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Role Playing (Games)

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."
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Final Fantasy XII Combat Info

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  • by Anonymous Coward

    That sounds awesome. I can't wait to tr

    Wolf -gamekid 115/135HP 12/14MP-

    Received 10G!

    y out this new ATB/random-combo stuff when the game c

    Wolf -gamekid 115/135HP 12/14MP
    Ahriman -gamekid 115/135HP 12/14MP
    Ochu -gamekid 115/135HP 12/14MP

    Received 250G!

    omes out.

    • Wow. (Score:1, Offtopic)

      by game kid ( 805301 )

      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

  • Comment removed based on user account deletion
    • Re:Noooooooo (Score:3, Insightful)

      by amliebsch ( 724858 )
      Then, repeat the process.
      • I think I'm more pissed they're going back to ATB. Don't get me wrong, I loves some old school FFs, but I really liked it when they went to fully turned based in FFX.
        • 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.

    • The most annoying thing about FF was that you had to build up your guys by fighting a weak but profitable moster over, and over, and over, and over, and over, and over.

      Duh. That's the point.

      1. Run around fantasy world
      2. Fight random, highly-detailed 3D monsters (not just any monsters!)
      3. ???
      4. Profit!
    • Re:Noooooooo (Score:2, Insightful)

      by SgtFajita ( 911635 )
      You don't have to play the game like that. In fact, it's often more enjoyable and challenging to try to speed through the game, with minimal "grinding." Most of the FF games don't require you to be anywhere near max level to beat the final boss. Side quests and optional bosses, though, are another story.
      • Agreed...I hate leveling, and it's not really necessary if you use decent strategy when fighting. However I do save in doubles, flipping back in forth, just in case I do need to do a little leveling to beat someone.

        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 ;)
        • In FF1 I thought the 'G' after the price was another zero (really old TV) so I kept saving and saving to buy Nuke and was ready to do the same for asskick white magic spell too, but when I purchases nuke my gold barly went down. I figured out I was a dumbass and then baught everything I could and went to fight Chaos. My level 40 something characters (max was 50) beat him in 3.5 rounds.

          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)

      by Wilson_6500 ( 896824 ) on Monday September 12, 2005 @08:59PM (#13542894)
      The last "grind" I had to face in an FF game was the entirety of FFVIII, since I had a compulsive need to stock 100 of each new magic for everyone.

      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.
      • I did that whole cursed ring thing in FFVI. I don't remember exactly, but this ring gave you every status ailment, but if you fought 255 battles with it, it transformed into something better. (I combined al those fights I needed with getting Gau more Rages on the Veldt.)
        • IIRC, the cursed ring could not be uncursed... ever. The cursed SHEILD, however was uncursable after 255 fights. Just equip the shield with a ribbon and finish the fights quickly so that DOOM doesn't kill you and you're fine. Then it became the Paladin Sheild, the most powerful item in the game. I believe it gave you +50 vig, mag, mdef (which made no diff), and def... Plus it could cast something used as an item and teach ultima... I think.
      • I agree with your post, but I just wanted to take this off on a tangent.

        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
        • I actually like FF VIII. The juntioning system was broken, but it was interesting. And it was still possible to play the game as it was intended. One just had to be conscious not to abuse the system and power your party up via junctioning.
        • Oh, hell. I never finished FFVIII. I got to Disc 4 and put it down because of that Time Compression nonsense.
          • In the last two years I've played through:
            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

            ...and I'm currently working through V. Final Fantasy VIII was quite possibly the worst turn-based RPG I've ever played. I had trouble with the final boss and after looking at a few strategies online, I realized I missed out on a very powerful and important GF earlier in the game.

            Could I exit a
  • by dannyitc ( 892023 ) on Monday September 12, 2005 @08:07PM (#13542614)
    I can see the Congressional hearings now on FFXII promoting race-based violence.
  • Wait and see... (Score:3, Interesting)

    by flowerHercules ( 897821 ) on Monday September 12, 2005 @08:34PM (#13542761)
    I honestly have liked the random battle system. It keeps it interesting. As long as they give me a flyable air-ship instead of the point and click system in FFX, I will be happy.

    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.
    • Random battles are annoying because they trigger without warning and force you to avoid unnecessary movement if you don't want to spend even more time fighting. Visible monsters make it easier to see when the next fight will be even if you can't avoid them and they won't trigger fights if you're exploring an area a bit more than necessary.
  • "Precious"? (Score:4, Informative)

    by IorDMUX ( 870522 ) <mark DOT zimmerman3 AT gmail DOT com> on Monday September 12, 2005 @09:06PM (#13542935) Homepage
    I think "precious" is a bit far to go in describing the tidbits of information offered us by this post.

    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.]
    • 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.

      And the quarterback field of vision "introduced" in Madden 06 was included in Madden 92. Most studios have been o
  • The chaining sounds like how parties gain exp. I'm not sure I like the idea of monsters fighting other monsters. It sounds amusing to watch. Although, if you can't train monsters onto others it becomes the annoying kill stealing, loot denying mob. I'm pretty sure they arn't going to have monsters loot other monsters.
        What I'm looking forward to in FF12, is if and how they will handle airship battles.
  • Sounds like FFXI (Score:5, Informative)

    by oGMo ( 379 ) on Monday September 12, 2005 @11:17PM (#13543810)

    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)

    by Hitto ( 913085 )
    Looks like the series is still dead for us SNES nostalgics. Chain combos? How about a game without FMV's, a solid storyline, and limited treadmilling? I'm not a hamster, you know.
  • "Basically when you keep attacking enemies of the same race without killing enemies of a different race in between, your Chain counter increase."

    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.
  • You mean like if I keep picking white victims rather than mixing between victims who are black and white? Are we sure we really want to see games like this?

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