Location: Resident of Alfred.. Yes the town named after Batman's butler
Now Playing:
Posts: 10,317
Re: Final Fantasy 13 Dated
Quote:
Originally Posted by Vampyr
Regenerating health after each battle usually means each individual battle is tougher and more exciting, as opposed to long series of tedious fights.
Well, the problem with that is... instead of a long serious of tedious fights... you get long tedious fights.
There is a very fine balance. If the fights become longer and more epic because your health regen after every battle, it will get boring, and make boss battles feel less so.
I think automatic health regen is a terrible idea, but we shall see when impressions start rolling in from the Japanese release.
Location: Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey Hockey
Well, the problem with that is... instead of a long serious of tedious fights... you get long tedious fights.
There is a very fine balance. If the fights become longer and more epic because your health regen after every battle, it will get boring, and make boss battles feel less so.
I think automatic health regen is a terrible idea, but we shall see when impressions start rolling in from the Japanese release.
Dragon Age works this way and the fights are not very long, and they're about 100x more fun than any Final Fantasy fight has ever been.
Quote:
Originally Posted by Typhoid
I've never played - nor conciously know of - an RPG where you regenerate health after every encounter.
Again, Dragon Age.
__________________
3DS Friend Code: 2707-1776-3011
Nintendo ID: Valabrax
I haven't played Dragon Age, and know can look up the answer, but is the game turn based or real time?
Sort of a combination of both. You can move around freely during battle, and you can assign certain attacks to buttons (or access them through the radial menu), but the game is very tactics based.
Every time you pull up the radial menu, the game pauses. So you can bring up the radial menu, then queue up an attack/spell/talent for every character, then unpause and let them go. So you can set up one mage to freeze an enemy, and another to shatter them with a rock spell or something.
But you don't even have to do that unless you're on a high difficulty, you can beat the game just playing as your one character and letting the programmable tactics do their work.
__________________
3DS Friend Code: 2707-1776-3011
Nintendo ID: Valabrax
Come on you guys. You know the only difference this means is that you don't have to spend money on potions anymore, like Dylflon said, or that you don't need to Curaga the entire team afterwards, wasting precious mana. All this means is that you no long have to go through the game uncertain of how much mana you're allowed to spend on an encounter so as not to run out before you can rest or reach a boss. This doesn't mean we can go ape shit with our mana every encounter, because you can still run out before your enemies are defeated.
Also, how many times have you entered a random encounter and realized you forgot to heal before hand? Healing after battle for most people is automatic, so why not just remove it?
What this automatic healing process means is that we no longer have the requirement of carrying healing and mana potions or tents/cottages. It also removes the developers obligation to put in Inns and healing centers that might disrupt the flow of the game.
If you're worried about the loss of endurance style challenges and the satisfaction of being prepared for boss battles, then you need to realize that the endurance challenges will present themselves in rationing mana and maybe health potions too but during combat and not during your progress through the story.
I'm just as eager to see the reviews as everyone else bashing this new replenishment system because although I can sit here and speculate like the rest of us, I don't know for sure if this game will be good.
Location: Resident of Alfred.. Yes the town named after Batman's butler
Now Playing:
Posts: 10,317
Re: Final Fantasy 13 Dated
You know, maybe I'm seeing it differently.
Its not that one necessarily enjoys carrying around potions or reaching a Inn before dying of poison, its that it removes one of the few balancing aspects of the genre.
I mean what's to stop you from going balls to the walls in a battle because you know your health will regen as soon as you're done.
What you folks see as tedious and mundane... really is kind of the heart of RPGs... don't take that the wrong way, but as I stated before, where as most games challenge your reflex and timing, RPGs were usually more about careful management and long term thinking. You kind of lose both of that when the threat of death is so severely hampered by always getting full health.
I mean what's to stop you from going balls to the walls in a battle because you know your health will regen as soon as you're done.
Nothing. Infact, I'm hoping that most encounters will encourage you to go balls to the walls.
My favourite final fantasy game was FF8, a game that required you to DRAW your magic from the enemy before you could use it. In early game, this means using the draw ability 100s of times in order to equip 3 characters with all the necessary magic. I found this system really fun, despite the extreme boredom that seems to sweep most other people I try to introduce this game to. I am familiar with tedium.
That being said, I too enjoy the planning and management involved in these games.
View it like playing a sports game - let's just say NHL 10.
Now, in previous years, players get injured, and are out for a few days/weels based on how they preformed in fights/hits etc.
Now, if you completely remove the fact that if a player gets injured he will be out in future games, that changes the dynamic of the "well-being" factor of your players/characters.
__________________ Fingerbang:
1.) The sexual act where a finger is inserted into the vagina or anus. Headbang:
1.) To vigorously nod your head up and down.
View it like playing a sports game - let's just say NHL 10.
Now, in previous years, players get injured, and are out for a few days/weels based on how they preformed in fights/hits etc.
Now, if you completely remove the fact that if a player gets injured he will be out in future games, that changes the dynamic of the "well-being" factor of your players/characters.
Well, no, because the coach would just use a potion on the player if they were ever injured or some Phoenix down on the player if they were killed. The coach is always prepared for that kind of stuff.
Well, no, because the coach would just use a potion on the player if they were ever injured or some Phoenix down on the player if they were killed. The coach is always prepared for that kind of stuff.
__________________
3DS Friend Code: 2707-1776-3011
Nintendo ID: Valabrax
It's like talking to a wall with another wall for a brain.
__________________ Fingerbang:
1.) The sexual act where a finger is inserted into the vagina or anus. Headbang:
1.) To vigorously nod your head up and down.