View Full Version : Fleeing
Again, I never bothered with fleeing except for using it during test play and while playing other games.
Is there an option to turn fleeing on and off?
Karr Lord of Chaos
10-13-2009, 09:45 AM
fleeing is very hard, and generally not worth it. if the enemies your fighting are too hard then chances are you couldnt run away even if you wanted to. there is a command to prevent the player from fleeing but i think its more to prevent the player from using escape dungeon magic. its like prevent escape and its on the last page of the event commands.
Draygone
10-13-2009, 03:27 PM
I think (but I'm not certain) that fleeing depends on if your party's average speed is higher than the enemy party's average speed.
Also, you cannot flee any event battles, even if they're not meant to be bosses.
Dallas Alvis
10-25-2009, 10:36 AM
That seems to me how it works and yeah, flee doesn't work in event battles. Kinda makes the button worthless in a game with a non-random encounter feature for combat.
Draygone
10-25-2009, 04:34 PM
Which isn't all bad. It means that part of the challenge can come from simply trying not to accidentally bump into that randomly wandering enemy. Which isn't as easy as you'd think.
orius
10-26-2009, 03:16 AM
Yeah, you could use event battles if you don't want fleeing, just don't give the event a graphic and it'll look like a random.
Personally, I prefer games to have a viable "flee/run/escape" option. There are times when I really do not want to fight some crap. This is directly proportional to the number of powerful spells or status attacks it can inflict on me and indirectly proportional to gold and experience rewards. And originally, it was kind of a resource management thing that went back to tabletop games; in classic D&D, the object was to gain experience, not necessarily to kill things, and treasure was always worth more than kills. Players would avoid tough encounters because there was the risk of death, and wandering monsters seldom carry anything good on them. And the boss fight wasn't exactly standard yet. Unless the DM was an ass that wanted to slaughter them, they party would get away if they tried playing it smart. So especially in older games, it becomes a matter of judging the encounter; do you spend limited spells/items on an enemy and not have enough to make it to the end of the dungeon, or do you try to run, and hope you don't get hurt too much? Sometimes I prefer this to fighting every last damn enemy I encounter.
Problem is that video games don't use human judgement. So the simplest way to determine escape chance is to use some kind of percentage I think. Some games use more complex algorithims. The thing is that the computer is a slave to to RNG, and will force that encounter down your throat whether you want it or not if the RNG comes up bad. Not good if you're hurting and want to get out NOW.
Visible enemies kind of change the dynamic. You can avoid them, but if the PC in the game gain significant leveling boosts, you don't want to skip too many and not have the levels you need. If the PC's abilities are more important, and aren't directly gained though leveling, then levels are less important. Same goes for equipment. What I really hate though are the enemies you can see, but the walkable areas are so narrow that you can't squeeze by them and have to fight the damn things. Made worse when you can see damn well it's something you want to avoid.
Draygone
10-26-2009, 07:12 AM
Yeah, you could use event battles if you don't want fleeing, just don't give the event a graphic and it'll look like a random.
I'd certainly hate it if a game did that to me, though. It'd be like the random encounters in the final dungeon of Final Fantasy 6. I managed to get through it without much trouble (at least they had the courtesy of not making the last enemies boss-like like they do in every other FF final dungeon), but it was still annoying. I'd like some method of getting away available to me.
Karr Lord of Chaos
10-26-2009, 11:14 AM
thats part of the challenge. if you cant escape a battle then it adds more difficulty to the encounter. when creating the monsters you need to tone them down slightly if you know the party is going to be going through a very long dungeon. i balance it out by having save points or including a rest point.
give your party the tools to beat every encounter but also include a back up incase they made a bad decission. for example, in my game i have a win lose command after every battle (non random battles) and it either has you repeat the battle or puts you back at the start of the dungeon. by all means penalize the player for making a wrong move, but dont force them to lose tons of time.
Dallas Alvis
11-03-2009, 12:08 AM
Which isn't all bad. It means that part of the challenge can come from simply trying not to accidentally bump into that randomly wandering enemy. Which isn't as easy as you'd think.
I tried that too. And had a narrow corridor portion of the dungeon...and the only way i could get around them was using the debug walk anywhere function. Pfft. I felt like a genius because I made the corridors too narrow, I had to re-design everything. Ha.
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