How would you fix JRPG combat?

How would you fix JRPG combat?

Attached: ff7battle.jpg (1280x1024, 104K)

Other urls found in this thread:

arch.b4k.co/v/thread/477845112/
twitter.com/NSFWRedditVideo

it doesn't need fixing. especially by people who think the dogshit gameplay in "games" like planescape and skyrim is good.

By going back to the combat systems used in FF4 to FF9.

Make it like the remake where you still have atb but with action gameplay in between the bar filling up, rather than just watching everyone stand in a line.

Getting rid of archaic turn based combat and replacing it with active real time combat

>Attack
>Attack
>Attack
>Attack
>Cure
>Attack
tantantantan tan tan tan tantan

Make it just Dragon Quarter

>JRPG is bad because turnbased menucombat is boring and easy.
>no JRPG is good fuck off brainlet ARPGfag, go button mash you ape.
>wrpg-kun interjects to post his shitty comparison picture
>...
>500 posts and 250 image replies omitted.

There I simulated your shitty thread, everyone do thing where you don't bump the thread anymore.

Attached: 1565211624913.jpg (627x600, 115K)

Attached: classic.jpg (1080x286, 113K)

Which JRPG combat?

Attached: F43AB7B7-BECF-4612-A040-8CAD1CDAB1D3.jpg (1306x1306, 413K)

To me the Classic mode seems like the best choice regardless if you prefer action or turn based because of how much it speeds the ATB. I watched the gameplay and you would get through fights quicker and easier by using it.

Of course it's easier. It's literal baby difficulty mode that's easier than Easy.

Make it like Ys Oath in Felghana

Can I touch your dick?

Stop making this thread

Just do anything to give the player a reason to select different attacks. Any reason will do.

make it the same as SMTIV apocalypse

is FFVII a good start for JRPG? I want to play one but im not sure where to start. Any chance theres a JRPG tier list?

What's the game on the bottom pic?

play FFVII or SMT3 or SMTIV.

>SMT3 or SMTIV.
are the stories from the first 2 games not needed for 3 and 4?

Last Story. Wii exclusive.

It's an interesting JRPG system, it's very tactical.

Get rid of the ATB and make it pure turn based

If you can, play the original PSOne version of FFVII to experience it in all of it's jank glory.

Attached: 12969580947845414912_20190426015706_1.png (1920x1080, 234K)

Valkyrie Profile already did it.

Not really, most SMT games have standalone stories. The most you'll miss is a couple of minor references.

nope, SMT3 and 4 are self contained (4 has a sequel though)

SMT 2 is a sequel to 1 and even then is basically still self contained.

soul

Cheers, bro

Attached: IMG_20190822_005933.jpg (804x334, 162K)

get rid of the RPG part. fucks up balancing 100% making the combat trivial and tedious. Slay the Spire is basically turn based combat but isn't brainless trivial shit.

To never ever use ATB again.

Nah in final fantasy 4 it was well done.

All the classes had some magic or some melee skill.

The random combats would be ended in one or two spells if you used the right elements agains the mobs.

If you had money you could just retreat to reach the boss faster, lossing some gil in the process.

The boss battles actually had some mechanics, like the 3 sisters mages with the barriers or the elemental bosses.

And that was in the 90's. Jrpg mechanics can be well done if you make a series of meaningfull combat and the occasional random one serves to mainting high tension instead of a boring filler.

Meaning that the gameplay part of a jprg is not so much about the mechanics but about the encounters you desing.
..

Just take Grandia's and improve upon that.

It's already the best in this genre.

I'm playing FF7 right now, how can I see the names of enemies?

Only in the first fight it says Ex Soldier but then fights after that don't give you enemy names, it just says Cloud and Berett

FFX's party-switch, weapon styles, and turn-based combat that actually relied on the speed stat was one of the best in the series.

Characters were generally 'locked' into classes but without enough screwing around you could turn Tidus into a black mage.

would this be the best version to play? i found an eng patch of it

Attached: raidou0.jpg (608x872, 79K)

Unironically looks better.
It's a fucking PS1 game, why are people allergic to pixels?

Low IQ post.

Honestly the low resolution of the original rendering hides the game's faults a lot better than high-res rendering or the PC version ever could. Mods just put a bandaid onto a game that was never meant to have high poly / resolution characters robotically moving on pre-rendered backgrounds.

as far as i remember the only difference in that version is that it has raidou kuzunoha (who is from a spinoff) rather than dante, so it doesn't matter which one really.

1) Remove healing spells as standard abilities.
2) Make enemies incredibly lethal, give them utility spells
3) Give players more utility spells, but enemies will not be immune to them without good reason (IE, you cannot blind something with no eyes, Silencing a spellcaster that uses enchanted wands is useless, etc)
4) Scale enemies on a per-area basis, based upon where you are in the story. IE, enemies only scale during the point in the game you first enter and until you go into the next story area. This means you can still go back to old areas to fight weak enemies, but new areas will always be challenging.
5) Level and equipment caps that are broken by story and side-quest progression
6) Make encounters less frequent, but more rewarding AND engaging. Instead of fighting 50 rats to level up, you only need to fight 5 Rat Swarms that are harder, stronger, and fight with tools and tricks that make each fight feel like a mini-boss.

get the version with Raidou.

The one with Dante, while he is good for random encounters he lacks the skill Pierce. Lacking Pierce means he is borderline useless against the final boss.

While I can't comment on most of Raidou's skills I am aware that he gets Pierce

I've honestly never liked the ATB system. Personally, I never understood why FFX's battle system was never used again- even X-2 went back to the ATB. I don't play JRPGs for action and excitement, I play them because I want to relax and occasionally have to think about what moves would be optimal in a given situation.

Enemies adapt to and defend against repeated attacks, so frequent physical attacks will give diminishing returns.

maybe go the nintendo route and have intractable turn based combat via action commands?
thats what made the Mario RPGs really stand out for me.

The OPTIONAL final boss is more of a Megaboss.
You're not meant to use Dante against him.

WRPG-kun actually got exposed for being a literal Redditfag so I think it’s safe to say that he won’t ever be coming back.

How does Active Time Work?

Regular RPG it's just you guys attack and then the enemy attacks

But is ATB like everyone has their own meter that fills up independently from each other? So if you don't attack the enemy can keep attacking since they have their own meter?

Yes. The problem is, most of the time is spent waiting for the bars to fill up, doing nothing.

>How would you fix JRPG combat?
Persona 5 already did this.

Attached: maxresdefault.jpg (1280x720, 190K)

Nothing to fix except for game balance to make things more challenging. Lost Odyssey is the most balanced and consistently challenging JRPG ever made. Devs should just copy it.

I feel like it should just be called "Auto" mode or something. I'm fine with classic turn based gameplay, but this ain't it chief.

that's why you crank Battle Speed up. the worst game about ATB is XI because all the animations are so drawn out, but the SNES games and VII can be particularly speedy about it until special animations in the latter come out

No way, that's fucking priceless.
Well that's atleast one shitposter whose opinion will never hold any water again.

