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karma1680

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#1 karma1680
Member since 2008 • 351 Posts

Im on chapter 6 and i was wondering what other ppl (including hardcore fans of the series) think of the combat in the game. So far i have enjoyed the game but i have had mixed feelings on combat. Theres depth to it but i guess not exactly where i would prefer it. This is just my own opinion but it seems like you have your hand in every aspect of the battle except the fighting part. More like your the coach instead of the player. You call the formation but the computer picks the play you know. I think it would have been better if it had been turn based. Id like to hear what everyone else thinks

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frostybanana

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#2 frostybanana
Member since 2010 • 5523 Posts
I've had that complaint about the game. I genuinely didn't like the game though, so there weren't a lot of things that I did like. I don't like being out of the loop in a video game and like I've said in the past, this game treats you like you're a moron and can't handle doing things for yourself. Because the combat is real time, it's simply more efficient to let the computer pick the attack while you sit back and watch the pretty animations. Seeing as a lot of the game largely automated and you don't really have any say in what the characters do, I hardly think of it as an RPG. It's more like an action game with a few RPG elements, and when I think about it like that, it's a lot less upsetting.
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karma1680

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#3 karma1680
Member since 2008 • 351 Posts

Well i cant say i dont like it at all, then again i may just be hard up for a good jrpg lol. Anyway im with you on the part about the combat i feel, at least so far that im not doing much but watching the action and my partys health bar only able to control what mode they are in but not what they use cause lots of times i can think of some pretty good stratigies with the options that are available but you really don't have time to put in da commands and do everything else so like you said its easier to just let the computer do it and thats kinda heartbreaking for me.

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ShiningBashir10

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#4 ShiningBashir10
Member since 2009 • 206 Posts

All the combat you have throughout the whole story chapters are easy and aren't that strategic,i'd suggest after finishing the game trying the higher tier c'ieth mission,some of them require alot of strategy and alot of padigram shifts.But it's true that the game does alot of things for you but i guess square-enix were trying to make the game have an action feel for it and make it look cool,for better or worse.

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karma1680

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#5 karma1680
Member since 2008 • 351 Posts

Yeah they nailed the visuals without a doubt. everything else kinda suffered but so far its still a good game

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xWoW_Rougex

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#6 xWoW_Rougex
Member since 2009 • 2793 Posts

I think the combat is one of the better systems. And was the other Final Fantasies combat system really that deep anyway? You could get through the games by just using attack. Sure there were a lot of spells such as sleep and all that but half of the enemies were immune to "crowd control" and the other half had like 60% to resist them so you could spend three turns trying to sleep them or you could just kill them.

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frostybanana

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#7 frostybanana
Member since 2010 • 5523 Posts

I think the combat is one of the better systems. And was the other Final Fantasies combat system really that deep anyway? You could get through the games by just using attack. Sure there were a lot of spells such as sleep and all that but half of the enemies were immune to "crowd control" and the other half had like 60% to resist them so you could spend three turns trying to sleep them or you could just kill them.

xWoW_Rougex
I assure you it was a lot more than just hitting attack.
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Abicus7

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#8 Abicus7
Member since 2007 • 2009 Posts

Im a huge FF fan, But I hated 13's combat. After playing for a few hours at a friends house I decided I wasnt going to buy it.

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LubiBaby

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#9 LubiBaby
Member since 2009 • 260 Posts

im glad the combat has strayed from the "walking around and randomly getting attacked" to a "walking around and having the ability to run away or attack" option lol

the combat system itself requires minimal effort to control, especially if you use Libra and then Auto-Attack the target. Simply button mashing X as soon as the battle begins is not that much of a challenge.

i didnt think i would, but i actually enjoyed Final Fantasy 12's battle system as it was more of an on-the-go attack/defend/heal process.

overall, i wasnt impressed with the battle system, or for that matter, the lack of side quests, but the visuals are stunning and shows how well the developement team at square-enix get things done.

p.s. - games was wayyy to linear for a ff rpg.

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karma1680

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#10 karma1680
Member since 2008 • 351 Posts

Yeah like i said they did well with the visuals that part you would be hard press to find better. But outside of that the game hurt as. what we would expect to be a top rpg. To me it start with the story. which they did well then combat which they didn't do well at all then round it off with great side quest and rewarding experation, which they really didn't do at all. You know that feeling that you get after looking around for hours just to find a awsome spell or item that many others overlooked. The game is lacking in that part.

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frostybanana

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#11 frostybanana
Member since 2010 • 5523 Posts

Yeah like i said they did well with the visuals that part you would be hard press to find better. But outside of that the game hurt as. what we would expect to be a top rpg. To me it start with the story. which they did well then combat which they didn't do well at all then round it off with great side quest and rewarding experation, which they really didn't do at all. You know that feeling that you get after looking around for hours just to find a awsome spell or item that many others overlooked. The game is lacking in that part.

karma1680
Well nobody wants to do that anymore apparently. They want everything handed to them on a silver platter and large arrows on their mini map that say "GO HERE TO ADVANCE THE GAME." But large arrows aren't practical so they just made the map one big, giant line with monsters spread sporadically throughout.
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gial240

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#12 gial240
Member since 2004 • 2019 Posts

I don't mind the part where you see the enemies your going to fight although I prefer the random encounters but I don't like the actual combat. They've taken all the choosing and gave it to the AI. If you wanted to choose your attacks manually you would just lose time and get hit twice the amount of times. I just find it really sloppy. GO BACK TO THE ROOTS!

