> On Wed, 31 May 2000, Pablo Vasques Bravo-Villalba wrote:
>
> > > I really hate it when in RPGs pictures are loaded whenever you talk to
> > > someone. First disadvantage is that the music is interrupted, second
is
> > > that the spinning up of the drive will take time, independent of how
> > > little data is loaded.
> >
> > Well, you can keep the drive spinning beforewards.
> > Most Japanese games do this.
>
> They don't do that on Japanese machines. They simply overwrite #FD9F which
> some machines need to spin down the drive.
I think it's often done on purpose.
> > > These kind of graphics are cool, and I would like to see them in an
engine,
> > > just not for every character.
> >
> > It could be an option: if you have 256Kbytes, you
> > have character portraits; if not, you don't have.
>
> Yes, that's a good option.
>
> > > Personally, I think that invisible enemies are not a good idea. I
didn't
> > > really like that in DS6. And even in DS6, enemies can become visible,
> > > either after you flee from them or after using an item. Also, the
enemies
> > > in caves and villages were always visible.
> >
> > Well, could it be a designer's option?
>
> Ofcourse it should be. The issue was that an engine that only supports
> invisible enemies would be simpler to make. But I wouldn't like such an
> engine is.
>
> Actually, you can create invisible enemies easily in an engine that
doesn't
> support it directly: use sprites that are all transparant pixels!
Maarten, owwww, that's really nasty!!! LOL
What a waste of good speed man!!! You're an animal :) :) :)
> > I personally
> > don't like RPGs with visible enemies. I think characters
> > shouldn't be able to normally avoid battles, unless there's
> > some item which allows them to do it.
>
> Boss monsters make sure that players will want to fight some enemies to
> gain experience. And fighting should be fun, so players don't really want
> to avoid monsters. But when you've already killed dozens of a certain kind
> of monster, it is nice if you can avoid them.
True.
There still exists 'bad smell stuff' in LW. However, because all enemies are
visible, its use got kind of lost. The 'bad smell stuff' is invented
especially for RPGs in which the enemies can't be seen.
> > I always enjoyed "random" battles,
> > like those in Dragon Quest, Dragon Warrior, Final Fantasy,
> > Phantasy Star.
>
> I don't like the random battle system in FF7. If you come back to an area
> that you first visited early in the game, all the same monsters are still
> there. It is odd that enemies that are much too weak will still try to
> attack the characters. There should be a kind of rule "if enemy_level <
> player_level - 10 then no_battle".
Yes, good point. Magnificent!
Write it down people.
At some point they don't give any experience or hardly any money anyways...
> Dragon Slayer 6 solved this by clearing all monsters in an area once the
> storyline there was finished.
The previous one was much, much, much better.
> > Of course, I won't try to change your
> > opinions, but let me explain: if you are allowed to use
> > control skills to avoid (or chase) a battle encounter,
> > this shifts the game's focus.
>
> You are right about this: avoiding enemies on the map is an "action type"
> skill, which is different from what you usually do when playing RPGs.
It doesn't outrule the option I think...
~Grauw
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