I feel kinda dumb missing that spider in Xenoblade as I am way past that party level in the game. Would someone mind telling me where that horrible spider thing is?
In the upper-right hand part of the map, Clifftop Bayern.
Running away in RPGs will always remind me of running from the X-ATM092 in FFVIII - painful if you mess up what you're doing.
If you're a "badass"/someone-who-had-the-patience-to-grind then you murdered that thing with your powerlevelled GFs (but I seem to recall you get a lower SeeD ranking for disobeying the withdraw order.
I've never tried it, to be honest, just when you're beating on it during a normal playthrough I get the feeling that it's pretty HP heavy!There's nothing difficult about the Spiderbot, it doesn't require power grinding.
Especially in a game where limit breaks are easily exploited.
You get more points for beating it anyway, they add a special stat to the tally.
I feel kinda dumb missing that spider in Xenoblade as I am way past that party level in the game. Would someone mind telling me where that horrible spider thing is?
PAPER MARIO: STICKER STAR is probably the biggest offender of this. Half the time running away just WONT work. And when you're trying to save stickers and not fight every enemy, it gets annoying fast.
The whole game is annoying. Soon as I realized that there's NO incentive to fight any enemies I put down the game.
I know it's silly but man does that piss me off. I am corrently playing Pokemon Black 2, and I'm trying to walk through this creepy house and every damn step I get caught. I don't really feel like battling so I try to run away.
Fucking Ratticate is like naw bitch we fightin. Like a dumbass I keep trying only to die. I pop a repel to get through it but nope still attacked. The worst is Zubat and his confuse ray spam.
Shit gets me heated. I get the point that you can't just run away but it makes me hate some Pokemon lol.
good shit
I think that many RPGs balance 'running away' very poorly; I suspect it's generally added as an afterthought without being properly thought through.
There's basically only two ways out of a fight (Okay, three, but I'm guessing 'player death' is not regarded as an acceptable option to the player in many cases!): Run away or defeat all the enemies.
The problem is that *failing* to run away means sacrificing an entire turn, and on some games taking *increased* damage for that; a turn where the enemies can freely attack you with no fear of repercussion. And, of course, sacrificing a turn means you make no progress towards the *other* form of ending the fight, defeating all the enemies; I've had many titles where, realistically, I could have defeated all the enemies had I not been spending so long attempting to run away, instead!
It gets worse for games where you can't run away if characters have certain negative states; sleep/petrify, whatever. That means not only do you sacrifice a turn by running away, you *also* run the risk of gaining a debuff which means you can't retry after you fail!
Run Away, basically, is often too risky an option. Let me reiterate: The tactical choice which is intended to minimise the danger to your party is in itself risky. That's an entirely counterintuitive structure. All too often it's *safer* to just keep plugging away and hope they run out of health before you do. That can't be good design.
Yeah, failing to run away sucks. Here's a segment of a post from the FF 25th anniversary thread:
I think that many RPGs balance 'running away' very poorly; I suspect it's generally added as an afterthought without being properly thought through.
There's basically only two ways out of a fight (Okay, three, but I'm guessing 'player death' is not regarded as an acceptable option to the player in many cases!): Run away or defeat all the enemies.
The problem is that *failing* to run away means sacrificing an entire turn, and on some games taking *increased* damage for that; a turn where the enemies can freely attack you with no fear of repercussion. And, of course, sacrificing a turn means you make no progress towards the *other* form of ending the fight, defeating all the enemies; I've had many titles where, realistically, I could have defeated all the enemies had I not been spending so long attempting to run away, instead!
It gets worse for games where you can't run away if characters have certain negative states; sleep/petrify, whatever. That means not only do you sacrifice a turn by running away, you *also* run the risk of gaining a debuff which means you can't retry after you fail!
Run Away, basically, is often too risky an option. Let me reiterate: The tactical choice which is intended to minimise the danger to your party is in itself risky. That's an entirely counterintuitive structure. All too often it's *safer* to just keep plugging away and hope they run out of health before you do. That can't be good design.
yep, that's what inspired me to create the xenoblade gif. Was my first time trying to do it.
That level 80 Beast dude freaked the hell out of me the first time I saw him just wandering about, minding his own business. It's really early in the game and the first open area iirc so it came as a bit of a shockI died from this. Yeah I can avoid the lvl 80s beast dudes sitting around but this fucker here surprise killed me. What a dick.
I agree it can't become a tactic you can execute 100% of the time, but maybe it should be a skill you could improve at over time.running away must stay risky. just allow instant escape for weak trash.
If running is nigh-impossible, Estoma/Repel/Enc-None that bitch or stratergize that running is impossible and work around it.
There is reason to run; the inherent danger of turning ones back on a dangerous enemy to flee makes the above make sense, no? You seem to be describing why it makes sense, thus putting evidence in favor of it BEING good design.