Red Blaster
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What Square should do is a make an FF spinoff that uses the FFXII battle system as a foundation and improves upon it.
yamaneko said:people with LOL names and avatar no sense from nowhere don't can talk about anyone ;-)
fixedsprocket said:I love FF. But if 13 is not like 12 its going to painful for me. 12 is the future.
sprocket said:I love FF . But if 13 is not like 12 its going to painful for me . 12 is the future .
birdchili said:and feeling the emotions of the characters in combat - seriously? yuck. i realize that ff is the emotion and drama series, but it's getting a bit much (and it's started to affect other aaa projects like some sort of drama virus!). please spend 99.9% of your effort making the combat system interesting/varied, and use the remaining .1% for appropriately modelled grimaces and tears.
Rufus said:No, it wasn't.
It was a pretentious, wannabe board game, but tolerable. The best part of the game was the turn based battle system, especially the bar that showed you the queue including the effects of time spells and so on.
TheJollyCorner said:thank god you are not a head designer on this series.
TheJollyCorner said:Yuji Hori might hire you, though.
What you're missing is that turn order in FFX is very important. If you plan right, the game flows very smoothly in your favor, I won't deny. But it's not just a matter of hitting the X button over and over. Since you know the turns order, blinding/slowing the right enemy at the right time lets you take complete control over the battle. It's a very fun experience.beelzebozo said:so the most interesting part of the game was the turn-based battle system, something that had been in nearly every installment of the series to date? i don't see that, but alright.
RevenantKioku said:What you're missing is that turn order in FFX is very important. If you plan right, the game flows very smoothly in your favor, I won't deny. But it's not just a matter of hitting the X button over and over. Since you know the turns order, blinding/slowing the right enemy at the right time lets you take complete control over the battle. It's a very fun experience.
That's right, you don't, because that's not quite what I said. It was not "the same", it had minor but quite meaningful alterations. Up until X I never really planned my moves beforehand, I just reacted to a given situation most of the time. In X I often found myself trying to kill every enemy I encountered before it could do anything, or I was trying to retard their actions as much as possible so I could buff everyone and so on. There was more depth to it.beelzebozo said:so the most interesting part of the game was the turn-based battle system, something that had been in nearly every installment of the series to date? i don't see that, but alright.
True, but it was also different for the sake of being different. It wasn't a bad system, by no means, it worked out just fine, like every other system did. But it wasn't anything special either. Neither do I see an improvement in the fact that it's a nice representation of how leveling works, it was just inane.beelzebozo said:it was a nice physical representation of how the levelling would work:
That doesn't make much sense now, does it?beelzebozo said:couple that with the ability to fill in empty nodes with upgrades of your choice, and i don't see how that's less interesting than a turn-based battle system.
Agreed. It was 'just' an evolutionary step.beelzebozo said:i actually enjoyed the battle system in ffx just fine, but it wasn't anything revolutionary or of particular note.
Bebpo said:X's battle system was a fast and fun version of the classic FFI/IV/VI/VII/IX battle system.
Still I would hope it has some of the deeper elements like a job system from X-2/III/V. Of course it's not going to play anything like FFXII and will be more like a turn-based FF, but who cares, that's what FF has always been: turn-based with summons and a neat system or two in addition to standard attack/magic/item/defend/run.
Rufus said:Neither is a very good choice and until you accomplished any of the two, your strategy will evolve around what the sphere grid allows you to do, not about what you want it do. And I don't like that. I prefer the systems where you have complete freedom over your characters abilities.
edit: and to repeat Ceb's request, what's your source on all this tennin?![]()
Q. Why did you appoint Tsuchida as battle planner?
Kitase: Since we're working on a next generation console, as a designer, I'd want to pack a bunch of things in [the game]. Tsuchida being professionally good at practically doing these things is what I'm looking forward to.
Toriyama: Having connections with FF10, we requested Tsuchida to be our battle planner.
Tsuchida: This time we got the assignment "expand into [something] speedy and flashy" from the start.
Toriyama: We ordered for a party battle [system] that will allow us to feel the the characters' raw feelings*.
Q. Battles are in the form of encounter system?
Tsuchida: We might do something different. Instead of being face-to-face with the enemies from the start, FF13 will start from somewhere like "Ah, an enemy there."
Q. Like FF12?
Tsuchida: Like, if you do this you might get the upperhand, or, in the process of entering a battle, users get to create a circumstance of their own in a way. So far monsters had only been fast or able to cast magic so we want to give some traits outside of battles too.
Q. Are there Jobs and Abilities too?
Tsuchida: I can't say much for now but [learning] the fun of growing up is important in the series so we're thinking thoroughly of ways to make people enjoy [the game].
Q. Who is Mr. "33 cm"?
Toriyama: The game's story isn't about a party of people banding together to save the world, so in that sense we don't know if he's an ally or an enemy. (Lightning seems to dislike him, too?)
Nomura: Personality-wise he's wild and heroic. We'll be revealing [more info of] him later but [you'll see] he has a funny way of fighting.
Just like Shiva transforming into a motorbike, the other summons in FF13 will also have the same kind of strong partnership with the characters.
Q. How is the development feeling now?
Kitase: Using the White Engine on FF13 constructs a development environment that we never had before. We're also thinking of using the White Engine on games we're planning to develop after FF13 so we're going a lot of troubles for that but if we overcome this hurdle, I think we'll be able to come up with something great with it.