I'm playing a jrpg specifically for the menu combat (and story) If you need to "fix" JRPG's just play an action game with skill trees and upgrades ala Astral Chain

Exactly. The system is supposed to get you to make quick, smart decisions. But the only real "benefit" you get out of it is that if you're unfortunate enough to have one party member die, the enemy will ALWAYS kill them again right after you use a Phoenix Down but before you can fully heal them, even if you queue them one after another since you never know when an enemy is allowed to act. In the worst case, such as with X-2 and XIII, combat can become so fast that you're discouraged from doing anything other than spamming attacks or auto-battle since it takes so much longer to navigate the menus that you'd just end up losing DPS in the long run even if the attacks you're using are supposed to be more effective. It's a mess.

Attached: f5753870a40ccef114a6cb88e7f48531.jpg (680x680, 85K)

stop catering to the west.
also keep it turn-based

>XI
I meant IX

>can't level grind
>enemies below your level give 1 experience point so you always get to the intended challenge stat-wise
>progression comes from learning abilities from gear and mortal characters
>game stays challenging from start to finish and requires strategy
>casting magic takes time based on how powerful the spell is and the caster's stats, and they're protected by the melee characters in the front with a HP of their combined HP
>skill-based timing on regular attacks tied to the ring you have equipped, producing various effects based on your timing
>skill variety comparable to FF5, except everything has a use and is balanced
Even now you find scrubs crying about Lost Odyssey being too difficult because they can't faceroll it by grinding. Except for that one place that lets you get to 50 for the first few discs with the random damage skill.

It's already perfect as long as it's not ATB. Thankfully, not a single decent series ever used ATB.

More zippers and belts.

You can´t fix what´s not broken matte. Unlike today open world games JRPG used to present several different types and styles of combat. FF games had the ATB you guys hate so much, Legend of Dragoon had a great active combat focused on connecting hits and blocking (enemies could even try to block and break your combo.), Valkyrie profile had a great system too focused on strategic selection of your party, timming and weapon number of attacks (and VP2 only improved on that adding the break enemy parts mechanics), Speaking of which Vagrant story also implemented that mechanic (and it was fucking great). Then you have stuff like Shadow Hearts with the hit wheel or even something more active like Star Ocean and the Tales series, something intermediate like Ni no Kuni or classic stuff like Dragon Quest or Xenosaga. (and i am not even mentioning the clusterfucks like Resonance of fate or the more tactical ones like Tactics ogre)

Seriously, there are a lot of variety on JRPGs.

so, Final Fantasy X-2? (I don't disagree btw)

>Make combat more tactical. Regular enemies pose enough of a threat to merit utility spells/abilities like status ailments, buffs/debuffs and setup abilities.
>Arrangements that affect combat like flying enemies that are hard to hit without ranged attacks or reach weapons, a row system for the party, attacks that target specific positions.
>A variety of classes that excel in a niche and are specialized enough that it's a challenge to make a party that covers every possible weakness (at least without sacrificing fighting efficiency)
>Avoiding tiered modular spell systems (like Fire/Fira/Firaga,) full heals (like Diaharan,) or generic instant-death skills ( instead of Hama/Mudo, maybe some kind of spell that has a higher kill rate against sleeping targets and still deals damage on failure)
>Enemies having weaknesses, resistances, and immunities to ailments as well as elements/physical types and having that info accessible in-game/in-battle (through an analysis spell or an item maybe)

I realized I'm mostly just describing Etrian Odyssey

Attached: IMG_20190816_005420.jpg (800x1000, 82K)

>>FFVII
Gross, play V

Yep. Shit was hilarious.
arch.b4k.co/v/thread/477845112/

Attached: literal redditfag.png (1106x264, 35K)

Star Ocean series has it figured out. Real-time battles with a menu you can open that pauses the game, and cooldown for menu abilities.

I love how people who want to shit on turn based combat bring up FF7. No shit, that has the easiest and most boring gameplay. Even the older FFs and Chrono Trigger were less boring.

Attached: Persona 5 Gameplay.webm (450x500, 2.24M)

Final Fantasy's ATB systems were generally not very interesting but I thought the way Grandia and Growlanser did it was great

You forgot the press turn system from SMT, which just adds to your poin tof there being a lot of variety

What is that supposed to prove?

AHAHAHAHAHAHAHAHA, HOLY SHIT

Not that user but Press Turn doesn't really change the nature of the fight beyond just speeding it up

Make it harder but then balance it out by making debuffs both more interesting and powerful. Necessitating their usage.

LISA struck the balance really well, for the most part.

>not even showing the fight

I bet you are using hacks or NG+ gear

Press Turn rewards proper team set-ups by giving you more turns and giving the enemy less turns

It does heavily encourage you to be playing with the demon fusion system at every available moment though which is the crux of the gameplay

is that basically SMT autobattle mode?

That he loves read and play awesome games at the same time, i think.

Holy shit the amount of attempts at damage control by that autist, deliciously hilarious

Attached: 1565313467440.jpg (195x195, 7K)

Crux of the gameplay is dungeon navigation and resource management.

It´s perfect as it is !

>is that basically SMT autobattle mode?

autobattle will only carry you through the weak shit of the first dungeon and nothing else

Why yes, I like combat in JRPGs, why do you ask?

Attached: JRPG Chad.jpg (1600x1068, 123K)

Based.

Based.

The first dungeon is the only one in P5 with any difficulty though, afterwards you have enough mana and a rotating party of heal-sluts that can let you recover from any and every mistake

>WRPGfag is a literal faggot
Color me shocked.

Like I said, that doesn't actually change anything. Press Turn rewards you for doing things you should already be doing (attacking weaknesses and scoring crits) and punishes you in situations when you're already doing poorly (having enemies targeting your weakness or having your attacks reflected/negated). The only real implication of this is that it lets you finish fights faster when you're winning and makes you die quicker when you're losing.

Last Story had such a satisfying system for dungeon crawls. Like some kind of medieval SWAT team

not do the gay xenoblade combat system just do turnbased.

Attached: image0.jpg (400x285, 16K)

We're talking about SMT, not Söysona.

nah it's pretty useful for most of kyuuyaku and iirc SMT1 and 2 too, definitely not in IV though. Does it work in P5 though?

>implying something is wrong with it

If we are talking about SMT then the entire thing is an auto battle simulator the minute you find the MP5 and load that shit with nerve rounds

Absolutely based

my post is for P5.

I never touched SMT2 and I got stuck in SMT1 because I didn't know I could do a certain thing when EVERY OTHER GAME IN THE SERIES said I couldn't.

>How would you fix JRPG combat?

Shadow Hearts

Attached: 35-n1cr6g.jpg (569x436, 26K)

>I didn't know I could do a certain thing when EVERY OTHER GAME IN THE SERIES said I couldn't.
what thing?

Add more visuals and displays for attacks, better characters with interesting stories, a good main story line, cut down on long winded text conversations; basically what remake is doing.

Copy Jagged Alliance 2 or God Hand.

are you talking about that one conversation with a random shop keeper that looks like an alignment question but actually requires you to pick a certain side to progress the plot?

Find a flaw.

Attached: SMT-IV-Final-Box-Art.jpg (1458x1326, 521K)

Attached: yhvh final dungeon.gif (740x3182, 231K)

Every female party member sucks in story and combat

Press select or back

>flaw
You would hate SJ.

Attached: StrangeJourneyMap.jpg (675x1090, 566K)

Eridanus was gay but its still like half the length of that awful 4A end dungeon

>are you talking about that one conversation with a random shop keeper that looks like an alignment question but actually requires you to pick a certain side to progress the plot?
no

>478466724
SMT1 allowed you to fuse your dog with any monster to make a level 40sih Cerberus.