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legionofdugi

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#13 legionofdugi
Member since 2004 • 555 Posts
the game and the combat were fine if you weren't expecting a final fantasy game lol
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Jackc8

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#14 Jackc8
Member since 2007 • 8515 Posts

I'm not enjoying the combat at all. I feel like I'm watching a movie and pressing X to keep it from going into pause mode. I'm only about 10 hours into the game, hopefully it gets better later on, but right now there's no depth to it whatsoever. There's not even any involvement. Auto-attack, then if my health gets low I switch to a different paradigm where somebody's a medic, then once the health gets back up I go back to the offensive paradigm. It's basically abysmal. I remember how much fun I had with FFXII, learning the combat system, leveling up my stuff, arranging my gambits - tons of stuff to keep your mind busy. FFXIII - nothing at all. Press X.

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karma1680

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#15 karma1680
Member since 2008 • 351 Posts

I'm not enjoying the combat at all. I feel like I'm watching a movie and pressing X to keep it from going into pause mode. I'm only about 10 hours into the game, hopefully it gets better later on, but right now there's no depth to it whatsoever. There's not even any involvement. Auto-attack, then if my health gets low I switch to a different paradigm where somebody's a medic, then once the health gets back up I go back to the offensive paradigm. It's basically abysmal. I remember how much fun I had with FFXII, learning the combat system, leveling up my stuff, arranging my gambits - tons of stuff to keep your mind busy. FFXIII - nothing at all. Press X.

Jackc8

lol man! i couldn't have said it better lol. im 17 hours in as of today and other then useing your summons its just what you said the x botton runs the show. I love jrpg's and i think much like wrpg they need to make improvemnts in some areas and need to leave some areas alone. So far it seems like they decided not to do either they said hey lets hypnotize the player with outstanding graphics and colors so they don't notice we took everything out of the game and replaced it with a long hall full of monsters and the devastating x botton lol.

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starwarsjunky

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#16 starwarsjunky
Member since 2009 • 24765 Posts
press x to win.
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JKnaperek

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#17 JKnaperek
Member since 2006 • 2023 Posts
Being a huge fan of the series and owning every game released I was hugely anticipating FF13. Every aspect of the game was a dissapointment to me. Mainly combat and story. There is very little strategy involved when the AI picks the best attack setup for you. Lack of classes is the most disspointing, the roles didn't satisfy. Paladin-Warrior-Red Mage- White-Black_beastmaster-dragoon-bard-dark knight-blue mage-ninja..so many awesome job classes to choose and we were giving roles....what crap. Story was cool at the begining...and then it just dragged and dragged and the ending was horrible. So many amazing endings in the FF universe and FF13 had the worst. It's as if SquareEnix took everything we loved about the series and said to themselves "Screw the fans".
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4NGoods

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#18 4NGoods
Member since 2007 • 1030 Posts
About 16 hours into the game and i realized it wasnt for me. I was hoping certain aspects of the combat system would evolve as you progress but sadly that has not happened and i've stopped playing since. Stupid SE feels the need to dumb down the FF franchise and just make eye-candy so they can attract the casual audience thinking it'll generate more sales. Damn you SE, FF would have so millions regardless of this on name alone. My biggest gripe about FF13 is the combat and how limited you are in what you able to do. The camera angles make it so all you see are the up close action and not important things like, where the rest of the enemies are. Sadly I might have to reconsider Versus as my disappointed is not just with FF13 but SE themselves and the direction they're taking with game development.
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LubiBaby

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#19 LubiBaby
Member since 2009 • 260 Posts

well, lets hope ff13 versus is a little better. anyone with me on this?

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MAILER_DAEMON

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#20 MAILER_DAEMON
Member since 2003 • 45906 Posts
I enjoy the battle system, but it has a few fatal flaws that mar the experience. 1. Party leader dies, game over. No FF game has ever done that before... it's a major step back from XII, where the death of everyone in the party would result in the other members switching out. Which leads to another problem. 2. Auto battle is great, until it doesn't do what you want them to do. The paradigm shift system is clever, but the player should be allowed to interrupt the AI and put in a command when necessary. So many times my medic has just healed over and over when the leader has full life but there's someone who needs Raise cast. It's ridiculous, and this lack of control is why no. 1 happens. 3. For a game like this, you should be allowed to move your controllable character while the ATB meter charges. Instead, where you are is just at the computer's whim.
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karma1680

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#21 karma1680
Member since 2008 • 351 Posts

Well it looks to me that im not the only one who thinks SE really did a horrible job on the combat in the game. I plan on finishing the game like i said in a earlier post im 17 hours in and no such luck on the combat improving. Its amazing how they could all sit down and come to an agreement that this combat style would be good at all. But what really has me scratching my head i know all you guys read or watch the reviews on this game they made it sound like the combat was the most complicated and engaging system in FF history. At that point im starting to wonder if reps for SE was sitting there during the review with a brown package in hand waiting to give the reviewer upon a good review lol. Again i don't hate the game theres some very good things about it but we all know combat has a huge part in getting you sucked in once your 10+ hours in, and so far its been nothing but x botton abuse lol

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ethanpaige

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#22 ethanpaige
Member since 2005 • 13100 Posts

I liked the combat system... early on it may be mashing X, but once you get to the later portions of the game, you need to be smart and quick about your paradigms, or you'll stand no chance.

