HOW OFTEN DO YOU RUN FROM BATTLES?
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You know sometimes I wish the enemies run away from you when you're too strong for them *cough*persona3*cough*
I mean what's the use of fighting weaklings when you're just roaming around an area looking for stuff 8D
I mean what's the use of fighting weaklings when you're just roaming around an area looking for stuff 8D
Yeeeahh, agreed.
When i play a game for a long time straight, there's always a point when i can't be assed and i start running away. This is usually a bit before i turn it off.
When i play a game for a long time straight, there's always a point when i can't be assed and i start running away. This is usually a bit before i turn it off.
I try not to, as I tend not to grind so I'm usually under-levelled. But sometimes you need it when you're running low on supplies, health and all that, and it's really a pain when the only times you want to run are the times that it's hardest to run. Of course most people here said the same, so I figure that shouldn't be too much of an issue in your games. Basically, I don't want it to take longer to run than it would have to just fight, even though I didn't want to.
I usually do something like a 100% escape chance, and sometimes even running from a boss battle. I don't always and they'll be back at full health and stuff when you return, otherwise it'd be too easy.
And please be kind to poor Ocean and have save points before a boss battle. :<
I usually do something like a 100% escape chance, and sometimes even running from a boss battle. I don't always and they'll be back at full health and stuff when you return, otherwise it'd be too easy.
And please be kind to poor Ocean and have save points before a boss battle. :<
I will run from battles when they get too frequent or when they are pointlessly hard. One thing many game designers seem to overlook is that, unless you are fully healing the player after each battle, the enemies shouldn't be on EXACT PAR with the players. That is to say: they shouldn't be able to withstand the same number of hits or spam effects that last after battle, et cetera. One thing that annoys me a great deal is when poison is worthless for the player to use because it sucks in battle but then it lingers afterward, causing the player to have to waste MP/items healing it. It just makes the balance swing way to far toward the monster. I am pro challenging battles, but they should be decisive and short and the designer should realise that part of the challenge of random battles is the fact that they wear the player down, in addition to being difficult in themselves.
The best dungeons are ones where, as you approach the exit, you are short on items, low on HP, and out of MP. If anyone has ever said "THANK CHRIST" out loud when they see that exit onto the worldmap at the end of some dungeons, you'll know what I mean. The worst dungeons are ones where you suffer all of those symptoms I listed, but you're only halfway done the damn dungeon, meaning you're terribly underleveled. I always try to balance my game for about 1.2x difficulty based on how much experience someone running through the game will get. This, hopefully, keeps people from running from all but a few battles, although I have other incentives to keep people fighting (so for example the game is based on the assumption you'll be on level 12 where someone who is rushing through the game will only be on level 10).
It's very hard to balance a game well enough to ALWAYS have the encounters line up with the characters, so it's best to leave in the run option in case the player runs into unforeseen consequences.
The best dungeons are ones where, as you approach the exit, you are short on items, low on HP, and out of MP. If anyone has ever said "THANK CHRIST" out loud when they see that exit onto the worldmap at the end of some dungeons, you'll know what I mean. The worst dungeons are ones where you suffer all of those symptoms I listed, but you're only halfway done the damn dungeon, meaning you're terribly underleveled. I always try to balance my game for about 1.2x difficulty based on how much experience someone running through the game will get. This, hopefully, keeps people from running from all but a few battles, although I have other incentives to keep people fighting (so for example the game is based on the assumption you'll be on level 12 where someone who is rushing through the game will only be on level 10).
It's very hard to balance a game well enough to ALWAYS have the encounters line up with the characters, so it's best to leave in the run option in case the player runs into unforeseen consequences.
If there's a "diary" or something that keeps your battle records, then I never run, or it'll look like that:
BATTLES FOUGHT: 147
BATTLES WON: 146
WIPED OUT: 0
FLED: 1
But in the New Game+ runs in Chrono Trigger I often ran away.
BATTLES FOUGHT: 147
BATTLES WON: 146
WIPED OUT: 0
FLED: 1
But in the New Game+ runs in Chrono Trigger I often ran away.
Let's see here...
From general, common jrpgs and RM games, I tend to run away from about 40% of battles...maybe a little more. Usually, the times I run is either because the enemy is too difficult or I simply don't want to fight at that moment.
However, I've been playing Paper Mario: The Thousand-Year Door recently (yes, for the first time ever) and I've, so far, only run from about 3 battles. No joke.
