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    article:FFXIV and the Active Time Battle System

    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
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    Registration date : 2008-03-31

    article:FFXIV and the Active Time Battle System Empty article:FFXIV and the Active Time Battle System

    Post by Shu Wed May 19, 2010 4:07 am

    As the Final Fantasy XIV alpha test chugs along, we have seen news
    steadily trickling in to give those of us outside the loop some idea of
    how Eorzea is shaping up. Along with general stability issues and basic
    controls, it has been reported that a main focus of the testing is on
    the battle system. This time around, Square Enix is taking a departure
    from the automated attacks of Final Fantasy XI and giving players a more
    hands-on control of the flow of combat.
    Is Square Enix adapting the Active Time Battle system for FFXIV?
    Discuss this in the ZAM Forums!article:FFXIV and the Active Time Battle System 166741The Final
    Fantasy series began with a simple turn-based system, similar to the
    Western table-top RPGs from which the series initially drew
    inspiration. The heroes select their commands and said commands are
    executed. The enemy then retaliates, and the battle goes back and forth
    until a victor emerges. Each unit takes their turn, and the flow of
    battle is paused while each action is selected.
    This turn-based style fell out of use by the fourth installment, but
    has proved successful in strategy games like the Final Fantasy Tactics
    series. The Dragon Quest series has also retained this style up through
    its latest incarnation on the DS.
    From the information we have available so far, we know FFXIV will not
    utilize a turn-based battle system. Let's move up a generation to
    something that might work for the upcoming MMO.
    article:FFXIV and the Active Time Battle System 166742Final Fantasy IV brought the series to the Super Nintendo,
    and also introduced fans to the brand new Active Time Battle system.
    While players and enemies still took turns, they were no longer in a
    fixed order. A character's speed would now determine when they could
    attack, and the flow of battle would continue while selecting a command.
    Square Enix's ATB system made battles more realistic and
    action-packed. It proved so successful that it has been in almost every
    numbered title in the series in some shape or form.
    In games with the ATB system, an Active/Wait option is also sometimes
    available that would pause the flow of battle during the player's turn
    to retain some of the turn-based feel and give players more time to
    choose their actions. For those who wanted a little help (or a greater
    challenge), the Battle Speed is also adjustable.
    Essentially, each character has a speed value that determines how
    fast their action bar fills up. Once the character's bar is full, the
    player can select their action. The selected action then executes after
    a set period of time. For example, generally speaking, melee attacks
    and item usage is near instant, while special abilities and magic spells
    take time to charge.
    Already, this is sounding similar to what we know about FFXIV's
    battle system so far. Interviews have revealed that characters have an
    Action Gauge that fills over time. Once the Action Gauge is full, the
    character can execute a command. One tweak to the system is that
    players can now queue a command for their character before the Action
    Gauge is full, and it will be executed automatically once it fills.
    FFXI was like this in some respects -- casting magic would take a
    certain amount of time depending on the spell and recast timers
    determined how long a player must wait before using a spell or ability
    again. FFXIV now adds this concept to everything, including physical
    attacks.

    article:FFXIV and the Active Time Battle System 162534

    FFXIV's ATB variant also has an additional
    bar: the Effect Gauge. Separated into 3 levels, the Effect Gauge can be
    stored up to enhance your actions in various ways. This may again
    sound familiar to fans of the earlier series, as a similar system was
    used for Cyan, loyal samurai of the kingdom of Doma, in Final Fantasy
    VI.

    In said title, Cyan could select Attack
    like any other character, or use his Sword Techniques. Opening the
    Sword Technique menu would show a bar that slowly filled from 1 to 8.
    The 8 sections corresponded to 8 different attacks with different
    strengths and abilities. Generally, the longer you waited, the stronger
    attack you could pull off, though some were admittedly not as useful as
    others. Still, this concept of sacrificing time for strength seems to
    be what the Effect Gauge is all about. With Producer Hiromichi Tanaka
    presenting FFVI as the title having most influence on FFXIV, this may
    not be an unreasonable assumption.

    article:FFXIV and the Active Time Battle System 162533
    With speed and initiative playing a big role in ATB, Final Fantasy
    fans were also introduced to Back Attacks and Preemptive Strikes. These
    are two elements that have been confirmed for FFXIV. Developers have
    stated that a player in Active Mode can get a Preemptive Strike on an
    unsuspecting monster in Passive Mode. Conversely, a monster in Active
    Mode attacking a player in Passive Mode will effectively surprise the
    player as well. However, the benefits (or penalties) in either case
    have not been made clear.
    Another element that FFVI brought to the table was Pincer Attacks.
    Could these make their way into FFXIV as well? Certainly, we know
    positioning is a huge part of combat strategy in FFXIV. With the
    addition of party vs. party combat, it's likely there will be situations
    where player parties find themselves surrounded by foes. The
    combination of these elements could lead to Pincer Attacks, though like
    Preemptive Strikes and the like, we don't have enough information to
    know whether there will be real bonuses and penalties, or if it will
    simply be an inconvenience.
    Is Square Enix adapting the ATB system for FFXIV? It certainly feels
    like it, and interviews would also appear to confirm that fact.
    Besides the influence of FFVI, the developers have said that with this
    current generation of technology, FFXIV is their chance to create "Final
    Fantasy" as they have always imagined it.
    So, how is it working out so far? Here's what we can glean from
    current reports in the Japanese media:
    Benefits: More control, deeper strategy
    The methodical progression of battle will give players more control
    over their actions. People who find meleeing in FFXI a little tedious
    should be excited at being able to select each ability and attack. The
    focus on positioning also keeps players on their toes, constantly moving
    to get an edge over the enemy. This, along with the increased number
    of dials and gauges deepens the strategy of battle and allows for more
    clearly defined roles. One job could speed up Effect Gauges, another
    could remove penalties for receiving attacks from the back or side, and
    another job could affect elemental affinities. A more complicated
    system should be able to handle more jobs without having their roles
    overlap, inevitably rendering one role redundant.
    Drawbacks: Slow, confusing
    Most of the complaints that have been voiced mention the slow pace or
    confusing nature of battles. There's a gauge for attacks, a gauge for
    TP, a gauge for bonus effects, a line of abilities... it can be a little
    overwhelming. Not to mention, since battles don't progress
    automatically, you essentially have to scramble to set up each and every
    sword strike or nock every arrow. However, these concerns may clear up
    as 1) players get used to the system through testing and 2) Square Enix
    improves and tweaks the system during the alpha and beta test phases.
    Those were my minor assessments based on alpha reports, but what do
    you think? Does the FFXIV battle system remind you of something else
    from the series? Do you feel that this system is appropriate for an
    MMO?

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