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Forums - Gaming Discussion - How would you feel if FFXV used an evolved Active Dimension Battle (ADB)?

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How would you feel if FFXV used an evolved Active Dimension Battle (ADB)?

Happy. ADB is the best ba... 28 43.75%
 
Optimistc. ADB had flaws ... 14 21.88%
 
Pessimistic. There's no ... 6 9.38%
 
Upset. ADB is the worst b... 15 23.44%
 
Total:63
Soleron said:

Why do battle systems need brand names? The ideal battle system would be totally invisible and natural to the story of being a teenager with a sword who gains power as they kill monsters.

When we have virtual reality RPGs, combat will be actually slicing things and levelling will be literally getting better at doing so via experiencing it, instead of hit points and mana bars.



You're... St... Don't want to be banned.

 

Brand names, it just describes the combat dummy. Jeeze, how can that confuse you. Be a lot worse to say, "you know.... that one like in Final Fantasy 10".

FF is popular because of the battle system. Why do people start wanting change to the system and to kill turn based gaming, and off-screen battles. Random battles is what is awesome. Why change the damn game? We hardcore fans that made their franchise stay this long didn't ask for that. We want a good story, some refinement, and a new take on a battle system (slight) which has always been turn-based (TB). Grinding levels, and things is what makes FF so great. Or at least what it made it great in the past. I can't protect the mess that is the FF13 series. What a unsatisfying POS. The only FF that getting 100% hurt me to finish. Crappy story. Bad gameplay mechanics. Bad leveling system (caps and noob-version sphere grid). Crappy story. Crappy dialog. Crappier voice acting. I don't really have anything good to say about it now that I am looking back on it as a whole. It's garbage that I wish I could forget. But it took away like 100-140 hours of my life.

And no one wants to be a teenager as a hero in FF. We aren't wathcing hentai, we are playing a J-RPG.



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Galvanizer said:
Hynad said:
Galvanizer said:

Here's an example of how ADB can easily be modified to act like a seamless ATB:

1) When you see an enemy you want to fight, you press X to initiate the battle. The battle menu then automatically comes up.

 

So you only get into battles when you want? No monster can surprise you?

I don't think that's a good idea.

I agree. There should be certain enemies that can surprise you and therefore make a battle start automatically.

KylieDog said:
ADB and gambit system rock. FFXII will forever be head, shoulders and even belly above every other FF game.

Yep.


Well, you're in the minority. Most loved FF games are 7, 9, 6, 10, and 8. With FF12, franchise already started to fall from the graces of the hardcore FF elite. FF13 is a result that they didn't notice it. Lets not pretend either, FF15 will be a mess. They don't make remakes of FF games because they don't want people to expect that kind of combat and story. They have their own vision, and their vision sucks (in our opinion).



It wasn't perfect, but I'm not sure how I'll feel about it until I see it in action.

One of the things I think would work with ATD is where you hold or tap L1/R1 to switch to another character. Mainly because one of the problems I see mentioned about FF12 is the system felt autonomous.

Using that style of system would give you more direct control over your team, while still keeping partial control to the AI. The big problem with FF13 was how you had less control in battle, a lot of people mentioned how the game felt like it was playing itself.

The other big problem with FF12 was accessibility. The game was a hardcore RPG, I think it was difficult for new players to jump in. It took a long time to micromanage your Gamits, and the enemies themselves were no walk in the park. FF13 had the opposite problem where the system had limited depth compared to previous games. They need to have all that depth of FF12, but still allow new players to enjoy the combat.



Pesmerga7551 said:
Galvanizer said:
Hynad said:
Galvanizer said:

Here's an example of how ADB can easily be modified to act like a seamless ATB:

1) When you see an enemy you want to fight, you press X to initiate the battle. The battle menu then automatically comes up.

 

So you only get into battles when you want? No monster can surprise you?

I don't think that's a good idea.

I agree. There should be certain enemies that can surprise you and therefore make a battle start automatically.

KylieDog said:
ADB and gambit system rock. FFXII will forever be head, shoulders and even belly above every other FF game.

Yep.


Well, you're in the minority. Most loved FF games are 7, 9, 6, 10, and 8. With FF12, franchise already started to fall from the graces of the hardcore FF elite. FF13 is a result that they didn't notice it. Lets not pretend either, FF15 will be a mess. They don't make remakes of FF games because they don't want people to expect that kind of combat and story. They have their own vision, and their vision sucks (in our opinion).

Oh, a self-called "hardcore FF elite". 

And he's the voice of them all, no less. Ha ha ha!!!

Clear the way, lowly gamers, this one's more important than you all.



