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6451  Media / Single-Player RPGs / Re: What feature in one/few RPGs should they all have? on: February 22, 2010, 09:32:49 PM
If you really want to, you could just not use gambits at all and do everything manually.  Or only have gambits kick in when it's absolutely necessary.

Of course, usually when I mention this, people tell me to just turn off gambits. Obviously I've tried that and the game turns into a bizarre micromanagement hell.

And so usually I'd manually control one character and put everyone else on gambit, which still isn't fun because there's nothing particularly interesting about FFXII's mechanics.
6452  Media / Single-Player RPGs / Re: List of RPGs for a noob trying to catch up on: February 22, 2010, 08:27:15 PM
Shin Megami Tensei: Nocturne
Final Fantasy Legend 2
Ookami
Tales of Symphonia
Persona 1 (It has a PSP port now).
Earthbound
Saga Frontier

I have some other suggestions if I can expand this to PC games:

Quest for Glory 2 VGA (Freeware)
Ultima 7
Planescape: Torment
Gothic 2
Star Control 2/The Urquan Masters (Freeware)
Crawl (Freeware)
Ragnarok (Freeware, and not Ragnarok Online. This is a DOS roguelike from 1992).
Arx Fatalis
6453  Media / Single-Player RPGs / Re: What feature in one/few RPGs should they all have? on: February 22, 2010, 04:46:31 PM
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I see auto-battles as a quick fix that really doesn't address the full problem: boring battles.

Which is why I suggested nothing but boss battles earlier in this thread or in the difficulty thread or whatever.

Similarly this is why I never got into Suikoden. The main value of its battles is that they were FAST. I didn't find them necessarily FUN. Just PAINLESS. Painless is a good thing to have but it's still not FUN.

Oh. Playing Twilight Princess lately. That game lets you skip not just cutscenes but even minor non-interactive bits. Fuck yes.

Quote
I think part of the micromanagement hell was the combination of gambits and the license board, the latter of which I've ranted about repeatedly for feeling arbitrary and tacked on.

No, I mean more like you have to constantly monitor everyone's ATB bars because, AFAIK, the game doesn't auto-pause when one of your dudes is ready for a command.

Quote
The ability to speed through parts you'd already seen and remembered and slow down during cool battle animations was a wonderful addition

Honestly I thought all of CC's battle animations took too long. And the game was capped at a fairly low framerate. Same for FFIX.

Thus I think all games should have really goddamn fast attack animations. Or the option to just turn attack animations off/represent them in a highly reduced manner.
6454  Media / Single-Player RPGs / Re: Help needed - difficult RPGs? on: February 22, 2010, 04:41:00 PM
No, Chrono Cross still has regular map enemies and fighting them isn't fun at all. However, they're optional in that you can run from all of them 100% of the time, except on Gaea's Navel, but it's still annoying transitioning into battle.

In terms of fewer, more meaningful combats, VP was sort of better about it, actually, and CT was too for the very last two dungeons (unfortunately, you still have most of the rest of CT where non-boss battles are completely purposeless). Or SaGa Frontier, sort of.

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Seriously, I don't want to have to grind for 1000 10 minute battles just to get anything resembling fun to use like I did for FFs VIII and IX.

I have no idea what you are saying here. Sorry :(

It SOUNDS like you're implying my idea would induce grind, which it wouldn't, because if you only have bosses you can't grind. Ever.

If you're implying FFVIII and FFIX required grind... uh, what..? If you're implying FFVIII and IX also had a lot of bosses, also... uh, what..?
6455  Media / Single-Player RPGs / Re: Help needed - difficult RPGs? on: February 22, 2010, 04:37:17 AM
Not entirely on topic, but here's my thoughts on what ideal difficulty is: The player should feel like they are always ABOUT to lose, but always be able to pull off a miraculous win in the last second. I reason this because close fights and very narrow victories are always exhilarating. Losing, on the other hand, is rarely fun.
6456  Media / Single-Player RPGs / Re: What feature in one/few RPGs should they all have? on: February 22, 2010, 04:26:55 AM
My problem with FFXII in that regard is still that it's very hands off. I don't have an issue with hands off combat per se. FFXII's problem is more that it had really hands off combat coupled with completely featureless dungeons, so playing the game broke down into moving a bunch of AI units through empty deserts while absolutely nothing happened, and I wasn't having any fun and didn't feel like I was even playing the game.

Of course, usually when I mention this, people tell me to just turn off gambits. Obviously I've tried that and the game turns into a bizarre micromanagement hell.

And so usually I'd manually control one character and put everyone else on gambit, which still isn't fun because there's nothing particularly interesting about FFXII's mechanics.

Except for the gambit system which, despite being interesting... well, see the first paragraph.

