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Thread: New FF title

  1. #11
    Player Theodric's Avatar
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    Matthieu Desrosiers
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    I like the shift towards action focused battle systems, honestly. FFVIIR was inherently more satisfying to me than the typical turn based system simply because the latter approach is easy to break or exploit thanks to the AI generally not being very smart. In action based combat you need to be proactive, whereas in turn based systems...the AI will just have the enemy use, say, a fire spell even when it's clear that your character is equipped to be immune to such attacks.
    (2)

  2. #12
    Player
    Lauront's Avatar
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    Quote Originally Posted by Theodric View Post
    I like the shift towards action focused battle systems, honestly. FFVIIR was inherently more satisfying to me than the typical turn based system simply because the latter approach is easy to break or exploit thanks to the AI generally not being very smart. In action based combat you need to be proactive, whereas in turn based systems...the AI will just have the enemy use, say, a fire spell even when it's clear that your character is equipped to be immune to such attacks.
    It's more poor design choices than something inherent to the type of game. They just don't make the enemy scripts very intelligent, but games like Baldur's Gate 2 made good use of it, especially with mods to optimise the scripts. But I agree, poor design choices like that are annoying.
    (6)
    When the game's story becomes self-aware:


  3. #13
    Player
    TaleraRistain's Avatar
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    Thalia Beckford
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    Quote Originally Posted by Theodric View Post
    I like the shift towards action focused battle systems, honestly. FFVIIR was inherently more satisfying to me than the typical turn based system simply because the latter approach is easy to break or exploit thanks to the AI generally not being very smart. In action based combat you need to be proactive, whereas in turn based systems...the AI will just have the enemy use, say, a fire spell even when it's clear that your character is equipped to be immune to such attacks.
    That's just bad design on the part of the AI, though. If you haven't played the Bravely Default series or Octopath Traveler, I'd give them a try. They both have interesting new mechanics with the turn-based system and the AI gets rather clever with how they combat your party.

    I'm neutral which way they go. I've been both a Final Fantasy and Kingdom Hearts fan since the beginning of their respective series so I can do action or turn based or a mixture like we've seen sometimes.
    (4)

  4. #14
    Player
    Lauront's Avatar
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    He's played both. They're admittedly far better than older SE games, particularly Octopath which makes some very clever uses of enemy power ups and vulnerabilities to be more challenging, but that comment is in fact based on Bravely Default 2. It has other ways of compensating for it, but I struggle to understand why it's like that in the first place. You'll see it if you compared it to a title like the one I mentioned, which is pseudo-real time, particularly if you used a mod to optimise its scripting; but even without it, it was fairly sophisticated.

    I agree with your main point though, it's not inherent to the type of game - it's more to do with bad design.
    (4)
    When the game's story becomes self-aware:


  5. #15
    Player
    ReynTime's Avatar
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    Wouldn't be surprised. FF doesn't know what kind of game it wants to be since after X, and all they do is follow trends. To think the series used to SET the trends before that...
    (3)

  6. #16
    Player
    DamianFatale's Avatar
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    Arctura Fengari
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    You know what I want for a spin off game? A Final Fantasy single player spin off that has a single player offline story. I think it would be a fantastic way to show off Hydaelyn, and explore a story that is related, but a bit separate from the main plot. Perhaps they could set it in another shard, and connect the events loosely, or even go behind the scenes on Hydaelyn. There are so many fun places that could be expanded on.


    Here are some of mine:

    -We could play as a young Cid escaping Garlemald, that tells the story of how the Ironworks were founded.

    -The fall of the 13th.

    - Actual Final Fantasy XIV Tactics set during the fall of the Ivalice Kingdoms. Could involve Dalmasca, Ranastre, and Valnain.

    - The Fall of Yanxia and Nagxia. We still don't now much about Nagxia. That storyline talked about in the Ninja quests would make for an interesting spin off game.

    Those are just some of mine. I'm sure there are boundless plots that could be turned in a side venture.
    (1)

  7. #17
    Player
    Raskbuck's Avatar
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    I miss the turn-based Final Fantasies.
    (3)

  8. #18
    Player
    ItMe's Avatar
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    Iiiiiiiiiiit's Meeeee
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    Quote Originally Posted by Raskbuck View Post
    I miss the turn-based Final Fantasies.
    Word.
    I feel a void in their absence.
    I know they make Octopath and Bravelt Default to try and full that void but I didn't like either lol.
    I'm glad Dragon Quest is still going strong and can scratch that irch or I'd feel the big sad.
    (2)

  9. #19
    Player Caurcas's Avatar
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    Caur Kagon
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    Just make it fast, metal and violent and you have me onboard.
    (1)

  10. #20
    Player
    Lauront's Avatar
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    Quote Originally Posted by ItMe View Post
    Word.
    I feel a void in their absence.
    I know they make Octopath and Bravelt Default to try and full that void but I didn't like either lol.
    I'm glad Dragon Quest is still going strong and can scratch that irch or I'd feel the big sad.
    I'm not all that fond of BD's style, tbh. I liked Octopath better of the two, because I felt it had the more innovative system between the two. BD2 is a lot of fun, it's a lot like a FF game mechanically, but I just don't like the style of the graphics or the story in it enough to class it as a great game. A bit too goofy through and through for my liking. From what I played of Project Triangle demo (another SE project), I liked the story telling method (branching story paths based on decisions, and also fairly gritty), graphics etc. a lot, but I think it has maturing to do in terms of its combat system, as it felt very limited and I didn't like some of the unit design choices.

    Anyhow, I really liked 7R's combat design, so if they continue with something like that for the main series I'll be pleased.
    (3)
    When the game's story becomes self-aware:


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