Pesmerga7551 said:
Galvanizer said:
Hynad said:
Galvanizer said:

Here's an example of how ADB can easily be modified to act like a seamless ATB:

1) When you see an enemy you want to fight, you press X to initiate the battle. The battle menu then automatically comes up.

 

So you only get into battles when you want? No monster can surprise you?

I don't think that's a good idea.

I agree. There should be certain enemies that can surprise you and therefore make a battle start automatically.

KylieDog said:
ADB and gambit system rock. FFXII will forever be head, shoulders and even belly above every other FF game.

Yep.


Well, you're in the minority. Most loved FF games are 7, 9, 6, 10, and 8. With FF12, franchise already started to fall from the graces of the hardcore FF elite. FF13 is a result that they didn't notice it. Lets not pretend either, FF15 will be a mess. They don't make remakes of FF games because they don't want people to expect that kind of combat and story. They have their own vision, and their vision sucks (in our opinion).

It's people like you that really get on my nerves -.- Just because you don't like the new games doesn't mean that other people didn't and how you claim to speak for the majority is plain hilarious considering most people in this thread are actually relatively supportive of ADB but despite liking it are willing to accept its flaws.

@bold That comment has to be one of the most hilarious ones I've seen in a while as well considering FF has some of the most remakes and ports of any series I've ever heard of.



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A203D said:
It wasn't perfect, but I'm not sure how I'll feel about it until I see it in action.

One of the things I think would work with ATD is where you hold or tap L1/R1 to switch to another character. Mainly because one of the problems I see mentioned about FF12 is the system felt autonomous.

Using that style of system would give you more direct control over your team, while still keeping partial control to the AI. The big problem with FF13 was how you had less control in battle, a lot of people mentioned how the game felt like it was playing itself.

The other big problem with FF12 was accessibility. The game was a hardcore RPG, I think it was difficult for new players to jump in. It took a long time to micromanage your Gamits, and the enemies themselves were no walk in the park. FF13 had the opposite problem where the system had limited depth compared to previous games. They need to have all that depth of FF12, but still allow new players to enjoy the combat.

I agree with your ideas. However, the main criticism I see people say about the FFXII battle system is the lack of control over the whole party. The next evolution of ADB needs to allow full party control. I'm sure the PS4 specs will make this possible.



Galvanizer said:
A203D said:
It wasn't perfect, but I'm not sure how I'll feel about it until I see it in action.

One of the things I think would work with ATD is where you hold or tap L1/R1 to switch to another character. Mainly because one of the problems I see mentioned about FF12 is the system felt autonomous.

Using that style of system would give you more direct control over your team, while still keeping partial control to the AI. The big problem with FF13 was how you had less control in battle, a lot of people mentioned how the game felt like it was playing itself.

The other big problem with FF12 was accessibility. The game was a hardcore RPG, I think it was difficult for new players to jump in. It took a long time to micromanage your Gamits, and the enemies themselves were no walk in the park. FF13 had the opposite problem where the system had limited depth compared to previous games. They need to have all that depth of FF12, but still allow new players to enjoy the combat.

I agree with your ideas. However, the main criticism I see people say about the FFXII battle system is the lack of control over the whole party. The next evolution of ADB needs to allow full party control. I'm sure the PS4 specs will make this possible.

That's rather ridiculous though. You had complete control over your party in FF XII. Each party members acted exactly as you told them to via the Gambits. And at any time, you could input commands manually if you thought a situation required a special specific action.

The problem for most who didn't like the ADB system was that they didn't press X every 3 seconds to execute the same actions over and over again. Handling the Gambits properly stripped them from buttons presses. Making the system feel boring to them.

And I don't see how the specs of the PS2/PS4 have anything to do with anything... -__-



Hynad said:
Galvanizer said:
A203D said:
It wasn't perfect, but I'm not sure how I'll feel about it until I see it in action.

One of the things I think would work with ATD is where you hold or tap L1/R1 to switch to another character. Mainly because one of the problems I see mentioned about FF12 is the system felt autonomous.

Using that style of system would give you more direct control over your team, while still keeping partial control to the AI. The big problem with FF13 was how you had less control in battle, a lot of people mentioned how the game felt like it was playing itself.

The other big problem with FF12 was accessibility. The game was a hardcore RPG, I think it was difficult for new players to jump in. It took a long time to micromanage your Gamits, and the enemies themselves were no walk in the park. FF13 had the opposite problem where the system had limited depth compared to previous games. They need to have all that depth of FF12, but still allow new players to enjoy the combat.

I agree with your ideas. However, the main criticism I see people say about the FFXII battle system is the lack of control over the whole party. The next evolution of ADB needs to allow full party control. I'm sure the PS4 specs will make this possible.

That's rather ridiculous though. You had complete control over your party in FF XII. Each party members acted exactly as you told them to via the Gambits. And at any time, you could input commands manually if you thought a situation required a special specific action.

