For sure, enemy variety is important.
For sure, enemy variety is important.
I agree FF style turn based combat is boring. I mean games that have an auto button that plays it for you are admitting it.
That’s why I like games that have more creative combat that blends different genres. Undertale has some turn based, some realtime bullet hell. Battle network has a real time grid based with card game elements.
There’s so much you can do but so often devs fall back on choose from menu watch cutscene.
Haha I have thought about that too actually. Mainly because my career path and favorite hobby were both decided by small random moments. It’s definitely made me more open to new experiences.
I also hate grinding but sometimes I get addicted to it. Like my lizard brain likes watching the numbers go up. I recently loaded an old save in final fantasy and saw my level at 99, health at 999/999 and gold at 999999 and was like “I don’t remember grinding any of this”. It happens in a trance.
I agree these games made big improvements but I still see them as bandages to the inevitable problems that came with random encounters. There’s no undoing the interruption of flow you know.
I think it’s a tradeoff though like I said. Because I don’t know how you can have a combat system as cool and creative as say Undertale (blending turn based and realtime bullet hell) or battle network (blending turn based, real time and card game) without it being completely separate from the overworld.
Good point. I guess it is 2 things I’m talking about.
I think battle transitions are a tradeoff. They free combat but at the cost of interrupting flow. If you don’t do anything with the freedom they give you and you just make the same tired pokemon style choose from a menu combat it’s not worth it.
I haven’t played any CRPGs and I’m not familiar with them. Any recommendation of an intro to the genre?
But many of your points are still familiar. Trivial encounters feeling like an annoying waste of time, items or abilities that control the encounter rates, etc.
I think making regions safe is a great idea but I would want it tied to a challenging side quest. Like maybe you can intentionally fight a harder version of an area’s enemies to make it safe?
That’s a good point. Trivial encounters feel like a grindy and annoying waste of time. I guess it doesn’t necessarily have to be that way though.
I also think Final Fantasy falls too much on the old turn based choose from a menu, watch a cut scene system, when there was room for something more interesting. That’s just taste though I guess. I haven’t even played any other than Final Fantasy I and Tactics Advance maybe they changed.
Nice try, pickpocket
Is it a vet?
Because demographics
I think the cgp grey video about thought germs gives a high level overview
What do you expect? You’re on lemmy. Half the userbase is doomers, dude.
It seems you’re allowing one person to talk on behalf of a whole group a lot.
Orange is light brown
You reminded me of the loading screen in “The Stanley Parable”. There’s text that reads:
“The end is never the end is never the end is never…”
And it wraps around the screen. Fitting for that game.
There there. Idk is the best cure for meanness on reddit, kindness on Lemmy?
Probably not because we humans tend to focus on the negative. But nonetheless I hope your day improves.
A single shoot for everything like the cloaca sounds terrible though