Current Events > Alright CE, what are some desired features in a turn based RPG?

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RetuenOfDevsman
06/18/24 8:03:54 PM
#1:


Musts and/or nice to haves.

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Tyranthraxus
06/18/24 8:04:53 PM
#3:


Character switch mid battle like Golden Sun

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CRON
06/18/24 8:05:26 PM
#4:


Timing-based combat like the Mario RPGs.

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MJOLNRVII
06/18/24 8:07:24 PM
#5:


Skippable cutscenes.

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Irony
06/18/24 8:07:45 PM
#6:


Jiggle physics

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legendary_zell
06/18/24 8:16:01 PM
#8:


Character switching and turn indicators. Which is why FFX is one of the GOATs.

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bfslick50
06/18/24 8:19:34 PM
#9:


Im replaying old Mario RPG and they make so enemies battles unique. Theres a boss that deactivates buttons randomly (attack, magic, or item), giant paratroopers that spend a turn charging before hitting your guy hard so you need to immediately unload on that guy, they have battles where you can ignore the mooks til the end and others where the assistant packs a punch so its best to get the weaker guy out first, different characters not just resistant but immune to various types of attacks. There was one boss with 2 but once you kill one the survivor retreated to get a really strong backup friend so you wanted the survivor to be as weak as possible at that point to help round 2 go faster.

So that. Make me think about my options instead of blindly going for my favorite because my favorite move doesnt always work.

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Kamil
06/18/24 8:20:06 PM
#10:


MJOLNRVII posted...
Skippable cutscenes.

Definitely this. I don't replay a lot of games lately but losing to a boss and watching their spiel again sucks.

Just off the cuff my opinion, I am not sure I am a bit of an old rpg head and think at times QoL goes too far. But I like when parties are more than 3. Especially when the game has say 10 characters. How am I going to factor them all in. So I just stick with the early faves usually.

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bfslick50
06/18/24 8:24:55 PM
#11:


Kamil posted...
Definitely this. I don't replay a lot of games lately but losing to a boss and watching their spiel again sucks.

Just off the cuff my opinion, I am not sure I am a bit of an old rpg head and think at times QoL goes too far. But I like when parties are more than 3. Especially when the game has say 10 characters. How am I going to factor them all in. So I just stick with the early faves usually.

Agreed. Just make my party size the max number of characters. They could write the game so that 2 potential allies are in conflict so you can only get one of them. Ups replay value by picking the other one for a different experience.

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Payzmaykr
06/18/24 8:26:11 PM
#12:


Having good things to steal in battle
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Kamil
06/18/24 8:27:13 PM
#13:


bfslick50 posted...
Agreed. Just make my party size the max number of characters. They could write the game so that 2 potential allies are in conflict so you can only get one of them. Ups replay value by picking the other one for a different experience.

At least give me half my party. I suppose. I don't need 10 person combat.

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PowerOats
06/18/24 8:30:13 PM
#15:


Hypnospace posted...


No.

SMRPG remake did this and made the game even easier than it already was. Absolutely not.


Solution; put it in anyway, make it cost a resource if you have to
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Tyranthraxus
06/18/24 8:39:20 PM
#17:


[LFAQs-redacted-quote]


That's a SMRPG problem not a feature problem.

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Xatrion
06/18/24 8:39:53 PM
#18:


Balanced difficulty. It's so hard for games to actually get it right. It's either insultingly easy or soul crushingly difficult, there is no middle ground.

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Joelypoely
06/18/24 8:42:38 PM
#19:


CRON posted...
Timing-based combat like the Mario RPGs.


I'm not a fan of that TBH (if you're meaning when you need to press a button at the right time to do extra damage)

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Kamil
06/18/24 8:57:20 PM
#20:


Joelypoely posted...
I'm not a fan of that TBH (if you're meaning when you need to press a button at the right time to do extra damage)

It's fun at times in Shadow Hearts but overall I don't need it. Also speaking of Shadow Hearts they were so proud of their judgment ring system they put it in everything. In the first game you had to do it to open a door or run a machine successfully multiple times hah. Buy items from a shop, try the judgement ring to get a discount.