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karma1680

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#23 karma1680
Member since 2008 • 351 Posts

I liked the combat system... early on it may be mashing X, but once you get to the later portions of the game, you need to be smart and quick about your paradigms, or you'll stand no chance.

Im sure your right, i mean where i am now you have to do a decent bit of changing in order to get that 5 stars but i think its da fact that no matter how many times you have to switch paradigms your still just mashing da x botton while the AI picks what it thinks is da best. for some of us thats not even half way engaging. I know its been many times i could have exploited my enimies if i had control of my attacks but i had to watch da AI pick a decent set of attacks vs. what i could have come up with.

ethanpaige

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drummer131

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#24 drummer131
Member since 2004 • 3210 Posts
I haven't played a second of the game myself, but my brother has and I've watched him for at least five hours worth of gameplay. A lot of what you're all saying concerns me, especially because I have a GS friend on this site who ADORES this game (it was his first FF) and I found FFXII to be one of my top three favorite FF games. FFXIII sounds like it took some major steps backwards. That "party leader dies = game over" thing is lame lame lame, as is not being able to control your character's position during battle. The dialogue's also rather cryptic, as usual. Why can't JRPG characters just say what they mean?
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frostybanana

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#25 frostybanana
Member since 2010 • 5523 Posts

I haven't played a second of the game myself, but my brother has and I've watched him for at least five hours worth of gameplay. A lot of what you're all saying concerns me, especially because I have a GS friend on this site who ADORES this game (it was his first FF) and I found FFXII to be one of my top three favorite FF games. FFXIII sounds like it took some major steps backwards. That "party leader dies = game over" thing is lame lame lame, as is not being able to control your character's position during battle. The dialogue's also rather cryptic, as usual. Why can't JRPG characters just say what they mean?drummer131

In terms of gameplay, FF13 gets props for being more slick and stylistic than it's predecessor but the actual combat system in FF12 was far superior. Speaking as someone who didn't particularly enjoy FF12 either, I have to say the combat system is far more innovative. Also about the dialogue, that always annoyed me too, particularly in this game because every little cutscene was bordering on melodrama and the things they said just annoyed the hell out of me. HOWEVER, I've been hearing that the translation from Japanese to English is part of the problem because they take the most literal translation and string it along as dialogue. The problem is, western cultures don't speak like this and seeing all the dialogue riddled in metaphors is vague and confusing to us.

Also, I wanted to add, it's not question of difficulty really, because the paradigms do require some thought and quickness when getting to the later sections of the game. The problem is, no matter how you spin it, you're not really in control of the characters both in and out of actual gameplay.

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LoG-Sacrament

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#26 LoG-Sacrament
Member since 2006 • 20397 Posts
its one of the better combat systems in the series. there is finally an ff combat system that looks as good in action as the cutscenes. thats a huge step forward in merging cutscene and gameplay. the only downside is that the team ai couldve been better. i mean, your teammates will do their main role tasks just fine (healers will always keep you healed as best they can, attackers will always attack as best they can, and so forth), but some of the secondary tasks just arent done well enough. healers struggle with using raise properly (sure, you could use a pheonix down, but thats why you have a healer to begin with), debuffers dont always cast the debuff you want, and that sort of thing. its not as bad as something like persona 3 where your teammates are incompetent, but a more involved control of the ai wouldve been better. its wierd that its coming right after the deep gambit system of ffxii.
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frostybanana

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#27 frostybanana
Member since 2010 • 5523 Posts
its one of the better combat systems in the series. there is finally an ff combat system that looks as good in action as the cutscenes. thats a huge step forward in merging cutscene and gameplay. the only downside is that the team ai couldve been better. i mean, your teammates will do their main role tasks just fine (healers will always keep you healed as best they can, attackers will always attack as best they can, and so forth), but some of the secondary tasks just arent done well enough. healers struggle with using raise properly (sure, you could use a pheonix down, but thats why you have a healer to begin with), debuffers dont always cast the debuff you want, and that sort of thing. its not as bad as something like persona 3 where your teammates are incompetent, but a more involved control of the ai wouldve been better. its wierd that its coming right after the deep gambit system of ffxii.LoG-Sacrament
well that's basically my problem with the game. if it's merging cutscene and gameplay then the whole game is essentially you walking in a straight line and watching cutscenes for 60 hours. did I really just pay 60 dollars to watch a 60 hour long movie? Might've been OK if I wasn't WALKING in a straight line for 20 of those hours.
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KH-mixerX

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#28 KH-mixerX
Member since 2007 • 5702 Posts

I think that many people don't understand the controversial "Auto-Battle" button in this game. People seem to think that it makes the game too easy and it 's essentially a "win" button. I see why people would say that I guess. But people fail to realize that the Auto-Battle button is pretty much the attack button you'd find in any other RPG. FFXIII's battle system is very different from other FF's. There isn't only one action you can take at a time during a characters turn. You have to combine multiple actions into one cohesive action and turn. Which is the exact reason why you need an Auto-Battle button. If you compare the function of the "Attack" button in a game like FFVII, and the "Auto-Battle" button in FFXIII, they essentially do the same thing.