I didn't do it because in other SMT games they don't allow fusions of demons that are higher level than you.

Isnt that optional though?

Looks like he will assault my pooper at any moment.

try finishing FF4's original version with a tactic like that

ofcourse you yould through hundreds of hours of grinding and overleveling so you can get away with this shit, or you could simply play efficently and tactically

SJ dungeons are great though. The YHWH dungeon is just shit

Fpbp

Absolute cope.

ff7 battle is pretty damn good.

just ad an auto fight for mob random encounter and its golden. and by auto fight i mean that it automatically send the FIGHT command for every action.

I heard it was needed to beat one of the earlier bosses

>ff7 battle is pretty damn good.

Attached: Final Fantasy VII hold X to win.webm (640x360, 2.29M)

>not showing the whole fight, complete with the minion Rufus has

Attached: cherry_picker.jpg (380x354, 21K)

There is only like one boss you have the chance to use him on and I dont remember it being a particularly tough encounter granted I havent played it in like 6 years now

Why do you want to “fix” JRPG combat?
There’s nothing to fix.
The real question is why do you want to drink milk and eat chocolate when you are lactose intolerant.

>dude the combat is good if you just dont use your brain
I hate Square for making people think this lazy shit is acceptable

>Square produces nothing but FF
Play SaGa.

This.

Attached: Unlimited SaGa Triple Zero Combo.webm (600x450, 2.58M)

Turn based > ATB > Action

Attached: BD63DB84-79D4-4E50-8D4E-E7493DBAFBA1.jpg (3821x1839, 1.93M)

that's so fucking cooooooooooool

I wish I had more Squaresoft stuff. I avoided it like the plague when I was a kid, regret it so much now.

Agreed. I tolerate ATB, but I like traditional turn based the most.

>owning the collection of games that are inferior to the snes originals

You can get all of those for like $20 on Amazon.

Why?

Make positioning and aim important.

Attached: 1554606027130.png (918x1698, 304K)

nope, i was going to fuse him to get cerberus but i waited too long and he jumped into the portal, went through the game fine.

Shit really?

I spent at least thirty dollars on Vagrant Story alone.

1 filled with bugs and poor sound so PS1 wins
IV is debatable, i played both and i like the PS1 version more
VI you are right they fucked up the PS1 version it takes 3 seconds to load the menu every time.

Now if only we could get this for ACFag

Just finished reading that archived thread fucking hilarious, he'll be enduring many more JRPG Chad ballsacks on his hands during his monthly appointment at the barber.

And Xenofaggots

Rent free.

>someone got mad
:)

20$ for the ugly greatest hits versions.

That would be based

What if everyone attacked at the same time? So you have a time limit to give everyone a command and when it runs out you and the ai do your attacks.

Sounds like RTwP.

Growlanser sorta does that

Put two difficulties, one for casuals who wanna experience the story in which most of the combat encounters will be solved by going with the usual attack/attack/attack affair and one that actually makes you think about what you do in combat.
Make the games have less encounters but each encounter feel less trivial.
Maybe adding more emphasis on positioning could work by expanding upon on the front/back row idea.
Reduce the amount of spells but make each spell more important so that you don't have trash weak elemental spells that will become obsolete later in the game.
Add different types of melee attacks with different rewards that mesh well with the updated front/back row idea.

I would make every game a Yakuza reskin

Attached: Yakuza God Tier Combat.webm (640x360, 2.97M)

>Put two difficulties, one for casuals who wanna experience the story in which most of the combat encounters will be solved by going with the usual attack/attack/attack affair and one that actually makes you think about what you do in combat.

You mean like what is going to be done for FF7R? See (no idea why he put a spoiler over the image)

You've never played a mildly difficult jrpg ever have you

This.

Attached: Yakuza - Crazy combat 4.webm (1280x720, 2.8M)

It doesn’t need fixing

And if you keep winning against the same enemies (maybe they have like a faction or something) they learn your strategy and you have to switch it up? So maybe everyone in the party can do two things? I don't know it'd probably too much to deal with huh?

God, no.

>playing any jrpg for the combat

yakuza combat is so bad

don't worry, that is just a flaseflagging shitposter

He's reading it backwards. Manga is read from right to left. He goes left to right. So many retarded things about that clip.

>If you had money you could just retreat to reach the boss faster, lossing some gil in the process.
Running away from combats because you're bored of how simple yet constant they're is just always awful. You can nuke them with their weakpoint spell or run away but avoiding combat because it's starting to feel like tedium is not the best solution.
Aside from a few specific boss fights and enemy that strategy is going to solve like 70% of the fights. A lot of them are also Use clear weakpoint spell or don't use this type of attack with this boss because he counters it/heal when needed which can be as monotonous as attack/attack/attack shit. FF4 is certainly not as bad as other FFs in this regard since each team member has obvious strengths and weaknesses but the ratio of braindead encounters is still really high.

>TWEWY
>Dragon’s Dogma
>SMT
>Etrian Odyssey
>Bravely Default
I can go on, you know.

Git gud.

>t. westacuck

Attached: Yakuza - Crazy combat 3.webm (852x480, 2.93M)

Why JRPGs? Western RPGs have dogshit """gameplay"""

>Dragon's Dogma
>JRPG
Based retard.

>constantly doing finishers
yakuza combat is bad

>enemies do nothing in the background while you mash your way to victory
Is this supposed to look good?

Why just JRPGs? Western RPGs have dogshit """gameplay"""
Are we pretending """they're fine"""?

How is it not?

ff4fe.com

Absolute cope.

>Is this supposed to look good?

not really and I bet the troll is playing on easy mode.

>implying it isn’t
How is it not a JRPG? And please, don’t be a retard and say it’s because it doesn’t have menu combat or whatever.

JRPG's are turned based only and anime based.

We are reaching cope levels that shouldn't even be possible.

Somehow I actually read IX instead of XI and understood your post, regardless. Guess I gotta learn to read, huh?

That would be good but we have to see the execution of the idea first since FF7 was easy as fuck for the most part.
I've finished FF1 both on nes and ps1, ff3-10, DQ1-3, 4 and 7. SMT Nocturne and Strange Journey and Phantasy Star 1 and 2. Also some obscure ones no one gives a fuck about like Jade Cocoon on the ps1. Most of them aside from SMT were filled with braindead combat encounters, Strange Journey was kinda boring since to take advantage of it's system you had to take a good time finding creatures with the same alignment. Nocturne was good but some bosses were trial and error more than anything since if you don't do what was needed to defeat them they kill you in like 3 or less turns.

Imagine being too much of a brainlet for Yakuza combat. There's a reason why Yakuza is one of Yea Forums's most beloved series.

Attached: Yakuza - Crazy combat 5.webm (852x480, 2.98M)

create interesting gameplay elements like the bravely default's turn storing or radiant historia's grid combat + enemy moving for combos

Retard.

RPGs in general have horrid combat.

?
No RPG ever made has good gameplay. You are in pure SEETHE and my true words have forced you to COPE.

>Going by that logic, FFXV isn’t a JRPG eith

or Dark Souls

That post didn't say anything about combat, zoomie.

>TWEWY
How's the combat in TWEWY?

