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Xx_Queen Pandora_xX

PostPosted: Wed May 27, 2009 5:34 pm


I agree that it is a little on the easy side but I still like it over the random encounters.
PostPosted: Tue Jun 02, 2009 5:37 am


I disagree that it is too easy. Some areas where there are normal monsters i could understand that point of view. But when you are facing the espers and elite marks that is a challenge even when you have high leveled characters

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Evil tazza

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PostPosted: Wed Oct 07, 2009 3:21 pm


this battle system is WAY better. you have more control in the situation. if you don't want to fight something then go around it
PostPosted: Wed Oct 07, 2009 5:16 pm


Evil tazza
this battle system is WAY better. you have more control in the situation. if you don't want to fight something then go around it


You have more control of what you fight, but less control of how... I feel like there's less room for strategy. I mean, you can argue that gambits kind of have their own strategy, but it doesn't feel like there's as many things you can do in unique situations...

I don't think I'm explaining my point clearly, but I don't know how to put it. confused

Ravenwolf
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ArikaiHart

PostPosted: Fri Oct 09, 2009 10:36 am


Do you mean, like, how you can't micromanage your party anymore? Like how you can't look at an individual enemy and think, 'okay, Balthier will blind it with a technick, Basch will run in and hit it, Ashe will heal the party, and then they're all attack' or whatever, and then the next fight be all, 'Ashe attacks, Bacsh uses potion, Balthier attacks, Ashe heals, he-whose-name-I-cannot-seem-to-spell attacks, Baltheir poaches', and so on and whatever.

The one think I really did not like, now that I think about it, is how they all attack at the same time. It's really irritating when you're trying to poach something, and you set a gambit to, say, HP<20% = Poach, but while you're sitting there, charging your technik, your dumb-a** party member attacks the monster. It would be nice if you had, I dunno, group gambits, like 'Poach overriddes attack for all allies' or 'Don't use healing items if target of healing spell'. During some of the later areas, my characters would waste time and potions healing themselves while Ashe is busy charging her Curaja, or whatever, and my characters would get wiped out because they were too busy healing to attack the boss.
PostPosted: Fri Oct 09, 2009 12:58 pm


ArikaiHart
Do you mean, like, how you can't micromanage your party anymore? Like how you can't look at an individual enemy and think, 'okay, Balthier will blind it with a technick, Basch will run in and hit it, Ashe will heal the party, and then they're all attack' or whatever, and then the next fight be all, 'Ashe attacks, Bacsh uses potion, Balthier attacks, Ashe heals, he-whose-name-I-cannot-seem-to-spell attacks, Baltheir poaches', and so on and whatever.

The one think I really did not like, now that I think about it, is how they all attack at the same time. It's really irritating when you're trying to poach something, and you set a gambit to, say, HP<20% = Poach, but while you're sitting there, charging your technik, your dumb-a** party member attacks the monster. It would be nice if you had, I dunno, group gambits, like 'Poach overriddes attack for all allies' or 'Don't use healing items if target of healing spell'. During some of the later areas, my characters would waste time and potions healing themselves while Ashe is busy charging her Curaja, or whatever, and my characters would get wiped out because they were too busy healing to attack the boss.


Exactly. I obviously couldn't have said it better myself. In situations like you're saying, when they're all impeding each other, I usually just manually told them to do something else, but it really is a pain if you don't catch them trying to do something, or they get it off before you can stop them or something...

Maybe they just have really bad communication in the game? "WHAT ARE YOU DOING, VAAN, I HAD A PLAN." "WAY TO TELL ME ABOUT IT FIRST DURRR."

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PostPosted: Fri Oct 09, 2009 1:16 pm


I like them both, but there's more kinds of encounters than that. You've got the kind in FFTactics where technically they're random (unless it's Advanced and you can see where they're going), but once you're in battle, you're still walking around and going after your opponent. Then there's the standard random encounters we're used to, and then there's the kind like in FFXII where you can not only see your enemies, but you also attack them right there instead of going into a different scene especially for battles (except maybe for bosses and espers), but then there's more kinds. I'm not sure if it's in Final Fantasy, but there's a kind where you see the enemies that you're going to battle, like in Evolution and Star Ocean II, but when you touch them, you do go into another scene.

