I can't think of a single reason why I'd prefer random battles.
This, who in the world would pick random encounters over visible encounters at all!?
I can't think of a single reason why I'd prefer random battles.
On a side note, more recently, I feel like Octopath Traveler was injured by having random battles (and no way to avoid them except for the very endgame reward which is just plain ridiculous).
Eh it wasn't really good enough in my opinion, and it also hogs a slot for more important things as the game progresses. It's really later on in the game and the post-game where I felt random encounters were worst - the game encourages you to explore and then punishes you by throwing random encounters at you with no way to completely avoid them.The Scholar job's first passive reduces the encounter rate so low that you can reliably go entire screens without an encounter.
That's acquirable at the very beginning of the game.
this is the first game I thought of when I see people say visible encounters are always better lol
This, who in the world would pick random encounters over visible encounters at all!?
Both, like in Etrian Odyssey.
The tension of getting into a random battle while trying to run away from a visual enemy is unmatched.
I think it was in EO3 where there was a room filled with a ton of visual F.O.Es that would only move towards you after a turn in a battle, so you had try to finish battles quickly or you'd be ambushed and surrounded by them. I hadn't saved in a while and barely survived taking them on back to back to back since I had no araidne threads lol.
That's some terrible game design. Want to get into the SaGa series but I've seen a several terrible design choices that turn me off.
I prefer visible encounters.
The only downside is that if you DO want to battle, you usually have to exit and reenter the area for them to spawn again, whilst random encounters is infinite, and can be beneficial when grinding
But adding visible encounters to the traditional style Pokemon games would completely upset the game balance, because you could just switch Pokemon before every fight so that you would start every fight with a type advantaged Pokemon.
While I vastly prefer visible enemies, that's not necessarily true. With random encouters you might have the possibility to turn it off entirely for easy exploration. While you can avoid enemies when they are visible, it can be annoying to do so in a few instances.There are zero positive aspects of random encounters. Literally zero.
There's no reason why that same thing couldn't be done with visible enemies, and some games even have a system in place to let you automatically skip battles against enemies sufficiently below your level if you run into them.While I vastly prefer visible enemies, that's not necessarily true. With random encouters you might have the possibility to turn it off entirely for easy exploration. While you can avoid enemies when they are visible, it can be annoying to do so in a few instances.
The Scholar job's first passive reduces the encounter rate so low that you can reliably go entire screens without an encounter.
That's acquirable at the very beginning of the game.
Ultima was doing Visible Enemies AND in-battle movement in the 80s. What the fuck was most JRPG devs' excuse?
Hardware limitations of the NES PPU, if memory serves.
Why was this still going on after Chrono Trigger and Earthbound showed that we had moved past this limitation? "Tradition".