Posted: 1st October 2011 12:34
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![]() Posts: 237 Joined: 31/7/2011 Awards: ![]() ![]() ![]() |
I'm not talking anything like story wise or graphical capabilities, but gameplay wise. Like the Materia system, or Junctioning (which I thought was neat). If this has been done before, don't sue me or something. Now to go replay FFVIII. Groodbye.
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Post #197619
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Posted: 4th October 2011 16:16
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I'm not sure which to vote for.
If it's a game I'm playing for the gameplay and strategy, I'd prefer something like FFV's or even FFTA's system, switchable character classes with abilities you could master and pass between classes. If I'm focused on the plot, on the other hand, learning magic with level up like in FFIV would be preferable so that it doesn't get in the way of enjoying the plot. -------------------- Check the "What games are you playing at the moment?" thread for updates on what I've been playing. You can find me on the Fediverse! I use Mastodon, where I am @[email protected] ( https://sakurajima.moe/@glennmagusharvey ) |
Post #197669
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Posted: 4th October 2011 22:56
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![]() Posts: 108 Joined: 18/4/2011 Awards: ![]() ![]() ![]() |
I always love the Jobs/Abilities system. But dear lord, anything except junctioning. My runner ups would be materia and the sphere grid.
-------------------- -FFIII FFIV FFV FFVII FFVIII FFX FFXII FFXIII FF:Dissidia FFVII:CC FFVII:DoC --KHI KHII KH:COM KH:BbS ---SO:FD SO:TTEOT SO:TLH ----DQIII DQVIII -----DA:O DAII ------VP:S |
Post #197689
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Posted: 5th October 2011 01:47
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![]() Posts: 2,118 Joined: 18/7/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I voted for Jobs/Abilities, but what that really means is that I'm still (read: forever) hankering for another Final Fantasy Tactics title.
That said, I'm also partial to games wherein each individual represents one or two job classes (think 4 and 9, though I don't like the Learn-Abilities-from-Equipment approach); that way, I'm never tempted to become a complete Munchkin (because I can't). I'd say D&D, but the key feature of D&D (for me, anyway) is it's utter fluidity, and D&D video/computer games aren't even truly that way. The draw of the pen-and-paper RPG is fluidity and adaptability, and until the D&D computer game includes a snarky, poetically-descriptive, post-Turing Dungeon Master, I'll never be turning to "D&D" for my video/computer games. Btw, now that I've possibly gone way off topic, what do you even mean by "D&D'D" in the context of Final Fantasy--you know, since D&D inspired the original FF (and all those to come after)? Also, I'm pretty much of the opinion that we should entirely forget about Junctioning. |
Post #197692
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Posted: 5th October 2011 02:01
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Hmm...tough choice.
Anything besides IX's learning abilities from equipment would be good for me, I voted Junctioning because it's from my favourite FF. This post has been edited by ILoveMoombas! on 5th October 2011 02:01 -------------------- FF games completed: I (psp), II (psp), III (DS), IV (psp), V (GBA), VI (GBA), VII, VIII, IX, X, XI: Nations-Rhapsodies of Vana'diel, XII, XIII, XIV, XV. Spin-offs: FFIV: Interlude & The After Years, Crisis Core: FFVII, X-2, XIII-2, Lightning Returns, Type-0 HD, Dissidia, Dissidia 012, and Tactics (original & WotL). Enjoyed them all. |
Post #197693
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Posted: 5th October 2011 22:29
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![]() Posts: 65 Joined: 12/7/2011 Awards: ![]() ![]() ![]() |
Personally, I'd like to see a system akin to FFT's as well. But to be honest, every incarnation of ability-levelling in Final Fantasy has amazed me (save for the License Board system of FFXII).
Maybe a combination of FFT's Job/ability system combined with FFII's stat growth (although not as insane and unpredictable to level as FFII). -------------------- Thank you for taking the time to read this sign. This sign loves you. |
Post #197695
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Posted: 5th October 2011 23:45
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![]() Posts: 383 Joined: 2/12/2009 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
I would have to say that I found the ffx sphere grid to be probably the most well balanced between giving me a choice and making me feel like there's some sort of path to follow and goals to achieve.
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Post #197696
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Posted: 6th October 2011 02:10
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![]() Posts: 2,118 Joined: 18/7/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Quote (LilyheartsLightning @ 5th October 2011 14:29) Maybe a combination of FFT's Job/ability system combined with FFII's stat growth (although not as insane and unpredictable to level as FFII). That'd be interesting. I appreciate the idea behind FF II's system, but the execution is terrible. |
Post #197702
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Posted: 6th October 2011 17:39
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I think FFII's system was partly improved upon in Secret of Mana. Not so much weapon usage, but the idea of spamming spells until you get them leveled up, yes. Though I still think it's tedious...unless I'm level-grinding with a friend and suddenly it's a lot more fun for some reason.
This post has been edited by Glenn Magus Harvey on 6th October 2011 17:39 -------------------- Check the "What games are you playing at the moment?" thread for updates on what I've been playing. You can find me on the Fediverse! I use Mastodon, where I am @[email protected] ( https://sakurajima.moe/@glennmagusharvey ) |
Post #197713
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Posted: 6th October 2011 19:40
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![]() Posts: 1,897 Joined: 22/12/2003 Awards: ![]() ![]() ![]() ![]() ![]() |
I'd want it to be similar to Grandia's experience-based learning. The more you use magic or weapons, the higher your proficiency; then, you learn abilities based off combined proficiencies. The best part was, even with some overlap, the repertoires still had flashes of uniqueness. I'll definitely take something like that over fully homogenized skillsets and "we're all the same except for limit breaks" stuff.
