TONFA'S PROFILE

your DRAMATIC Moldovian uncle

Search

Filter

Is it just me, or are battles where it all goes wrong for RM games?

Pfft Rudra will always have the best naming conventions.



E: Also X-2 uses ATB with variable charge and recharge times, a number of CTB systems also do this. It owns

Why does dying have to suck?

Mass status effects can definitely be abused to make for a very cheap kind of encounter. Take the Shadow Hearts series for example. Fights are utterly laughable until out of nowhere something hits you with a 100% mass Petrify attack. Did you block Petrify today, kids?!

...

Beekeeper

not the bees

Anyway, bear summon could be powerful but have a chance of catastrophic failure.

The Main Event(s)

This is pretty cool, yes.

GRS I DEMAND EXPLANATIONS

gotta catch em all im a pokemon vantage master

GRS you're not off the hook yet

Why does dying have to suck?

post=133626
However I don't think it's possible to be underleveled in FFVIII since everything is scaled to your level in that particular entry.


Everything scales with level to the extent the game is easier the lower your level is.

Why does dying have to suck?

post=133620
post=133610
It all depends on what you mean by "grinding". If you skipped all the fixed/random encounters in the dungeon and enter the boss underleveled, then it's your fault. On the other hand, if you fought every fixed/random encounter thus far, get a game over, reboot, and try it with the correct strategy....then there may be a problem.
Then the Final Fantasy series has a problem. Because I often find myself underleveled and out-classed when I fight the bare minimum of necessary encounters.


People (myself included) have pulled off all kinds of low-level/whatever madness challenges in those games, so they certainly are more tactics than brute force oriented.

Why does dying have to suck?

post=133583
I have games like this too, but in the standard menu-driven RPG all too often the options are actually: 1. Give up; 2. Acquire better numbers without actually getting better; 3. Wade through useless crap imposed on me by a death penalty until I have the chance again to try to get better.

If you die in a dungeon and literally the only way you can do better is grinding, it's an issue of terrible design, not the system used.

Edits galore: "Cautious play" means not mashing attack or BIGDAMAGESPELL on everything

Why does dying have to suck?

post=133570
Right, but you're about to take those injuries again.

Not if you escape at the beginning, other than for a possible turn one scrape.

If the run rate is not 100% it gets even worse, you can retry until escaping succeeds on turn one.

EDITaaghcrazestopstealthediting: NOT allowing an escape is a whole different ballgame, but you can still "optimize" each battle with Retry assuming normal fights are relatively short.

Why does dying have to suck?

post=133568
post=133566
post=133564
...read both sentences? Who cares if a person retries in a normal battle instead of escaping?
Reduces the threat value of normal battles significantly if you can just indefinitely retry them, if the system is not save anywhere.

EDIT: okay I realize this is not the case in Diablocide 3000 but still, completely brushing off normal encounters is a pet peeve of mine.
But what about ESCAPE? In <almost any other RPG here> you can ESCAPE battles.

You've already taken injuries though, as opposed to Retry->Escape which just undoes it all.

EDIT: It reduces threat because you don't even have to think about the fight/run decision if you can just retry the fight.

EDITMANIA: If you escape on turn 1 that is your tactical decision, good for you