blu
Wants the largest console games publisher to avoid Nintendo's platforms.
Right.Boney said:Jobs did affect your overall stat growth right?
Right.Boney said:Jobs did affect your overall stat growth right?
watTruePrime said:Damn it was going to skip this because the Art is awful to me
I came running when I saw FF5. I LOVE FF5.Gravijah said:DID SOMEBODY SAY FF5
TruePrime said:Damn it was going to skip this because the Art is awful
I really don't like this art style.Cipherr said:Last thing I ever expected to read about this particular game ;D
TruePrime said:I really don't like this art style.
I didn't care for 4 WoL either. The use of Chibi Art style usually drives me up a wall, though there are some that don't for some reason like TheatherRythm.
She was weird.Boney said:
Battle System
The game's battle system mixes jobs and abilities. It's close to Final Fantasy V in image. Like a "standard RPG," it will have random encounters and will be turn-based.
Action RPGs are much, much, much harder to get right. Most developers do not get it right.Door2Dawn said:Ugh I can't stand random encounters and turn base systems. They need to move away from that. Would be much better if it was an action RPG.
Does traditional turn based mean each character takes a turn and you have as much time as you want or it is that round turn based stuff where you have as much time as you want to choose your attack for each person in your party then its executed in one "round" of battle. I really dislike the round based turn based stuff.rpmurphy said:Traditional turn-based battles sounds promising.
Door2Dawn said:Ugh I can't stand random encounters and turn base systems. They need to move away from that. Would be much better if it was an action RPG.
Generally when we say "tradtional turn-based," we are referring to round-based combat as in DQ, FF1-3, etc.artwalknoon said:Does traditional turn based mean each character takes a turn and you have as much time as you want or it is that round turn based stuff where you have as much time as you want to choose your attack for each person in your party then its executed in one "round" of battle. I really dislike the round based turn based stuff.
Well to be more precise, even with the round-based battle systems, the enemy attacks are interspersed with your party's actions so it's not purely a you-get-a-turn-I-get-a-turn kind of system. One appealing aspect is that the strategy of chaining actions together is much easier to coordinate than with an active battle system. It does come at a cost, however, of not being able to react to a situation until the end of the round and sometimes you don't get the order of actions you wanted, which are things that ATB systems fix. It's still just a preference thing though.artwalknoon said:Does traditional turn based mean each character takes a turn and you have as much time as you want or it is that round turn based stuff where you have as much time as you want to choose your attack for each person in your party then its executed in one "round" of battle. I really dislike the round based turn based stuff.
That sounds plausible. Personally though I dread walking long distances or backtracking in RPGs with random battles for fear of running into more battles that waste my time. If I can see the enemies I can try to avoid them, and if I can't avoid them at least I know what to expect.Stumpokapow said:I'm not sure why random battles would suggest a lack of incentive to explore. Your incentive to explore is to find loot (or side quests). You also benefit from the fact that less time needs to be spent pacing back and forth "grinding" while still staying ahead of the EXP curve just be exploring.
The key is making the encounter rate low enough, the battle system strategic enough, and implementing systems to avoid burnout on excessive battles (see for example Cthulhu Saves the World, Earthbound, Guardian's Crusade).
There are certainly games with random battles that are unenjoyable, but the root of that problem is in the environment design, inventory / loot design, and the mechanics of the battle system. I don't think a team that fails at all of those things is any less likely to fail whether they choose on-screen battling, visible enemy random battles, fixed step random battles, or totally random battles.
cosmicblizzard said:Thanks for contributing to the death of my favorite genre >:|
So classyPigSpeakers said:I just really hope it has the hats again. I really really liked the hats, especially black mage because it was a top hat instead of going the traditional FF root.
My problem with rounds is just what you said, sometimes things don't happen in the order I chose, enemies' attacks are interspersed, and choosing who you want to heal at the start of the round and who needs healing at the end of the round are very different questions. IIRC both DQIX and Suikoden for the ds used round systems. I remember in DQIX in particular using AI allowed my npcs to heal the right person like they were reacting to what the enemy was doing whereas I didn't have that benefit if I wanted to control all 4 party members.rpmurphy said:Well to be more precise, even with the round-based battle systems, the enemy attacks are interspersed with your party's actions so it's not purely a you-get-a-turn-I-get-a-turn kind of system. One appealing aspect is that the strategy of chaining actions together is much easier to coordinate than with an active battle system. It does come at a cost, however, of not being able to react to a situation until the end of the round and sometimes you don't get the order of actions you wanted, which are things that ATB systems fix. It's still just a preference thing though.
are you from the future?artwalknoon said:My problem with rounds is just what you said, sometimes things don't happen in the order I chose, enemies' attacks are interspersed, and choosing who you want to heal at the start of the round and who needs healing at the end of the round are very different questions. IIRC both DQIX and Suikoden for the ds used round systems. I remember in DQXI in particular using AI allowed my npcs to heal the right person like they were reacting to what the enemy was doing whereas I didn't have that benefit if I wanted to control all 4 party members.
