It will not just be battles as you travel. Those are only the baseline events added.
We plan to add at least 50 to 100+ different variations to travel.
Which we believe it will make the world feel significantly larger and more alive.
It does not matter if there are other random events.
the way you are handling travel right now is terrible. And you just made things WAY WORSE in the latest update.
Look, just try to travel from your home to to ves camp to talk to her. (lets not even get into the herculian task of coming back)
It used to be that to travel to ves I needed to do:
1. exit home
2. go down.
3. go left.
4. go down to exit city.
5. click on globe
6. click on valley of death
7. click on globe
8. click on ves' camp
9. click to enter her tent
which was already fucking obnoxious.
Now it is (using the shortest path):
1. exit home
2. go down.
3. go left.
4. go down to exit city.
5. click on globe
6. click on valley of death
7. click on step on route.
8. click enter.
9. do a fight
10. click on destination.
11. click enter. (I am now at equivalent of step 6 before)
12. click on globe. (equivalent to old step 7).
13. click on ves' camp
14. click on path.
15. click enter
16. do a fight
17. click on destination.
18. click enter. (equivalent to step 8).
19. click to enter her tent
This had a minimum of 2 fights. which each take many more clicks.
I used the shortest possible path. It can be way longer.
There is absolutely no reason it has to be this way.
In a standard RPG the way it would actually work is:
1. click on globe icon when there is no block on leaving the city. (ex: if at home and fasttravel_unlocked_city variable is true)
2. click on target (ex: ves' camp)
The game then rolls X random encounters based on the distance traveled and possibly settings (where you can disable random encounters or lower their frequency).
And when I do randomly encounter a combat, if it is a trivially weak enemy don't force me to make 20 clicks but let me click "autoresolve combat" button.
And people still rightly complain about how obnoxious those random encounters are in a normal RPG... yet you took that already tiresome mechanic and dialed it up to 11.