LIGHTNINGLORD2'S PROFILE

The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.

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[Poll] A poll and discussion about random battle encounters: how they may be implemented.

author=kentona
what if we removed all exploration and made the game a long straight tube?


Having no sidepaths or other kind of scenery means there's no real room for random encounters - instead, fixed encounters at determined points are more sensible. It should mean you're limited in how much exp you can get like in Fire Emblem. A linear path is one thing, but I don't see any point in making the player backtrack/loiter on it.

[Poll] A poll and discussion about random battle encounters: how they may be implemented.

On optional challenges - First, there's a thing called the Oberoni Fallacy which states that a ruling is still bad even if it is optional or can be removed. It shouldn't need to be removed if it were intact. Still, I'm fond of gameplay altering settings that can provide greater or different kinds of challenges.

On combat vs. exploration - The simplest way to ensure more exploration would be to portion the dungeon into more areas/maps/regions etc. which have different encounter tables. Another is to simply make more bosses - World of Warcraft has 4+ bosses even in the lowest level instances. Beating bosses for dungeon loot rather than collecting treasure chests is both more challenging and more satisfactory. Not to mention WoW doesn't let you get xp on mobs 5 or more levels below you.

What are your favorite (base) enemies ?

My favourite default enemies in MV are the elemental spirits - they have been turned into fanservice for VX and VX Ace, but now they're back to a more XP-like design (totally adorable).

Discussing turn-based gameplay

I've said this on page 1 already, but there's one thing you can do in turn based games that you'd be hard pressed to get done right in a real-time game system, which is micromanagement. Handling 4 characters in as real-time environment with unique stats, equipment and skills is already pretty daunting in real-time even with a pause function, but it surely will become nigh impossible if you have to control 15+ at once. Yet Fire Emblem, Advance Wars and Battle for Wesnoth can handle this amount (and more!) perfectly well.

Discussing turn-based gameplay

The fact that combat can look a bit iffy in turn based is often a tradeoff people are willing to accept when you're controlling a two digit amount of characters. Also, I never saw any complaints about this stiffness from players - it only ever came from developers.

[Poll] A poll and discussion about random battle encounters: how they may be implemented.

author=Shinan
author=Zachary_Braun
It should be noted that the random encounter is not a technical limitation at all, seeing as to how it originated in an environment completely devoid of technical limitations: the tabletop RPG.
Though let's be honest tabletop random encounters are also incredibly outdated.


I'd agree that handcrafted encounters are not only more fun to players for the most part, it's also much more fun to design as a DM than filling up encounter tables (and also much easier). Randomness used sparingly can greatly spice up otherwise mediocre encounters, though (what if that orc's battleaxe turns out to be a +2 Two-hand axe of Inferno? How about the forest where you fight off a wolfpack has a bunch of traps set by hunters or fey?).

Discussing turn-based gameplay

In another topic, there's an extensive discussion on random encounters in RPGs. I feel many misconceptions about it also apply to turn-based games: People think it's a technical limitation and that it has no place in modern gaming.

What I'm trying to bring forth in this topic is how the turn-based gameplay lost its appeal, how it can be corrected (preferably not by timing events) and what caused the trends that made people think turn-based is bad.

[Poll] A poll and discussion about random battle encounters: how they may be implemented.

PSA: Menu-based combat and Turn-based combat are two different things. Kingdom Hearts is the former but not the latter, while Hearthstone is the latter but not the former.

Still, discussing turn-based gameplay is better for another topic.

First of all, there's nothing wrong with taking away player control - enemy behavior, hazard placement, hit stun, NPC actions, fundamental forces such as gravity etc. are all things the player has no control over. The problem with randomized things is that in the above examples, the player is able to read these uncontrolled properties and can play around them.

I really do agree that the fundamental problem is not the encounter method, but rather combat itself. Many old school RPGs give you far too few options and don't give the enemies anything interesting either, meaning that combat is almost entirely determined by stats alone.

[Poll] A poll and discussion about random battle encounters: how they may be implemented.

I clicked old school because the encounter method itself is rarely a problem - it's the fact that random encounters are so incredibly easy that there's zero effort to kill them on an even level (or sometimes even when severely underlevelled). The core problem of why grinding is so commonplace in RPGs is because bosses (or other types of difficult enemies) don't have anything that can be counterplayed - all the player can do to improve their chances is grinding levels or gathering materials.

However, random encounters themselves become annoying and unlikable when the enemies become repetitive. For instance, if you go through a dungeon in Pokémon and encounter six different species among 20 encounters, it won't feel as annoying as when 15 of them were Zubats, even if the encounter rate is the same in both runs.

[RPGM VXACE] Using AGI in hit formula

I'd rather not use the subtractive formula for calculating hit rates - having too high AGI can easily make your character become impossible to hit! Instead, you could use (self.agi+10)/(user.agi+10) as a multiplier to add to the hit rate. It makes a difference depending on whose AGI is higher and prevents AGI stacking from going out of control. The +10 is there to prevent an advantage at low levels from being too severe.