I guess that's it, guys

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I think that DQ8 has the best battle system I have ever played because it is simple designed and every skill is more or less useful in end.
Noooooooooooooooo! Not DQ8  :evil:!
Well, I would agree that DQ8 is the embodiment of extremely traditional turn-based mechanics. As you can suspect, this combat system was not really to my liking (which did not prevent me from enjoying the game as a whole, though), in part because it made me feel like I was still playing with the same mechanics I've played with back in the days of the Genesis (1991!).
Personally, I prefer when a combat gameplay feels seamless, follows a dynamic flow of actions and stimulates quick reaction/anticipation. I think I do not like most turn-based systems mostly because of their repetitive "stop & go" pacing, and because they do not tend to offer much originality.
 
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I just want to say that I did not mean it a negative way. I just wonder why this announcement has just an impact on your modding activities? Did you not enjoy it? For me it has a lot of benefits: I can take a look as to what the industries´ best decided a Mako reactor should look like in 2015 and backport that to the old game. I can also compare my results in a more appropriate way.
And I am very excited about the game as well even though I personally have disliked pretty much everything that came after FFIX.
 
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For me does FFX have the most stupid system. You spend a lot time in leveling skills and in the end all enemies are immune to the most of them and all what's left is to deal much damage and try to get as much turns as possible.
I think that DQ8 has the best battle system I have ever played because it is simple designed and every skill is more or less useful in end.
I thought FFX's system was really well made.  It was again the implementation of it that failed for the reason you mentioned- same as FF7.  It was still a very decent system overall and unlike modern games, you got more control of your characters (even the Summons) not less.  It was far more fun and intelligent than FF12 imho (and for that matter I liked it better than FF8,9,12 and perhaps even FF7 as well because it's implementation, with one or two exceptions, was better).
 
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It was still a very decent system overall and unlike modern games, you got more control of your characters (even the Summons) not less.  It was far more fun and intelligent than FF12 imho
I've never quite understood that particular criticism of FF XII (the notion that "the game plays itself" or "players do not have control on the party's actions"). First because the game always gives you the choice of disabling gambits and having the player make every single input, and second because even with Gambits on, the player's choices were always taking over Gambit action. In the end, the amount of input/control could be configured to a great extent (it could even be played like good old ATB if the player wished to), and I'm not sure how that makes this system "less intelligent" than that of earlier FFs.
 
I survived the vast majority of FF12 with 2 gambits "cure" and "attack" (based on some %), so it's a fact that it can virtually play itself. I watched it happen.  AI characters is lazy design and contrary to what a game is.  The idea of "programming" actions is the exact part the programmer should be doing - not the player.

That's where the criticism comes from.  And add to that the melee of numbers and crazy goings on in realtime that results in tactics and choice going out of the window.

I did not pay 50 quid to watch a bunch of preprogrammed scripts flailing about all over the place while I sit there with 2 hands free.  It's bad when a system is not implemented properly (mostly FF7 when discussing FF7-12), but it's FAR worse when the system itself is utter garbage.  I guarantee you that FF7-10 battle system took MUCH longer to program and test than FF12's.  It's lazy.

Also:

https://www.ff7catalog.com/]

The vote was actually 17-1.
 
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I survived the vast majority of FF12 with 2 gambits "cure" and "attack" (based on some %), so it's a fact that it can virtually play itself. I watched it happen.  AI characters is lazy design and contrary to what a game is.  The idea of "programming" actions is the exact part the programmer should be doing - not the player.

That's where the criticism comes from.  And add to that the melee of numbers and crazy goings on in realtime that results in tactics and choice going out of the window.

I did not pay 50 quid to watch a bunch of preprogrammed scripts flailing about all over the place while I sit there with 2 hands free.  It's bad when a system is not implemented properly (mostly FF7 when discussing FF7-12), but it's FAR worse when the system itself is utter garbage.  I guarantee you that FF7-10 battle system took MUCH longer to program and test than FF12's.  It's lazy.

Also:

https://www.ff7catalog.com/]

The vote was actually 17-1.

I often have the problem that the AI scripts in the D&D games are often not what I needed. FFXII has done with the gambits a real good thing (it was that good that the  team of Dragon Age Origin has mimicked it), but honestly you have to like the western RPG battle system.
I agree that it seems to be degenerated to a 'Watch the fight' but most of the strategy part is outsourced to the battle planning - which FFX doesn't really had (however I did like to spend my time on the sphere board).
It is also important how you play out the role of a character. With a simple Attack-and-Heal system (which is basically the only thing you need to do in FF7 to win 98% of the fights) you won't win anything. Even the accessories Nihopalaoa is bringing a new strategy into the game.
[url]http://www.neoseeker.com/forums/4605/t798029-this-nihopalaoa-trick/

Also you are not forced by the game to use the Gambits. You can still pause and switch to the character and do all this by hand which a gambit would do in a seconed. :evil:

With all the games I have played from SE I can tell that they are always creating excellent systems which do their job. After all in a JRPG is the story more important as the battles. Sadly, if they put more importance to the battle they like to over do it with the enemy stats rather than invent a new dynamic tactic to beat the enemy.
FFXIII has done in that part actually a good job. I don't quite understand why people say that it was easy. Of course you haven't to deal with things you would usually, but do you must decide about the tactic the whole time. It is in some way like Tetris where a bad decision can have a radical impact to your party and how the battle evolves. It's actually a great concept but the story was lame so every one didn't like the rest too. :|

By the way the most epic JRPG Final Boss fight I did ever have was in Breath of Fire IV. I think that I did needed around two hours on him.

