I said the majority not all. I played DQ9 and it wasn't good that enemies seem to infinitely appear around you when standing still and not all games with visible encounters are necessarily better than ones that are invisible, but I'd take being cornered with several enemies that I can't run off (some JRPGs handle it better by making you pass them temporarily or even make those enemies you escaped disappear) than spammed every few steps of never ending fighting just to move from a point to another, exploring or just even trying to progress when you're stuck in a game.
Eh I disagree. I say both cases are equally bad.
Enemies cornering you means you are not given a choice anyway whether to fight or not.
Also I don't think you understand what I meant by DQ7 enemies on field. In DQ7 enemies can spawn on top of you right after battle and trigger the next battle immediately.
You are not even being cornered, you are just forced to take next battle without even pressing any button.
My favorite implementation for visible monsters on field is actually Romancing SaGa: Minstrel Song.
The game actually builds a mechanic for field exploration allowing you to use skills to sneak around monsters.
Also each type of monster has movement and sight pattern which you can abuse to avoid encounter.
Now that is the type of encounter mechanic I can behind.
The usual monsters visible on field giving illusion of choice is no better or worse than usual random encounter system.
I think people here has irrational hatred against turn-based even though it's just another game design choice.
It can be good if done well just like any other game mechanic.