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How do you like your world map?
I never really saw the point in the expansive FF style world map, there's never anything to do except walk in a straight line (and look for secrets at the end, I guess). I'm all for either a small world that's fully walkable like Zelda or some kind of instant travelling system, like train stations or something. Although to be honest it's such a minor part of most RPGs that I don't mind either way. But I would rather avoid the whole "seven towns = the entire world" thing!
EDIT: Also, Mario style map = awesome
EDIT: Also, Mario style map = awesome
How often do you run from battles?
I run a lot when the encounter rate is too high. I know it often means I'm underlevelled later on but there's nothing more annoying than getting out of a fight, walking five steps further and getting attacked again before you even get to the other time of the room. I want to get on with things, damn it! Even if your battles are super-awesome, I don't want to fight them every ten steps. Actually, come to think of it, I usually just delete games full of random encounters. To hell with 'em.
I also do it - less often - when I find myself in an area too tough for me. This happens sometimes, for example, in the non-linear segments towards the end of FF6 and Chrono Trigger where you can often accidentally walk into a dungeon earlier than you're "supposed" to. I don't like when that happens, non-linear games sound cool but in a stats-based RPG you've got to have some kind of levelling up system for the enemies, otherwise it just gets annoying when every dungeon is either laughably easy of horribly hard.
Well, I doubt many people would carry on further into the dungeon if they're running from every battle. I'd say running is just an in-game method of pressing reset; you get out of there and go grind XP somewhere else, just like you said. I don't think the player should ever be in a situation where he has to quit, reload, and "do it properly". It's really immersion-breaking and feels like the designer just wants to make you suffer. And what if you haven't saved for a while? There should be an escape route in the game. Run commands, smoke bombs, escape spells and suchlike are just a nice, neat way of doing it.
I also do it - less often - when I find myself in an area too tough for me. This happens sometimes, for example, in the non-linear segments towards the end of FF6 and Chrono Trigger where you can often accidentally walk into a dungeon earlier than you're "supposed" to. I don't like when that happens, non-linear games sound cool but in a stats-based RPG you've got to have some kind of levelling up system for the enemies, otherwise it just gets annoying when every dungeon is either laughably easy of horribly hard.
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Chances are if you're someplace with enemies that outclass you to the point where you need to end battles early, to me a more rational solution would be to reset the game and build more levels in a safer area.
Well, I doubt many people would carry on further into the dungeon if they're running from every battle. I'd say running is just an in-game method of pressing reset; you get out of there and go grind XP somewhere else, just like you said. I don't think the player should ever be in a situation where he has to quit, reload, and "do it properly". It's really immersion-breaking and feels like the designer just wants to make you suffer. And what if you haven't saved for a while? There should be an escape route in the game. Run commands, smoke bombs, escape spells and suchlike are just a nice, neat way of doing it.














