I think the way Phantasy Star 4 did it, where you set up macros for your party to perform, was actually extremely smart and efficient. I can't think of any other game that has done that. I wonder how many hours of my life I would have back if they had.
>FFXII plays the game for you
:I >PS4 plays the game for you
:O
PS4 doesn't play the game FOR YOU. It allows you to set up sequences in advance in order to reduce redundant commands. You still have to take active participation every round. You can't just put the game down and let it go.
>FFXII doesn't play the game FOR YOU. It allows you to set up sequences in advance in order to reduce redundant commands. You still have to take active participation every round. You can't just put the game down and let it go.
now do PS4
There's a world of difference between setting up an AI system for your party and watching them dance around than there is having a one round macro system.
I like FF12's gambit system. It's basically a progression system that lets you perfect and automate the combat system for every situation. It's not fully automatic, and you can engage at any time. Or just set it to manual for the controlled party member. It's basically an enhanced version of the Infinity Engine AI.
It was good in Suikoden.
For many encounters, smashing that auto button was sufficient and fast. For more difficult encounters you had to use runes and unite attacks and other manual control.
The point though is that it was always just an option.
Might as well remove combat entirely if it is going to play itself. Unless you set up how shit is going to go down then it plays out, that can sometimes still be acceptable.
No, it's extremely boring. Even games that let you design an increasingly complex AI are ultimately only interesting when you battle a new opponent for the first time and have to tweak the script, after which you might as well not be playing. It highlights a major weakness of RPG combat in general.
Its actually a amazing idea for more tatical games where you set up your team comps in advance and watch the fight to see your performance, akin to something similar to a puzzle. Wish it was used in proper console games tho, only seen it being done in a gachashit so far
I would rather see a fast travel menu that shows the chance of survival on that path, the amount of encounters your party faced, what resources they used, and how much experience and loot they found. And if they died.
Autobattle is watching the computer beat itself. There is no satisfaction other than seeing what progress you get, so might as well cut out the battle entirely.
I like how it works in SMT, aka, it's essentially just the same as mashing basic attack. If you get caught in encounters with low level trash it's handy for quickly getting through it
Sure.
Stuff like FF12 and Disgaea 6, where you're basically programming how you want your team to function, can be pretty interesting, I think.
I'm not a fan of stuff like Persona 3 where you can only vaguely influence how the AI functions.
Ah yes, Persona 3's artificial "intelligence"
I think the way Phantasy Star 4 did it, where you set up macros for your party to perform, was actually extremely smart and efficient. I can't think of any other game that has done that. I wonder how many hours of my life I would have back if they had.
>FFXII plays the game for you
:I
>PS4 plays the game for you
:O
The only mention of Final Fantasy 12 prior to that post was positive. Who are you talking to? Why did you post this? Why are you here?
PS4 doesn't play the game FOR YOU. It allows you to set up sequences in advance in order to reduce redundant commands. You still have to take active participation every round. You can't just put the game down and let it go.
>FFXII doesn't play the game FOR YOU. It allows you to set up sequences in advance in order to reduce redundant commands. You still have to take active participation every round. You can't just put the game down and let it go.
now do PS4
There's a world of difference between setting up an AI system for your party and watching them dance around than there is having a one round macro system.
>a world of difference
>a turbo controller
pick one anon
A lot of the macros are actually used to perform combo techniques (like Chrono Trigger) that the game never tells you about.
I like FF12's gambit system. It's basically a progression system that lets you perfect and automate the combat system for every situation. It's not fully automatic, and you can engage at any time. Or just set it to manual for the controlled party member. It's basically an enhanced version of the Infinity Engine AI.
It was good in Suikoden.
For many encounters, smashing that auto button was sufficient and fast. For more difficult encounters you had to use runes and unite attacks and other manual control.
The point though is that it was always just an option.
Might as well remove combat entirely if it is going to play itself. Unless you set up how shit is going to go down then it plays out, that can sometimes still be acceptable.
>Is auto-battle good combat design?
No but it usually works alright as a bandaid over bad combat design.
No, it's extremely boring. Even games that let you design an increasingly complex AI are ultimately only interesting when you battle a new opponent for the first time and have to tweak the script, after which you might as well not be playing. It highlights a major weakness of RPG combat in general.
Its actually a amazing idea for more tatical games where you set up your team comps in advance and watch the fight to see your performance, akin to something similar to a puzzle. Wish it was used in proper console games tho, only seen it being done in a gachashit so far
It depends on the game. No, I will not elaborate.
No
I would rather see a fast travel menu that shows the chance of survival on that path, the amount of encounters your party faced, what resources they used, and how much experience and loot they found. And if they died.
Autobattle is watching the computer beat itself. There is no satisfaction other than seeing what progress you get, so might as well cut out the battle entirely.
I like how it works in SMT, aka, it's essentially just the same as mashing basic attack. If you get caught in encounters with low level trash it's handy for quickly getting through it
Yes.