>enemies just stand around doing nothing
What’s the appeal of the gameplay again?

>No RPG ever made has good gameplay

Attached: 1439907909971.png (793x593, 120K)

Varied as all hell because you equip your attack pins and that determines the actions you can do in combat

>Dark Souls
>JRPG
Based retard.

Gameplay and combat are one and the same for most rpgs.

>Somebody saved my Unlimited webms
I should make more of these then.

Attached: Vandalize.webm (600x450, 2.9M)

>Refuses to cite examples.
Good one.

lmao yeah because combat is not gameplay you fucking retard

Dark Souls is an RPG made by Japanese developers, therefore it's a JRPG

Yakuza combat is fucking garbage, stop deluding yourself and fuck off.

>Strange Journey was kinda boring since to take advantage of it's system you had to take a good time finding creatures with the same alignment
You goddamn idiot

I don't even understand how these graphics work. This is some sorcery.

Gameplay takes place on both screens at once, with Neku activating psychic abilities such as pyrokinesis, lightning bolts, energy blades, psychic bullets, telekinesis, etc, using taps, swipes, slashing, and more on the bottom screen and your partner attacking using the directional pad or ABXY buttons on the top screen. Some pins require you to blow into the mic, you get experience for your pins the more time you haven’t played the game, you even defeat an enemy at some point by closing the DS, etc.
It may sound complicated but the game gives you a ton of options to work around and even put your partner on Auto if you can’t keep up with the dual screen gameplay. And once you get the combat down, it becomes insanely rewarding.

Attached: twewy gameplay.jpg (256x384, 43K)

Very few rpgs allow you to play them without engaging in combat, and when they allow such approach they're almost always "click option to win" garbage that requires little thinking aside from the build you made at the start of the game.

That's like saying Undertale is a WRPG.

very wrong here, user. RPGs, above all else, are about gameplay in context. In order to succeed in combat you must interact with many other systems such as equipment, items, experience gain and so on.

there is literally nothing innovative about Persona 5's combat that other JRPGs haven't also done. The only reason it gets lauded by normies is good presentation.

Make the order things play out dependant on things like skill cast time instead of just character speed. Make movement and positioning in the arena matter. Make it so bosses telegraph their selected attack (or maybe it's just displayed) so you can react by choosing a blocking action or moving out of the way. Basically make a turn based action RPG.

Yet even the worst jrpg's combat is more exciting than the dullest rpg of all time. Each attempt Obsidian makes to create their own universe rather than simply deconstruct a setting made by others, has been more disastrous than the last. Aside from the outdated gameplay and lifeless cities, Pillars of Eternity's only consistency has been its lack of excitement and ineffective use of combat mechanics, all to make magic unmagical, to make action seem inert.

Perhaps the die was cast when Sawyer vetoed the idea of making anything at all innovative or original; he made sure the game would never be mistaken for a work of art that meant anything to anybody, just ridiculously profitable nostalgia pandering to ageing Baldur's Gate fans. Pillars of Eternity might be anti-casual(or not), but it’s certainly the anti-Divinity series in its refusal of spontaneity, fun and excitement.

>a-at least the writing was good though

"No!"

The writing is dreadful; the narrative was terrible. As I played, I noticed that every time I engaged in dialogue with an NPC the game presented me with a Wiki-page style infodump instead of anything resembling actual human conversation.

I began marking on the back of an envelope every time this was repeated. I stopped only after I had marked the envelope several dozen times. I was incredulous. Sawyer's mind is so governed by obsession with pointless minutiae of the lore that he has no other style of writing.

Later I read a lavish, loving review of Pillars of Eternity by the same David Gaider. He wrote something to the effect of, "If these kiddies are playing Obsidian games at 17 or 18, then when they get older they will go on to enjoy Dragon Age II." And he was quite right. He was not being ironic. When you play "Pillars of Eternity" you are, in fact, trained to shill for Bioware.

Attached: img-pierce-brosnan_165321196698-750x1000.jpg (750x1000, 159K)

Oh, and you get a shit ton of options to change up the difficulty in anyway you want.
>pick your own moveset
>set enemy strength as low or high as you want
>set your level as low or high as you want
>get better shit for stacking the odds against yourself
>all battles are initiated by the player, so that they can progress through the story or grind at their own pace

Attached: great game design.jpg (512x384, 96K)

Don't get angry. Nocturne felt faster in that regard, needing to make teams based entirely on creatures with the same alignment only slowed down the process. Aside you had that first encounters would show you the enemies as just distorted graphics so if you decide to avoid taking advantage of that then you might run into an encounter with a foe that is built to counter one of your current creatures.

JRPGs need no fixing. They are just not for plebs.

Based and Brosnanpilled.

FPBP

Unlimited was developed using Photoshop and After Effects, it's possibly the first game of its kind when it comes to that.
Sprites are all hand drawn and then animated by interpolation, by that time the SaGa team was probably at their peak when it came to 2D art so they managed to create something like this, on a limited budget no less, a testament that a talented team with a good vision can make up for multimillion budgets.

Attached: Silver combo.webm (560x420, 2.87M)

Already fixed.

Attached: side step.webm (542x332, 1.11M)

>tfw only Parasite Eve and Vagrant Story have a unique battle system
Why did no one copy it?

Cope.

fpwp all weebs should die

They are tedious as fuck that's why

That matters very little if the combat system and it's encounters end up being trash. They all need good synergy between each other, otherwise you have shit like FO1 in which just picking a competent combat built at the beginning makes half of the game encounters trivial. A lot of the time equipment and items are also not terribly important since too many rpgs just give you "current weapon you have but with a few more points in damage" stuff so this can also be part of why the gameplay itself is flawed, same with experience gained if you have too many pointless skills or in rpgs in which just upgrading the strengths of your class will get the job done since you really don't need to think a lot, just increase the stats in which this character exceeds at.

Play more JRPGs, man.

Wrong

To be honest, of all the combat we have seen so far her seems to be the most boring

Unlimited SaGa's art and OST are peak JRPG.

Attached: Unlimited SaGa.webm (640x480, 2.89M)

Attached: ( ⁰д⁰).webm (680x374, 2.81M)

it amazes me that at some point someone made this webm thinking it was cool

Idk what kind of drugs you have to be on to be entertained by turn based but they gotta be fuckin LIFE CHANGING

Grab the competent people from LucasArts that worked on JKO and JKA, grab some dudes that made Budokai 3, a couple niggas from DmC and Ninja Gaiden,.and tell them to make it look like.Advent children

Is that what it's supposed to be? Seems more like an ironic post.

>Already fixed
>posts automatic shit

Yakuza 0 has some of, if not the best combat of any game ever, retarded westacuck.

>thinking

Attached: Yakuza - Black Umbrella.webm (960x540, 2.88M)

>Yet even the worst jrpg's combat is more exciting than the dullest rpg of all time.
Jrpgs tend to have high production values or go more for excitement rather than just immersion. Say for example win a combat encounter in FF7 and you get a pretty cool song while you see which drops you got from the encounter and all your units do a signature pose which is kinda shallow but helps in giving them personality. In wrpgs the combat would just end and that's it. My example only talks about the ends of a combat encounter but you will see similar stuff in most aspects of the game in which jrpgs want to keep the adventure exciting rather than just immersive.

so you agree with me? RPGs are about context rather than individual encounters, right?