I like them all, but I guess I do prefer the ones where you go onto another battle scene.
PostPosted: Mon Oct 12, 2009 9:34 am


Zerotheslayer
I like them both, but there's more kinds of encounters than that. You've got the kind in FFTactics where technically they're random (unless it's Advanced and you can see where they're going), but once you're in battle, you're still walking around and going after your opponent. Then there's the standard random encounters we're used to, and then there's the kind like in FFXII where you can not only see your enemies, but you also attack them right there instead of going into a different scene especially for battles (except maybe for bosses and espers), but then there's more kinds. I'm not sure if it's in Final Fantasy, but there's a kind where you see the enemies that you're going to battle, like in Evolution and Star Ocean II, but when you touch them, you do go into another scene.

I like them all, but I guess I do prefer the ones where you go onto another battle scene.


I believe the type they'll use in XIII is like Star Ocean and Evolution (I think of it more as SaGa Frontier and some Tales games blaugh ). I wouldn't really know about Tactics... I'm awful at it, so I never got far enough to get a good feel for it. sweatdrop

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I Am The Danger

PostPosted: Wed Oct 28, 2009 4:32 pm


I think the system for XII is really dynamic. This is my favorite battle system, outside of KH and Ultimate Alliance. Gambits are great if you use them correctly. I don't use them to completely run an entire battle - what would the fun in that be? They're great for support action and taking care of things I forget to do (except Steal). It's great being able to control the actions of all your playables without having to tediously switch from character to character each time you run across an enemy.

It's the classic turn-based systems that are a little too slow-paced for me, actually. Where's the real strategy if you have an unlimited time to consider your next move?
PostPosted: Thu Nov 05, 2009 6:22 pm


iBalthierBunansa
I think the system for XII is really dynamic. This is my favorite battle system, outside of KH and Ultimate Alliance. Gambits are great if you use them correctly. I don't use them to completely run an entire battle - what would the fun in that be? They're great for support action and taking care of things I forget to do (except Steal). It's great being able to control the actions of all your playables without having to tediously switch from character to character each time you run across an enemy.

It's the classic turn-based systems that are a little too slow-paced for me, actually. Where's the real strategy if you have an unlimited time to consider your next move?


That means more strategy! Where's the real strategy if you don't have time to think about what you want to do and so end up going with whatever crosses your mind first? Think of what's the most strategic game in existence. Does chess have a time limit? What are you talking about; there's no such thing as speed chess.

If anything, I'd say XII is more tedious because you can just sit back and not do anything... And if you do choose to control your characters, what's the point if you know you could just do the same thing with them anyway? confused

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electric_halfnhalf

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PostPosted: Thu Dec 24, 2009 12:55 am


I'm not to thrilled with XII's battle system.
I love the turn-style that FF uses, you get to experiment with your moves more; not to mention your character's style/attributes. This game felt like all you could really do was go around like a mindless zombie, barley using your new skills, killing enemies with gambits....I get bored fighting, which isn't usual for me, I like just fighting sometimes. The license board was also kinda lame, I really enjoyed the sphere grid, that way there was more options. The license board was the exact same as everyone else, no real options. I don't know, that's just how I felt.
 
PostPosted: Mon Apr 19, 2010 12:06 pm


electric_halfnhalf
I'm not to thrilled with XII's battle system.
I love the turn-style that FF uses, you get to experiment with your moves more; not to mention your character's style/attributes. This game felt like all you could really do was go around like a mindless zombie, barley using your new skills, killing enemies with gambits....I get bored fighting, which isn't usual for me, I like just fighting sometimes. The license board was also kinda lame, I really enjoyed the sphere grid, that way there was more options. The license board was the exact same as everyone else, no real options. I don't know, that's just how I felt.

I strongly disagree.
I feel that the new battle system it used was not only taking away from the dull repetitiveness by adding gambits to take care of the simple stuff for you, but enjoyed exactly how much customization you could take advantage of.
There was a Gambit for almost every situation, allowing you to prepare for the stuff that usually happens in specific areas, then simply take over manually if something goes wrong or if you want to poach. There should never be any problem with your friends killing your poaching target, since you can very quickly turn off their gambits with only a few keystrokes, leaving them mindless zombies who await your command.
The license system was superb~
You get the chance to decide who learns what and what equipment they can use. It's like being able to define someone's class how you see fit! The license board was organized in a way that if you wanted a gunner, for example, in order to learn to use his most powerful gun, you also had to learn other range attacks, such as the Bombs, along the way. What Final Fantasy competes with that?
I'll admit the story was a little on the bland side at times, and the characters didn't come across as story-critical, however the battle system was an overall success.