This is also roughly the same time when I realized that the only games that used ATB-based/derived battle systems I liked were FFVII and FFIX.

Anyway, I don't think programmable AI should be a gameplay mechanic. I think it should be a feature, but I find the notion of collectible AI commands to be frothingly retarded and somewhat on par with having to find menu commands in a chest before you can equip armor or something.

Additionally even if you do have user AI pseudo-programming things you shouldn't gear the fucking gameplay around it to the point where it's your only actual gameplay mechanic, because, as I said, it shouldn't be a gameplay mechanic to begin with. It should be a convenience for the user.
6457  The Rest / General Discussions / Re: RPGFan Game Journal XX - Sharpened Pencil Midnight Bathouse on: February 22, 2010, 01:16:38 AM
Beat the fire Temple in oot. Tempted to go back and look up whatever crap I apparently missed but I'm gonna see if I can actually find it on my own first. It's funny going back to old saves from games I used to play in like, 9th grade and realizing how much I sucked at them back then.

OoT feels a lot diff'renter from TP than what I remember. It's... more unhinged, in a good way. It also, unfortunately, seems like it's got a lot more "How the fuck was I supposed to thing of that?" moments as well.
6458  Media / Single-Player RPGs / Re: Help needed - difficult RPGs? on: February 21, 2010, 08:00:37 PM
I don't consider exploration grind, though. I only consider it grind if it's strictly walking in circles, ding random fights shit.
6459  Media / Single-Player RPGs / Re: What feature in one/few RPGs should they all have? on: February 21, 2010, 07:59:31 PM
Messing with materia combinations let you do cool shit.

Messing with gambits let you NOT have to do things.

In other words the problem with gambits for me is just the passivity they... have.
6460  Media / Single-Player RPGs / Re: What feature in one/few RPGs should they all have? on: February 20, 2010, 10:32:39 PM
Actually, I think all games need a way to get development times capped to two years.
6461  Media / Single-Player RPGs / Re: What feature in one/few RPGs should they all have? on: February 20, 2010, 06:19:03 PM
I don't know if there are any specific GAMEPLAY features that should be universal, but stuff that's more interfacy, like journals and quest logs and skippable cutscenes with recaps should be nice. I think every game should also provide quicksave options if you can't save everywhere.

Personally I'd like to see the removal of all non-boss battles in a lot of games because generic encounters, random or not, are rarely interesting. Instead, put in a lot of meaningful, once-off minibosses and things.
6462  The Rest / General Discussions / Re: Because we haven't had enough dick threads around here lately... on: February 20, 2010, 12:04:17 PM
...

Dick threads.

Can you sew with those?
6463  The Rest / General Discussions / Re: RPGFan Game Journal XX - Sharpened Pencil Midnight Bathouse on: February 20, 2010, 12:00:24 PM
SO2 is fun but honestly I wish it would've been longer. To me it felt like by the time you got your skills up to a level where they'd be useful you were already at the end of the game.

Started playing Zelda 1. I've noticed there's this interesting thing in the dungeons where you need to use the layout to your advantage a lot. This is kind of absent in later games.
6464  Media / Single-Player RPGs / Re: Which currently Japan-only handheld are you most interested in? on: February 20, 2010, 11:50:49 AM
Hikari no 4 Senshi Final Fantasy Gaiden: Seems like an oldschool style FF game, and considering that outside of FFL there's only like one or two Square games made prior to 2000 that I particularly like...

DQ6 is sort of interesting though I don't plan on getting it till I can get it for like, 20 dollars.

SMT: Strange Journey I'll buy as soon as it comes out. Because I am a consumer whore. Also the regular kind. Sucky suck, five dollah, yo. DS games ain't free.
6465  Media / Single-Player RPGs / Re: Help needed - difficult RPGs? on: February 20, 2010, 12:12:56 AM
DQ games sort of repeat the same mechanics constantly, but the upside is that if you do something enough, you actually get good at it, whereas Square has this maddening tendency to never repeat anything so you get a lot of systems that are good but have rough edges that NEVER GET SMOOTHED OUT IN A SEQUEL.

Also as Eusis points out, Dragon Quest has a tendency to be *nice* to the player which is probably why I still actually like them.

In regards to FF and status attacks, buffs and debuffs were useful in FFIX. Not really necessary, but useful. I THINK most of the status effects, save for the really bad ones, would work on bosses too. Not necessary really high percentage chances, but stuff like slow was definitely nice to have in play.

FFX was very well balanced in that regard though. Of course, Square's never used FFX's battle system since. Hence my original comment.

And Breath of Fire 2 literally had a flag on debuff/status attack spells that prevented them from working on bosses which is one of the many reasons why I find that game completely worthless.
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