What do people have against different flavors of RPG combat? Fuck, there's a reason why SNES through PS2 JRPGs did the same exact shit where hitting only the attack button was a very viable option yet still did well.

Is this the zoomer generation who can't understand certain gameplay concepts or believe streamers opinions as gospel? Is it the boomers whose past console war experiences and "everything needs to be deeper!" mentality prevents them from seeing the big picture?

There's been awesome games in the past but when I see sequels or evolving in certain series, like Mass Effect or various modern jRPGs, it seems like alot of people were doing new for the sake of new and aren't just improving what people historically loved in the past.

Attached: 1568198911356.gif (320x284, 1.71M)

That sounds interesting, I will give it a try.

>>posts automatic shit

got proof?

Seething faggot

Don't choose classic mode. Problem solved and JRPGs fixed. Now kill yourself.

I don't agree because I said bad combat = bad gameplay. If you have bad combat then the gameplay in your rpg is bad since character builds, stats and equipment revolve around it so that you can survive the encounter. "Adding bigger numbers" won't improve bad combat too much.

I highly recommend it. There’s legitimately no other game like it out there and all of the different gameplay elements and mechanics click together quite nicely.

Attached: twewy pins.jpg (512x506, 65K)

>make it look like.Advent children
Perfect example of your shit taste. Turn based is too slow for ADD riddled faggot kids who rotted their brains watching too many shitty cartoons growing up.

>Now kill yourself.
Don't get mad FFVIIRemake faggot, your game even with other modes will be still shit.

okay but the combat isn't just about the encounter, it's literally actually about everything you've ever done up to that encounter. every chest opened, every exp earned, every potion bought. that's the actual game. you understand, right user?

You don't know what that word means, kys.

you think every yakuza webm ever made was done ironically? do you believe that?
clearly they were made by someone who thought yakuza was good and didn't intend for it to reveal how shit the games really are

>That matters very little if the combat system and it's encounters end up being trash.

True. Look at webm related, THIS IS THE FINAL DUNGEON you usually you have to pull out all the stops to survive but here you can do the same shit you can do at the start of the game and still win

>a couple niggas from DmC
why get the Ninja Theory people? They fucking suck

Attached: Hold O to Win.webm (640x360, 2.66M)

>Yakuza is shi-

Attached: Yakuza - Dojima Family.webm (960x540, 2.93M)

Not an expert on JRPGs so I don't know how it stacks up, but I liked epic battle fantasy's switch to cooldowns instead of mana as far as combat went.

Attached: 1541413769581.png (325x318, 151K)

Based and redpilled. The FF classics are untouchable.

>your game
I didn't make the game
>don't get man
I didn't get mad, i told you to kill yourself for the obvious shitpost.

Now kill yourself twice.

>he got even more mad
LMAO

>get better shit for stacking the odds against yourself
I fucking love game design like that. Any other JRPG do this?

well done you beat the boss with one push of the cutscene button

>you understand, right user?
I never said that opening chests and allocating stats/armors weren't part of the gameplay, what I'm saying is that this won't mean a lot if the combat encounters that test the decisions you made in those won't mean a lot if it's dull since bad combat will only drag down the other aspects since they're married to it.
A lot of rpgs are trash because they're just about being a skinner-box in which the ""fun""" is just about giving you bigger numbers, but the combat encounters are braindead or just a matter of "My level is high enough to defeat this" with not a lot of strategy in the combat itself and the preplanning process can be also just a matter of pick the items with highest numbers.

>when FP is also BP

Attached: 1556368499709.jpg (600x562, 49K)

you should first start by using the proper game modification

Attached: 6-1539102512-1901246459.png (1437x897, 635K)

>being a clown is fun
alright, you do you

Sounds like videogames are not for you anymore and should go do something else with your life

Was fixed a long time ago

Attached: 220px-Fftpsp3.jpg (220x380, 31K)

Not that guy but all action games are the fucking same. Tons of trash mobs that pose little threat and are just meant to train on or grind currency on or have fun with. You just like it more because you're a brainlet who can't handle anything slow paced.

that souless mod? Pass

that looks absolutely ridiculous
>gross blurry prerendered background
>flat textured, low poly chocobos
>hi poly cloud model with detailed textures
>no shadows on any model so everything looks like it was cut and pasted there in paint
I'd rather have no visual mods whatsoever so my mind can properly fill in the gaps than that mismatched, tasteless visual diarrhea

>using the field models

Attached: 1392688262983.png (570x489, 407K)

actually that guy, I agree with not that guy. If you don't want to appreciate the context and the journey as a whole, then, no, RPGs are not for you. Let me recommend a nice game of Call of Duty or something Easy 15 minute bitesized chunks for you to experience the holy GAMEPLAY without having to do "annoying" shit like preparation or exploration.

I still have a lot of fun with other genres, I stopped liking most rpgs after my teenage years when I realized just how dull the actual gameplay actually was once I was able to see it's actual quality below the production values/immersion of the setting.
Most rpgs stay too close to their p&p origins, these worked because they were more open ended and had a human element that made them fun as long as the other players/DM is decent with bantz or your friend. Rpgs can't be as spontaneous yet they still try to be and do the same instead of thinking what would actually work in a videogame.
Not really. A lot of action games are also trash but even since 2d days some games would have enemies in places that would test your proficiency at handling the movement physics or reflexes. Not only that but killing a normal enemy in an action game lasts less than 3 seconds while an enemy encounter in a good portion of rpgs can last longer than it. Action games (at least the good ones) are about dexterity, reflexes and mastery with the controller, an rpg is in general about taking decisions in a more slow paced way but since it's not as high-octane you need to make it something that actually makes you think, rather than being obvious or just relying on numbers over strategy.
>You just like it more because you're a brainlet who can't handle anything slow paced.
One of my favorite games is Thief 2 which is quite the slow experience, I think you're just angry because you can't refute that many rpgs have actually dull gameplay.

God I wish I wasn't shit at SRPGs.

I never said I don't like preparation or exploration, the problem is when those are not well made or the combat is so bad those two end up being damaged in the process. Don't be angry because I can point out the flaws in many rpgs, I want to like rpgs but way too many of them don't actually take advantage of the strengths they could have.

Mario and Luigi fixed it forever ago.
Sure they still stand there but make timing and agility defense instead of offense

Attached: BD35B228-113D-4075-8CDD-B95FBD4C9F40.gif (324x378, 733K)

First post, Best post as per usual.

>rpgshitters after getting btfo'd
cute

So your complaint is that they aren't intellectually stimulating or perfect.
PLAY SOMETHING ELSE AND FUCK OFF

exactly if you don't act, you'll continue to get attacked. I prefer turn based to atb. I'm more a fan of SMT and Fire emblem, but some ATB systems can be okay.

>when games are bad they're bad
>that's why RPGs are bad
very convincing user

So Smash’s Stale moves that discourages spamming?

A lot of rpgs are bad games, that's my point, they don't need to be perfect but a good amount of them could be improved vastly and some of them are just awful because they're centered around bad combat.
Don't get angry over people pointing out flaws in games.
I never said all rpgs are bad, just that a lot of them are for the reasons I stated. I know this genre is well-liked among social outcasts but putting some more points in reading comprehension could help you a lot.

