HOW DO YOU LIKE YOUR TOUCH ENCOUNTERS?

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My favourite Field-On Encounter (this term might already tell you what game they're from, if not, read the capitals) are ones that seem highly unavoidable, but can be bypassed with the right movement (or hunted down if they run away). Generally, they're tougher than the random encounter enemies in the same area, to the point that defeating them the first time you meet them is flat-out impossible (unless you were really paranoid with leveling or had your group specifically set up to beat them).
author=halibabica
It's being implemented exactly the way I described. I don't really consider it a feature that can be abused, though. It's more a convenience for the player so they don't have to run all over the place to grind a little. It takes the tediousness out of tracking down enemies to fight, and even with other setups, the player is free to fight as much as they want (it's just less convenient).

Errm, to clarify, I was talking about that "press shift to instantly respawn" switch, sorry. I was thinking that could be easily abused if your players somehow found a quick and easy routine for grinding on some specific battle (even if they are randomized, except if those battles have a low encounter rate). But if you can fix this, it's definitely a possibility!
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
author=calunio
You do know that monsters respawn when you leave and return to the map with erase event, right?

Plus, using a 30s timeout is a lot, it would be the same as erase event unless you have a really big map.

Also, you can't have what Ocean said without erase event.


The person can do this.

Upon death it goes transparent, switches that event out with one you can walk over and press enter on, and still switches back in a given set of time so no Erase Event function needs to happen. But maybe also code in something so it gets harder and harder upon re-spawn until you leave the map and come back. So the more times something re-spawns in a row, the stronger the fights and the less exp you gain.

Maybe if possible, have it based on your level. So say you're level 2. You fight it once, it re-spawns into level 4 based monsters and go from there. This should make it harder to cheat it by standing in the same place as it gets harder and loses exp, and only fixes when you leave the map.
halibabica
RMN's Official Reviewmonger
16948
from Thiamor
Maybe if possible, have it based on your level. So say you're level 2. You fight it once, it re-spawns into level 4 based monsters and go from there. This should make it harder to cheat it by standing in the same place as it gets harder and loses exp, and only fixes when you leave the map.

I don't know why one would consider this cheating. Grinding isn't cheating; it's a choice of play style. It's also a tedious, annoying one if you're not doing it by will. That said, I think punishing the player for choosing to grind isn't a good idea.
halibabica
RMN's Official Reviewmonger
16948
Thanks, F-G! The first half of your post tells me you didn't read the rest of the OP, but the second half presents some interesting ideas. I'll consider these things when I get around to actually placing the encounters on the maps. A little diversity in behavior goes a long way.
Remember Lufia 2? That game got the basics of touch encounters perfectly. Review Lufia 2 and how it does it and if you make your touch encounters worse then quit and try again.
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