Dunno which poll option that aligns itself with most (FFII?). -------------------- It's gonna be a glorious day I feel my luck can change |
Post #197715
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Posted: 6th October 2011 22:19
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![]() Posts: 237 Joined: 31/7/2011 Awards: ![]() ![]() ![]() |
Quote (Kane @ 5th October 2011 02:47) I voted for Jobs/Abilities, but what that really means is that I'm still (read: forever) hankering for another Final Fantasy Tactics title. That said, I'm also partial to games wherein each individual represents one or two job classes (think 4 and 9, though I don't like the Learn-Abilities-from-Equipment approach); that way, I'm never tempted to become a complete Munchkin (because I can't). I'd say D&D, but the key feature of D&D (for me, anyway) is it's utter fluidity, and D&D video/computer games aren't even truly that way. The draw of the pen-and-paper RPG is fluidity and adaptability, and until the D&D computer game includes a snarky, poetically-descriptive, post-Turing Dungeon Master, I'll never be turning to "D&D" for my video/computer games. Btw, now that I've possibly gone way off topic, what do you even mean by "D&D'D" in the context of Final Fantasy--you know, since D&D inspired the original FF (and all those to come after)? Also, I'm pretty much of the opinion that we should entirely forget about Junctioning. I mean old-type. That's what. I could've said 20SIDED-DIED! |
Post #197717
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Posted: 9th October 2011 22:00
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![]() Posts: 6 Joined: 9/10/2011 ![]() |
I'm not sure here - I loved the materialistic focus of the materia, feeling that "Preciousness" over something you found in a cave far beyond perilous dangers you barely managed past. But I hate the "we're all the same", which the weapon and ability system of FFX also had to a certain level.
Now, Materia that apply as the weapon abilities in FFIX where different character's have the possibility to learn or utilize combinations of techniques and abilities. That would be fun. I am a sucker for the D20 world's Magic Items and shiny magical gems. The more stuff and less inherit abilities, the more fun - BUT heavily dependent on inherit abilities to use those items. That's my preference. And do not fear that today's games are to limited to give you D20-type limitless choices, could happen if they try hard. |
Post #197754
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Posted: 10th October 2011 00:04
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![]() Posts: 639 Joined: 3/4/2005 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I can't decide at all. I don't care so much for materia/magicite, but for the games I liked it. I didn't like having to share the equipment. It worked for the games, though. and was important to plot.
I did not like gathering magic in FFXIII. I like knowing that once I know Fire2/Firaga, I forever know it. (Idk if that changed due to plot later in the game). Also though, I liked FFXIII's not actually having MP, but just having slots to fill that made it worthwhile. It's tough! I think it just depends on how the game itself plays out. As long as the mechanics are pretty decent, I won't be torn up if it's a way I'm not partial to. I definitely don't mind it not being turn-based, though! -------------------- You're telling me that there's no hope. I'm telling you you're wrong. |
Post #197755
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Posted: 10th October 2011 00:48
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I voted 'other' with FFX's Sphere Grid in mind as well. I feel that the Sphere Grid gives the player a lot of control in developing their characters' battle attributes, allowing for job-like specificity without unnatural restrictions. In that regard, I did enjoy FFXIII's Crystarium, though not as much as the Sphere Grid.
-------------------- Currently Playing : Final Fantasy V Most Recently Beat : Elder Scrolls: Skyrim Favorite Game : Final Fantasy X The newest CoNcast is up! Have a listen! |
Post #197756
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Posted: 10th October 2011 05:58
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I really like playing as characters where their abilities, strengths and weaknesses are unique to them within the party. It adds more to their character. I don't mind a few overlaps (so not perfectly unique) and I don't mind some enemies having some of the same abilities as the characters either. What I would look for in a new FF is a system where throughout the entire game there are a variety of characters with vastly different strengths and weaknesses. So there would be a character with a maximum HP of 999 for example. I think customisation should be invested in items and weapons. This gives the characters more personality whilst still challenging the player in the party's growth and development. These days the norm is to give the player as much freedom over their character as possible. There's definitely room for more games with set development paths for characters to follow.
The games that fit this best are the constrictive systems of FFIV and IX. As much as I like FFT, VI and VII I find that they would be improved if there was a bit more uniqueness in the characters and more variety. I know in all three of those games each character is unique to an extent but it's not quite the same as IV and IX. For the items and weapons a system that takes influences from Rikku's overdrive in X, the synth shops in IX and the bazaar in XII would be perfect. As long as there is a big enough pool of weapons and items it would allow for a lot of fun in tuning up characters, and tempering their weaknesses as they grow. -------------------- Scepticism, that dry rot of the intellect, had not left one entire idea in his mind. Me on the Starcraft. |
Post #197758
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Posted: 17th October 2011 01:12
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![]() Posts: 34 Joined: 13/2/2009 Awards: ![]() ![]() |
I'd like to see the materia system again. I always had fun playing around with that and would have fun with it again.
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Post #197828
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