You disgust me

>putting some more points in reading comprehension could help you a lot.
lmao

Attached: 1555905301927.jpg (378x576, 38K)

I'm very glad that they added that.

yes you did, but whatever user, you don't have an argument.

>Not only that but killing a normal enemy in an action game lasts less than 3 seconds while an enemy encounter in a good portion of rpgs can last longer than it
There you go I don't even need to prove it myself. You have an add riddled shitbrain that can't handle anything slower, even though it's more rewarding.
>Action games (at least the good ones) are about dexterity, reflexes and mastery with the controller,
Action games are about pressing buttons as much as you can and learning patterns to do combos. The only action game that can compare to a jrpg is NGB.

You triggered the rpgschizos, well done.

Yeah you don't know all the secrets the good ffs have packed into them. I've never played an action game with as much cool stuff in it, in these games you're actually incentivized to look everywhere, and try everything. Because you could miss some ballin upgrade or insanely strong magic.

with fixed positioning I think they should at least include action "cast times" and interrupts for those (and protection against interrupts)

like Grandia and Child of Light

lol that fight is more there as a set peice, it's not representative of the game combat or skill progression system. (which influences how the player uses combat)

BASED

Attached: 48105710.jpg (662x662, 61K)

Good news
They fixed Hama/Mudo
Now they only insta kill with Smirk on

>They fixed Hama/Mudo
>Now they only insta kill with Smirk on

why not make Hama/Mudo work like in DDS?
Where Mudo is insta kill and Hama does % based damage

now picture my shock going from DDS to Persona 3 and dying because Hama hit the MC

oh noes what a strong argument
>There you go I don't even need to prove it myself. You have an add riddled shitbrain that can't handle anything slower, even though it's more rewarding.
Making shit last a few seconds longer doesn't make it better if it's already shit. Skinner-boxes are only rewarding for the fool. Whether it's a faster action game like Destiny or a slower rpg like Skyrim if your combat is trash that relies on increasing numbers to feel rewarding then your gameplay is shit.
>Action games are about pressing buttons as much as you can and learning patterns to do combos.
All games are about pressing buttons, certain action games aren't about combos. I think I broke you or something because nothing clever is coming out of your mouth now, shame since I wanted an actual discussion about rpgs and their design choices.
That appears to be the case, they're angry and not even trying to argue anymore so I'll just call it a day now.
I found all the secrets in both FF 4-7 back in the day. In FF4 a lot of them were just walking towards a wall so that you can find an invisible path that leads to the hidden chests, and the chests most of the time only contain stuff with hidden armor in it. In FF6 and 7 going off the beaten path could lead to some cool side quests or boss battles so I preferred doing that in these games. Sometimes the rewards were just bland stuff with higher stat but getting more espers and the like was good. FF6 and 7 are somewhat easy though so a lot the rewards also suffer from getting dragged down by simple combat but the optional late game stuff was worth it.

Bravely Default pretty much already perfected it.

FPBP. Stop trying to fix what isn't broken, zoomzooms.

I'm curious, at simple sight it looks like old FF but with being able to switch between modes/stances, what other stuff does it have in the gameplay department?

Too bad the random encounters and dungeons suck

There’s lactose free milk and chocolate doesn’t really mess with my stomach
T. Lactose intolerant guy

Technically is
>Made in the west
>Is an RPG
WRPG is very broad term

It looks like you're not even arguing for something now. Yes all games are about pushing buttons, the action game is about button mashing specifically. This is game design for kids who need something to be happening every split second. And no it's not about "muh intense reaction gameplay" it's mostly about button mashing, and overpowering your opponent by using the broken combos. And at any rate, if that's how you feel you should just go play a sport where reaction times, reflexes, and fast moving is actually a thing. The only action game worth a fuck is NGB the rest range from ok to decent.

You can change your encounter rate on the fly. You can set it to zero if you want to explore a dungeon without annoyance, and then pop it back to max to grind.
Every part of combat is streamlinable. Like other newer RPGs, you can set common commands for your party to use that work really well for clearing through common fights, while the bosses get tough enough to require your full focus. You can also fast-forward for more convenience.

Additionally, they came up with a way to make defending useful. No longer is it just a mostly useless mechanic used to guard before a big, obviously telegraphed attack.
Now defending (or "defaulting" as the game calls it) gives you a spare turn in reserve.
So you can default one turn, and then take too actions on the following turn. You can build up to 4, and some skills and job classes let you manipulate them more. Red mages especially can get tons of free turns.
Pair that with the "brave" mechanic, where you can spend extra turns, and you get even more options.
You can start a battle by having all four party members brave down to negative 3, and try to wipe out the encounter right off the bat with 16 total actions at once.
However, if you don't win the encounter after all that, you'll be sitting ducks while you wait helplessly for the next 4 turns for you to get back into action.

It's not necessarily the combat itself I'd fix
>No random encounters, few filler enemies (I don't like grinding)
>Every enemy encounter is tied to the story
>Battle music changes depending on the situation and part of the story

I just get bored of turn-based combat so fast by the time I reach the credits, though the same applies to most action RPGs

Attached: a8e6ab882742b85819c5ae69bda536eb.jpg (1000x1414, 164K)

Setting encounters to 0 is also useful if you get effed up halfway through a dungeon, and you just want to go back and heal without having to worry about getting wiped before you make it to the entrance and losing all the progress you made.

>Add le turn stacking mechanic to a basic bitch FF in 2012
>omg fucking masterpiece

Attached: 1560200464937.jpg (701x728, 87K)

Sounds like Scarlet Grace is what you want.
Not like I believe that's what you actually want at the end of the day, but that's something for another time.

KH2FM is more fun than any turn based trash game

Give it back Tyrone.

There's nothing to fix. Turn-based combat is the best.

The only way to fix it is by having the courage to do something difficult that requires a lot of experimentation on the part of the player.
This goes against the will of 85% of the base of players who just want to grind to gain better levels and weapons without thinking.

>there are people who don't like turn-BASED combat

My critical run was fun and the roxas fight was legitimately enthralling but I would sooner replay FFX. A shame the KH story is a convoluted disney mess.

>It looks like you're not even arguing for something now.
I don't see any proper counterargument to my point (rpgs need combat that makes you think and make strategies, otherwise it drags down other aspects like exploration and stat allocation if it's too braindead), I just see insults assuming that I hate all rpgs and can only stomach non-rpg games because I'm a casual or whatever.
>the action game is about button mashing specifically
Button mashing can get you killed in a lot of action games since attacks have commitment, they're about reacting more than just button mashing.
>This is game design for kids who need something to be happening every split second
It isn't for kids, if anything I used to enjoy rpgs more in my younger years. And as I stated earlier, being slower doesn't always mean it's actually clever which is a trap in which a lot of rpgs fall since they're just braindead but in slow motion. Even if your point about action games being just button mashing then they would still have the advantage over a bad rpg because at least one isn't making you do braindead stuff with a snail's pace.
>and overpowering your opponent by using the broken combos
That only applies for very few action games (as stated earlier a lot of action games aren't about combos, unless you're only talking about games inspired by DMC and even then your point is still bs since a lot of enemies and bosses can't be comboed for most of the encounter so they're again something more focused on reacting rather than just mashing)
>And at any rate, if that's how you feel you should just go play a sport where reaction times, reflexes, and fast moving is actually a thing
You're still going in circles with that "hurr durr u only like fast gaem"? That's kinda sad.

