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Wyrdness said:
sc94597 said:

KH also has permanent button-mapped attacks. Name me an Action-RPG that has been labeled as such that doesn't have permanent button-mapped (or key-mapped) attacks. 

In a (standard) MMORPG you can use hotkeys to designate an attack, but it can be any attack you want (like Xenoblade), and it only is utilized for skills. Most people don't qualify the MMORPG system as Action-oriented unless you have full controll over your character and you have a few permanent attacks on a few keys, as well as a dodge key, sprint key, etc. Xenoblade doesn't have this. The only ARPG feature it has is that you can move during combat, but so do many non-Action Real-time RPGs. 

How is XC's system different from a typical MMORPGs? In fact, with premonitions and combos XC truly does have full turn-based in its combat, unlike MMORPGs. I can't dodge, parry, block, or anything manually in XC, and most of my attacks are auto-scripted. In an Action-RPG I can do all of these things manually. 

The combat in XC is much closer to WoW than it is to KH or Diablo. 

Diablo and PSO also does this and doesn't have dodge, manual parry or sprint and is still an ARPG, KH doesn't have a permanent attack button you move a cursor over menu selections to determine what action the mapped button does, this is essentially the same system XC uses. XC is action based because you perform an attack and it comes out with out being subject to any turn based system, the interface menu is only there to allow multiple abilities and commands to button maps much like KH, this is why XC is classed as an ARPG while MMORPGs like WOW use a hidden atb like system when performing actions.

Premonitions hardly change anything in fact it backs what I'm saying as that's the game's solution to try and bring the strategy turn based games have as that's lost in in ARPGs.

I never said that ALL of the aforementioned are necessary, just some subset of. 

Diablo 

Kingdom Hearts

http://strategywiki.org/wiki/Kingdom_Hearts/Controls

  • : Cancel / Jump / Let go / Swim fast / Ascend when flying or swimming
  • : Command party members to attack a locked target / Press while holding the  button to cast assigned spell
  • : Use special abilities / Descend when flying or swimming / Press while holding the  button to cast assigned spell

     Confirm / Press while holding the  button to cast assigned spell

  • : Hold down to display magic shortcut menu
  • : Rotate camera anticlockwise (disabled when target lock is engaged) / Press simultaneously with the  button to revert the camera to its default frontal view / Cycle through available targets while locked on
  • : Engage or disengage target lock
  • : Rotate camera clockwise (disabled when target lock is engaged) / Press simultaneously with the  button to revert the camera to its default frontal view / Cycle through available targets while locked on
  • : Confirm (disabled in Main Menu)
  • : Move cursor in Main Menu and Command Menu
  • : Move character (walk or run depending on how how far the left analog stick is pushed) / Move cursor in Main Menu
  • : Move cursor in Command Menu
  • : Pause and access Main Menu / Display special menus during mini-games
  • : Toggle first-person view on and off

Xenoblade

http://www.ign.com/wikis/xenoblade-chronicles/Basic_Controls

A Button: Command/Talk

B Button: Jump/cancel/time Chain Attack/affinity warning.

X Button: Bring up the menu

Y Button: N/A

Left Analog stick: Move

Right Analog Stick: Move camera.

L and R buttons: Target

ZL + A: Zoom In

ZL + B: Zoom Out

ZL + Y: Center camera and default zoom distance

ZL(tap): Center camera and lock camera onto target

ZR + Control Pad: Send commands.

- Button: Bring up current area map

 

+ Button: In-battle status information

In Xenoblade I can't do anything except auto-attack, go through a menu to choose a special, or move around (limited.) In diablo each attack corresponds to a click of a button. In Kingdom Hearts I can strafe, block, use magic, attack, all with a single or set of  buttons (at the same time) (no menus required except for switching out a skill for another one.) KH just incorporates its attack option as the default in its menu system. If it didn't have the attack option as the default and instead chose to correspond attack with "X" then nothing would change. 

XC has the same exact system as MMORPG's. You still haven't explained how it doesn't. In XBC you auto-attack as long as you are in range. You can then use skills that have cast times and cooldowns that are in a menu (Xenoblade) or on a hotkey bar (MMORPG.) There is no difference in that aspect between MMORPG's and Xenoblade. I click the hotkey or I choose the skill and there is either a cast time or it is instant. Then my skill is on cooldown. If I want to limit aggro my character can keep auto-attacking. If I click a skill in an MMORPG there is no ATB timer that my opponent has precedence over me. It depends on the cast-time and cooldown of the aforementioned skills. If I had enough mana and everything was off cooldown (let's say these skills don't have cast times) I can use as many skills as I want in as short of a time as I want. However, I can't do things like strafe, dodge, block, parry, or basic attacks by a click of a button in both scenarios. 

In an action-rpg on the otherhand, each button corresponds to "attack", "spell", "dodge", "block", etc and I must press said button in order to enact it on screen. There is no auto-attack. There might be cast-times or there might not be. There also might be cooldowns for certain skills, but most skills are limited by mana in ARPGs. I can dodge attacks that are coming my way by not being in the line of sight. In a game like XBC this is limited by the type of attack and its range, not by any physical proximity (the attack doesn't go infinitely until it hits something, for example if it were say magic.) There are very few action elements in XBC. You don't have a set button to attack, block, dodge, and/or strafe. Everything is either auto or done through menus. You can move around and jump, but both of those a pretty useless besides running away from a battle or leaving the range of an attack (jumping doesn't stop an attack from hurting you if it is on the ground, for example.)