It would get faster each discount attempted so if I am buying a lot, I'll do it once and know not to try it again.

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GiftedACIII
06/18/24 8:57:49 PM
#21:


Having status effects be useful to the player

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MJOLNRVII
06/18/24 9:00:10 PM
#22:


One turn based RPG that I enjoyed a bunch with QTEs was Virgo Versus the Zodiac. It definitely isn't most people's cup of tea but the battles were pretty fun. Every piece of equipment also grants you moves and some of them had either minigames or just perfectly timing a button press to improve them. I also loved that the three party members all had a different key(not sure if it's the same on controller) for selecting their stuff, but I'm sure most people turn that off.

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Hayame_Zero
06/18/24 9:01:03 PM
#23:


Seeing enemies, not random

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VeggetaX
06/18/24 9:01:49 PM
#24:


Turbo mode

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Kamil
06/18/24 9:08:20 PM
#25:


VeggetaX posted...
Turbo mode

Sorry but sure I guess there is no reason not to have it as an option but Eiyudean Chronicle as poorly as that game runs on the PS4 for loading. It has this thing where you can equip dash boots and have a support member also increase your speed. The dash boots are necessary, but both is stupidly awkward.

It's miserable and that was probably only 4-6 times turbo. In Trails to Reverie I just use 2x if I forget something or rarely want to move faster. That game has like 8x turbo mode? Who wants or plays that shit that fast?

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VeggetaX
06/18/24 9:18:48 PM
#26:


Kamil posted...
Sorry but sure I guess there is no reason not to have it as an option but Eiyudean Chronicle as poorly as that game runs on the PS4 for loading. It has this thing where you can equip dash boots and have a support member also increase your speed. The dash boots are necessary, but both is stupidly awkward.

It's miserable and that was probably only 4-6 times turbo. In Trails to Reverie I just use 2x if I forget something or rarely want to move faster. That game has like 8x turbo mode? Who wants or plays that shit that fast?
I want to play it that fast

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Kamil
06/18/24 9:27:52 PM
#27:


VeggetaX posted...
I want to play it that fast

I just like to sprint at a normal pace even if I've been before. You'd really like Turbo in the games I mentioned. I know a lot of times ppl use it for battles but even it's not like there are macros. This isn't Phantasy Star IV. You often can't just set up pre determined commands and run a batch command.

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trappedunderice
06/18/24 9:41:07 PM
#28:


I wish final fantasy would go back to atb combat, add in the materia system from 7 and sphere grid from 10. Make the game really complex
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Megaman50100
06/18/24 9:42:02 PM
#29:


weakness/resistance reference, especially if there is a gradual analyzation process for the player to discover them.

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modena
06/18/24 9:43:34 PM
#30:


Hayame_Zero posted...
Seeing enemies, not random
This and automatic random encounters...

I started Octopath Traveler and died just trying to explore the first area.

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Mad-Dogg
06/18/24 9:47:51 PM
#31:


For it to not be turn based.

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mullettron
06/18/24 10:14:22 PM
#32:


Not having equipment take up limited inventory space.
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LeCh0nk
06/18/24 10:17:57 PM
#33:


A CTB like FFX, such that speed matters in a sense you get more turns, and not just "just be faster than the other guy"

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tripleh213
06/18/24 10:20:27 PM
#34:


I just want more turn-based games in general

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FL81
06/18/24 11:30:54 PM
#35:


a kick-ass soundtrack

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StephenYap3
06/18/24 11:41:07 PM
#36:


This isn't the whole list, but here's what I desire in my turn-based RPGs...

