Rezz
Mr. Poopybutthole
- 4,486
- 3,531
13 and 13-2's combat system was turn based, it just looked more action-combat during the animations than other FFs. The combat being auto-attack for the win is really just the same tactics that have been employed in rpgs forever. You try different attacks and spells until you find out what works the best on a type of mob, then you abuse that weakness every time it comes up or when you outlevel/gear it you just melee power through for the win. 13 did the same stuff, it just automated the "always use best attack" part instead of going through menus. Once you find an attack that is absorbed or nullified or whatever, the AI stops trying attacks with the properties that didn't go through, and tries other stuff until it finds what works. Same process that gamers generally go through in rpgs, just with less micromanagement.
Personally, my beef with 7/8/10/13 is how little equipment modification you can do with your characters. One weapon/type per character, and usually only 1-3 slots of non-weapon gear. If they revamp that aspect to include more stuff (and make it visible. After FF14 and making every piece of gear including rings show up on the avatar, in an mmo? Make my rings show up in higher graphical quality single player games!) instead of just being a slot for all the materia with a random bonus, that would be cool.
I really liked the combat gambits from 12, even though you could definitely automate for the win completely with little effort. Especially in the Zodiac version, as they give you access to all the gambits right out the gate. If they rework the system to incorporate some of that functionality to whatever character you aren't currently controlling, it could improve the cinematic quality a bit. But maybe not to the same level such as FF13 where it completely automates your actions and removes control from non-main characters. Like if you aren't directly controlling Barret, he will shoot his gun without being told to. Or Aeris casts healing spells on the group without input if they get inflicted with poison or something. Things like that. If you haven't played 12, I would fire up an emulator and give it a whirl just to see the gambits and how much control you have over characters. It was pretty powerful.
Personally, my beef with 7/8/10/13 is how little equipment modification you can do with your characters. One weapon/type per character, and usually only 1-3 slots of non-weapon gear. If they revamp that aspect to include more stuff (and make it visible. After FF14 and making every piece of gear including rings show up on the avatar, in an mmo? Make my rings show up in higher graphical quality single player games!) instead of just being a slot for all the materia with a random bonus, that would be cool.
I really liked the combat gambits from 12, even though you could definitely automate for the win completely with little effort. Especially in the Zodiac version, as they give you access to all the gambits right out the gate. If they rework the system to incorporate some of that functionality to whatever character you aren't currently controlling, it could improve the cinematic quality a bit. But maybe not to the same level such as FF13 where it completely automates your actions and removes control from non-main characters. Like if you aren't directly controlling Barret, he will shoot his gun without being told to. Or Aeris casts healing spells on the group without input if they get inflicted with poison or something. Things like that. If you haven't played 12, I would fire up an emulator and give it a whirl just to see the gambits and how much control you have over characters. It was pretty powerful.