For instance, say you wanna cast Fire on an ice fiend in FFVII. You'd pick Fire and execute the command. With one click. Well, say you wanna do the same thing in FFXIII. You have to pick Fire multiple times to fill your Time Bar queue. With many clicks. So, instead of doing it manually, you let the computer do it with one click. Just as you would with any other FF. With one click. Make sense?

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starwarsjunky

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#29 starwarsjunky
Member since 2009 • 24765 Posts

I think that many people don't understand the controversial "Auto-Battle" button in this game. People seem to think that it makes the game too easy and it 's essentially a "win" button. I see why people would say that I guess. But people fail to realize that the Auto-Battle button is pretty much the attack button you'd find in any other RPG. FFXIII's battle system is very different from other FF's. There isn't only one action you can take at a time during a characters turn. You have to combine multiple actions into one cohesive action and turn. Which is the exact reason why you need an Auto-Battle button. If you compare the function of the "Attack" button in a game like FFVII, and the "Auto-Battle" button in FFXIII, they essentially do the same thing.

For instance, say you wanna cast Fire on an ice fiend in FFVII. You'd pick Fire and execute the command. With one click. Well, say you wanna do the same thing in FFXIII. You have to pick Fire multiple times to fill your Time Bar queue. With many clicks. So, instead of doing it manually, you let the computer do it with one click. Just as you would with any other FF. With one click. Make sense?

KH-mixerX
it stupifies the entire system. its bad enough you dont have any control of the other 2 members in your party. it gives you a false sense of command of the leader even!
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frostybanana

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#30 frostybanana
Member since 2010 • 5523 Posts
[QUOTE="KH-mixerX"]

I think that many people don't understand the controversial "Auto-Battle" button in this game. People seem to think that it makes the game too easy and it 's essentially a "win" button. I see why people would say that I guess. But people fail to realize that the Auto-Battle button is pretty much the attack button you'd find in any other RPG. FFXIII's battle system is very different from other FF's. There isn't only one action you can take at a time during a characters turn. You have to combine multiple actions into one cohesive action and turn. Which is the exact reason why you need an Auto-Battle button. If you compare the function of the "Attack" button in a game like FFVII, and the "Auto-Battle" button in FFXIII, they essentially do the same thing.

For instance, say you wanna cast Fire on an ice fiend in FFVII. You'd pick Fire and execute the command. With one click. Well, say you wanna do the same thing in FFXIII. You have to pick Fire multiple times to fill your Time Bar queue. With many clicks. So, instead of doing it manually, you let the computer do it with one click. Just as you would with any other FF. With one click. Make sense?

starwarsjunky
it stupifies the entire system. its bad enough you dont have any control of the other 2 members in your party. it gives you a false sense of command of the leader even!

Correct. Like I said, not a discussion of difficulty. You're left out of the loop in the decision making process and in an RPG, that's not a good quality to have. Instead of playing the role, you're along for the ride, which is why I likened it to an action game instead of an RPG.
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LoG-Sacrament

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#31 LoG-Sacrament
Member since 2006 • 20397 Posts
[QUOTE="LoG-Sacrament"]its one of the better combat systems in the series. there is finally an ff combat system that looks as good in action as the cutscenes. thats a huge step forward in merging cutscene and gameplay. the only downside is that the team ai couldve been better. i mean, your teammates will do their main role tasks just fine (healers will always keep you healed as best they can, attackers will always attack as best they can, and so forth), but some of the secondary tasks just arent done well enough. healers struggle with using raise properly (sure, you could use a pheonix down, but thats why you have a healer to begin with), debuffers dont always cast the debuff you want, and that sort of thing. its not as bad as something like persona 3 where your teammates are incompetent, but a more involved control of the ai wouldve been better. its wierd that its coming right after the deep gambit system of ffxii.frostybanana
well that's basically my problem with the game. if it's merging cutscene and gameplay then the whole game is essentially you walking in a straight line and watching cutscenes for 60 hours. did I really just pay 60 dollars to watch a 60 hour long movie? Might've been OK if I wasn't WALKING in a straight line for 20 of those hours.

oh, where to start with this? the combat is just as interactive as any other ff main game. its always been the case that you (as the player) select attacks rather than do them yourself (like dirge of cerberus). the "merging of cutscene and gameplay" is a statement on the presentation of the game. in many of the past main entries, your characters automatically line up opposite a line of enemies, one character steps forward and attacks only to fall back into line, and then the process would continue mechanically. then with the advent of the cinematic presentation in the ps1 era, the series introduced cutscenes where those same teammates where flipping around, diving, and doing all sorts of acts of acrobatics. there was a large gap between how in-game combat was presented and how cinematics were presented. ffxiii closed the gap by a large margin by having gameplay that looked on par with cutsscenes. characters flip around, mix up their attacks with combos, juggle opponents, break line formations, and all sorts of things like that.
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starwarsjunky

