Releasing the button breaks the animation and the powerful attack chain. Quick button presses are for sudden attacks, like this one.
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Like here, you see that Noctis has to stun the enemy with his sword so that Gladiolus can KO him pretty easily. Party mechanics like this would be great since there's nothing canned about this sequence.
Pretty much what I was thinking. Hold button to combo with the selected attack, letting go will change the attack if you are under different conditions than when you started the previous attack, then you can continue to combo this attack by holding down the button again or let go whenever you want to change the attack again.I kinda wonder if releasing the circle button would mean Noctis starts a new combo with a different sword.
Based on what's surfaced here, I'm curious about something.
Does this explain why the animation transitions are so fluid?
I wasn't sure how they were pulling of at first because the movement looked way too scriped at first. I couldn't tell where the inputs were happening.
It looks impressive, to be sure. Feels like your driving your own fight scene in an action film. Could get real interest when mixing in magic and summons.
Releasing the button breaks the animation and the powerful attack chain. Quick button presses are for sudden attacks, like this one.
![]()
Like here, you see that Noctis has to stun the enemy with his sword so that Gladiolus can KO him pretty easily. Party mechanics like this would be great since there's nothing canned about this sequence.
http://giant.gfycat.com/SelfassuredShinyIlsamochadegu.gif[IMG]
Like I said in the other thread, if it plays like this I'm fine with it.[/QUOTE]
If this is the case, i'm good with it. I'm still on the hype team
Where do you get that idea?
For all we know, quick button press is just the start if the deck chain, So one quick button press means he starts the chain but stops after the first one.
Quick press and release = one strike
It's obvious.
Well, I think is just part of the chain attack, is not a different move or kind of attack.
Yeah, the first strike is the first attack in the chain. It's still a sudden attack like what was displayed in the two .gifs
yeah, an action game. one where its based around a single character rather than control of a squad or something. I would like to initiate each sword swing by myself instead of holding down a button. It feels more interactive to me that way, more immersive.
This isn't an action game.
Looking at this gif, I don't think that its one hold and then a press, I think that whole attack was just one chain attack. The transition from one goblin to another looks so smooth, I think that since Noctis knocked the first goblin out of his range the attack chain switched automatically to the next target.
Woah, just saw the Gambit setup pictures.
Color me very excited.
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Like I said in the other thread, if it plays like this I'm fine with it.
wow 4 posts in a row....i´m only here to break your Combo
@Combat, if it work out like described it could be awesome. Hope the AI will work as Tabata expect it.
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Like I said in the other thread, if it plays like this I'm fine with it.
I was very negative in the other threads... but OP and this gif are giving me hope it might not be that bad.
It's hard to critique new control schemes such as this.
We need that demo.
Is the second patent in the OP definitely for XV? It's interesting because it was filed by Yusuke Matsui (Lead Battle Programmer for FFXIII and Battle Director for FFXIII-2) and Satoru Koyama (Lead Battle Programmer for Lightning Returns).
Could it have been for Lightning Returns instead?
What patent are you referring to? The diagrams I've extracted are from Tabata's one.
I would say that the animation and hit detection is far too good to rely on UI pop-ups.I dislike the idea of having relative fast paced combat but having to stare at the UI for a prompt, instead of knowing X button does Y, etc.
I think to grasp it, I still need a visual presentation. However, all in all, the return of gambits please me greatly. FFXII was a pleasure to play because of it.
We dont know if there is a jump button or not. There certainly is aireal attacks like KH though. What makes it very much like kh is the real time combat and noctis' skills will likley be like the ap system.But it won't play like it at all. button inputs and no jumping makes it very difficult to compare to KH. It's definitely not KH+gambits.
Yes. You can patent gameplay mechanics, you can patent stuff like the scrolling feel on iPhones, basically you can patent software that is designed to be interacted with in a specific way or something.
Wow that's insane. We need to completely get rid of the patent system or it needs a MAJORRRRR overhaul.Yes. You can patent gameplay mechanics, you can patent stuff like the scrolling feel on iPhones, basically you can patent software that is designed to be interacted with in a specific way or something.
Those people are put under the bus.
Together with Nomura.
Man, I feel bad for the guy. His vision being scrapped was one bad enough turn of events , but all the passive aggressive PR of Tabata "saving" the project and implying it was in development hell because he wasn't there was harsh.
Manual targeting of enemies (with R1 or L1) can over-ride these prioritiesOkay, just went through the whole patent. Sounds good actually. Going to explain it with images even tho the OP has already done it with text.
According to the patent, the game has an Attack Method Setting Screen (like FFXII gambits), which looks like the following: (This screen can be opened before battle or mid battle by pressing a button)
These conditions/methods are separated in to two:
1. Positional Condition
2. Attack Method
The stuff on the left are positional conditions (eg - less than 3m from Player Character), while the stuff on the right are attack conditions (eg - close attack with Axe). When you want to change these conditions, you click on say "3m from Player Character", and the list of Positional Conditions pop up. This list looks something like below. Same goes for an attack list.
Also, some other notes on these conditions:
- New Positional and Attack Conditions may be unlocked as the the character levels, buys new equipment or the game progress
- The amount of Conditions may be increased as the character levels, buys new equipment or the game progress
- There are priorities for these set conditions, and top condition has the highest priority
- Manual targeting of enemies (with R1 or L1) can over-ride these priorities
- The conditions, along with being distance based, can also be directional, like attacking enemies from the front or back
Also came across something that sounded promising for action button mashing fans![]()
Manual targeting of enemies (with R1 or L1) can over-ride these priorities
The conditions, along with being distance based, can also be directional, like attacking enemies from the front or back
i lost my shit at these two conditions. If they realize this combat system... i think it might be the best FF has ever had.