MANAGING RPG TOUCH ENCOUNTERS
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post=103015post=103011B-but, what if I want to fight?
While some battles will be skippable and battles never respawn, there are level caps for each chapter of the game. You'll know when you don't need to fight any longer.
You can revisit remixed versions of dungeons you've finished, featuring more difficult enemies and a higher level cap.
post=102795
edit: alternatively, defeating all the encounters in an area could unlock a chest AND remove monsters from that map in the future, whereas leaving a few means they'll breed and be back before you know it. Hey why not monsters are frisky devils!
totally stealing this idea btw
I don't mind touch encounters. I like being able to run or sidestep. I don't know why people seem to hate them here. Random encounters make me sick.
However, in an action RPG (like mine), there's no such thing as "entering" a battle encounter. You're always able to attack if you're somewhere where there is monsters.
Long ago when WeaponSoul was going to be 3D (years ago), I had a system where you would walk around the 3D map as a classic sprite (ala Grandia). It was like this in towns and parts of dungeons where there aren't enemies. However, once you walked into some area or close enough to where there will be enemies to fight, the camera would change and the sprite would fade into an actual 3D character model and you would be able to fight enemies like an action game.
It was a really cool idea and a cheap trick to make it so I only had to model the main characters and enemies in 3D, and the majority of everything else could be character sprites. It made for a nice touch and I might do something like this in the far future again.
However, in an action RPG (like mine), there's no such thing as "entering" a battle encounter. You're always able to attack if you're somewhere where there is monsters.
Long ago when WeaponSoul was going to be 3D (years ago), I had a system where you would walk around the 3D map as a classic sprite (ala Grandia). It was like this in towns and parts of dungeons where there aren't enemies. However, once you walked into some area or close enough to where there will be enemies to fight, the camera would change and the sprite would fade into an actual 3D character model and you would be able to fight enemies like an action game.
It was a really cool idea and a cheap trick to make it so I only had to model the main characters and enemies in 3D, and the majority of everything else could be character sprites. It made for a nice touch and I might do something like this in the far future again.
Tyrano fortress wasn't bad, so much. It was mostly that it totally deviated from CT's regular pace in terms of battle-explore-battle (which was great) that it just SEEMED bad.
All I remember is the throne that you could sit on.
Touch encounters 50% of the time is just another way of 'monsters standing in your way all the time that you can't avoid'
In situational areas of the game, yes. All the time? Nah, shit sucks.
I'll tell you a game that surprisingly handled touch encounters well, and simply. SaGa Frontier 1 and 2.
I'll tell you a game that surprisingly handled touch encounters well, and simply. SaGa Frontier 1 and 2.
post=103146
I don't mind touch encounters. I like being able to run or sidestep. I don't know why people seem to hate them here.
Simply, some people just hate everything. :\
The Sword and the Fish is one of my favorite RM games, but if it had touch encounters, it would've been 20x better.
post=102786
Finally, how do you balance the numbers on each map? How do you make sure the players will get enough exp, or maintain the progression? Do monsters reappear on the map once you leave it? How do you prevent grind abuse?
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I think it's alright to have a certain amount of mandatory encounters, just enough so that with an experience point/level system the characters are reasonably strong enough to take on the bosses. By choosing to avoid all battles the player is effectively setting the game to "hard mode". Beating Xenosaga 1 while under leveled was very difficult and rad. It's fun if avoiding the monsters on the field takes some skill or thought, and field interaction affecting the battle itself is always a plus.
I wouldn't have monsters respawn, grinding is dumb and I think it's a design flaw that games allow people to just blow 6 hours killing mobs so they don't have to think or try very hard to overcome the challenges you've created. I have seen so many times in FAQs or LPs where the guy is like WELL THIS IS PRETTY HARD SO MAKE SURE YOU GRIND TO X LEVEL FIRST but it's easily doable at a much lower level if the player is competent.
post=104033
I wouldn't have monsters respawn, grinding is dumb and I think it's a design flaw that games allow people to just blow 6 hours killing mobs so they don't have to think or try very hard to overcome the challenges you've created. I have seen so many times in FAQs or LPs where the guy is like WELL THIS IS PRETTY HARD SO MAKE SURE YOU GRIND TO X LEVEL FIRST but it's easily doable at a much lower level if the player is competent.
I absolutely adore Etrian Odyssey 2. I mean, I grind a lot because I have something like seventeen guildies, but MAN each party (even if it's made up of almost all the same classes in some cases) plays totally differently. I'll own a set of monster groups with one party, then play another and suddenly I develop a new strategy that works just as well, even at a lower level. Then you get L5 Climax.
In EO2, the party builds YOU.
(EO2 has a hard mode as well: all of it.)
























