Same as the score they gave in their magazine.
Wut. We are agreeing on the bolded. So why make the player wait for the bar to fill in wait mode? Just skip to the next turn.My pre-order copy will take like a week to get to me after release (after 28th Oct). And I see all these people already have the game >_>
And I'm saying you and him are wrong when using that logic. I explained how turn bar has a purpose. This purpose is the same regardless of the battle mode (Active, Wait). The changing decisions and tactics based on who will win the turn stay the same regardless of Active or Wait mode. The battle mode is just preferences.
So why make the player wait for the bar to fill in wait mode? Just skip to the next turn.
Players move along the turn bar based on their Agility. There are also other mechanics that put the player along middle or 70% of the turn bar, and then they race to the top to see who wins the turn. Your tactics change based on if you would win a turn or not.
Both PS4 and Vita Day One Editions include the Japanese VO DLC. Vita digital version is marked as a bundle for that reason, despite no mention in the actual listing.
Retail, it will be a code inside:
Having said that, we'd miss out on some funny aspects like hearing a deep voice coming from a chibi Squall, and so on. Definitely going English voices for a start.
... Let me explain from the top one more time.Because turn bar is important. I already explained that below. For some reason you seem to believe that being in wait mode means the turn bar is not important. If you want to say the turn bar is not important, then why should it even exist for Active mode?
You can do it in the demo actually, in the Prism Case menu at the save point.Its like pokemon evolution. You change from a Chocochick to a Chocobo, so yes you go to a small to medium. You can also change back and forth between them.
No you can't do it the demo.
Probably the same creator as Choco-boco-lina.I didn't mind any voices too much but holy hell Tama.
Who the-thought it was the-smart to the-make that decision?
I don't know what you are trying to say but even in Wait mode I had my character having two turns before monster and the opposite the monster having two turns before my characters... in the demo alone and I'm sure more complex monster with speeds spells will change even more the turn sequence created by the ATP time bar in the final game.... Let me explain from the top one more time.
Given this turn bar:
| <- Monster
|
| <- Reynn
| <- Lann
What happens? Monster goes, then he moves to the bottom:
| <- Reynn
| <- Lann
|
| <- Monster
Reynn and Lann get to go. In ATB, if you take too long to decide on a turn, Monster A may get another turn:
| <- Monster, Reynn, Lann
This is why waiting for the bar to fill is important, but only in ATB. Following? Assuming this doesn't happen, so go back to the previous scenario:
| <- Reynn
| <- Lann
|
| <- Monster
Maybe Reynn uses a move that lets her act again 70% faster (as per your example of why waiting for the bar is essential):
| <- Lann
| <- Reynn
|
| <- Monster
Now, do you see how I've kept leaving an empty space open? This is important in ATB because decisions take time. That empty buffer is essential because I have some time to think about Reynn's move. In Wait, decisions take 0 time. So what is the point of the empty space? Why not simplify to:
| <- Lann
| <- Reynn
| <- Monster
Now suppose Lann also uses a move that's 90% faster to recharge. She can just insert herself between Reynn and the monster's turns. Now the bar can look like:
| <- Reynn
| <- Lann
| <- Monster
There is no scenario where waiting for the bar to fill in Wait Mode affects anything. Decisions take 0 time, so empty space is meaningless. It should be compressed like I've done and then just skip from turn to turn. This is not my opinion. It's pretty simple to think about.
EDIT: I thought about it some more. There is one scenario where you are right. Take the last bar. If the Monster is grossly faster than Lann, the Monster could overtake Lann and go after Reynn. If we had to wait for bars to fill up, this bit of uncertainty could force you to make a nonoptimal move for Reynn vs a skip mode like I suggest where you would knowledge beforehand that the Monster would go second. I suppose there is a small amount of "skill" involved to just keep track of who is faster than whom. But in more casual game where the default control scheme doesn't even let you target enemies, I think this is a fine trade-off for not sitting around waiting for bars to fill, considering the battle speed is the #1 complaint I've seen in this thread. Besides, how often will this rare situation even happen?
Now, do you see how I've kept leaving an empty space open? This is important in ATB because decisions take time. That empty buffer is essential because I have some time to think about Reynn's move. In Wait, decisions take 0 time. So what is the point of the empty space?
There is no scenario where waiting for the bar to fill in Wait Mode affects anything. Decisions take 0 time, so empty space is meaningless. It should be compressed like I've done and then just skip from turn to turn. This is not my opinion. It's pretty simple to think about.
I think I get what he is saying...You're basically saying the only purpose of the turn bar is to give people playing in Active mode time to think. And I'm saying this is wrong, because turn bar has a strategic purpose, which your simplified examples don't show.
You firstly need to accept that turn bar has importance. Be aware that you can have up to 6 members on the turn bar from the player side, and a similar number from the enemy side too. So, using stacking, unstacking, defending, toppling, agility changing moves, etc., can all impact on who will win the turn. This aspect of winning the turn is something you're completely ignoring, and this is an important strategic element in this combat system.