I would prefer this game were turn based like 1 character gets a turn, 1 enemy gets a turn, etc. Maybe even with a FFX type chain/chart so you can plan out what you will do in advance.
Hmmm?Boney said:are you from the future?
no wait i'm dyslexic and read DQXIartwalknoon said:Hmmm?
Nothing to see here folks, keep calm and carry on.Boney said:no wait i'm dyslexic and read DQXI
The way Blue Dragon does it is a nice happy medium. It is truly turn-based, and you can modify when you will act by charging your actions.artwalknoon said:My problem with rounds is just what you said, sometimes things don't happen in the order I chose, enemies' attacks are interspersed, and choosing who you want to heal at the start of the round and who needs healing at the end of the round are very different questions. IIRC both DQIX and Suikoden for the ds used round systems. I remember in DQXI in particular using AI allowed my npcs to heal the right person like they were reacting to what the enemy was doing whereas I didn't have that benefit if I wanted to control all 4 party members.
I would prefer this game were turn based like 1 character gets a turn, 1 enemy gets a turn, etc. Maybe even with a FFX type chain/chart so you can plan out what you will do in advance.
I never played blue dragon, but I thought FFX and Nostalgia for the ds to a lesser extent had a good turn based system where different moves would change the order of turns but you could see a flow of the turns on screen.Aeana said:The way Blue Dragon does it is a nice happy medium. It is truly turn-based, and you can modify when you will act by charging your actions.
Definitely not but I'm not quite sold on the game yet either, its much to soon to make that decision. But round vs individual turn based is a bit of a sticking point for me, I like jrpgs a lot and play a lot of them but rounds are one battle mechanic I hope fade away soon.Uncle Rupee said:I can see what you mean by the round vs turn based battles but either way, would that really stop you from playing it?
chickdigger802 said:So it's the next best thing to a 'ds ff5 remake'.
I can dig that.
Aeana said:Because it is a valid design decision with benefits.
PatmanBegins said:Please explain what the benefits of random encounters are to game design in 2011.
What positive effect does it bring to an RPG that couldn't be achieved with visible enemies? Earthbound and Chrono Trigger got it right over 15 years ago, so it's obviously no longer a limitation of the hardware. But I'm open to other opinions, so please let me know.
PatmanBegins said:Please explain what the benefits of random encounters are to game design in 2011.
What positive effect does it bring to an RPG that couldn't be achieved with visible enemies? Earthbound and Chrono Trigger got it right over 15 years ago, so it's obviously no longer a limitation of the hardware. But I'm open to other opinions, so please let me know.
randomkid said:Argument #1 is a big deal to me! Anyways like Stump said you only ever feel like random encounters suck if the game designers suck.
As for the secret composer, gotta be Koshiro. Due for another job and a 7th Dragon-esque OST would work quite nicely.
They are not weak arguments. The biggest advantage of random encounters is that it allows the game to enforce strict probability rules, eg. monster A is met only in area B with probability X. And after the player spends sufficient time of roaming B, they will have fought A proportionally to the time_spent x probability. None of the other encounter systems offer that. This is paramount to monster drops, etc.linko9 said:So yeah, pretty weak arguments, but for whatever reason, I rarely mind random encounters, though I prefer on-field encounters.
wazoo said:I think random encouters are a result of poor CPU power on the NES more than a design choice. Too much to handle, so they remove them from the map.
But it is so archaic, Aeana !!!Aeana said:Because it is a valid design decision with benefits.
wazoo said:I think random encouters are a result of poor CPU power on the NES more than a design choice. Too much to handle, so they remove them from the map.
blu said:They are not weak arguments. The biggest advantage of random encounters is that it allows the game to enforce strict probability rules, eg. monster A is met only in area B with probability X. And after the player spends sufficient time of roaming B, they will have fought A proportionally to the time_spent x probability. None of the other encounter systems offer that. This is paramount to monster drops, etc.