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Which Rpg had the Best Battle System?

ok... taking the topic back on track....

Vandal Hearts 1 was a TRPG where everyone on the screen moved based upon movement capabilites. Such as most of the archers who were able to basically jump across the screen going first whereas the brutish guys in the back could only move a few spaces.

Vandal Hearts 2 was basically the same, except for the fact that the player and the enemies could move at the same time, which utterly blew.
 
Vagrant Story has the most original, detailed and strategic battle system ever. Just think about all that statistics for elements, types of enemies and types of weapons, and a timed based combo system that give it a bit of action package... The chain and defense abilities, magics and break arts... bonus and penalties for each part of your body, depending where enemies hit you... make your own weapons and armors, combining different types of materials... have I forgotten something? =P Does anybody agree with me?

And I think that the Legend of Dragooon Battle System is too simple and repetitive. No personal magics and habilities (only three or four elemntal attacks, when you are in dragoon form), limited inventory (even the use of magic casting itens is limited, cuz of this), the system make you just use the same additions (combos) again and again, and when you get used to performe them, it gets annoying. Even LoD fans would admit that it have a too much simplified system.
I accept replies about what I've just said. Want to discuss?;)
 
sabao;272353 said:
Yami> If you liked LoD's system you might enjoy Magna Carta... If you can stomach the slow story and poor voice acting. And the awful, awful opening song.

I've seen that game, but I've never actually played it or picked it up. I didnt know if it was worth checking out or not and I had little money at the time... then kinda forgot about it... what IS the battle system like?
 
My... didn't anyone reported Marcus...? **reports**

Okay... I have ro agree with dear prince... VS, CBS indeed was marvelous, quite the unique things... I haven't played a game with those types of features... specially the non-shops anywhere
 
I deleted some of the posts in this thread and I hope this thread doesn't get out of control again. So keep calm. ^^
 

Marcus

Sponsor

I accept replies about what I've just said. Want to discuss?
yeah sure

Vagrant Story has the most original, detailed and strategic battle system ever. Just think about all that statistics for elements, types of enemies and types of weapons, and a timed based combo system that give it a bit of action package... The chain and defense abilities, magics and break arts... bonus and penalties for each part of your body, depending where enemies hit you... make your own weapons and armors, combining different types of materials... have I forgotten something? =P Does anybody agree with me?

Vagrant Story's systems worked out well... until you got about midway through the game when the difficulty ramped up to a ridiculous level ridiculously fast. I remember the game required almost PERFECT specifications in order to make it past the later levels (including the dreaded forest maze) and building them was a chore due to the fact that they would break easy or enemies would find a way to become immune to anything you tried to hit them with.

Speaking of which, the variety of bosses was so insane that you never seemed to have a weapon that was good at defeating them. If you did too many chains, you'd start taking insane amounts of damage due to whatever that stat was called would go up. It's been a long time since I played, but I also remember 90% of the break arts being pretty useless as were the defense chains and what have you.

Vagrant Story relied too much on blind luck for success and annoying as hell grinding for that "perfect" weapon. I distinctly remember it being a fantastic game but the last stretch of the final dungeons were incredibly lame.
 
That was quit a response! =P
I know what you're talking about, Marcus: in some part of the game, almost nothing works to apply damage on enemies, mainly bosses. Even now I don't understand well whatever I had to do to make my weapons hurts that damn bastards!!! But you think that making your own custom weapons is annoying? So do you prefer the game give you a done and complete weapon and say "This is the weapon you'll use to pass through this part of the game. You have no choice"?
I get myself amazed when I had finally completed a weapon that could kill any undead foe within 2 hits!!! LOL, its so fun!!!
And if you make good use of the material you get and the storage chest, you can have a weapon good for EACH type of monster in the game. Something about six or seven different kinds of weapons and you'll kill beasts, undeads, demons, humans, dragons, normals(?) and so on... It just depends of how well you are integrated with the game system.
 
For the sake of VS I gotta say, that not just anyone could beat the game, and much less people had the skill to make good weapons because of the fact that you had to take a lot of things into consideration... in fact, all of the enemie's stats...

For example: Last Boss... usually people tell me that you hurt him like 3-5 points on each hit...

I beat the crap outta the guy nice and fast in my first gameplay... bottom line: Dummies and Scan are there for a reason... and not just anyone learned how to use it, for example, my good friend defending VS managed a weapon with nice affinity, maybe piercing and light... enough to kill an undead

Mantain PP and DP as full as possible= you're invincible

The Defense abilities are useless... for the unskilled, you just need to practice, I came back from Death with many of those in repetitive times...

Last: there are Vera Items (lower risk) and they should be used wisely, not loosing all of 'em in the first bosses

Just like any other game battle system, you need to get the hang of it and practice it a lot in order to become good at it...
 

Marcus

Sponsor

But you think that making your own custom weapons is annoying?

It is when it's getting in the way of one of Square's best stories. RPGs are probably the most difficult games to create because you have to balance a billion different features at once and when I'm spending 10 hours grinding for a staff that'll kill the giant crab boss, I suddenly forget the whole reason why VS was captivating.
 
If you're forging a weapon 10 hours, it means you're not getting it right... This game is one that actually needs knowledge and learning, not only in the battle but all of it...

I like FFT the best... anyone agrees? I think it really made TBS to go into fame... and! Cloud was on it! And Orlandu...
 
No..I'm more of an ATB fan like Chrono Trigger, that had an awesome battle system, battles on maps!? Who would think of such a thing!
 