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#32 starwarsjunky
Member since 2009 • 24765 Posts
[QUOTE="frostybanana"][QUOTE="LoG-Sacrament"]its one of the better combat systems in the series. there is finally an ff combat system that looks as good in action as the cutscenes. thats a huge step forward in merging cutscene and gameplay. the only downside is that the team ai couldve been better. i mean, your teammates will do their main role tasks just fine (healers will always keep you healed as best they can, attackers will always attack as best they can, and so forth), but some of the secondary tasks just arent done well enough. healers struggle with using raise properly (sure, you could use a pheonix down, but thats why you have a healer to begin with), debuffers dont always cast the debuff you want, and that sort of thing. its not as bad as something like persona 3 where your teammates are incompetent, but a more involved control of the ai wouldve been better. its wierd that its coming right after the deep gambit system of ffxii.LoG-Sacrament
well that's basically my problem with the game. if it's merging cutscene and gameplay then the whole game is essentially you walking in a straight line and watching cutscenes for 60 hours. did I really just pay 60 dollars to watch a 60 hour long movie? Might've been OK if I wasn't WALKING in a straight line for 20 of those hours.

oh, where to start with this? the combat is just as interactive as any other ff main game. its always been the case that you (as the player) select attacks rather than do them yourself (like dirge of cerberus). the "merging of cutscene and gameplay" is a statement on the presentation of the game. in many of the past main entries, your characters automatically line up opposite a line of enemies, one character steps forward and attacks only to fall back into line, and then the process would continue mechanically. then with the advent of the cinematic presentation in the ps1 era, the series introduced cutscenes where those same teammates where flipping around, diving, and doing all sorts of acts of acrobatics. there was a large gap between how in-game combat was presented and how gameplay was presented. ffxiii closed the gap by a large margin by having gameplay that looked on par with cutsscenes. characters flip around, mix up their attacks with combos, juggle opponents, break line formations, and all sorts of things like that.

attack? yes, i agree. want to use magic? okay. but i dont want anyone's brain to hurt, so here, i'll automatically pick the most effective one for you! yay! are you having fun yet? no? why not? i'm just pressing x....you're doing all the work for me. you...you actually want to do something? why?
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#33 frostybanana
Member since 2010 • 5523 Posts
[QUOTE="frostybanana"][QUOTE="LoG-Sacrament"]its one of the better combat systems in the series. there is finally an ff combat system that looks as good in action as the cutscenes. thats a huge step forward in merging cutscene and gameplay. the only downside is that the team ai couldve been better. i mean, your teammates will do their main role tasks just fine (healers will always keep you healed as best they can, attackers will always attack as best they can, and so forth), but some of the secondary tasks just arent done well enough. healers struggle with using raise properly (sure, you could use a pheonix down, but thats why you have a healer to begin with), debuffers dont always cast the debuff you want, and that sort of thing. its not as bad as something like persona 3 where your teammates are incompetent, but a more involved control of the ai wouldve been better. its wierd that its coming right after the deep gambit system of ffxii.LoG-Sacrament
well that's basically my problem with the game. if it's merging cutscene and gameplay then the whole game is essentially you walking in a straight line and watching cutscenes for 60 hours. did I really just pay 60 dollars to watch a 60 hour long movie? Might've been OK if I wasn't WALKING in a straight line for 20 of those hours.

oh, where to start with this? the combat is just as interactive as any other ff main game. its always been the case that you (as the player) select attacks rather than do them yourself (like dirge of cerberus). the "merging of cutscene and gameplay" is a statement on the presentation of the game. in many of the past main entries, your characters automatically line up opposite a line of enemies, one character steps forward and attacks only to fall back into line, and then the process would continue mechanically. then with the advent of the cinematic presentation in the ps1 era, the series introduced cutscenes where those same teammates where flipping around, diving, and doing all sorts of acts of acrobatics. there was a large gap between how in-game combat was presented and how gameplay was presented. ffxiii closed the gap by a large margin by having gameplay that looked on par with cutsscenes. characters flip around, mix up their attacks with combos, juggle opponents, break line formations, and all sorts of things like that.

Right, I'm not debating whether it "looks" cool or not. I've said that it's the most stylized FF to date. I completely disagree with the notion that this is just as interactive as any of the other FFs however. The computer selecting your attacks for you is not interaction at all. Moreover, you don't control where your character moves or the positioning in general. Don't be fooled because they move around and give you a false sense of control. They might as WELL be standing stationary because where they go is entirely up to the computer. Which is even MORE stupid because of the AoE attack in the game. You can't guide your character out of danger because the game thinks your too stupid to know how to move a character around a combat field. Like I said, I don't like being left out of the loop and largely automated game just doesn't do it for me. Paradigms is a nice idea, even though it was airlifted from FF12, but all you're really doing is changing roles and auto attacking.
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LoG-Sacrament