Oh, and do you really think FFXIII has a good battle system? You can beat the game on Level 1 and most of the good spells are never used because you need them to upgrade your stats. Which lets me revise my statement of FFX's battle system and puts it on the second place.
 
Ok guys! So you can finally focus on a FFVIII overhaul afterall!? :) :)
 
Ok guys! So you can finally focus on a FFVIII overhaul afterall!? :) :)
I think people should just proceed enhancing FF VII, as previously done.

Because I'm afraid FF VII Remake is not going to be the game we're hoping for. Square Enix already stated they're gonna scrap the turned based battle system... :(

I don't even want to know about the world map, because I highly doubt they're going to make the same world map, with random battles using their fancy new graphics engine. They're gonna do something different for sure, and I don't welcome that change.
 
I completely agree with Fischkopf.

It's unlikely the remake is going to be as good as the original. The TA work would still be very precious.
 
So there is no rest for the weary I guess...

It seems that at least some of you have more trust in TA than in Shinra Electrical, err.. I mean S.E.  :-o
hmmm is it a coincidence that both companies have the same initials...??
 8-)
 
I'll try to keep it mostly in retro spect with TA work.
What you are making is for the OLD FF7 not the remake, if the remake is not the same game.
I see no reason too stop. Especially if they dropped content (how is that a remake then?)
If you want to stop that's a different reason.

Cyb
 
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I'll try to keep it mostly in retro spect with TA work.
What you are making is for the OLD FF7 not the remake, if the remake is not the same game.
I see no reason too stop. Especially if they dropped content (how is that a remake then?)
If you want to stop that's a different reason.

Cyb
But maybe it will be easier to mod the New to the Old game back?
 
But maybe it will be easier to mod the New to the Old game back?
I think you are under estimating how much time it will take for doing that. Essentially you would have to:

[list type=decimal]
[*]know the new content format
[*]know what needs converted
[*]can create packages the new engine will accepted
[*]
[/list]
The remake is likely to be 3d and a completely different engine, specifically it will be a LICENSED engine. This means encryption or content protection. So knowing the format is inadequate because it's scrambled and the key is burried in the executable and that is standard crypto key which means you won't be able to extract it without extraordinary means.

Now the brutal reality is, this is the same as starting the project over in terms of effort.
Cyb
 
I think you are under estimating how much time it will take for doing that. Essentially you would have to:

[list type=decimal]
[*]know the new content format
[*]know what needs converted
[*]can create packages the new engine will accepted
[*]
[/list]
The remake is likely to be 3d and a completely different engine, specifically it will be a LICENSED engine. This means encryption or content protection. So knowing the format is inadequate because it's scrambled and the key is burried in the executable and that is standard crypto key which means you won't be able to extract it without extraordinary means.

Now the brutal reality is, this is the same as starting the project over in terms of effort.
Cyb
The UT4 engine is available for free for a non-commercial use and also there are many games which will use this engine, so it is only a matter of time when tools are ready to modify the game.

As much as I would like to see this project finished, we don't have the personal resources nor the amount of time it would take to finish. With the announcement of the remake we have even a deadline and the worst thing a graphical reference which will lets look this project amateurish (I know that it isn't, but tell this the people who have never played the first release and are now trolling through the internet).
 
The UT4 engine is available for free for a non-commercial use and also there are many games which will use this engine, so it is only a matter of time when tools are ready to modify the game.

As much as I would like to see this project finished, we don't have the personal resources nor the amount of time it would take to finish. With the announcement of the remake we have even a deadline and the worst thing a graphical reference which will lets look this project amateurish (I know that it isn't, but tell this the people who have never played the first release and are now trolling through the internet).
Their is Qgears which uses Ogre3d and a straight forward self engine. Actually people have tested stuff from TA in Qgears.
It's moving steadily along as far as I can see.
The big difference is Qgears does not limit you to just the original format. It imports it into Qgears.

Cyb
 
As much as the Trailer promise they make a huge FF7 world. They have professional artists and probably have hired some freelancer for the project. Here was always the problem that people have started and then after they hit a few problems they lost the interest or they realized how much time this project will eat.
I'm pretty sure with a good workflow and a good resource development things will speed up. But it needs people for that and it was always hard to convince people for the project and with the announced remake it is even harder.

Regarding QGears I hope that it will become workable soon. I mean for programmer noobs like me. Mostly I want it to make my own FF7 prequel project because I think a story about the Cetra and how they sealed Jenova (or whatever they have called it/her) is more interesting as about stuff we actually knew a bit.
 
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We don't have the personal resources nor the amount of time it would take to finish. With the announcement of the remake we have even a deadline and the worst thing a graphical reference which will lets look this project amateurish (I know that it isn't, but tell this the people who have never played the first release and are now trolling through the internet).
I very much agree. At best (with all the time in the world), we might have been able to make something near the quality of FFX remaster. For having played it, while I didn't find it bad, the game felt dated nonetheless. As a player, I'm much more interested in a remake than a remaster.
 
Do you just mean awkward controls wise etc? QGears can fix these things.
 
For FFX Remaster, it's a combination of things. Let me list a few: random encounters with turn-based battles, uneven quality of character models (main characters were nicely remodeled, but most NPCs had the PS2 poly-count, and even with re-texturing, you feel it), dated animations, some narrative elements... they're mostly inherent limitations of what a Remaster offers.
 
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