Which is kind of stupid, since you had every freedom to define them. :/tebiro boy said:But of course, a lot of peoplem complained that FFVII and VIII's systems were too open-ended and lacked defined abilities for each character.
True, especially for people who were playing their first FF or RPG. It's hard to **** up and end up with useless characters, it's giving the people a lot of time to learn the system before they eventually start experimenting for themselves, and you don't have to bother much with it if you don't want to.tebiro boy said:FFX was a good stab a striking a balance between the two - characters had their own defined paths, but could be made to deviate from those paths at a certain point (or with a certain amount of levelling).
Huh? Will he throw his boots at enemies or what? Hit them with his bike? :lolNomura: Personality-wise he's wild and heroic. We'll be revealing [more info of] him later but [you'll see] he has a funny way of fighting.
YES! That was shit!Error2k4 said:moving characters in FF12 was pointless specially when positioning didnt matter at all.
Kitase: Using the White Engine on FF13 constructs a development environment that we never had before. We're also thinking of using the White Engine on games we're planning to develop after FF13 so we're going a lot of troubles for that but if we overcome this hurdle, I think we'll be able to come up with something great with it.
Ranger X said:Excellent news!
My fav battle systems are from SRPG + i did really like FF10 battles (only good thing about this game though) and i freakin hate the new ritalin-less mmo style of today that is spreading its shittyness way too much.
Troidal said:It's unfortunate but that's how Japanese are, they build, destroy, and rebuild.
:lolDiablos54 said:I meant in a main FF game, Revenant Wings does look awesome though.
Bebpo said:I think Koei and Capcom would like to have a word with you ;P
You were supposed to be MY clone! Bad original! :lolDiablos said::lol
My clone! There ARE inconsistencies though; you like FFXII and I don't! Bad clone!![]()
FFX is an improved system. It's an amalgamation of new ideas and old conventions.Troidal said:The problem with Final Fantasy is that they bring in new ideas and concepts of RPG gameplay but barely improve on it, or use it again. Battle systems of X and XII (if it were to be used ever again) could have been refined further for a much improved system.
BrandNew said:Goodie. XII made me more frusterated than happy in the end, so I stopped playing purely because of its battle system. I'm sure I'll pick it up in a few weeks and be like "okay, this isn't that bad" and I'll like it. But X's battle system was PERFECT for me. I loved it.
I guess I was the only one who liked the sphere grid, also...![]()
haircut said:Choosing every action for every character would be considered too far a step backwards for a lot of casual RPG fans, and it would slow the system down too much for the fast-paced, "exciting" direction I believe Squeenix is leading this series.
Bebpo said:I think Koei and Capcom would like to have a word with you ;P
More customizable, but easier to screw up on, and fewer grid spaces = weaker characters if you do all the crazy endgame stuff.MoxManiac said:I liked the sphere grid until i heard japan and europe got an updated and better one.
Aurora said:I personally think FFXII has the best combat system of them all. I just wish they make more distinct character roles rather than this jack-of-all-trades thing we all ended up having in XII.
Just like Shiva transforming into a motorbike, the other summons in FF13 will also have the same kind of strong partnership with the characters.
Yup. This would've been no problem if they just used the action bar and the command input of former installments. Come in range of an enemy, choose whether to fight or not, wait for the bar to fill, choose commands. Done. The system would retain its advantages, mainly being faster, and it would give you back a lot of control. Everything would've had to be rebalanced of course, but that's a given.Spire said:If you don't want to go that route, you can input the commands yourself, which is a clunky and awful experience. It's like the ATB system only with all its joints broken and a mouthful of broken glass.
Ryujin said:Agree 100%. I like my RPG battles to be turn based, it's what I've grown up on, it's what I like and simply put, it's what works. And every turn based system is different so it's not like it's exactly the same in every game. Although obviously like any design choice it has it's flaws. But I honestly believe that turn based is the best choice for the genre.
I mean some people tried to make action RPGs, but the problem with those is that they become mindless and pointless tapping X to perform the same single/3 hit combo over and over and over again....not to mention the stories/world/characters/design normally sucks ass in ARPGs.
Some have tried to go in different directions where they used semi-turn based semi-realtime systems, something like Star Ocean, where this falls flat is that you can only control one character at a time by yourself and thus are left with retarded AI that make me not care about the characters I'm not controlling. And if you can't controll a party of characters...then what's the point in it being an RPG?
Then comes the worst of all....the semi-MMO *shudder*. This is the evil spawn of satan battle system. The one with the least control over anything where you just watch the AI control your characters and every so often you press X or something. Hate...it...so....much.
As for FFX, I liked the quick pace of the battle system and really liked the ability to switch out a character at any time. It really made me use all of my characters instead of just sticking to a few and ignoring the ones I couldn't be bothered using. Now everyone had a use and a chance to be useful, as well as get some EXP.
Although can't say I was a big fan of the Sphere Grid, not that I hated it or anything, just thought it was "OK". As for the rest of FFX...meh...had alot of problems.
The one FF that seems to get the most undeserved hate is FFIX for some reason...was it the "kiddy" look? the time it came out? I just don't get it, especially when there are plenty of FF games out there worthy of hate such as FFVIII, FFX and FFXII (Yeah I said it).
I have no idea what battle system they will make for FFXIII but I pray that it is as far away from FFXII as possible. As long as it is I will be able to enjoy and appreciate the game, if it's anything like FFXII I'll have to pass.
Just like Shiva transforming into a motorbike