Watch the video below to see how stacking, toppling, etc., can change who gets a turn. Also notice the player (Lann's stack) getting in multiple turns via unstacking before the enemy gets their turn. Stuff like this is only possible because of the turn bar, and the player can plan for that. If there was no turn bar, how would the player know if he has enough time to unstack and restack before enemy turn?
https://www.youtube.com/watch?v=gej5y1f099s
Yes, this. Do the calculations in the background. Literally like FFX. Like I already said.I think I get what he is saying...
Your example can be just calcules by the game changing order of turn without need to wait the char reach the top of the bar. You have all your strategy without need to wait any bar animation reaching the top.
You do in background but just show the turn order... of course the turn order changes based on what happens in the battle and a char/monster can have two sequencial turns.
It is only change the way it shows to player but the mechanics are the same in background.
Some JRPG just go to next turn when there is a space to run to reach the turn... so it is faster without need to wait these space runs.
I think I get what he is saying...
Your example can be just calcules by the game changing order of turn without need to wait the char reach the top of the bar. You have all your strategy without need to wait any bar animation reaching the top.
You do in background but just show the turn order... of course the turn order changes based on what happens in the battle and a char/monster can have two sequencial turns.
It is only change the way it shows to player but the mechanics are the same in background.
Some JRPG just go to next turn when there is a space to run to reach the turn... so it is faster without need to wait these space runs.
In FFX, when you hover over an ability, it shows you how it affects the time bar. I'm not asking for some crazy complex system. This has all been done before.If the game calculates it all, how do I know if I should unstack or not? It's only because of the turn bar I know I have enough time to unstack, and still get a turn before the enemy.
Holy hell this battle system is S L O W
In FFX, when you hover over an ability, it shows you how it affects the time bar. I'm not asking for some crazy complex system. This has all been done before.
They can maintain just like it is now and do an instant move to the next turn... just to make the bar faster... so if you have a space between the top and the next character to reach the turn it just move the positions to the next turn char.Okay, that would be one way of going about it, and it'd work. However, it removes the calculation from the player. This calculation is also part of the skill in this system. It's why systems in Child of Light and Grandia are so fun to play.
Having a turn bar also provides a thrill of whether you will win the turn or not. It's exciting and fun to overtake the enemy and then knock it down the turn bar via toppling moves.
So, given these reason, I don't feel it is fair to say the turn bar is pointless (regardless of battle modes).
They can maintain just like it is now and do an instant move to the next turn... just to make the bar faster... so if you have a space between the top and the next character to reach the turn it just move the positions to the next turn char.
Most player will use the R1 that already do some kind of jump loosing this player tracker.The problem with that is that since the player has to calculate/visualise how fast everyone is moving, if you start jumping to turns then it makes it harder for the player to perform this calculation.
I'm not defending it because I got why it is not needed but I do like the way it show the time passing between turns... I just don't use R1 because I found more realistic to wait the icon reach the top for turns.For those defending the passing of time between turns, don't you think something similar to FF10's system would have been much better? If turns are affected by agility or Haste/Slow is cast, etc., you'd see the battle order change, but you wouldn't have to arbitrarily wait for time to pass. It just makes no sense to me even with the explanations (which tbh, sounds like grasping at straws to justify flawed design).
The problem with that is that since the player has to calculate/visualise how fast everyone is moving, if you start jumping to turns then it makes it harder for the player to perform this calculation.
Most player will use the R1 that already do some kind of jump loosing this player tracker.
Maybe automatic R1 option???
Most player will use the R1 that already do some kind of jump loosing this player tracker.
Maybe automatic R1 option???
That is why I said an option and not a forced change.Some people might need more time to figure out who is going to the win the turn. Some people might need less time to do this calculation, and so they can use R1. Remember this game is aimed at kids, who will need the extra time.
Automatic R1 can be an option, but it should not be compulsory.
Its like pokemon evolution. You change from a Chocochick to a Chocobo, so yes you go to a small to medium. You can also change back and forth between them.
No you can't do it the demo.
It was call a Dungeon demo. I don't know what you were expecting. I think this is also a self contained Dungeon and won't be in the final game.
Holy hell this battle system is S L O W
No shit.
You can do it in the demo actually, in the Prism Case menu at the save point.
There are five monster who can evolve/devolve in the demo, the rest are locked.
I really did not like the chibis tyle of this at all, but it's growing on me, and right now I'd kill for final fantays so I may just dive in.
Do you unlock anything by playing the demo?
yeah i think i read you get to keep one mirage. maybe ifreeta? not sure. Tried the demo yesterday and enjoyed it a lot, nostalgia is a mean thing. oh how the chibi puppets will be sold.. i played with semi active and speed on 4 and found it alright. the option to fast forward was nice for leveling. weird voices for some characters. will be waiting for the first sale.
A magitek armor mirage I think.
How to use mirage fying ability?
I kinda got the impression the combat would be super slow from the gameplay videos but yeah... it is a bit more slow than I would like even with the R1 down. Still not bad but would have liked it either to pass more quickly or FFX style flat turns.
Think I will enjoy this enough though.
How to use mirage fying ability?
Speaking of lol, Chocolina is in this gameProbably the same creator as Choco-boco-lina.
Speaking of lol, Chocolina is in this game