  • More depth to the usual RPG elements and mechanics.
  • Four members on the frontlines.
  • If the main protagonist is "locked" to the front lines, give them a unique feature or two that other members don't have (i.e. Mario's Special Moves in Paper Mario, Sophie having a fifth inventory slot in Atelier Sophie 2: The Alchemist of the Mysterious Dream, etc.)
  • Limit Break Meter, especially for each member.
  • Skills learnable beyond "just leveling up".
  • Symbol Encounters (personally, I just don't see the point in Random Encounters nowadays)
  • Very few opportunities for members leaving the party.
  • "Vanity" equipment options for each member.

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#37
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Guide
06/18/24 11:43:12 PM
#38:


Do something more interesting with attacks and spells. I don't want "the same but stronger", I want new. Make enemies something more to be solved, instead of just flat arithmetic.

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RetuenOfDevsman
06/19/24 9:06:25 AM
#39:


Lots of good suggestions. I had a couple of thoughts about specific ones:

[LFAQs-redacted-quote]

If you ask me, the real solution here is to not make the game painfully slow in the first place. Load everything you need for all the battles in this area so you don't have to when transitioning into the battle screen. Don't make the player watch as their time gauges fill up; just skip straight to the next combatant's turn. Press A to skip the victory dance. Etc.

legendary_zell posted...
Character switching and turn indicators. Which is why FFX is one of the GOATs.
You mean where it shows you the next so many turns? Mega Man X Command Mission did that and I LOVED that game. Not for the story though (lol).

bfslick50 posted...
Im replaying old Mario RPG and they make so enemies battles unique. Theres a boss that deactivates buttons randomly (attack, magic, or item), giant paratroopers that spend a turn charging before hitting your guy hard so you need to immediately unload on that guy, they have battles where you can ignore the mooks til the end and others where the assistant packs a punch so its best to get the weaker guy out first, different characters not just resistant but immune to various types of attacks. There was one boss with 2 but once you kill one the survivor retreated to get a really strong backup friend so you wanted the survivor to be as weak as possible at that point to help round 2 go faster.

So that. Make me think about my options instead of blindly going for my favorite because my favorite move doesnt always work.
Absolutely a must. If your enemies are all just stronger or weaker, your game sucks. It was one of the things I loved about Command Mission. There were bosses who would do things like summon minions and just defend, or have low HP (for a boss) but heal themselves a ton every turn so it became a matter of dealing damage as quickly as possible.

GiftedACIII posted...
Having status effects be useful to the player
What I'm planning on doing, instead of just making them always fail or have a low random chance, is requiring some setup. For example, the more red attacks and enemy has received, they accumulate progress on a red meter and when it gets high enough, the instant death spell will work, even against bosses. But bosses have a higher threshold, and the meter drains a little on each of the target's turns, so it's not like you can just hit em three times and cast it to instawin--you have to go all in on the strategy, because even doing stuff like healing costs you progress toward it.

Payzmaykr posted...
Having good things to steal in battle
What kind of good things? Unique items, or valuable items? Or both?

Hayame_Zero posted...
Seeing enemies, not random
A couple of years ago, I heard a really good compromise for this. (Or at least, one I thought was really good.) Do the Pokemon thing. You have certain areas where enemies can appear and can't appear, so the player gets to decide the encounter rate.

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Sayoria
06/19/24 9:10:36 AM
#40:


Overworld map with lots to find.

One of the reasons I quit gaming was because the days of a true overworld were clearly dying out. I have always enjoyed game maps first and foremost with JRPGs. Eventually, games from PS2 onward started exploring a corridor-style exploration and that was boring to me. I liked getting access to movable ships and vehicles, going to places on a map where maybe I shouldn't travel to just yet and getting absolutely crushed, and at times, finding hidden things in trees (like maybe a village or chocobo forest in the old FF games)

Getting rid of the open overworld just took so much fun away for me to the point I seriously quit games. JRPGs are just not even remotely fun looking anymore.

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RetuenOfDevsman
06/19/24 9:13:15 AM
#41:


mullettron posted...
Not having equipment take up limited inventory space.
I'm looking at a hybrid approach. Kind of like the MGS backpack. In your shared inventory, you have up to 99 of everything, but you can only assign these 99 items to individual item slots on each character, that only hold one item. So each character can take five or so items into battle, whether that's five repair kits or three repair kits and two bombs.

