DerpingPikachu
Smash Master
Heyyy how's it goin' y'all?
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bout to get ready to go to bed and go to school tomorrow with everyone under the same roof.... and no more wednesdays off....Heyyy how's it goin' y'all?
Meh. Finally recovering from the recoil of what happened earlier. That’s gone in the vault forever, so it’s not real, and I don’t care about it anymore.Heyyy how's it goin' y'all?
Calling the FF games which utilise the ATB, real time is pushing it. All it does determine when a character's turn takes place and really the only other real time aspect beyond waiting for a gauge to fill is that you can choose what to do during someone else's turn.Oh. Older FF games were turn-based. Beginning with IV, they play in real-time. Beginning with FFXV, they're action RPGs.
So, FFI-FFIII and FFX-FFXIV were turn-based or did FFX add a new formula to the series?Calling the FF games which utilize the ATB, real time is pushing it. All it does determine when a character's turn takes place and really the only other real time aspect beyond waiting for a gauge to fill is that you can choose what to do during someone else's turn.
Also FFX ditched the ATB.
The idea itself seems interesting.Did anyone actually see this last night?
Or were people just not interested?
Considering the idea for the game in it's entierly came from wanting to make a Kingdom Hearts game about the Disney TV shows......The idea itself seems interesting.
The shows you're picked though... Yeah, no. I'd rather it be more classic Disney movies. A few shows I'd be down for, but not an "all-show" experience.
And as a diehard Simpsons and Kingdom Hearts fan... Please, for the love of God, keep them seperate
FFIV-IX utilised the ATB system but starting from X, each game introduced its own battle system. X uses the conditional turn-based system, which is kind of like the ATB with the time element gone. There are no rounds of turns like FFI-III but the order of turns is based on things like the speed stat, status ailments and cooldown. Unlike the ATB, however, there's no time progression while choosing an action. Rather than an emphasis on reaction, FFX favours careful planning and strategy.So, FFI-FFIII and FFX-FFXIV were turn-based or did FFX add a new formula to the series?
And yet you didn’t include Bonkers.Considering the idea for the game in it's entierly came from wanting to make a Kingdom Hearts game about the Disney TV shows......
Huh, I guess FFXII has additional strategies with the job system and all that. I believe it's a combination of X and V. What was its battle system, other than the job system?FFIV-IX utilized the ATB system but starting from X, each game introduced its own battle system. X uses the conditional turn-based system, which is kind of like the ATB with the time element gone. There are no rounds of turns like FFI-III but the order of turns is based on things like the speed stat, status ailments and cooldown. Unlike the ATB, however, there's no time progression while choosing an action. Rather than an emphasis on reaction, FFX favours careful planning and strategy.
XII has the Active Dimension Battle system, which in less fancier words is off-line MMO. It's like Xenoblade in that you aggro enemies, auto attack, use commands when they become available and make use of area of effect.Huh, I guess FFXII has additional strategies with the job system and all that. I believe it's a combination of X and V. What was its battle system, other than the job system?
Doesn't really sound all that interesting IMO. Is it really though? I hear this game's the longest of all the Final Fantasy games at 60+ hours.XII has the Active Dimension Battle system, which in less fancier words is off-line MMO. It's like Xenoblade in that you aggro enemies, auto attack, use commands when they become available and make use of area of effect.
FFXII also has the Gambit system, which is essentially a way of pre-programming the AI party members. If you know what you're doing you can basically have them on auto-pilot without issuing commands for them at all.
I found it fun to play but it can be a little tricky to get a set up that suits the environment (ie deal with the enemies appropriately).Doesn't really sound all that interesting IMO. Is it really though? I hear this game's the longest of all the Final Fantasy games at 60+ hours.
The only things I really saw on twitter was people freaking out, but also a couple posts saying that the post is misleading.Oh ****, did you giys see the Game Grumps accusations?
Edit: This is the actual post. It is a link because of language, but warnings for pedophillia and grooming. Viewer Discretion is advised.
Best part was in Dingodile said "********".Ayy I finished Crash 4
Loved it, honestly it was great. And I think it has my favorite art style of any game.
If you’re into platformers, give it a try. I don’t think you’ll be disappointed.
Now am I going for 106% completion?
NO.
thanks for the laugh lmaoI was watching America's Funniest Home Videos and this video had me laughing hard:
Best part was in Dingodile said "********".
Apparently in the 106% ending Crash says Kickass. And I appreciate that.
So, it's similar in a way to FFV's job system. But, as job levels in FFV go up, you can use the skills of one class in another class, and eventually when you master a job (by reaching the max job level, for example it's level 7 for Black Mages) the job's abilities go to a special job called the Freelancer. Again, it's complex and just like FFXII, it's tricky to get the right set up.I found it fun to play but it can be a little tricky to get a set up that suits the environment (ie deal with the enemies appropriately).
FFXII's underlying character growth system has been changed several times. It's comparable to FFX, in that you gain points to spend on abilities and move through a progression map. Originally, each character had identical license boards, so developing characters was based on what you spent license points on. This was changed for the Zodiac version, which introduced a job system, each having its own license board with different stat growth and abilities. You had to commit to how you would develop a character as you couldn't change jobs in the first version of XII's job system. The first HD versions allowed characters to choose two jobs, meaning characters you could now have two license boards. There was still an element of committal and planning, because certain job combinations are more optimal than others. By the time the Switch version released, it was changed again so you could now change jobs (and therefore license boards) and gain back your license points.
I'm aware, but my sense of humor is really stupid, so I think it's funny for some reason.In Australia, ******* isn't profane, so it flys.
You asked for feedback, I gave you feedback.Considering the idea for the game in it's entierly came from wanting to make a Kingdom Hearts game about the Disney TV shows......
Fair assertion. But when someone asks you to critique a cherry pie, and they say "I don't like cherry, make a blueberry one instead", like... they're entitled to that opinion but it's not very useful feedback.You asked for feedback, I gave you feedback.
I'm not against shows being represented in Kingdom Hearts, but at some point you need to show some restraint. The films that usually get chosen for KH games are either cream of the crop Disney classics, or ones that thematically fit with the story the series is telling. And yeah, it can get weird. But still, you gotta know where to draw the line.
No, screw you.Fair assertion. But when someone asks you to critique a cherry pie, and they say "I don't like cherry, make a blueberry one instead", like... they're entitled to that opinion but it's not very useful feedback.
FFV encourages job switching to mix and match abilities and try out new jobs that you unlock. FFXII is more about spreading out abilities to make a balanced team with job switching only being added as an undo option.So, it's similar in a way to FFV's job system. But, as job levels in FFV go up, you can use the skills of one class in another class, and eventually when you master a job (by reaching the max job level, for example it's level 7 for Black Mages) the job's abilities go to a special job called the Freelancer. Again, it's complex and just like FFXII, it's tricky to get the right set up.
Well, all I can say is that FFIII can't say anything.FFV encourages job switching to mix and match abilities and try out new jobs that you unlock. FFXII is more about spreading out abilities to make a balanced team with job switching only being added as an undo option.
Also FFV jobs develop in a linear fashion and you can feasibly learn the same abilities throughout your entire team. FFXII's character growth on the other hand, has the job classes set hard boundaries for what your characters can do. Once you basically decide what a character will and will not be able to do, it's then up to you to decide what to spend your license points on and when.
Funnily enough, it's not very profane. I understand truck, spit, and itch. But mastered is relatively benign.Boy, seven asteriks is my favorite word without a doubt!