The problem for most who didn't like the ADB system was that they didn't press X every 3 seconds to execute the same actions over and over again. Handling the Gambits properly stripped them from buttons presses. Making the system feel boring to them.

And I don't see how the specs of the PS2/PS4 have anything to do with anything... -__-

Yeah, that's what I meant. There was no hands-on control for all party members in FFXII. It was possible to not use any Gambits, but far too tedious in execution.

As for how PS2/PS4 specs changing things, there is far more memory with PS4 and that will allow the game to allow full active control of the party members in a seamless battle system.



Galvanizer said:
Hynad said:
Galvanizer said:
A203D said:
It wasn't perfect, but I'm not sure how I'll feel about it until I see it in action.

One of the things I think would work with ATD is where you hold or tap L1/R1 to switch to another character. Mainly because one of the problems I see mentioned about FF12 is the system felt autonomous.

Using that style of system would give you more direct control over your team, while still keeping partial control to the AI. The big problem with FF13 was how you had less control in battle, a lot of people mentioned how the game felt like it was playing itself.

The other big problem with FF12 was accessibility. The game was a hardcore RPG, I think it was difficult for new players to jump in. It took a long time to micromanage your Gamits, and the enemies themselves were no walk in the park. FF13 had the opposite problem where the system had limited depth compared to previous games. They need to have all that depth of FF12, but still allow new players to enjoy the combat.

I agree with your ideas. However, the main criticism I see people say about the FFXII battle system is the lack of control over the whole party. The next evolution of ADB needs to allow full party control. I'm sure the PS4 specs will make this possible.

That's rather ridiculous though. You had complete control over your party in FF XII. Each party members acted exactly as you told them to via the Gambits. And at any time, you could input commands manually if you thought a situation required a special specific action.

The problem for most who didn't like the ADB system was that they didn't press X every 3 seconds to execute the same actions over and over again. Handling the Gambits properly stripped them from buttons presses. Making the system feel boring to them.

And I don't see how the specs of the PS2/PS4 have anything to do with anything... -__-

Yeah, that's what I meant. There was no hands-on control for all party members in FFXII. It was possible to not use any Gambits, but far too tedious in execution.

As for how PS2/PS4 specs changing things, there is far more memory with PS4 and that will allow the game to allow full active control of the party members in a seamless battle system.

The RAM has nothing to do with allowing control of the characters.  That is a relatively non-intensive use of the memory.  A PS2 could allow full control of characters from a capability perspective.  The challenge is making it work.  Controlling 3 characters without pauses.  The solutions in the past have been control one directly and use gambits for the others.  Some good suggestions have been made on this thread on how to improve the system.  But none of them take memory, only design.



Galvanizer said:
Hynad said:
Galvanizer said:
A203D said:
It wasn't perfect, but I'm not sure how I'll feel about it until I see it in action.

One of the things I think would work with ATD is where you hold or tap L1/R1 to switch to another character. Mainly because one of the problems I see mentioned about FF12 is the system felt autonomous.

Using that style of system would give you more direct control over your team, while still keeping partial control to the AI. The big problem with FF13 was how you had less control in battle, a lot of people mentioned how the game felt like it was playing itself.

The other big problem with FF12 was accessibility. The game was a hardcore RPG, I think it was difficult for new players to jump in. It took a long time to micromanage your Gamits, and the enemies themselves were no walk in the park. FF13 had the opposite problem where the system had limited depth compared to previous games. They need to have all that depth of FF12, but still allow new players to enjoy the combat.

I agree with your ideas. However, the main criticism I see people say about the FFXII battle system is the lack of control over the whole party. The next evolution of ADB needs to allow full party control. I'm sure the PS4 specs will make this possible.

That's rather ridiculous though. You had complete control over your party in FF XII. Each party members acted exactly as you told them to via the Gambits. And at any time, you could input commands manually if you thought a situation required a special specific action.

The problem for most who didn't like the ADB system was that they didn't press X every 3 seconds to execute the same actions over and over again. Handling the Gambits properly stripped them from buttons presses. Making the system feel boring to them.

And I don't see how the specs of the PS2/PS4 have anything to do with anything... -__-

Yeah, that's what I meant. There was no hands-on control for all party members in FFXII. It was possible to not use any Gambits, but far too tedious in execution.

As for how PS2/PS4 specs changing things, there is far more memory with PS4 and that will allow the game to allow full active control of the party members in a seamless battle system.


You're just assuming it wasn't possible to do so on the PS2... Just because it wasn't made in FF XII doesn't mean it wasn't possible.

But sure, the PS4's specs will most likely make a lot of stuff possible. 

 

[EDIT] : What TheLastStarFighter said. ^ ^ ^