Combat in RPG's that you are clearly well-prepared for
There is some ambiguity in the phrase "well-prepared". To some that may just mean "get gear repaired, load up on health/mana potions (and other commonly used consumables), be fully rested/healed, be high-enough level". That is boring - it's the same every time. To others it may mean "investigate, what's there? mages? find out what kind of magic they're packing, find out what kind of critters they use as 'guard dogs', travel to an island city where the more hard-to-acquire necessary counters can be had, and get some nets and do some net training as nets are the most effective way to disable their critters". (Or it might mean acquiring an interior map from someone who infiltrated there once before, or hiring someone to monitor the comings and goings so you can attack when the heavy hitters are away, or many other things.) That's better - that's a fight where even if it goes very much your way you can see how it could have gone bad if you hadn't prepared
specifically for this mission. That said, if doing the same type of prep-work but going against someone a bit tougher provides a better risk/reward, then that would be even more satisfying. Ideally there should be a variety of difficulties, a variety of potential rewards, and the player should be searching that landscape for good opportunities and also trading off time and other resources vs risk in terms of how much to prepare for a given mission (and ordering missions to keep busy while still allowing for missions which will require a longer time to be prepared).
that you execute nearly flawlessly and which there is not much chance of failure
I think you're excluding a lot of middle here (as
Nekot-The-Brave pointed out). I think it's better if even in cases where you're well-prepared (or at least you
think you are), there's
at least a solid 20% chance of something going pretty wrong - something you didn't manage to find out about in advance, or something you thought was going to work that completely fizzled and now you're kind of up shit creek. It's those cases where things
do go unexpectedly wrong that will still have you sweating a bit even when things all appear to be going right... so far.
Superiority all the way. If a combat is challenging, I am doing it wrong and probably need to create a superior party.
If you're achieving superiority all the way, game devs are doing it wrong and probably "need"* to create a superior RPG. (And/or you're playing on easy and/or save-scumming.)
(*: Of course, they don't "need" to do any such thing - just crank out dumbed-down shiny stuff for $ which is probably the root cause of your reaction.)
In a properly designed game every encounter should provide some level of challenge
Oppression!
So what exactly is the form of your oppression? You don't want to let me take candy from babies, or when I take candy from babies you don't want it to be like taking candy from babies? (Babies shouldn't be eating candy anyways, so I'm doing them a favor!)
Anyways, I would agree with you for encounters the player is forced into (whether a random encounter or a part of the game's fixed plot), but my view is a bit wider in that I don't think a player should have to go through encounters (or a lot of other things when they are boring) just because the PC does, and I think the game should allow the player to essentially set their own goals and choose their own challenges (so it's then up to the player to decide what kind of challenge they are up to - with better rewards generally being associated with harder challenges, though there can also be "stupid" hard challenges with little/no reward that a wise player would likely figure out to ignore but a fool might rush into).
and if there is, then said enemies should run for their lives the moment they see you
I agree with you in spirit, but I don't think they should run until they realize (or fear) they are outclassed (or evenly classed - people don't actually like fair fights where they are likely to take some losses). Since I prefer that one can't instantly tell another character's level, sword skill, strength (unarmored barbarians excepted), dexterity, etc. just by looking at them, they may not realize they are outclassed until a bit later than "the moment they see you" (with the one exception being if they specifically recognize one or more of the PCs so they in fact know exactly who they are dealing with just by sight).