Turn based trash is literally the most BRAIN DEAD genre out there.
Why does Yea Forums hate movie games yet love shit that's even worse?

Yea Forums loves movie games, though.

Same reason they also hate fighting games.

Start by fixing the playerbase

Attached: 1556935284893.png (1880x2166, 490K)

There's absolutely nothing wrong with gear collecting, and stat allocation. In fact that's what makes the games good. At any rate you've stated your opinions and so have I and others, at what point are you going to use other games as examples of doing it better? Or suggest how these games could improve? A majority of people who played all these games still don't like the direction it goes and no amount of circle arguing will change that.

Would you call Chess brain dead? It's turn based.

I've yet to see a "Yakuza combat good" webm without heat actions
Given, I like Yakuza games but this doesn't really serve your argument

>implying there's something wrong with turn-based gameplay

.

Attached: 1565703439744.jpg (1079x789, 372K)

>There's absolutely nothing wrong with gear collecting, and stat allocation.
Inherently? No, there isn't anything wrong with it. Execution exists for every aspect of a game though and the game can make these two bad if not done properly.
>at what point are you going to use other games as examples of doing it better? Or suggest how these games could improve?
I've already done so in previous posts, you can also bring up some examples because I'm only interested in seeing which rpgs do it right so that I can try them.

I'm mainly referring to turn based rpgs not strategy games

/thread

Thats what makes it shit, Whats the point of dungeon crawling without any level of tension? Might as well be a VN that automatic takes me from boss to boss

Mid and high tier are the only good vidya

FF7 and CT have far more depth than all of those games shit bait

Mid tier should be placed in high tier since both MMX and SMBs are beatable and designed in mind so that you can clear them without using any upgrades/power ups. They're the same as high tier but they allow the player to pick the level of challenge organically by not using or using op stuff.

The two aren’t mutually exclusive.

>FF7 and CT have far more depth than all of those games shit bait
Peak delusion

>Movie games
>Depth

You also seem to make the Yea Forums autist mistake of thinking gameplay is the only aspect of the game. Many people like these games because of the stories, and secrets. They're games with tons of soul.

The brainlet who made that image wouldn't know about that.

hmmm
>sidescrolling platformers
or
>60 - 80 hour epics with gear, stats, a big story, and plenty of side content.

The battle system of Super Mario RPG was cool since it made turn-based fun. Also, the Tales games had a good concept. I also liked the combat system of Radiata Stories.

Games like Paper Mario and Xenoblade already have, with reaction commands. Just that little bit of interactivity goes a long way.

I mean, outside of just making an action RPG.

Attached: 1567622745416.png (2786x1993, 2.86M)

I normally hate the argument of "you don't have to use it".
...but you don't have to use it.

ATB in the single digit FFs was unironically shit. It did nothing to influence the combat and was really just detrimental.
The system used in XII was the best simple variation, where instead of waiting for the timer to fill before you could input an action act, you input the action and THEN it took a moment to perform the action.
XIII's ATB where the bar was segmented, actions cost one or more and you could effectively set up combination actions were also a good idea.

As such, FF7R's variation of ATB could very well be the best system overall.
Minor actions cost nothing and can be done instantly, while more potent actions will require the ATB gauge to be filled to one or more bars. Since it is truly in real-time, actions require some time to perform.

nothing

theres literally nothing wrong with turn based gameplay

>Muh big numbers and glorified VN

Take Grandia's "Initiative Placement" time system where actions take varying amounts of time, and attacks can stall or set back targets on the IP bar.
Pair it with the Weak/Break mechanics of Octopath Traveler & Bravely Default.
Done.

Thread ended here, all of you pack up and go home.

>You also seem to make the Yea Forums autist mistake of thinking gameplay is the only aspect of the game.
I love survival horros like RE and Silent Hill 1-3(SH1-3 gameplay isn't their main attraction because it isn't that strong) so I don't think I'm doing that mistake of thinking that only gameplay matters.
Story, immersion, production values(quality of graphic and sound) are important, whoever bad gameplay could ruin them or just make you wish that these games had a well designed hardmode or something so that you can also feel intrigued by the gameplay.
SH1-3 are games I can finish in a few hours and the 10/10 immersion and ambience is present in all the experience, I also love the plot, characters and music of FF4-7 and 9, the writing and feel of Planescape/Classic fallout for example but going back to those games isn't as easy since they require long playthroughs if you wanna experience their good parts, and for a good portion of those I might have to deal with way too much downtime dealing with not-so intriguing gameplay.
Gameplay is at the end of the day the most important part, the other aspects are also important but fucking up the gameplay can just make you not want to actually play said game. Hell, FF13 had some of my favorite tracks in all gaming yet I haven't finished it yet because it's trapped withing a game with a story that I don't enjoy and some of the worst pacing I've ever seen in any game.

at that point I might as well just not use the Brave or Default features either since they ironically reduce the depth with how safe it is to spam defaults in boss fights or just instakill every mob encounter with quad braves
or I could just not play the game since I dont have to play it and instead just replay FF5

Oh forgot to add
Imagine you have a game with a killer plot, immersion and music but with dogshit Superman64 gameplay that you have to engage with for long periods of time. It's a somewhat exaggerated example but I think it's fair to see that not wanting to get close to it because of how dull playing it is isn't some crazy way of thinking.

Being sequential doesn't make it turn-based, user.

By shamelessly ripping off the Judgement Ring system from Shadow Hearts.

Attached: FdC3PaK.png (259x224, 17K)

>they ironically reduce the depth
You'd have a point if it weren't for this clearly incorrect statement.

>SM64
>Bad gameplay
Pleb spotted.

I have seen a hack of FFV just make it so when you're taking a turn time pauses, then when you're done it just cranks everyone's bars up instant til someone's bar is filled.
Though with this, you do lose the thrill of quickly picking out your moves, though if you're using Wait you could just go to the items or a magic menu, and while it wasn't an option in the original FFV, you'd miss the feature in later ATB games to switch between filled bars, meaning you could wait for a different team mate to fill their bar and switch over to them. So you could wait to use your attacker until you can buff them with a different party member.
There is being able to act multiple times before someone else can, but I believe FFX allowed that as well by just doing away with strict turns.

Big Rigs is better etc

Take a page from Lost Odyssey and actually make skills more important than the big numbers.
Lost Odyssey is the best Final Fantasy.

better encounters

The DS and PS1 versions are harder than the original.

Attached: visible confusion.jpg (428x410, 62K)

>By shamelessly ripping off the Judgement Ring system from Shadow Hearts.
Explain.

I think that could work in the original American release since they made the game retardedly easy.

Play Legrand Legacy, it literally does just that.

I'm tired of the retard Valerie poster and more tired of you

by adding fighting and combo mechanics

Attached: file.png (840x525, 525K)

I dont see how defaults added anything to the game-play. It was too safe an option and would very consistently beat out any other choice of action in boss fights.

>literally

based, Shadow Hearts is still my favorite JRPG series.

Why didn't this kick off at all after Xenogears and Legaia?

user...

>tfw beat the game without discovering super and miracle arts

>Why didn’t this kick off after two bad games
Based retard.

I like RPGs in general when they put the pressure on the player with item management, risk-reward exploration and sometimes even time limits.
Having recently played Dragon Quarter and Etrian Oddysey, I can say that I enjoyed them more that the average RPG that lets you free-roam with seemingly no consequense. If you get in a tightspot while grinding, you can just teleport out, and all tension is lost.

