WeepingAngels said:
NPC009 said:
WeepingAngels said:
Yes, being able to adjust the encounter rate at will is like cheat codes I have actually used over the years. If you use the ability to crank up the encounters and stay in an area grinding and then later completely turn off the encounters because you grinded enough in an earlier section, you break the flow of the game. There is a reason why you will only find this option in a spin off FF game and not in a mainline game.
Uh, most recent Final Fantasies had enemies visible on the screen, many of which you could avoid if you wanted to...
We weren't talking about this.
But you brought it up?
And really, what were you trying to prove? Of course a game can't have a slide to control random encounters if it doesn't have random encounters in the first place.
Also, just because something was always done a certain way doesn't mean it's the best way to do it. Random encounters and having battle take place in a different environment were just a way to use the limited power of early systems efficiently. The encounter rates, experience points etc were set to give the player a sense of progress without having them go through the game too fast. (Some developers were better at that than others...)
Ah yes, the old 'but older systems couldn't handle action games' myth. Not that it's relevent to our discussion anyway.
That is not what I'm saying. There were limits like how many objects you could have on screen at the time, that's one of the reasons random battles took the shape they did. And it's not just turn-based games that do this. Action-RPG's like most of the Tales games also confined the player to a special arena during battles, because this is much less of a burden on the hardware. The fluid exploration-to-battle you see more often now is a very recent thing.
And I'd say this is very relevant to our discussion. Hardware limitations affect how games are designed. When you've only got so much to work with, you need to find short cuts to make the most of it. (And that's not just a thing of the past - it's something developers still struggle with every day.) The random battles we love to hate/hate to love evolved out of limitations and clever thinking. Understanding why they came to be is important if you want to look at how they could/should evolve.
But why would that be the only right way to do it? People have been making games easier by overleveling ever since that was a possibility. You could easily defend that this is a way people enjoy their game. So why not give players the tool to have that experience hassle free? And even if you give them that tool, the players who don't want to use it won't be affected as long as you make sure the game is balanced at the normal encounter rate.
I already discussed this. I like to overlevel and this tool is irresistible for me to use. It also breaks the flow of the game if you use it to overlevel. It breaks the flow of the game if you underlevel too because at some point you will have to stop to grind. [/quote]
So, you being unable to resist certain urges makes something bad game design?
But why is that the proper way? 'Because it's always been that way' is not a good reason.
I never said that it's the proper way because it's always been that way. I am not saying that X is the only proper way, I am saying that letting players control the encounter rate from the beginning through the menu is NOT the proper way. Many games have built in cheats that can be activated through a console command or a button combination but putting your cheats right in the damn menu... You know, even the Lego games make you work to unlock the cheats.
Plus, you were grinding in Final Fantasy 8 with the regular encounter rate by the sounds of it.
Yes, what's your point. You are having trouble staying on topic here. I didn't double my encounter rate and I didn't turn encounters off until grinding was unnecessary. [/quote]
Okay, I'll simplify it as much as possible for you.
1. You like to grind.
2. You grinded to get stronger in FF8.
3. You think grinding in FF8 is okay.
4. You think grinding in other RPG's is bad.
See how you're not making sense? Your problem has nothing to do with encounter rates. Encounter rates are just a variables in the equation that is grinding.
Grinding = spending time repeating the same actions to make the game easier
FF8 grinding = drawing and otherwise obtaining spells to boosts stats and such
Bravely Default grinding = fighting battles to gain points to increase job levels and gain skills
It's both grinding. The only difference is that the encounter rate is much more relevant to one game than it is to the other. Also note that you can still grind in Bravely Default if you never increase the encounter rate. The slide just let's you waste a little less time if you do decide to grind.
So really, it's looking like you're the problem, not the game. And you being terrible at controling yourself is a terrible reason to not include a handy little feature.
If you can crank up encounters then you are obviously strong enough.
Uh, no? Lots of people grind a little to gain a few more levels because they felt a little too weak for the current area/boss.
The auto battle speeds it up and does all the work for you. You do that for awhile in each area and by midgame you may be able to turn encounters off for the rest of the game. You think that's the flow the developers intended?
It's an option they give you. You do not have to use it. The developers put it there for you to use to shape the flow to your own liking. If you want to grind, well, there's an easy way to increase the encounter rate. If you think you're strong enough to go straight to the boss or just don't want to spend a lot of time fighting while visiting an old location, you lower the rate or switch encounters off entirely. That's what they intended.
Again, note that there are many games out there who let you do the exact same thing early with cheap spells and items.
Also, autobattle is a thing in many games and has been for a long time. And heck, elastic bands + controller = ... Or hey, remember those controllers with programmable buttons?
I thought we understood that in game cheats (like controlling the encounter rate in the menu) are not the same as external cheats like using a Gameshark or a turbo controller.
How are they not the same? They're all shortcuts. You can use them if you want to or not. What exactly is wrong with making the game fun for yourself?
Game designers are not perfect. They screw up from time to time. If there's an easy way to fix an unfun part of the game, why not go for it? Heck, this is actually one of the more popular parts of PC gaming: if gamers don't like it, they fix it themselves with mods.
And really, even if they didn't screw up and you just know you'll have more fun by playing the game slightly differently from intended, there's nothing wrong with that as long as you're not bothering other players (which is, fortunately, a non-issue in single player RPGs). You paid for the game, so you decide how you want to play it.
It doesn't make the game more fun, that's my point. Controlling the encounter rate and grinding are not one in the same. Grinding is grinding and many people love to do it, I do but controlling the encounter rate just makes it too easy to abuse grinding and ruin the flow of the late game.
It doesn't make the game more fun for YOU. Most players don't compulsively and/or obsessivily grind when giving the opportunity.
Or are you one of those salty people who thinks people are only allowed to enjoy a game one way?
I don't know what this means. Thinking a feature is overpowered should not get one labeled in this way. What if you could just go into the menu of Super Mario Bros 1, 2, 3 or World and just turn invincibility on at will? More fun?
You labeled the feature over-powered based on your own poor control of your urge to grind levels. If you want to argue something is a game design flaw, you also have to consider how other players might percieve it. And, you know, be self-aware enough to know when you're grinding...
Oh, and there are many old games that do feature some sort of invincibility cheat because people found them fun. Sadly, build-in cheats seem to have gone the way to the dodo, so now, when possible, gamers mod in convenient and silly stuff themselves instead.