I liked travelling throuhg those gigantic areas. It made the world seem like a real world. I liked that fact that you could easily travel on foot to the places that you have been or would like to go. Also for XIII a lot of what Yahtzee said is true. Yes I'm currnetly playing the game so I'm giving an educated opinion. Most battles are (change to Relentless Attack) auto-battle, auto-battle...., oh no someones about to die, (change to solidarity for 5 seconds) all healed now, go back to relentles attack and finsh off the enemy. I found that the only time you really need to actively be engaged in the combat is vs bosses, that just makes the game boring. I found that the gambit system in FFXII could not make you be able to sit back and watch because they were not enough gambit spaces to make your AI have a soplution of revery problem. You get if I remember about 5-6 slots and most of them you'd have to fill using stuff like use poisona when poisoned, use cure when damage below 40%, use haste when slowed etc.. They are many status ailments and most of your gambits are going to be aimed towards curing them.Akihiko said:I don't hate it, as hate is such a strong word. It just didn't rub me up the right way. It felt like an MMORPG without the MMO, if you get what I mean by that. I suppose I for one value some linearity in that respect. Especially if you have to traverse 6 different equally gigantic areas just to get to the next cutscene, I don't particularly find that very fun. The story was good, up until they introduced that those entitys into the picture fairly late on into the game(Forget their name, Cid was being manipulated by one though). However, the characters were lacking. Vann and Penelo were just a waste of space. The other ones were interesting, however the lack of character development was disappointing.
Admittedly, I did enjoy XIII. If you're going to complain about repetative combat, then you're playing the wrong genre. The majority of RPGs, other than the bosses, end up requiring largely the same actions. However, with all of them, you can spice it up if you wish, a lot of people don't seem to realise that.
Ah. But the same can be said for Final Fantasy XII. You can constantly use relentless assault all the time, just like you can put in the gambits to make the computer do majority of the work for you(There's only a limited number of mobs in a given area, set gambits at the start of it, and you won't need to change it until a boss and chances are even in a new area you'd only need to make a few minor adjustments), however you can switch it up, and use other paradigms also, or in XII's case, use different gambits or not use them at all. Both games, like every RPG out there, has the same problem of normal mobs being repetative. It's a common flaw due to time constraints and lack of technology. Admittedly though, with XIII it did take far to long to open up the combat fully.IamSofaKingRaw said:I liked travelling throuhg those gigantic areas. It made the world seem like a real world. I liked that fact that you could easily travel on foot to the places that you have been or would like to go. Also for XIII a lot of what Yahtzee said is true. Yes I'm currnetly playing the game so I'm giving an educated opinion. Most battles are (change to Relentless Attack) auto-battle, auto-battle...., oh no someones about to die, (change to solidarity for 5 seconds) all healed now, go back to relentles attack and finsh off the enemy. I found that the only time you really need to actively be engaged in the combat is vs bosses, that just makes the game boring. I found that the gambit system in FFXII could not make you be able to sit back and watch because they were not enough gambit spaces to make your AI have a soplution of revery problem. You get if I remember about 5-6 slots and most of them you'd have to fill using stuff like use poisona when poisoned, use cure when damage below 40%, use haste when slowed etc.. They are many status ailments and most of your gambits are going to be aimed towards curing them.Akihiko said:I don't hate it, as hate is such a strong word. It just didn't rub me up the right way. It felt like an MMORPG without the MMO, if you get what I mean by that. I suppose I for one value some linearity in that respect. Especially if you have to traverse 6 different equally gigantic areas just to get to the next cutscene, I don't particularly find that very fun. The story was good, up until they introduced that those entitys into the picture fairly late on into the game(Forget their name, Cid was being manipulated by one though). However, the characters were lacking. Vann and Penelo were just a waste of space. The other ones were interesting, however the lack of character development was disappointing.
Admittedly, I did enjoy XIII. If you're going to complain about repetative combat, then you're playing the wrong genre. The majority of RPGs, other than the bosses, end up requiring largely the same actions. However, with all of them, you can spice it up if you wish, a lot of people don't seem to realise that.
I must be an idiot then, because I had almost nothing but problems. Particularly in bosses with multiple status ailments, where you had to set up a specific gambit for each one, leaving little room for any other commands.s69-5 said:Wrong game. You're thinking DA:O.wadark said:The gambit system was broken and nearly useless. Half the time I found myself wondering why my party members weren't doing things the gambit system was supposed to be telling them to do.
In FFXII the Gambit system was near-perfect. Did you program it correctly? I never had any problems. Make sure the highest priority is at the top (and set up with the proper conditions).
Totally agree with this right here. Couldn't have said it any better.crimson5pheonix said:I didn't like it much. When I first played it, I was like "It's FFXI single player! Woo!" And after a while I thought "Wait a second, this is FFXI, single player..." And then I decided to hate on the limit break system.