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That feel when you can't run away from battles

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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.
 
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.

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.
 
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'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!

Maybe I should next time I replay that game.
 
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?

It's an early area,
The Gaur Plains. The spider is quite a bit higher in level than the regular enemies. 20-30 maybe, was a while ago since I played it.
 
15 floor run into Tartarus

Hmm everything is going really well. I haven't been in any danger.

lalalalalala oh there is a shadow time to hi....oh shit i missed AH

ENEMY ADVANTAGE

oh ok this shouldn't be too bad there is only 3 enemies.

MAGARU
MAGARU
MAGARU

3 party members die.

FUCK

*tries to run away

YOU CANNOT ESCAPE

DEAD

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCCKKKKK
 
Never really been an issue from me, since I basically never run from battles.
I figure, the more battles I get in, the stronger I am, and eventually it's more of a pain to run away from a battle (which can sometimes fail) than to just kill whatever I'm fighting.
 
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.
 
The whole game is annoying. Soon as I realized that there's NO incentive to fight any enemies I put down the game.

And, yeah, pretty much this on that matter too. I had asked in the OT, and someone had commented that getting in more fights got you more coins at the end of the level, but, battles just seemed like a waste of time, since I was just wasting stickers and not getting any particular rewards for it, other than coins to buy other stickers. I like battles to produce some sort of more meaningful result.
 
I hated it in Dragon Quest VIII. I am farming for metal slimes, so I don't want to fight regular slimes. But no, I can't escape from lv.2 enemies while I'm a lv.30 tank. And the battle animations are so slow. Fortunately, the chance to escape seem to rise after a failed attempt, and you have 100% chance on your third try.
The best way is still having a 100% chance from the start, like Wild Arms 3 or Final Fantasy X. Or like FFXII and Xenoblade, fighting monsters in the same area and just literally running away.
 
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.

OP, you do know why you couldn't run or use repels, right? You can only run if your Pokemon is faster than your opponent, so switch out to something faster and run. And Repel only repels Pokemon that are lower-leveled than your lead 'mon. So put something high-leveled in the top spot.
 
While everyone is posting RPG incidents, my gripe is the original Assassin's Creed. Once in battle, it was hard to disengage and run if you needed. I used to pantomime Altair's fighting stance and his struggle to exit battles for the people who shared my pain haha.
 
I think you mean "that feeling when"

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.

Great post. Need to escape because you know the enemy is too strong? There's a chance you won't and things just got tougher.
 
If running is nigh-impossible, Estoma/Repel/Enc-None that bitch or stratergize that running is impossible and work around it.

Yeah, failing to run away sucks. Here's a segment of a post from the FF 25th anniversary thread:



LoGNOPE.gif


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.

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.
 
yep, that's what inspired me to create the xenoblade gif. Was my first time trying to do it.

I died from this. Yeah I can avoid the lvl 80s beast dudes sitting around but this fucker here surprise killed me. What a dick.
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 shock :)

FYI the xenoblade gif is taken from an IGN play-through, they also died :D
Even in xenoblade, running away can't always save you.

running away must stay risky. just allow instant escape for weak trash.
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.

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.

Agree with this too. Fleeing from battle can be treated as a spell you cast on the enemy, then if you "miss" you face the consequences, same as missing with any other attack during a fight.

But I think most importantly, the best way to deal with fleeing is to minimize random encounters, which is what Xenoblade does best. You see the enemy before they see you, unless it's intentional like in the spider gif. Xenoblade goes a step further and notifies you when enemies become aware of you, which can be enough time before they reach you/attack to allow you to get away.
 
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