http://www.amazon.co.jp/exec/obidos/ASIN/4062143704/ichilog-22
Is this an artbook? or the novel perhaps?
Is this an artbook? or the novel perhaps?
Jinko said:I assume thats only for your characters, I mean your actions can't determine the way your enemy takes its turn for example ?
From the demo it seems you take all your characters turns and then the enemy gets its turn as opposed to a mixture.
Interesting non the less.
duckroll said:There's something interesting I read on the Japanese LO wiki site. It seems that there's more than meets the eye to the battle system, even though it's a turn based system. While it doesn't use any ATB system, there's apparently a precise calculation for how turns go.
duckroll said:There's something interesting I read on the Japanese LO wiki site. It seems that there's more than meets the eye to the battle system, even though it's a turn based system. While it doesn't use any ATB system, there's apparently a precise calculation for how turns go. You make all the selections for all your party members at the start of a turn, but in what order they carry out those actions depends on the action selected.
Here are some basic rules:
Defend -> Item -> Attack -> Skill/Magic -> Escape -> Row Change.
Kyoufu said:Err, you didn't expect that kind of system to begin with? Its nothing new...
Kyoufu said:Err, you didn't expect that kind of system to begin with? Its nothing new...
duckroll said:So what other turn based RPGs use this action priority system? I can think of Grandia. Can you think of anything else?
Kyoufu said:FFX in particular is worth mentioning since it had no ATB, but speed relating actions which determined the order of moves in the battle.
Kyoufu said:FFX in particular is worth mentioning since it had no ATB, but speed relating actions which determined the order of moves in the battle.
Sviatoslav said:Sakaguchi really seems to be able to take the traditional turn based battle system and add little touches to make it feel nice and fresh.
But still it doesn't seem that mindblowing but more restricting. You can't spam skills to kill some shit monster that keeps popping up without taking damage. I would like it but not in that situation.Sviatoslav said:Sakaguchi really seems to be able to take the traditional turn based battle system and add little touches to make it feel nice and fresh.
Jonnyram said:Actually, that system could take a bit of getting used to, because basically you won't be able to use magic to heal before an enemy gets an attack in - healing magic will always come after. So you'll either have to use items in emergencies, or heal the turn before. Interesting...
Desiderus said:edit:I want to know why sometimes during the video during the boss mostly why characters seemed to do nothing. Stun?
Oh alright, I would be pissed if your characters sometimes decided to say "fuck it" during a turn.duckroll said:Because he was cheating and wanted to die on purpose. He set Jansen's to defend for the first two turns, until the Guard Condition was significantly lowered. Then he made him cast a spell, which would result in him getting killed before he would ever cast it. :lol
Jinko said:Yea, but you never know what the enemy plans to do, so it becomes more a game of chance than strategy.
It also means using magic comes at a higher cost, so its less wise to use it.
Skilletor said:That's different from most every other RPG...how, exactly?
Jinko said:Yea, but you never know what the enemy plans to do, so it becomes more a game of chance than strategy.
Jinko said:I never said it wasn't, on paper it sounds cool, but i think in reality it won't be of much difference.
Also if both characters and enemies choose attack how does it determine who goes first ?
Jinko said:Exactly so it works out to be no different, right ?
Jinko said:Exactly so it works out to be no different, right ?
Desiderus said:I really wish more JRPG's used a modified D&D system.
Desiderus said:I really wish more JRPG's used a modified D&D system. Where skills would leave you open for crits, temp lower attack, or cut your evasion in half for a time. Really would make you evaluate your battles better.
dude I am not asking for D20 dice rolls just negative effects for using skills, items, and magic.ethelred said:Christing christcakes, why? Aren't there enough things in the world using D&D as it is?
How would that affect overall turn length? It would be in the description ex. "Double slash- skill double damage lowers evasion for two turns". If you know you will be alright with the loss evasion it is a no brainer.Duckroll said:It's one thing to be sitting on a table with friends rolling save throws. It's another thing sitting in front of a TV wondering when the fucking turn will ever end.
You'll finally use those stacks of potions in your inventory other then for the final boss.Jinko said:Infact you have a disadvantage, in regards to healing and casting spell.
ethelred said:I don't understand what you're saying. Your claim is that this means there's no strategy in the game because strategy doesn't involve predictions or guesses, when this is absolutely wrong. There is strategy involved, and the system is actually pretty unique (I can't think of many other RPGs that have their turns play out in a rigid order like this that the player needs to master and work within). So... really, what's your point?
duckroll said:Another thing to note would be that with a specific turn order system like this, it makes AI routines more important and interesting. With a veteren like Katsuhisa Higuchi on board for battle programming, I can definitely see now why Sakaguchi said he made a huge difference in terms of AI planning, boss patterns and so on.
Desiderus said:dude I am not asking for D20 dice rolls just negative effects for using skills, items, and magic.
FateBreaker said:Who is this guy and why should I like him, ducky?
Jinko said:What I'm saying is that a turn based game is stratigical by nature, this system doesn't really add anything, if you know the system you still have no advantage. (as you don't know what the enemy is going to do)
Infact you have a disadvantage, in regards to healing and casting spell.
With Warrior skills being a good representation of what I was trying to say. Berserk, Defender, Aggressor. Even Scholars and Samurai with Light and Dark arts and Hasso and Segan except for the ability to swap between them at any time. Other examples like Bard's Troubadour or a Monk's Counterstance.duckroll said:He's the battle programmer for FF3-5, CT, Xenogears, and CC. He was responsible for all the AI routines and calculation modules in CC. He's also the FFXI battle director, responsible for all the game balance, the creation of the battle system, etc.
Skilletor said:Just to be clear here: you ARE trying to be dense, right?
If you don't see how this is different you either:
A) Don't play many rpgs
B) Just want to hate on this game
or
C) Both of the above.
Desiderus said:With Warrior skills being a good representation of what I was trying to say. Berserk, Defender, Aggreseive. Even Scholars and Samurai with Light and Dark arts and Hasso and Segan except for the ability to swap between them at any time.
I totally agree, I only mentioned negative effects in change for something positive. Using a powerful skill should be able to affect you in some way other then coming after an enemy's attack.duckroll said:That's definitely a better direction imo, than taking the entire D&D system which is just too cumbersome and overcomplex for simple turn encounter based JRPGs.
Haha, that is cruel! Best not to leave trying to escape to when your characters have low HP I guess :lol.duckroll said:Here are some basic rules:
Defend -> Item -> Attack -> Skill/Magic -> Escape -> Row Change.
Desiderus said:I totally agree, I only mentioned negative effects in change for something positive. Using a powerful skill should be able to affect you in some way other then coming after an enemy's attack.
duckroll said:Yeah, that's one element you don't see in JRPGs often at all. Often the cost of skills are measured in MP or delay time, but having a temporary debuff for cooldown would definitely be a better option, more interesting too.
Jinko said:Surely adding TP would be an easier way to deal with that, obviously doesn't give you a negative stat change but balances the attacks out.
Jinko said:Surely adding TP would be an easier way to deal with that, obviously doesn't give you a negative stat change but balances the attacks out.
TP=Tech points? What you use in FFXI for special limit break/weapon skill abilities. Also used by Dancer for dances.charlequin said:...
What the heck are you even talking about?
NeoUltima said:The battle music is great!