Now, in a game like pokemon, I fight EVERY single trainer I find. Of course you can't run from trainer battles, but it is possible to avoid contact with them...essentially meaning you're running away from the challenge.
From general, common jrpgs and RM games, I tend to run away from about 40% of battles...maybe a little more. Usually, the times I run is either because the enemy is too difficult or I simply don't want to fight at that moment.
However, I've been playing Paper Mario: The Thousand-Year Door recently (yes, for the first time ever) and I've, so far, only run from about 3 battles. No joke.
Now, in a game like pokemon, I fight EVERY single trainer I find. Of course you can't run from trainer battles, but it is possible to avoid contact with them...essentially meaning you're running away from the challenge.
I'll usually only run from battles if it's in, say, a beginning area that I have to walk through a lot and the monsters aren't worthwhile (like if you're taking in 50EXP from a fight and your next level isn't for another 30000EXP).
I start running from battles constantly if the game is throwing thousands of random ones at me, and I am for some reason still playing it. Some times I run from battles to keep myself underleveled so the game is actually challenging.
post=102733
If there's a "diary" or something that keeps your battle records, then I never run, or it'll look like that:
BATTLES FOUGHT: 147
BATTLES WON: 146
WIPED OUT: 0
FLED: 1
But in the New Game+ runs in Chrono Trigger I often ran away.
Worst feeling ever. Beating a game simply to have that splotch on your record.
i seem to recall you couldn't run in legend of the philosopher's stone...
that pissed me off, seeing as the enemies got pretty trivial after a while.
that pissed me off, seeing as the enemies got pretty trivial after a while.
This has been an interesting read. As a young lad I did run from battles in RPGs a lot which I have since changed my ways. It did get me thinking of the two most underused 'cliche' commands though (cover and Run). I think a few encounters that should be ran from would actually make things interesting. Like a slasher stalking the party or something that you have to run from in battle to get to an item to defeat them.
Since it is something that is primarily used due to laziness/boredom it would be interesting to create situations where it could be used as a viable solution to a tactical problem more.
Since it is something that is primarily used due to laziness/boredom it would be interesting to create situations where it could be used as a viable solution to a tactical problem more.
bob, I like that - a really challenging monster that you SHOULD run from but that you can take on if you dare. See: Geondun.
The best dungeons are ones where, as you approach the exit, you are short on items, low on HP, and out of MP. If anyone has ever said "THANK CHRIST" out loud when they see that exit onto the worldmap at the end of some dungeons, you'll know what I mean.
Yes. This is so cathartic.
post=105386
Yes. This is so cathartic.
Then you die on the overworld because you didn't use a tent!
Whoops. Remember: don't put really hard enemies right after bosses. Your players won't forgive you.
When a game has a boring battle system I usually run most of the time and try to see how far that gets
me in the game before I have to start leveling up. Then i'll start running again.
The Dragon Quest series has an incredibly boring battle system so I run a lot.
But games like Chrono Trigger and romancing saga I play almost every battle.
me in the game before I have to start leveling up. Then i'll start running again.
The Dragon Quest series has an incredibly boring battle system so I run a lot.
But games like Chrono Trigger and romancing saga I play almost every battle.
post=105592
The Dragon Quest series has an incredibly boring battle system so I run a lot.
But games like Chrono Trigger and romancing saga I play almost every battle.
I really don't get how CT and DQ's battle system is different gameplay-wise.
CT to me was an amazing game but the battles were generally way too easy. It wasn't anything special to me in the battle system but I still love that game.
@mary4d: I've got a log in my game but I did lots of strange things with random rewards that coincide with said log. For instance you get Stat boosting items such as strength ones for fighting x number of battles but for running away you get speed boosting ones :P little tiny things that just make me gidy I suppose
@mary4d: I've got a log in my game but I did lots of strange things with random rewards that coincide with said log. For instance you get Stat boosting items such as strength ones for fighting x number of battles but for running away you get speed boosting ones :P little tiny things that just make me gidy I suppose
I really don't get how CT and DQ's battle system is different gameplay-wise.
They have HP, MP and the attack command, that makes it SO SIMILAR.
post=105719
but for running away you get speed boosting ones :P
if you're using rm2k/3, you've got a real problem on your hands with that. the agility stat is broken, ergo granting free speed boosts will eventually make your game trivially easy. that is unless you've carefully spaced out the bonuses/etc.

