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#34 LoG-Sacrament
Member since 2006 • 20397 Posts
[QUOTE="LoG-Sacrament"][QUOTE="frostybanana"] well that's basically my problem with the game. if it's merging cutscene and gameplay then the whole game is essentially you walking in a straight line and watching cutscenes for 60 hours. did I really just pay 60 dollars to watch a 60 hour long movie? Might've been OK if I wasn't WALKING in a straight line for 20 of those hours.starwarsjunky
oh, where to start with this? the combat is just as interactive as any other ff main game. its always been the case that you (as the player) select attacks rather than do them yourself (like dirge of cerberus). the "merging of cutscene and gameplay" is a statement on the presentation of the game. in many of the past main entries, your characters automatically line up opposite a line of enemies, one character steps forward and attacks only to fall back into line, and then the process would continue mechanically. then with the advent of the cinematic presentation in the ps1 era, the series introduced cutscenes where those same teammates where flipping around, diving, and doing all sorts of acts of acrobatics. there was a large gap between how in-game combat was presented and how gameplay was presented. ffxiii closed the gap by a large margin by having gameplay that looked on par with cutsscenes. characters flip around, mix up their attacks with combos, juggle opponents, break line formations, and all sorts of things like that.

attack? yes, i agree. want to use magic? okay. but i dont want anyone's brain to hurt, so here, i'll automatically pick the most effective one for you! yay! are you having fun yet? no? why not? i'm just pressing x....you're doing all the work for me. you...you actually want to do something? why?

picking which element you wanted to use in past ff games was never a brain teaser. you found out their weakness and you exploited it. its the same thing in xiii. once you find out the enemy's elemental weakness, you exploit it. its just less tedious in xiii.
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#35 starwarsjunky
Member since 2009 • 24765 Posts
[QUOTE="starwarsjunky"][QUOTE="LoG-Sacrament"] oh, where to start with this? the combat is just as interactive as any other ff main game. its always been the case that you (as the player) select attacks rather than do them yourself (like dirge of cerberus). the "merging of cutscene and gameplay" is a statement on the presentation of the game. in many of the past main entries, your characters automatically line up opposite a line of enemies, one character steps forward and attacks only to fall back into line, and then the process would continue mechanically. then with the advent of the cinematic presentation in the ps1 era, the series introduced cutscenes where those same teammates where flipping around, diving, and doing all sorts of acts of acrobatics. there was a large gap between how in-game combat was presented and how gameplay was presented. ffxiii closed the gap by a large margin by having gameplay that looked on par with cutsscenes. characters flip around, mix up their attacks with combos, juggle opponents, break line formations, and all sorts of things like that. LoG-Sacrament
attack? yes, i agree. want to use magic? okay. but i dont want anyone's brain to hurt, so here, i'll automatically pick the most effective one for you! yay! are you having fun yet? no? why not? i'm just pressing x....you're doing all the work for me. you...you actually want to do something? why?

picking which element you wanted to use in past ff games was never a brain teaser. you found out their weakness and you exploited it. its the same thing in xiii. once you find out the enemy's elemental weakness, you exploit it. its just less tedious in xiii.

so tell me, what exactly are you doing that takes thought?
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#36 frostybanana
Member since 2010 • 5523 Posts
[QUOTE="starwarsjunky"][QUOTE="LoG-Sacrament"] oh, where to start with this? the combat is just as interactive as any other ff main game. its always been the case that you (as the player) select attacks rather than do them yourself (like dirge of cerberus). the "merging of cutscene and gameplay" is a statement on the presentation of the game. in many of the past main entries, your characters automatically line up opposite a line of enemies, one character steps forward and attacks only to fall back into line, and then the process would continue mechanically. then with the advent of the cinematic presentation in the ps1 era, the series introduced cutscenes where those same teammates where flipping around, diving, and doing all sorts of acts of acrobatics. there was a large gap between how in-game combat was presented and how gameplay was presented. ffxiii closed the gap by a large margin by having gameplay that looked on par with cutsscenes. characters flip around, mix up their attacks with combos, juggle opponents, break line formations, and all sorts of things like that. LoG-Sacrament
attack? yes, i agree. want to use magic? okay. but i dont want anyone's brain to hurt, so here, i'll automatically pick the most effective one for you! yay! are you having fun yet? no? why not? i'm just pressing x....you're doing all the work for me. you...you actually want to do something? why?

picking which element you wanted to use in past ff games was never a brain teaser. you found out their weakness and you exploited it. its the same thing in xiii. once you find out the enemy's elemental weakness, you exploit it. its just less tedious in xiii.

less tedious because the computer does it for you *ahem*
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#37 hakanakumono
Member since 2008 • 27455 Posts

I love it. I felt that it required me to be more actively engaged in battles than any previous "recent" FF - FFVI~XII. The focus on paradigm shifting kept even common battles from becoming monotonous with the usual attack attack attack attack attack. I think it's definitely a step up from FFXII's system, in which most battles could be won by simply going up to an enemy and watching the battle unfold. I should note that I don't use auto battle - an optional feature that didn't make it into the game until sometime after the demo was released.

