Posted July 10, 2021
low rated
morolf: Then limit resting in dungeons, block returning to town after a certain point, or make the finale consist of a series of interlocking fights without intermission, so rest isn't possible.
I *really* don't like it when the game doesn't allow the player to return to town. I think it does make sense for some dungeons, in particular the final dungeon, to have boss fights.
On the other hand, not every dungeon needs them. Dragon Quest 2's infamous Cave to Rhone, which is considered one of the most dangerous dungeons in any JRPG, has no boss, yet still it's a *huge* relief once you finally enter the shrine (where you can rest, save, and (unless playing the original JP release) revive the dead for free).
It would also help if the game would give some sort of indication of whether the dungeon has a boss fight beforehand, so the player will know whether resources have to be conserved for the boss at the end, or if the player should feel free to use them to speed up battles or make dangerous random encounters manageable.
morolf: I also don't get your point about "rapid level ups"...if newly recruited characters are always the same level as your party and you can manually distribute their skills, there's no issue imo.
In games with XP levels, it's fun to see the character getting a whole bunch of level ups at once, and you don't get that if the new character is the same level as the rest of the party. Also, if XP is distributed between the party (as opposed to everyone getting the same XP regardless of party size), there's the exploit of solo leveling a character and having newer characters come at very high levels.
(Part of the problem with Orlandu in Final Fantasy Tactics is that he joins at the level of the highest level party member.)
Post edited July 10, 2021 by dtgreene