Me maybe? Just needing a scripter to carry it out...

Yeah... I see your point, it was just godly, nevertheless, I liked FFT better, but that doesn't mean I have to break down your likes like a troll, it was indeed a really really good one, as well as Chronno Cross
 
Just like any other game battle system, you need to get the hang of it and practice it a lot in order to become good at it...

That's the essence of a good rpg. If it seems unbalanced, maybe it's because you didn't understand its systems so well. Sometimes you have put your brain to work harder...;)

thanks for the support PINEDAXP!:thumb:
 
I support you, and VS as well, which I'm replaying

And yeah, each BS needs to be practiced... let's see for instance:

FFT: You don't learn how to get good strategies, job changes, skill learning, ranges, equipment, etc. get ready for some real pain...

FF7: You don't learn how to use materias and where to put use of Limits, sayonara baby!

Xenogears: You are unable to combo, because you don't know why or how your combo learning rate goes up, trashed! You don't equip good Gear equipment, one turn means hasta la vista baby

Vagrant Story: You don't have the best skills at chaining or defending, means you'll have to reckless attack (which is bad) you don't know how to repair or create new, good weapons, means you'll get to the final stages being a wussie Agent with crappy equipment...

In short, there's people's favorite CBS, but overall is a matter of how did you learn, or how good did you learn to use them, if you suck at FFT, it won't be your fave will it? and if you rock at Grandia, it will be your CBS of choice... obviously
 
MY favorite battle systems on RPGs are the following games:

5: Final Fantasy: Crystal Chronices: Real time fighting...sometimes you can get overrun if you fight by yourself. Only way to be able to keep up is by keeping equipment up to date. You are not going to get through the game with your measly starting items. After each cycle, enemies get stronger.

4. Illusion of Gaia: Another Real Time system, but has a unique way of getting stronger. If you want to be able to take on the later areas, you best kill all the enemies in the area. Kill all enemies in a specific area, and you will get a stat boost. Also try to get all the red jewels, since some boosts can only be gotten by trading these.

3. Sword of Vermillion: A strange game, best level attainable is 31 (999999 EXP). Enemies appear randomly, and the enemy groups never mix (I.E. you will never encouter slimes with skeletons, either you face all slimes in one battle or you face all skeletons in a battle.). Screen changes based on the type of battle: Ordinary battles are top down perspective, boss fights are side view. Magic has restrictions: healing magic cannot be used in fights, and no magic can be used in boss battles.

2. Legend of Zelda: heh, real time fighting, but game pauses when changing items or using potions. The 3-D ones require you to try and manuver to an enemy's weak side to kill them.

1. Fire Emblem: More considered to be a strategy game, but then again, wouldn't FFT fall under strategy too? You best learn battle triangles and use the right units for the right situations. Otherwise, you will lose some characters permanently. Example would be using a Knight or General against a Shaman or Druid: Not gonna work too well for the Knight/General. Another example is using thieves against knights: those thieves are not going to get close enough for their sword to connect due to those lances. Even so, knights have such high defense that it would take a lucky 1 in 3 chance that an assassin instant KO'es that knights (assassins are the promotion of thieves, if you use a special item.) To remember the triangles: Swords slash away Axes, Lances thrust past swords, Axes chop up lances. Light Magic removes the Dark Magic, Nature Magic soaks up Light Magic, and Dark Magic suffocates Nature Magic. Neutral parts of the triangles are Bows (weapon) and Staves (magic). Only takes 100 EXP to level up each level, but promotes and high levels take longer to level up, and fighting weak enemies may net no experience at all.
 
I'm not copying Yum, but it's probably just because we are Megaten fan :P
For me the order would be

1.) Shin Megami Tensei IMAGINE
This just change my view to MMORPG game. I've played Ragnarok Online, and it was really boring. This game is all about your skill and how you play. One false move and you might have to go back to your home point. But smart move will lead you to the perfect victory.

2.) Digital Devil Saga : avatar tuner series
3.) Shin Megami Tensei Nocturne & Maniax
Although they use the same press turn system, I like digital devil saga system more than Nocturne, though. Since you can not really arrange the order of action in Nocturne, it's agi based :(

4.) Subarashiki Sekai - It's a wonderful world -
This is truly new battle system indeed. Two screen battle system, top screen controlled by arrows, and bottom screen controlled by stylus. What you have to do to use the skills/attacks depend on the skills/attacks themselves. For example, a slash skill required you to 'slash' the enemy using your stylus. Storm skill required you to blow to the microphone. And pyrokinesis which cause a flame wave skill required you to drag your stylus around the field. One downside is that, after you play the game for a while, your hand hurts. - - And sometime it cause damage to your NDS screen...lol

5.) Persona 3
At first, I was really loath the battle system of Persona 3. And then I got addicted to it after a while lol. Can't fight Megatenist spirit inside me T_T

6.) Persona 2
Persona 2 is also weird but somehow unique and charming. I haven't seen anything like that before. You just set what each character do, and let the battle flow. Whenever you feel like want someone to do something else, you interrupt the flow, make a new plan and let it flow again. The order of action can also cause a fusion spell.

I've always love the strength/weakness of Megaten series. I can't help to think that if I'm going to make an RPG game, it'll be affected by Megaten for sure.
 
After watching a few vids, I must go back on my word, Star Oceans battle system is better than Tales of, as they don't allow players to move up or down, while Star Ocean had a wide open battlefield, infact I'm goin searching for that game today...
 

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