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#38 LoG-Sacrament
Member since 2006 • 20397 Posts
[QUOTE="LoG-Sacrament"][QUOTE="frostybanana"] well that's basically my problem with the game. if it's merging cutscene and gameplay then the whole game is essentially you walking in a straight line and watching cutscenes for 60 hours. did I really just pay 60 dollars to watch a 60 hour long movie? Might've been OK if I wasn't WALKING in a straight line for 20 of those hours.frostybanana
oh, where to start with this? the combat is just as interactive as any other ff main game. its always been the case that you (as the player) select attacks rather than do them yourself (like dirge of cerberus). the "merging of cutscene and gameplay" is a statement on the presentation of the game. in many of the past main entries, your characters automatically line up opposite a line of enemies, one character steps forward and attacks only to fall back into line, and then the process would continue mechanically. then with the advent of the cinematic presentation in the ps1 era, the series introduced cutscenes where those same teammates where flipping around, diving, and doing all sorts of acts of acrobatics. there was a large gap between how in-game combat was presented and how gameplay was presented. ffxiii closed the gap by a large margin by having gameplay that looked on par with cutsscenes. characters flip around, mix up their attacks with combos, juggle opponents, break line formations, and all sorts of things like that.

Right, I'm not debating whether it "looks" cool or not. I've said that it's the most stylized FF to date. I completely disagree with the notion that this is just as interactive as any of the other FFs however. The computer selecting your attacks for you is not interaction at all. Moreover, you don't control where your character moves or the positioning in general. Don't be fooled because they move around and give you a false sense of control. They might as WELL be standing stationary because where they go is entirely up to the computer. Which is even MORE stupid because of the AoE attack in the game. You can't guide your character out of danger because the game thinks your too stupid to know how to move a character around a combat field. Like I said, I don't like being left out of the loop and largely automated game just doesn't do it for me. Paradigms is a nice idea, even though it was airlifted from FF12, but all you're really doing is changing roles and auto attacking.

thats the thing. there was not a large deliberation in what attacks you picked in past ff games. you cant honestly tell me that you were really thinking over whether to pick attack or quick attack in ffx, or fire or blizzard. there are attacks that are effective and there are attacks that are not. there was not a ton of strategy there. ffxiii eleminates the tedium of picking individual attacks one by one.
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#39 starwarsjunky
Member since 2009 • 24765 Posts
[QUOTE="LoG-Sacrament"][QUOTE="starwarsjunky"] attack? yes, i agree. want to use magic? okay. but i dont want anyone's brain to hurt, so here, i'll automatically pick the most effective one for you! yay! are you having fun yet? no? why not? i'm just pressing x....you're doing all the work for me. you...you actually want to do something? why?starwarsjunky
picking which element you wanted to use in past ff games was never a brain teaser. you found out their weakness and you exploited it. its the same thing in xiii. once you find out the enemy's elemental weakness, you exploit it. its just less tedious in xiii.

so tell me, what exactly are you doing that takes thought?

also, all you do to find out an enemy's skill is use a little spell. then BOOM!the computer figures EVERYTHING out about it. weaknesses, immunities, EVERYTHING. no guess work, no thinking, trying to figure out what'll be most effective, etc...
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#40 LoG-Sacrament
Member since 2006 • 20397 Posts
[QUOTE="LoG-Sacrament"][QUOTE="starwarsjunky"] attack? yes, i agree. want to use magic? okay. but i dont want anyone's brain to hurt, so here, i'll automatically pick the most effective one for you! yay! are you having fun yet? no? why not? i'm just pressing x....you're doing all the work for me. you...you actually want to do something? why?frostybanana
picking which element you wanted to use in past ff games was never a brain teaser. you found out their weakness and you exploited it. its the same thing in xiii. once you find out the enemy's elemental weakness, you exploit it. its just less tedious in xiii.

less tedious because the computer does it for you *ahem*

yes. the computer eliminates the mindless parts of computer while leaving the player to control the flow of combat. you still control the entire battlefield.
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#41 starwarsjunky
Member since 2009 • 24765 Posts
you still control the entire battlefield. LoG-Sacrament
by pressing x
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#42 frostybanana
Member since 2010 • 5523 Posts
[QUOTE="frostybanana"][QUOTE="LoG-Sacrament"] picking which element you wanted to use in past ff games was never a brain teaser. you found out their weakness and you exploited it. its the same thing in xiii. once you find out the enemy's elemental weakness, you exploit it. its just less tedious in xiii.LoG-Sacrament
less tedious because the computer does it for you *ahem*

yes. the computer eliminates the mindless parts of computer while leaving the player to control the flow of combat. you still control the entire battlefield.

yes it eliminates any sort of thought process not linked to changing roles. the player doesn't control anything. you literally just hit auto attack the whole time. how do you control anything?
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#43 starwarsjunky
Member since 2009 • 24765 Posts
[QUOTE="LoG-Sacrament"][QUOTE="frostybanana"] less tedious because the computer does it for you *ahem*frostybanana
yes. the computer eliminates the mindless parts of computer while leaving the player to control the flow of combat. you still control the entire battlefield.

yes it eliminates any sort of thought process not linked to changing roles. the player doesn't control anything. you literally just hit auto attack the whole time. how do you control anything?

it doesnt even let you choose your freakin party til like 2/3 through the freakin game
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#44 hakanakumono
Member since 2008 • 27455 Posts

People seem to forget that auto battle is an optional feature the game was never designed for in the first place. The original concept of the game was the player lining up their own series of moves, which you can see in the original CG concept trailer.l

[QUOTE="LoG-Sacrament"]you still control the entire battlefield. starwarsjunky
by pressing x

Pressing the confirm button in an RPG? My god! The madness!

