Because you present it horribly?
I dunno, all I saw was whining about Gambit system.
Because you present it horribly?
I dunno, all I saw was whining about Gambit system.
Gotta disagree with you. Gambits made the game so much fun and overall hassle free IF set up right.
Uh…
I was just saying if you ever hated Gambit, and you never wanted to use it, then hey, Manual Control is there, and always is there, and always precedes a Gambit command. Hence, Manual Control > Gambit.
I love Gambits. Made me press X so much less than other RPGs.
EDIT: And that twit of course was directed to whoever I was arguing with earlier, that came with the comment that Gambits ruined the game, even though it was never forced on you to play the game with Gambits on.
ah okay
Yeah i never got why people thought the gambits system was oh so horrible. That system was broken but fun. I think that Neglamur auto leveling secret is a good testament to how good the gambit system is.
What I liked is that it streamlined so many processes.
Like, I always heal when I get below 70% HP anyway in pretty much most games, so why not just automate that? I also like everyone to target the same character…etc.
Gambit was beautiful.
No need to be butthurt because I insulted your precious gambit systems place in a system I prefer in which case, isn’t chaotic. The system could have easily been done where everyone froze and you did not have to worry about Generic Soldier with Generic magus knight dropping in on your fight and fucking things up to hell. Gambit system can handle that becauset hey exist to react to the battle.
Instead, they simply had the game continue as normal as if the gambit system was there. Focusing all of your characters in a dynamically changing area is not easy, this isn’t neverwinters night or baulders gate and they showed that with their system.
You practically need in the gambit system in the mime battle and don’t you dare think you can fight the knights on big fucking ship stage or you cna just say hello to an entire platoon of enemies.
Mate, sorry, but it’s fucked and it shows how Square’s teams can’t evolve with their own system.
And don’t get me started with the hunts, brilliant how that fucking mine snake was placed in the path of how many enemies?
I’m not really butt hurt. I just think you’re whining about something that’s not a problem.
Incidentally, the game system can be set to wait, in which case every time you press X, it pauses the game, allowing you to freely tinker with the game as you see fit.
If you’re talking about enemy reinforcements, well, I’m sorry, but lots of games actually do that. Not to mention, since FFXII actually pauses the game, even if you don’t really want to input any commands, you just press X to stop the game time and assess the situation. You are also given unlimited time to choose your command and see the AoE of whatever it is you’re casting.
I still don’t see the complaint. You’re just whinging because you were not smart enough to go look through the game settings.
You are absolutely butthurt and you proved it with your first two sentences. If you can’t understand I don’t have a problem with the gambit system, but the lack of system in place that can help, you are completely helpless. The control all characters aspect is completely weak compared to the gambit and it has everything to do with the lack of a proper placement for enemies to compensate for a nondynamic AI.
Saying the game system can be set to wait doesn’t fix shit, because golly gee that’s how I played the game. And no it doesn’t stop you from still pounded in the ass by multiple enemies.
And again you miss the point, of course games do that and amazingly (I know this must be hard to hear), but they do it better!!!. Espcially whne the enemies in THOSE games aren’t completely more powerful than you. Comparing them to FF12 is a joke, right? FF12 has enemies that are all mostly the same level, same health, same abilities. Games that have you swarmed are mobs with gimp enemies to complement the powerful ones,
Yes, this is hard to believe but assesing the situation doesn’t mean shit when the enemies you fight are more powerful, multiple, and can kill you over and over if you don’t have the right weapons or if you didn’t grind enough. Yes, amazing, killing the first guy and then the next guy isn’t so easy when magus 1 and magus 2 are killing your flank while the three swords are surrounding your main attacker. Sounds like a great system there that can easily be solved by pushing x, not fucking freezing the enemies movement period to compensate for mobbing.
Great, you got AOE, now how about you tell me one from the start of the game that wasn’t fuck all useless?
You’re an idiot that can’t understand that wanting them to do more with an empty mechanic that isn’t solved by idiots screaming “just pause x” when pausing doesn’t stop the sitatuion from fucking you over. I mean I would love for you to explain how I can beat a miniboss who is strong, can petrify you and has sonic bats/skeletons wandering in ready to kick my ass.
Also that was Gambit system.
Oh “pause x”. Yeah that’s a great strategy.
Gord outlined some of the reasons why I thought FFXII’s battle system was so similar to XI’s.
If anyone has played XI you’d know most jobs just followed a pattern during fights regarding what spells to cast/abilities to use. Now I haven’t played XI in 3 years so I don’t know how the game is played today but back then I played Red Mage and all I had to do during a fight was cast haste on a ninja or refresh on a paladin, refresh myself, then the other support jobs, nerf the mob with debuff spells and backup heal. Repeat. I thought Gambits accomplished pretty much the same thing. Set up a good gambit for the AI and you can breeze through zones without having to lift a finger. However, I tended to create gambits that only did the necessities (heal/revive, target/attack monster) so I could focus on other stuff such as casting buffs like hastega, slow, silence, drain hp/mp, etc.
