As someone who was going to buy a Switch for this game, im now absolutely turned off by reading about the random battles as it's not for me. May be stupid but I stay away from RPG's with random battles. Wish all the enemies were on screen ala Chrono Trigger, Setsuna, etc. Oh well.
As someone who was going to buy a Switch for this game, im now absolutely turned off by reading about the random battles as it's not for me. May be stupid but I stay away from RPG's with random battles. Wish all the enemies were on screen ala Chrono Trigger, Setsuna, etc. Oh well.
As someone who was going to buy a Switch for this game, im now absolutely turned off by reading about the random battles as it's not for me. May be stupid but I stay away from RPG's with random battles. Wish all the enemies were on screen ala Chrono Trigger, Setsuna, etc. Oh well.
I was very disappointed with the random battles, but the battle system is very good.
Not ideal, but of my favorite RPGs was Tales of Phantasia and had random battles, and I have a pass mostly for having a great battle system. So I am taking the same approach here.
I liked it better when I thought you could only boost regular attacks. Boosting specials makes it easy and a bit less strategic
Chrono Trigger had surprise battles as well as visible enemies.
The random battles in this aren't too bad.
I really don't see the benefit of Random battles compared to specifically designed encounters. If there was a lesson to take from Chrono Trigger, it was that.
I hate when you have enemies on the map. They're just unavoidable traps so often or there are just too many.
I prefer to take my chances with random battles provided that the encounter rate is not stupid
Can i somehow see what side quests i have accepted?
Mh, I somehow like this theory about the name of the game:
Every letter is the starting character of one of the Protagonists.
Mh, I somehow like this theory about the name of the game:
Every letter is the starting character of one of the Protagonists.
Mh, I somehow like this theory about the name of the game:
Every letter is the starting character of one of the Protagonists.
I liked it better when I thought you could only boost regular attacks. Boosting specials makes it easy and a bit less strategic
Btw the others have their eyes closed, I wonder if you have to meet them first to unlock them
Man, I'm playing the Primrose path and kept going west till I hit what I assume is the final dungeon of the demo. Pretty challenging! I wish the game had some kinda fast travel or resting away from inns, the grind is a bit long. In the survey I asked them to add a turbo button, walking is way too slow.
Mh, I somehow like this theory about the name of the game:
Every letter is the starting character of one of the Protagonists.
There is a run toggle button (forget which one it is) but yeah even that could be sped up a bit.
This isn't the fault of the system itself so much as its implementation. My issue with Random battles is that once the possible set of encounters in an area is exhausted, then it's just pacing ruining repetition at that point and many JRPGs have limited enough encounter sets for that to happen.
I don't think you're an old man yelling at clouds, but I don't really get this at all, either. If you're skilled enough at battles to go from boss to boss with minimal grinding, why is that a bad thing? And if the battle system is fun enough for its own sake, which I think it is in this game, then I wouldn't consider it a chore to turn up encounters "just to grind" -- because it's fun.It seems like as more impressions come in I'm trending more into old man yelling at cloud territory but I'm going to reiterate my hope that they don't allow for people to simply turn off enemy encounters for dungeons they haven't previously cleared. It's convenient, yes, but also completely trivializes the purpose of having dungeons at all. There's no need to prepare your party or stock up for anything aside from boss fights if you can just turn encounters off and retreat back to an inn as soon as you run into trouble halfway through. There's no opportunity cost to exploring and gathering all the items, and no sense of accomplishment in reaching the other side. At that point the whole battle system just boils down to a series of boss battle "gates" with normal enemies being relegated to a player convenience existing solely for grinding's sake, which I find odd when explicit grinding is typically something that's frowned upon in most RPGs. Would people get the same feeling if they had an action game where you could simply turn enemies off and just run through an empty level to reach the end?
