Sir McCormick Nov 21, 2012 @ 8:42am
Too Many Enemies
Is it just me or does it seem like you cannot go 2 seconds without some enemy popping up in your face.
Showing 1-15 of 16 comments
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Lockhart Nov 21, 2012 @ 8:06pm 
I think the random encounter rate is actually fairly lax in comparison to some of the classic RPGs that this draws inspiration from. I can recall some games where you couldn't go 7 steps in some dungeons without getting into a fight. IN CSTW, you can trot for a fair bit before enemies attack. And after so many fights the random encounters stop too. It's a nice compromise, keeps the classic feeling but doesn't make it as annoying.
Lockhart Nov 24, 2012 @ 12:03pm 
As an additional note to this, apparently the encounter rate is higher in one area, Dunwitch, the zombie town, this is due to the fact that you switch maps quite a bit and with the regular encounter rate you'd have barely any encounters at all (love the commentary bits). So if you're just in that area, yes, the encounter rate is higher, however only for that one area.
The Ogrelord Nov 24, 2012 @ 5:55pm 
most encounters i get in involve me spaming the enter button and i only die when fighting bosses
RPG_Dude301 Dec 2, 2012 @ 5:57am 
I think's that it's the carm of the game, plain retro RPG
SPAM ENTER!
forrest Dec 25, 2012 @ 2:27pm 
lol
rhysthethird Jan 5, 2013 @ 1:00am 
go to your menu and on the top right of the screen it will tell you how many fights you have left in that area. you can spam the "fight" command and fight all these battles as soon as you enter the area, or you can walk around and randomly encounter these fights. but once the number hits 0 you will not run into any enemies in the area ever again (beside bosses or hitting fight again)
Waypoint Jan 20, 2013 @ 8:49pm 
Play Phantasy Star III, then tell me this game has a high encounter rate. I triple-dog-dare you.

Seriously though, between being able to actually run out of encounters and the rate you encounter them, this and Breath of Death are two of the most amazingly friendly random encounter systems I've ever seen.
bareshark1975 Feb 3, 2013 @ 3:17pm 
I'd say that it depends on how fast you're moving. Myself, I'm usually zipping through areas with the run button to avoid encounters. If worst comes to worst, make sure Umi has her Escape spell upgrade (the one with the 100% chance of success) so that you can skip any battles you want to.
Captain Nermy Mar 15, 2013 @ 6:08pm 
I think the system they have works very well, and I like that they have limited random battles in dungeons
BlindeKillen Mar 27, 2013 @ 5:55am 
Yeah I was going to write a similar post here. This game started out so damn enjoyable with hilarious dialogue. But now I'm just constantly frustrated from running around lost and constantly getting into fights all the time.

I'm guessing this genre isn't for me because I find the fights to be absolutely frustrating and boring. Even if I just spam the attack button I usually just get killed really quickly so I can't just go through the fights with no thought put into it.

It's too bad because I really want to play through this for the humour and story but the gameplay just makes me angry. :/
Last edited by BlindeKillen; Mar 27, 2013 @ 5:55am
Zhuinden Mar 30, 2013 @ 5:43am 
Just kill off the random encounter count and you can enjoy both the game AND the area music.

I was honestly ♥♥♥♥ed of the random encounters because they reset the music, and thus I couldn't ever really listen to the songs after 0:30 seconds. And they are pretty damn awesome songs, hence why I was ♥♥♥♥ed. :P

But as I said, at least you can kill off enough monsters for them not to come anymore. In older games such as Final Fantasy VI, you did NOT have that option.
Därkus Apr 29, 2013 @ 8:40pm 
Welcome to the world of classic RPG, friend.
Waypoint May 1, 2013 @ 9:06pm 
For a sense of scale, right now I'm playing through on Insane, where you don't run out of random encounters, and they're all stupidly powerful. And it's still easier than a lot of RPGs from the NES/Genesis days.
Bardouv May 2, 2013 @ 7:33pm 
I love the encounter system because it stops eventually, but I would have liked to see a little more space between the encounters.
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