StephenYap3 posted...
Skills learnable beyond "just leveling up".
Also, I think it's a good idea for certain unlocked skills to be available to the whole party in order to incentivize changing party members every so often.

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HudGard
06/19/24 9:14:18 AM
#42:


I like when attacks have geometry and not just single/all targeting. An example is the few skills in Chrono Trigger where you have to think about enemy placement. Some skills attack targets close to you, some in a line from your character, some in a horizontal line, etc.

Also seconding the times attacks from Mario RPG.

Sea of Stars did a great job leaning into both of those concepts and combining them.

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Dalthine
06/19/24 9:33:54 AM
#43:


I've got a few here.

First, things that appear in some but not all games.
  • Build options that are more than minor numerical differences (equipment, skills, etc.)
  • Meaningful treasure and rewards (every treasure chest being a potion or money sucks)
  • Equipment should not be part of inventory space (unless equipment can be used in a way to present meaningful options inside combat)


And some other things I've thought up that would be nice to have and are almost never presented.
  • Improved consumable implementation. Give them more meaningful effects, have battles drop them but with strict limits so players are encouraged to use them or start "wasting" drops they can't carry. I've also had thoughts of using consumables to attach or modify other player actions so you don't feel like you're wasting a turn by using them.
  • More meaningful or diverse actions. Recommend looking at FFXIV or Darkest Dungeon kits as examples. Have building combo actions, secondary resources, or status effect generation/consumption to make more actions have purpose.
  • Background action. This is more dependent on resources, but the "line up and stare" setup does seem silly. Having some basic "idle" action going on in the background--especially with ATB style systems--can make this more believable.


Lastly, while less of a suggestion or desire, I've had thoughts of differentiating physical and magical attacks and actions by having them rely on different resources. Magic has the traditional MP/mana which is consumed and very difficult to replenish. Larger physical attacks instead utilize a stamina based resource that starts at a fixed value in a battle and regens a little bit each turn it isn't spent. This lets you differentiate physical and magical classes into different play styles and purposes, with physical great to nuke chaff but flag in prolonged boss battles, that kind of thing.
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Karovorak
06/19/24 9:36:41 AM
#44:


A move list worth mentioning.

No need for turn based battles, when 90% of all my actions are "Everyone, just attack this guy", with 10% being the occasional heal.

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Fluttershy
06/19/24 9:40:07 AM
#45:


make the 'defend' command worthwhile.

don't hide the enemy hand from the player. meaning: the player should get to know what the enemy is going to do, every turn. this is a step beyond ffx's ctb. give the player access to this knowledge but still pose a challenge to the player anyway. this is the platonic ideal design principle for turn-based rpgs to me; make a game that is capable of difficulty and complexity without having to rely on sleight of hand.

don't encourage the player to do chores in order to win. value their time as if it were your own. this is probably the most important thing -- don't leverage the players' time against them. stuff like gained JP up in fft is an example of bad game design where player time is what you're forced to act in the name of instead of your own amusement; it's inefficient to use anything else, so you'd feel like you were playing wrong if you were to.

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PraetorXyn
06/19/24 9:50:43 AM
#46:


  • 6 party members in battle like Suikoden. 3 party members is stupid and 4 is the bare minimum.
  • Things to differentiate the battle system like SMTs Press Turn system (where if you exploit an enemy weakness they lose a turn and you gain a turn, and give versa), the positioning from the Lunar games, the one used in Trails, etc.
  • Ideally, visual encounters, but with the ability to toggle on random encounters for the purpose of grinding, as having to exit and re+enter an area to fight more enemies sucks.
  • Good equipment slots instead of the bare minimum weapon, armor, accessories.
  • Meaningful rewards (especially for side quests) instead of money and potions everywhere.
  • No missables.
  • Mechanics to differentiate characters, ideally avoiding the everyone can do and be everything in the end that a lot of JRPGs devolve into.



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