Is a cheap timing system all it takes to make JRPG combat good?
Is a cheap timing system all it takes to make JRPG combat good?
There's nothing that can make JRPG combat good.
Oh yeah?
it usually makes it worse
So why does everyone say it's better?
Mashers Jerry
Xenpblade 2's button prompts are really funny because its actually more optimal to just mash them instead of doing it properly, especially in chain attacks as it gives you more break/topple time.
according to xenoblade fans yes
Anything requiring 3 or more inputs per attack gets tedious. I'd rather have more variety of unique abilities than have to do the same repetitive tasks over and over.
It tries to fix the main problem with JRPGs, that basically every encounter in a 50+ hour long game besides the 10ish total boss fights are literally nothing but padding.
They are just encounters designed only to drain resources from you before the real fight and are never actually engaging, so you always play them in the same boring way of just auto attacking everything to conserve mana to use on the boss because the boss fights are really the only fights where you get to engage with the actual combat so timing systems like dragoon or shadow hearts just make the boring padding encounters more engaging.
I think JRPGs just need to get rid of the resource management philosophy, it always makes the games way worse and they only keep doing it because everyone else does it and nips just blindly follow tradition.
LoD filtered so many people because they can't time button presses for shit. In fact most of them didn't even know about the Addition system when they first played the game and just thought the first attacks were all that existed for probably all of disk one.
Any active input beyond simply selecting attack is, imo, a good addition to a game. BoF does this with things like Blitz, and Shadow Hearts Covenant plus some others with their attack sectors etc.
Pressing one button to watch a 30 second cutscene of being COOL AS FUCK is fine once, but then it just becomes a boring slog and why many of the modern JRPGs have skip options.
If you don't like active combat, all good, but consider giving it a try because it feels a lot more involved and fun when you can achieve perfect hits and strings without the intense complex timing of a fighting game (or, older ones now I guess), but are not just massing X/A etc to get through the game.
it works fine if the game is properly balanced for it but most games don't bother to do that. If the game lets you only build skills that are good for bosses and you can still clear random encounters easily than the game is just poorly balanced.
Movement points and actions points is all a turn based system needs to become fun, provided there's abilities and mechanics that make use of positioning and movement.
The static nature of standard turnbased is what makes it feel like you're only using menus and looking at numbers. As soon as you factor in a movement phase like XCOM, Underrail, Divinity Original Sin or FF TicTacs, it starts to feel like an actual video game.
Then all you need is some ranged/melee options, a cover system, abilities that scale off how much (or little) you moved that turn and interesting battle maps and you're good.
Too much work for both the common JRPG dev and fan though.
That transforms an RPG into a tactical RPG
That's like saying a first person shooter would be better as a fighting sim
Not him but it doesn't have to be. Underrail certainly isn't a tactics game, and neither are the old Trails games. There are also turn based games like Grandia.
Those don't have movement systems
What the fuck are you talking about?
I find that categorization unnecessarily arbitrary.
If a movement system is all it takes to turn an RPG into a Tactical RPG then so be it.
I'd tie it more to the amount of characters you control and the scale of encounters personally.
In Underrail or Age of Decadence you only ever control one character, in Divinity OS a maximum of four. That's still pretty RPG for me.
XCOM merely lacks the exploration and quests but its combat system would still work well in traditional RPGs.
What if at the end of each encounter your MP and HP were restored so you could go all out but in compensation encounters were much harder?
>QTEs the game
please no. you would complain about this in any other type of game.
Doing that would basically remove the need for random encounters besides just to grind I guess, so you'd just need to the game to be a string of crafted encounters, basically like FFT.