skyway said:
Whoa.
Can I quote Volourn's post now, Darth Roxor?
Be my guest. You could learn a lot from Volourn, like, you know, building comprehensible sentences.
b) Should be interesting, and worthwhile in some way.
They are worthwhile. You get wagons of undeserved xp for them.
As in, you should be able to face various undead, various greenskins, various giants, various bandits, various reptiles, various elementals, various beasts and animals?
d) Should be challenging.
That depends on the playstyle. When I finally meet some encounter it's not exactly a walk in the park most of the times, and a prayer or recitation here and there sure helps.
e) Should add to the fun; not subtract from it.
Again, depends on the gameplay. I enjoy an encounter every now and then, because I'm not getting bugged by them constantly
f) Should give the players a chance to flex their combat skills from time to time against 'lesser opponents'.
And how is that missing in the game?
g) Should not always consist of combat (or simply avoiding).
You mean like that guy who tries to scam you to buy his supposedly mithril and magic junk? Or that woodsman who you can heal? Or the mob of plagued people you can heal after a diplomacy check because they don't trust you? Or all the supply crates, dead bodies with gold, trees with hidden stuff etc? Are they not random non-combat encounters?
Like that pirate captain with his crew at the seaside near Neverwinter that you can rob blind, let go or kill and get an alignment shift? Like earth elementals and shambling mounds on the swamp and water elementals on the shore?
2. It's okay to have easy random encounters to mix things up. Afterall, not every encounter should be designed to punish or MURDER DEAH KILL players as always being in danger from 'lesser foes' sucks. That's why the xvart battles in BG2 was fun 'cause they were easy, and you can cause mayhem and show off your fancy skills. It's why one of my 3 favorite fights in SOZ was a cave full of pussy orcs. Greta cleave can be cool to show off your prowess. Just don't overdo it.
Subjective. Personally, I found the trash encounters in BG (gibberlings, xvarts) to be a nuisance and nothing else.
3. Opposite to the above, it's okay to have really tough random encounters that makes the player take it seriously. This does several things - it gets the players to think ahead so they always try to be ready. ie. Unlike me in SOZ where I don't bother to heal myself in between random encounters as I don't expect to be threatened by anything. Nor do I bother to buff at all during them.I should feel the obligation to actually take fights seriously - even random ones. The party should be a ware that the next fight could be deadly hence make your hide skills worthwhile. Why should I really care about hiding from foes when they are no threat to me anyways? But, hey, if my party was weakened, and I just wanted to survive to the next town/area I can rest, you better believe I'd want to avoid randoms at all cost. Currnetly, the only reason why i hate them is because they are boring.
No wonder they lack challenge and are boring to you if you hacked and slashed your way through all of them. If you fought all the encounters on your way, I suspect you were leaving Samarach at like, level 12.
5. Random encounters can be tied into either the main plot, or side quests. See above with the goblin example. A random encounter early with yaunti scouts/spies could to clues on where they are hiding. A random encounter with an illithid and his goons capturing villagers can show you in action how they get their food tying in with their underdark store/camp. If you ahd alreayd wiped store out said random encounter with an illithid is it fleeing after realizing his allies are dead. Etc., etc. he could either recognize you (he was there when you started killing, and decided to flee to get reinforcements or just to escape).
Random encounters should not = bullshit boringc rap that adds NOTHING to the game.
And just how many of these would it be possible to implement? Not too many. The goblin one would happen once - great, twice - ok, thrice - falls into repetitiveness. "Special" random encounters are nice yes, but it's hard to invent a lot of them, and getting them for pnp is a real damn lot easier, because pnp sessions are relatively smaller than video games, and you can invent and modify the encounters as you see fit, while in a video game they can only be programmed.
P.S. SOZ is not the only game that does this (all games fall prey including FO, BG, and so on); but SOZ is no doubt one of the biggest offenders ever of useless encounetrs that add nothing to the game but piles of xp.
Name a game that did it good then, 'cause I don't believe I remember a single one.
In FO, afterall, a random encounter with mutants could lead to your death.
Yeah, especially when every mutant drops dead after one shot to the eyes from the sniper or gauss rifle.
In BG, you need to keep your characters in relatively good health or the next encounter could be your last even if on its own it be easy. Just not true in SOZ.
BG? Don't make me laugh, although I played BG a rather long time ago, I remember that the most 'challenging' random encounter was an ogre mage (which was, well, not challenging at all), while BG2 didn't have almost any random encounters, except bands of thieves in Athkatla, and these were also cakewalk. I'm not quite sure what strange version of SoZ you played, but I'm quite sure that if you went with your whole party at 1/2 hp, without any spells straight into an EL12 monstrous band or a mob of ghasts that can paralyze you in a second, that would also be 'your last'.
Let me ask you a question then: On what levels were your party members when you quitted, and where were you in the game? Fresh on the sword coast, a bit through the sword coast, long on the sword coast, somewhere at the end?