Final Fantasy XII Combat Info 45
1up.com has a few precious details on the combat system to be used in Final Fantasy XII. From the article: "The semi-realtime, semi-ATB battle system of FFXII is finally sounding like it's got some real depth now as these new features are coming to light. First of all, a "Chain" system has been revealed. Basically when you keep attacking enemies of the same race without killing enemies of a different race in between, your Chain counter increase. Increasing the counter will lead to getting better and even rare items from the enemies as they fall."
That sounds awesome. (Score:1, Funny)
That sounds awesome. I can't wait to tr
y out this new ATB/random-combo stuff when the game c
omes out.
Wow. (Score:1, Offtopic)
Even game kid could make random, error-riddled posts better than that--no wait, I AM game kid, and I MADE that parent post...*shudder* I suck at posting.
Cue the "We knew that, game kid" posts...
--game kid
Re: (Score:2)
Re:Noooooooo (Score:3, Insightful)
Re:Noooooooo (Score:2)
Re:Noooooooo (Score:1)
Me too. I don't like twitch games and it's not fun for me to feel "under pressure" in combat. Sometimes I like to pause and think.
The turn-based combat system was one of the things that I liked best about FFX.
Re:Noooooooo (Score:2)
Duh. That's the point.
Re:Noooooooo (Score:2, Insightful)
Re:Noooooooo (Score:2)
Although I will admit for example that the end boss in FF6 took me forever to beat with the my level 60-ish characters, while my wife whipped him real quick with all here level 99 guys
Re:Noooooooo (Score:1)
I remember thinking the hardest part was the air tower where I was continually ganked by 5 air elements in a maze (before
Re:Noooooooo (Score:4, Insightful)
I can't remember the last time I had to grind solely for Gil or XP, and I've just finished up FFVI, FFVII, and (almost) FFIV Hard-type--admittedly, the latter's getting hard now that I'm on the Moon... but, hey, that's what "fast forward" is for.
The FF grinds I've seen tend to be for rare items or Blue Magic. I guess FFIX's "do this 1000 times to get a more powerful skill" gimmick counts, but I only did that for Freya, and it was only 100 dragons (and I was most of the way there by the time I needed Dragon's Crest to do major damage).
Unless, of course, you mean the original FF.
Re:Noooooooo (Score:1)
Why I hated FFVIII, more or less. (Score:1)
I was scared of leveling up, because that meant the whole entire game was going to get harder from there on out. I had to wonder if there wasn't some point I would reach where I was too high in level without the corresponding support of good junctions, weapons, and items, and so wouldn't be able to proceed without a whole lot of backtracking or searching for stuff. Having a limited supply of Gil didn't help matters, because I was afraid to buy a
Re:Noooooooo (Score:1)
Getting back to gameplay, it's major problem is the same thing you'll run into with any MMORPG. This is the existence of other people. You find it in all of them, from EQ to UO, from AO t
Re:Noooooooo (Score:1)
Cursed Ring (Score:1)
Re:Cursed Ring (Score:1)
Re:Cursed Ring (Score:1)
Re:Noooooooo (Score:2)
What did you think of FF8? I loved the story and the characters - I thought it was a breath of fresh air for the FF series to have a game that more or less revolved around the romance. But I absolutely *loathed* the GF/Junction system.
I could get most characters their best/second-best weapon before the end of Disc 1. Refining Tents into Curaga, you could get insane amounts of hit points early on. And because all your stats were link
Re:Noooooooo (Score:2)
Re:Noooooooo (Score:1)
Re:Noooooooo (Score:2)
Final Fantasy: Tactics Advance
Final Fantasy X
Final Fantasy X-2
Final Fantasy VII
Final Fantasy VIII
Final Fantasy IX
Final Fantasy I
Final Fantasy II
Final Fantasy IV
Could I exit a
Hate crimes!! (Score:5, Funny)
Re:Hate crimes!! (Score:1)
I know. (Score:2)
Wait and see... (Score:3, Interesting)
The random battles can add a lot of depth in the mini-games (such as the Monster Arena in FFX). Every change Square makes to the FF series is always met with hesitation, but they listen to their fans and if it sucks not having random battles, then it will be changed.
I'm looking forward to a new installment, random battles or no.
Re:Wait and see... (Score:1)
Re:Wait and see... (Score:1)
"Precious"? (Score:4, Informative)
The 6-hit-combo thingie the article mentions seems to be just their tried-and-true "critical hit" system with some extra graphics... The hit combos were in FF1, by the way. I believe one could, with luck and a good weapon, get anywhere between one and six hits.
The new shield-guarding ability? They've had an "eva" (evade) stat since FF1 and introduced the shield as the primary blocker in FF6.
The enemy-fighting-enemy flair could add quite a bit to the game, though. After gamers erupted with joy in response to scenes of Covenant and Flood battling it out before their eyes in Halo, we've seen a new resurgence of this "I'm not the only one doing all the fighting" addition to games.
[Not to say that Halo invented the idea, of course. They were just the first, IMHO, to do it breathtakingly in these latest graphical environments.]
Re:"Precious"? (Score:2)
And the 14-year-old elitist, apparently.
Tricking monsters in Doom to fighting one another is not even vaguely close to portraying two opposing enemy factions fighting it out, in a big battle.
And no, having a handful of AI-controlled teammates isn't the same thing either.
Re:"Precious"? (Score:1)
Re:"Precious"? (Score:2)
Re:"Precious"? (Score:2)
And the quarterback field of vision "introduced" in Madden 06 was included in Madden 92. Most studios have been o
Sounds very much like FF11 (Score:1)
What I'm looking forward to in FF12, is if and how they will handle airship battles.
Sounds like FFXI (Score:5, Informative)
This sounds like a modified version of various FFXI mechanics (which isn't much suprise). In FFXI, you can get "Exp chains", which means if you kill things fast with little delay, you get bonus experience on the kill. (This only counts for things at or greater than your level.) The required time between kills goes down the more you kill, making it harder to keep them up, and the amount of exp you get eventually caps at 200-350, but it sounds vaguely similar. Different incentive (items vs exp), but it makes more sense in a 1-player RPG that way.
What would be cool is if they keep Skillchains. This is one thing that makes FFXI battles cool: if you use weapon skills in the right sequence, you do additional damage with neat effects. (You can even toss the right spell on the end for a magic burst for even more damage.) It helps encourage coordination between players, and it really helps. Good parties with the right skillchains do a lot better than those without.
If FFXII has some of these battle mechanics, expect a lot more depth. Since they're doing the .hack-style command-your-allies rather than traditional select-everyone's-action, it has a lot of potential. With the recent NPC-friend feature in FFXI (which apparently is working quite well), they may already be experimenting with these mechanics in production.
Ugh. (Score:1, Insightful)
training and camping (Score:2)
Having to train on the same monster endlessly has now become a feature>/i>. Are they just trying to cash in on MMORPG training strategies?
The enemy vs. enemy fighting looks to be pretty cool, I'm looking forward to camping their kills for loot.
Re:training and camping (Score:1)
when you keep attacking enemies of the same race (Score:2)