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#45 hakanakumono
Member since 2008 • 27455 Posts

[QUOTE="frostybanana"][QUOTE="LoG-Sacrament"] yes. the computer eliminates the mindless parts of computer while leaving the player to control the flow of combat. you still control the entire battlefield. starwarsjunky
yes it eliminates any sort of thought process not linked to changing roles. the player doesn't control anything. you literally just hit auto attack the whole time. how do you control anything?

it doesnt even let you choose your freakin party til like 2/3 through the freakin game

Neither did FFIX and people love the game.

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#46 frostybanana
Member since 2010 • 5523 Posts

People seem to forget that auto battle is an optional feature the game was never designed for in the first place. The original concept of the game was the player lining up their own series of moves, which you can see in the original CG concept trailer.l

[QUOTE="starwarsjunky"][QUOTE="LoG-Sacrament"]you still control the entire battlefield. hakanakumono

by pressing x

Pressing the confirm button in an RPG? My god! The madness!

Right, as I explained before, that isn't a plausible option. Why? The game takes place in real time. Realistically speaking, there is no reason to line up your own attacks and it is simply inefficient to do so because while you're picking attacks, you're losing valuable attack time by not letting your ATB gauge refresh.
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#47 LoG-Sacrament
Member since 2006 • 20397 Posts
[QUOTE="starwarsjunky"][QUOTE="LoG-Sacrament"] picking which element you wanted to use in past ff games was never a brain teaser. you found out their weakness and you exploited it. its the same thing in xiii. once you find out the enemy's elemental weakness, you exploit it. its just less tedious in xiii.starwarsjunky
so tell me, what exactly are you doing that takes thought?

also, all you do to find out an enemy's skill is use a little spell. then BOOM!the computer figures EVERYTHING out about it. weaknesses, immunities, EVERYTHING. no guess work, no thinking, trying to figure out what'll be most effective, etc...

to answer your first question: not much in past ff games. all there was to do was use the best moves you had unlocked at the time and heal when necessary. its the the same premise in xiii, only streamlined. you attack when you have healthy units and heal when you dont. theres buffing and debuffing too, but its another step or two. the main difference is that xiii put up level caps so you cant be too overpowered and thus have to change through the stages more often.

i remember the spell "scan" as far back as ffvii (although it was probably an earlier addition), and i dont remember people complaining about it back then.

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#48 starwarsjunky
Member since 2009 • 24765 Posts

.l

[QUOTE="starwarsjunky"][QUOTE="LoG-Sacrament"]you still control the entire battlefield. hakanakumono

by pressing x

Pressing the confirm button in an RPG? My god! The madness!

as i said. want to attack? k, i'll do it for you. want to do magic? k, i'll do it for you. want to heal? k, i'll do it for you. you get the point...
People seem to forget that auto battle is an optional feature the game was never designed for in the first place. The original concept of the game was the player lining up their own series of moves, which you can see in the original CG concept trailerhakanakumono
but why bother when by default the computer pick THE BEST ONES by default? they shouldve just had an option to disable it. or just had the computer guess if you just do auto commands
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#49 Sphire
Member since 2004 • 2081 Posts
[QUOTE="starwarsjunky"] attack? yes, i agree. want to use magic? okay. but i dont want anyone's brain to hurt, so here, i'll automatically pick the most effective one for you! yay! are you having fun yet? no? why not? i'm just pressing x....you're doing all the work for me. you...you actually want to do something? why?

Then why do you use auto-battle? It's an option to use, you don't have to. I believe that's even mentioned in the tutorial. You could easily set the cursor memory to Abilities, choose to fight at a slower speed, and walla, you'll be able to do that which you wish. It's the same argument people dished out at FFXII, with gambits on, you held no control over the characters during battle. Pre-battle maybe, but not during. But alas, you could also choose to not use gambits. And heck, even while predominantly using auto-battle, there were plenty of times when I manually did things. Preferring to blitz attack instead of solo attack(since auto-battle is situational, and your situation can quickly change), preferring a stronger magic spell for damage instead of using weaker ones to build chains, preferring to use magical physical attacks instead of true physical attacks so that my character stays away from the enemy instead of always running up to it and using medic/sabotuer/synergist practically begged for manual input. And heck, I was doing a lot of action canceling too, so that rules out the 'simply pressing x' argument, I had to hit O quite a lot too. And that's not throwing the constant paradigm shifting into the argument(which some people don't consider as being a counter to 'simply pressing x'.....) I'm sorry you were forced to play the way you didn't want to. I played the way I wanted to, and had a hell of a lot of fun too.
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#50 LoG-Sacrament
Member since 2006 • 20397 Posts
[QUOTE="LoG-Sacrament"][QUOTE="frostybanana"] less tedious because the computer does it for you *ahem*frostybanana
yes. the computer eliminates the mindless parts of computer while leaving the player to control the flow of combat. you still control the entire battlefield.

yes it eliminates any sort of thought process not linked to changing roles. the player doesn't control anything. you literally just hit auto attack the whole time. how do you control anything?

those attacks were not deep mechanics. like is said before: there was no thought process behind choosing attack or quick attack, fire or blizzard. using your roles together and changing those roles has always been the real process behind ff combat.