>posting one of the most boring fights in the entire game
the entire game is like this, guys!

Take Vagrant Story's targeting system, rhythm combos and heavy emphasis on figuring out the right type of weapon to use and expand on it.

I mean, it is.

>Legend of Legaia

Best RPG ever. Discovering new combos and techniques through experimenting was the best.

the entire game really is like that though

>Battle Speed: Fastest
>ATB: Active
fixed

Its called not having ADHD. Turn based combat is an abstract, its meant to represent battle without having to move. If you cant enjoy that abstract thats fine, but it doesn't mean its bad because your attentionspan or ability to conceptualize is bad.

It's either that or you have Aphantasia and are a complete NPC.

Attached: inconspicuous spying green frog man.png (599x575, 547K)

fpbp. Don't like em don't play em then faggots.

Ex-Soldier is Cloud, before you name him doofus.

Anyone have the thread where Blunderfag breaks down?

>replying to a 4 hour post
For what purpose

Cloud was never Soldier, dum dum.

Sometimes it's nice to be able to play a game entirely at your own pace.
Not once action happening without you giving it permission to.
Having all the time you want to consider all the different options at outcomes.

The fact that you require a strawman to defend it just shows how fuckung awful it is

You should start a blog

I'd love to see a system like this again. Thinking back, was there any variation to the arts within the same 'tier'? Aside from the attacks before the art is executed of course.

fpbp

Why, yes indeed, i only like turn-based JRPGs, how did you figure that?

Attached: 3894398473298147975.jpg (758x644, 64K)

It's the well groomed beard. It makes you look like...dare I say...a barber?

>was there any variation to the arts within the same 'tier'?
Super arts

Boiling hot take:
10 and 12ZA have the best battle systems

Attached: ad_161308493-e1424962739729.jpg (644x421, 53K)

>12ZA
>offline mmo
>combat system that plays itself
Nah

Might as well ask here. I haven't played FF7 in well over a decade, what's the best way to play it these days? The general consensus on normal-fag sites seem to be the PC version with mods, that sound right?

(Also, the balls on SE selling it for 12 dollars, it's almost like they're screaming, please pirate this. Sorry, but I don't care how good a game is, after 20 years, it shouldn't be sold for any higher than 5 dollars for a digital release)

Attached: big_1482241568_image.jpg (1280x720, 121K)

This but with 13-2 over 12

Attached: Billy.jpg (480x640, 74K)

You do what Chrono trigger, radiant historia and trails have done and implement some interesting mechanics on the arena. Making aoe attacks and positioning in the arena an actual factor to the battles instead of just braindead "using your strongest magic until you're out of mp, recharge mp, repeat".

PC version with the New Threat mod.
>13-3
ftfy

This but with LR.

The UI in this game is fucking disgusting.

I fail to see how programming your party to behave how you want in a given scenario using gambits is any less 'playing itself' than waiting for a bar to fill up, pressing LIMIT and then watching your character hit 10 times without inputting anything
I mean, if your metric of 'playing a game' is whether you're physically inputting everything, the only final fantasy you really 'play' is XV

Attached: mel c.jpg (3291x5000, 1.28M)

>PC version with the New Threat mod.

Thanks. With the mods, would you say it's worth the 12 dollars? I'm not broke, it's just the principle of the matter. (That, and I've bought this game like 3 different times already throughout the years)

Congrats, you just made the most contrarian post I've ever read.

He’s right, zoomer.

>would you say it's worth the 12 dollars?
Fuck no, don't give Squareshit money.

Cosmic Star Heroine did a good job of it. Planning your moves carefully and thinking ahead gave you superior results, and spamming the same ability was rarely viable or even possible.

ATB is perfectly fine, I'll agree, but CRPG type games like planescape are also perfectly fine. The only thing that's bad are the fucktards demanding something change simply because they particularly don't like the experience but can never make objective statements to prove a genre needs to be changed, and the devs/publishers that listen to those mouthbreathers. The change in focus always leads to watering down and disappointment.

Attached: 6d926df0fa4e057ecf082834c36d9a376f448974cb84d3d9b775f1c66e1b4dd0_0.jpg (381x424, 52K)

Make buffs, debuffs, and status abilities worth using in mob fights.
Make status abilities worth using in boss fights.

This whole thread shows that people need to play better JRPGs

Attached: H2x1_3DS_EtrianOdysseyNexus_image1600w.jpg (1600x800, 452K)

you can tell you grew up in a generation that never played cards or board games. god forbid a game even put a chess board in it.

Interesting that most people here are focused on combat, when the biggest problem with JRPG gameplay has always been the level design.

Attached: JRPG level design.jpg (4171x2042, 928K)

Piss off wrpg faggot

FPBP

Attached: 1479654790625.gif (640x360, 2.14M)

>Monster Hunter
>JRPG

>Implying people who complain about JRPGs actually play them
Casuals think that just because they played a couple of FF and/or other garbage like Mario RPG or Golden Sun suddenly gives their opinion any sort of value.

based

Attached: 1568431527192.jpg (1776x1062, 149K)

Is Kitase /ourguy/ again?

>Bad combat with complex and mazey level design
That would only make things worse.

You were saying?

Attached: Shin_Megami_Tensei_Nocturne_NA_cover.png (256x360, 172K)

What you're describing is LITERALLY VII remake but you guys are shitting on it hard in every thread. What gives?

based cherry-picker

That's a weird way to spell Nomura.

Attached: Swaggy Tetsu.jpg (214x321, 12K)

>literally

>Turn-based combat is too ea-

Attached: wizard.png (800x834, 617K)

Attached: Wizardry 4.jpg (1024x1024, 764K)

Just make it like the Mario RPGs where you have different timed actions you have to do during combat to pull off moves and defense
Or if you're talking JRPGs in the broad sense of anything with rpg elements and made in nipland, it's already fine with shit like MH, DD, Souls, etc

>MH, DD, Souls
>JRPG
Based retard.

Nice reading comprehension, user.

You're joking yes? It's the fucking same as every other persona/smt but with flashy menus

Honestly, both sides aren't really respecting the fact people can enjoy different things. I still remember back when VII first came out and my friend said he hated it and thought Phantasy Star IV was better and the fights we had over it, since he said VII was the death of FF. I loved both PSIV and FFVII, but that type of elitist prickishness reminds me of what I see from both new and old generations of players these days. The older generation talked about how hammy stuff is these days and I'd have to remind them about how freaking cheesy older RPGs were in dialogue and narrative. Or with younger people and their aversion to anything without super HD quality models and voice acting, having to remind them that there will come a day when the newer generation will call things you loved shit, so it's best to open one's mind to new experiences.

Please don't lump in One More with Turn Press, thank you.

Legaia got a sequel. The Xenogears/Saga series got more, but was ill fated and they packaged together the plot for six games into 3 and it turned into a mess.

Wild Arms was a similar type of system with Legaia by building energy for attacks and then queueing it up.

No, Kitase needs the praise, he is an OG, and is able to calm Nomura's craziness from KH and focus him down into something at least coherent. Unlike how they just threw Nomura's plans at Tabata and told him to have at it, Kitase knows how to shape Nomura's insanity.