Since 12 felt so much like 11 I set up my party to have one tank, one backup tank/backup healer/damage dealer, and a long range healer. I normally played the tank. I never played with the press X to pause the game option though, made fights much more interesting when you’re struggling.
See if the game system resembled FF tactics, I probably would love it and call it the greatest in the world, I would know how to create my own army and everything because I know how to create tanks and long range fighters, I’m a fucking tactics ogre apprentice, it’s in my blood.
But trying to play a game that so closely reassembles a MMO is infuriating to me.
My fav ff games are 3/Tactics/8… Classics imo
But FFXII was not particularly difficult. Being swarmed was never a problem as AoE was a great method to target a lot of enemies at once. I dunno what you invested your character points in, but it apparently wasn’t magic. AoE was by far the best thing to carry around in random dungeons with lots of enemies. Particularly when you have two magic users using it constantly.
Incidentally, enemy placement is a complaint with the game dungeon design, not the gambit system (or supposed horrible manual control implementation). Gambit system was not best used as reactionary, as it was designed for you to skip over commands that you would do all the time anyway (cure after certain HP gone, certain monsters in area weak against something). That’s why a Manual Control command takes precedence. You need a contingency command ASAP? Press X and deal with it.
Also, while we’re talking about placement, don’t attract so many enemies then. Or, if you have problems doing that, you can always just, you know, not fight them. The game was designed with the idea that the player wouldn’t be too stupid to hang around and fight a battle they cannot win. And even if you were mobbed, AoE. You can see them coming.
I don’t know what’s the problem with going into battle against a lot of characters that are roughly your equal in level. Were you expecting to steamroll them (not that this is hard to do)? Seeing as a lot of the game actually had enemies that were roughly your level, isn’t it a testament to the game’s design that they actually predicted your level and presented enemies appropriately.
Seriously, AoE trashes mobs. Easily. This also applies to bosses that summon creatures.
Your final point was that you were mobbed and couldn’t do anything about it. Don’t get into that situation then. I don’t see what the problem is.
And if that situation is a boss…well, challenging bosses are in. Which boss is it? Maybe I could help you out.
How the fuck do you prevent enemies from swarming when the game is built to encourage enemies to wander in your…fuck this, it’s not worth it, I’m not going to let my computer fry from lightening just to argue on the internet.
Enemies here like most other games have a range they follow you. Don’t wander too close. And if you do, well, fight it, or run away.
Personally, I loved 12 to death; I honestly can’t say enough good things about it. I have to agree with you about the voice acting; it really pulled the game together.
I haven’t played a game that much in a very long time, just from enjoying it so much.
Truth. Even so, I must say there are quite a few flaws with the game. One is the almost random distribution of save points sometimes (particularly in longer treks in the game). Another is that I thought the license grid showed too little at a time (only one adjacent tile to skills already learned). Maybe 2 or 3 tiles from what you learned would’ve been better to plan out your skills properly.
And summons were fucking useless, and so were Quickenings for the most part after you’ve acquired some good stills.
Still a dope game though.
Absolutely. Any good games has it’s flaws, and 12 wasn’t short of them.
I found out after playing the game for 20 hours or so that all characters quickenings were the same, no matter where they were located on the grid. It would have boosted the replay value if there were different ones located on different areas, and it was kind of dihearteneing to know that if you tried to develop a character differently, you still got the same quickenings.
That was another thing, really difficult battles relied too much on spamming quickenings. Although there was a big dependability on tactics, it always just seemed like the first thing I planned was ‘use quickening, attacj until another quickening shows up’.
Still, I loved that game and it is without a doubt one of my favorite FFs:tup:
I really liked the fact that you could play as anybody at any time. That put me in the game more than it would have if I was just mindlessling giving commands to a turn based team.
When you say 3, do you mean NES 3 or SNES 3?
I loved the ADB and gambit system in XII. I thought it was one best battle systems out of all of the FF’s.
What I DIDN’T like about XII:
-The stupid super move system is the most retarded shit ever. The mini-game that lets you chain multiple supers together is a stupid idea. Surely, they could have thought of a better way to implement characters’ unique and signature moves.
-The story. Just like X, it started out so strong. The characters were great. The setting was perfect. Then you get halfway through and it’s like the writers got tired or maybe they were struggling to meet deadlines. All of the intrigue, mystery, and the sense of wondering what will happen next just vanished. The story wasn’t particularly bad, but it had so much potential and was a total letdown.
-The license board. This is probably the worst part about this game. Customization is sometimes good, but there’s such thing as too much, when all of your characters become inherently identical throught the course of a normal playthrough. Completely uninteresting.
Hence why i WANT that International version since it forces you to strategize and use actual class.
But to me it was completely up to the player on how he wanted to customize his character. You didn’t necessarily have to make everyone the same.
Quickening should’ve been like limit breaks or overdrives from past FF. That was one thing that was a MUST to use in every boss battle in the game.