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droning_in_my_ears

droning_in_my_ears@lemmy.world
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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.

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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?

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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.

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Nice try, pickpocket

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With different diameters so where would it be on the Y axis?

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Where would a penny-farthing go?

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What about all the lions vs all the lionfish?

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Can’t get rid of it if I tried

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