>>44690009>>44690018Alright, using the DQ9 example, the major benefit it gives in that game is the ability to avoid encounters, but sometimes enemies chase after you or run away depending on your level. Thusly the higher level you are, the easier it is to avoid enemies. Pokemon already had a solution to this with repel. In DQ9, all enemies disappear when you enter battle, probably a limitation of the DS hardware. I know in Let's Go, Pokemon stayed after battle, but that leads to a different problem where you get too many Pokemon on screen instead if you're looking for something specific, basically it becomes a similar situation to random encounters where you have to clear out the ones you don't want in hopes of spawning something else, although I don't know enough about the despanwing mechanics to go into detail there. I assume SS uses a similar de-pawning mechanic. Overworld Pokemon on routes basically become unavoidable encounters, which if you're going for difficulty is alright but if you're going for wasting the player's time that's not something to strive for. Hell, that could have replaced a different trainer encounter, which even after the EXP nerf is still a better use of the player's time because at least you get money out of it. Lastly, it does take away some mystery, but that's really up to player preference. I know a lot of people hate RNG. I don't mind some RNG if there's ways I can manipulate the outcome, personally, which brings me to my last major point.
>>44690010Lastly, I'd appreciate if overworld encounters had a bit more going on with them. Yeah, there's a couple ways to interact with them, but it lacks a lot of depth in helping you to hunt Pokemon. When the Johto Safari Zone lets you have more control over what Pokemon you encounter, I feel like overworld encounters don't quite measure up. Something like the later two Mother games actually have small ways to interact with enemies that give you a benefit over random encounters.