Formal Rice Farmer

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Ravenwolf
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PostPosted: Tue Apr 20, 2010 5:33 pm


Overlord Mathias
electric_halfnhalf
I'm not to thrilled with XII's battle system.
I love the turn-style that FF uses, you get to experiment with your moves more; not to mention your character's style/attributes. This game felt like all you could really do was go around like a mindless zombie, barley using your new skills, killing enemies with gambits....I get bored fighting, which isn't usual for me, I like just fighting sometimes. The license board was also kinda lame, I really enjoyed the sphere grid, that way there was more options. The license board was the exact same as everyone else, no real options. I don't know, that's just how I felt.

I strongly disagree.
I feel that the new battle system it used was not only taking away from the dull repetitiveness by adding gambits to take care of the simple stuff for you, but enjoyed exactly how much customization you could take advantage of.
There was a Gambit for almost every situation, allowing you to prepare for the stuff that usually happens in specific areas, then simply take over manually if something goes wrong or if you want to poach. There should never be any problem with your friends killing your poaching target, since you can very quickly turn off their gambits with only a few keystrokes, leaving them mindless zombies who await your command.
The license system was superb~
You get the chance to decide who learns what and what equipment they can use. It's like being able to define someone's class how you see fit! The license board was organized in a way that if you wanted a gunner, for example, in order to learn to use his most powerful gun, you also had to learn other range attacks, such as the Bombs, along the way. What Final Fantasy competes with that?
I'll admit the story was a little on the bland side at times, and the characters didn't come across as story-critical, however the battle system was an overall success.


I agree with Halfnhalf... Yes, these are occasions in which it's more advantageous to manually control your characters, but to be honest, those situations are few and far between, especially if you want to do more in the game than go straight through the story. In any case, I always manually controlled my party leader because otherwise I just felt useless in my own game. Setting gambits doesn't feel like playing to me. Kind of like X-2's Blitzball. confused But most of the time, I found myself doing what I would have set the gambit to do anyway. It's boring either way; it's just a difference between being a hands-on!boring or watching-water-boil!boring.

Of course that's an exaggeration, I'd still rather play the game than watch water boil. sweatdrop But that's the idea.

As far as the License Board, I still maintain that the Sphere Grid and, now, the Crystarium, are better. It's still extremely customizable, but they follow a much more logical procession to me. First of all, I do not understand in the slightest why you need a license to use pretty much any piece of equipment. If it were as simple as needing to level up to wear, say, heavier armor, at least that makes sense, but that's not how it works. Plus, it acts as though every person is exactly the same. The truth is, some people are more suited to one weapon than another, and I would assume magic comes easier to some people than others, and so on. The way the Sphere Grid and Crystarium work, you can make characters do anything (or at least most things) you want, but it's still easier to make them follow the path that actually fits the character best.
PostPosted: Thu Apr 22, 2010 11:44 pm


I'm not quoting everyone above, because long like whoa, but let's pretend I did. heart

I can't say I found the battle system boring. It's true gambits took away the need to manually choose, but only when fighting run-of-the-mill monsters. I seem to remember doing a lot of micro-managing against bosses or specific enemies. Gambits were for more general use, like, attack-leader target and hp<30% - heal. It wasn't the best, but it was good (at least, way more involving than XIII). Battles were fast, too, and didn't involve a transfer to somewhere else (which isn't always bad, but if you're going to have a game that plays itself, it'd better be quick).

And as for the License Board, it wasn't as good as the Sphere Grid, bit it's WAY better than the Cyrstarium. There's no cap, and you can choose exactly what you want your character to learn (I really hate the traditional white mage/black mage/soldier/theif jobs). If I need to heal, I don't want to switch to a character who'll cast cure and then sit around doing nothing. I'd rather have a fast character who hits for decent damage and can heal me and remove debuffs.

As for it being stupid to require a license to wear armour... I can kind see where you're coming from. I've always looked at it as something along the lines of gun registration, though. Yes, everyone can swing a sword, but if don't want to be thrown in the dungeon you'd better have a license for it (or something along those lines).

I'm not going to into the story, though, because a. this is the wrong thread, and b. I've all ready gone into in on different threads, repeatedly.

ArikaiHart

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Final Fantasy XII

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