More options are always good. Bravely Default allowed you to turn off random encounters, but you can completely ignore that option. Actually, the game was still designed assuming you never did (for example, there were actually character abilities that helped you avoid random encounters)I have to disagree, I think the fact that you can boost literally any action (aside from Primrose calling in supports, I guess?) opens the game up to the player having to make a lot of different decisions. Do you boost for multiple attacks in order to break through an enemy's guard quicker and leave them stunned for the next turn, or take a few lumps while you whittle their guard down so you can blow your BP on a single level 4 powerful shot once they are broken? If you have a character that's hurting, is it worth having them use an item to heal immediately, or have them boost-defend so that you can heal them with a more powerful spell from an ally later?
I hope you can boost-flee too, lol.
It seems like as more impressions come in I'm trending more into old man yelling at cloud territory but I'm going to reiterate my hope that they don't allow for people to simply turn off enemy encounters for dungeons they haven't previously cleared. It's convenient, yes, but also completely trivializes the purpose of having dungeons at all. There's no need to prepare your party or stock up for anything aside from boss fights if you can just turn encounters off and retreat back to an inn as soon as you run into trouble halfway through. There's no opportunity cost to exploring and gathering all the items, and no sense of accomplishment in reaching the other side. At that point the whole battle system just boils down to a series of boss battle "gates" with normal enemies being relegated to a player convenience existing solely for grinding's sake, which I find odd when explicit grinding is typically something that's frowned upon in most RPGs. Would people get the same feeling if they had an action game where you could simply turn enemies off and just run through an empty level to reach the end?
(Also I think some people are misremembering or underestimating just how many hidden/unavoidable encounters were still present in most Chrono Trigger dungeons.)
I have to disagree, I think the fact that you can boost literally any action (aside from Primrose calling in supports, I guess?) opens the game up to the player having to make a lot of different decisions. Do you boost for multiple attacks in order to break through an enemy's guard quicker and leave them stunned for the next turn, or take a few lumps while you whittle their guard down so you can blow your BP on a single level 4 powerful shot once they are broken? If you have a character that's hurting, is it worth having them use an item to heal immediately, or have them boost-defend so that you can heal them with a more powerful spell from an ally later?
I hope you can boost-flee too, lol.
It seems like as more impressions come in I'm trending more into old man yelling at cloud territory but I'm going to reiterate my hope that they don't allow for people to simply turn off enemy encounters for dungeons they haven't previously cleared. It's convenient, yes, but also completely trivializes the purpose of having dungeons at all. There's no need to prepare your party or stock up for anything aside from boss fights if you can just turn encounters off and retreat back to an inn as soon as you run into trouble halfway through. There's no opportunity cost to exploring and gathering all the items, and no sense of accomplishment in reaching the other side. At that point the whole battle system just boils down to a series of boss battle "gates" with normal enemies being relegated to a player convenience existing solely for grinding's sake, which I find odd when explicit grinding is typically something that's frowned upon in most RPGs. Would people get the same feeling if they had an action game where you could simply turn enemies off and just run through an empty level to reach the end?
(Also I think some people are misremembering or underestimating just how many hidden/unavoidable encounters were still present in most Chrono Trigger dungeons.)
this game makes me wish the Switch had stereoscopic 3D
Is there any boss to fight at the Shrine dungeon? If not, I think I've done everything I can in the demo. Great stuff.
There isn't.
This is an interesting point because it deals with how much control do you want to give the player. It was talked not so long ago because of the comments from that designer about Splatoon 2 and them knowing how to make for an enjoyable experience. Which is funny because I found BoTW to be one of the most "do whathever you like" games out there, even though that's one of the approaches I feel more in line with western design philosophies and development in the open world genre.
In my opinion it all reduces to this: if I let you choose the rate of encounters, will you enjoy the game more? If that's the case, then by all means, implement it. If the players will have more fun avoiding normal battles and confronting bosses while being underleveled, why wouldn't you let them do it?
What were people's thoughts on the random encounter slider in the Bravely Default games? Was it usable in all areas, and did it trivialize the difficulty? Haven't played them so I can't comment, but I was under the impression that it was an appreciated feature.
What were people's thoughts on the random encounter slider in the Bravely Default games? Was it usable in all areas, and did it trivialize the difficulty? Haven't played them so I can't comment, but I was under the impression that it was an appreciated feature.