ArtBane;190268 said:
I almost feel like giving the player the option to escape before the battle even began would encourage people to avoid them. They no longer would see the monsters that they would have encountered so why risk it when they could just as easily avoid them? I am sure the script also has a chance to fail and in which you would begin the encounter but already your motivation for the battle has been weakned since your attempt to escape failed before it even began. I can see the advantages of this system but I am worried it would have negative impact on battles as well.
What the Wild Arms series did in this respect was to give you a set number of points - you could avoid a certain number of encounters (some encounters required more points than others) but if the points got too low, you were forced to fight. You regained your points by fighting battles. As you went through the game, you acquire items that raise your "Migrant Level" and fix it so certain encounters require less points to dodge, and some (usually ones in areas you've previously cleared where monsters are now a nuisence) can be freely cancelled without penalty.
It is a decent system, though I agree about it killing your motivation for fighting. I'm sure not every player is as combat mad as me, seeking out every last visible enemy for the extra practice (though I don't hang around and power level as I'll explain below)
Artbane":zz59jjec said:
Many a time I been asked what the recommended level is for bosses. I test my boss battles to make sure they are beatable even if the player is underleveled. I have talked to people who have actually beaten bosses way under the recommended level. It is an interesting idea to recommend a certain level the player should be for the boss but probably not necessary as long as they are still beatable if the player is under that level.
My personal ethos is to make a game where just by doing the dungeons and fighting every battle you end up at about the right level to handle any challenge - keeping extra levelling to a minimum. I dislike power levelling, though will probably make the ideal maybe one or two higher than the actual level so that people who do power level don't get too easy a ride. Sure, it doesn't make the main game all that tough, but that's what optional areas are for.
As regards puzzles, I personally like to put harder puzzles in "puzzle rooms" where there are either no encounters, or they're extremely rare, so the player's focus is on solving the puzzle, not on battles. In general, anything harder than throwing a bunch of switches I like to keep in puzzle rooms.