking a 6 or 12 pack so you do not think about being alive
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>>12426763
Falcom RPGs didn't have random encounters in the 80s either.
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>>12428323
I'm ADHD as fuck and I've always seen games like RPGs as a great outlet for hyperfixation, its more like they just dislike having to actually interact with shit. It just needs to be a constant stream of dopamine for as little effort as possible, and we used to only see that kind of shit in the people who weren't smart enough to gamble but were too addicted to not leave slot machines.

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