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COMBAT SYSTEMS: DO'S AND DONT'S & OPINIONS

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I'm interested in what people think of RPG combat systems. What are the things you like to see in a combat system. What are things that annoy you? What are things you absolutely need in a combat system to be able to enjoy it? What are things that frustrate the hell out of you? etc etc.

Combat system covers:
-Type of system
-Aggro
-Level ups
-Equipment
-Skills
-Conditions
-Monsters
-Difficulty
-Length
-Animations
Well one thing that always comes in mind is the following:

I dislike it when people try to put every system they liked in a game in one game. Thus making it very difficult to get the hang of it and very difficult to make any sence or balance it.

An other thing is big animations. If you have like monster combo, go for it, but don't annoy me with 30 second battle animations on minor element magic XD.
author=Trujin
An other thing is big animations. If you have like monster combo, go for it, but don't annoy me with 30 second battle animations on minor element magic XD.

DOITNOWWWW
<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3


---

- If I'm using normal attack over and over again with no thought needed; your doing it wrong.

- If states aren't useful on bosses to some extent; your doing it wrong.

- Much like normal attack spam, If I'm using a skill rotation over and over again; your doing it wrong.

- Monsters that one shot players at the start of a battle, and don't give the player a chance to fight back? F**k you.

- SKILL COOLDOWNS ARE AWESOME AND EVERYONE SHOULD USE THEM.
EXAMPLE: Fire II is on a 2 turn cooldown. My skill rotation:
~Fire II
~Fire I
~Normal attack
~Fire II
Repeat boss weakness until he/she changes tactics. If I'm spamming this for more than 5 minutes... you already know. =3
I don't like skill cooldowns very much. I mean I like it when it covers about 20% max of the available skills, preferrably 10% or less, AND affecting turn order, not skill usage blocking.
But I like skills coolup.(lol) I.E. skills that make the next turn come faster.
And... I don't think there's any MUST for any battlesystem out there. Heck you don't even have to have Hp, so long as you make it fun and rewarding.
author=JosephSeraph
I don't like skill cooldowns very much. I mean I like it when it covers about 20% max of the available skills, preferrably 10% or less, AND affecting turn order, not skill usage blocking.
But I like skills coolup.(lol) I.E. skills that make the next turn come faster.
And... I don't think there's any MUST for any battlesystem out there. Heck you don't even have to have Hp, so long as you make it fun and rewarding.
Umm, by 'skill cooldown,' I mean skill restriction. I don't want my players to spam FIRAGAGAGAJKAJAJA a million and one times. I want them to use different spells every once and awhile.

That's one way of stopping spell spam without limiting MP and making the game boring.

I mean, I'm I the only one that hates playing FF games, and having a bunch of useless spells? Okay, that's somewhat off-topic.
Restricting skills by taking them out of the player reach for a turn is, while a rather creative solution, not the best one.
It doesn't fix the problem, just works around it. The game shouldn't need to stop the player with a cooldown if the system is balanced well enough so that the spells sort themselves out.
Not to mention that depending on the game's skill / stat system I will want to blast FIRAGAGAGAJKAJAJA a million and one times. If, for example, you can design an equipment / acessory / rune / glitter magical board of status boosting and booze / etc. that boosts my fire spells and adds a drain effect to it, I'll be really pissed if I can't spam Firaga every turn. But that's just me, an obsessed minmaxer. xD
But my personal hate aganist cooldowns is just this, personal.
It doesn't stop the game from being great, it just stops me, and maybe a few other people, from enjoying it as much. xD

<3


(also, I love italics.)
author=JosephSeraph
Restricting skills by taking them out of the player reach for a turn is, while a rather creative solution, not the best one.
It doesn't fix the problem, just works around it. The game shouldn't need to stop the player with a cooldown if the system is balanced well enough so that the spells sort themselves out.
Not to mention that depending on the game's skill / stat system I will want to blast FIRAGAGAGAJKAJAJA a million and one times. If, for example, you can design an equipment / acessory / rune / glitter magical board of status boosting and booze / etc. that boosts my fire spells and adds a drain effect to it, I'll be really pissed if I can't spam Firaga every turn. But that's just me, an obsessed minmaxer. xD
But my personal hate aganist cooldowns is just this, personal.
It doesn't stop the game from being great, it just stops me, and maybe a few other people, from enjoying it as much. xD

<3


(also, I love italics.)

Interesting points.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
Skill cooldowns work out well in real-time systems, but they translate rather badly to turn-based systems because the concept of time is actually split into whole units of turns instead of seconds, which makes cooldowns much longer across the board than their real-time counterparts. Longer downtimes mean more stale combat and combat systems should never be stale.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Trujin
I dislike it when people try to put every system they liked in a game in one game. Thus making it very difficult to get the hang of it and very difficult to make any sence or balance it.

I don't think I've ever had this problem, I'm pretty indifferent. I have a friend who hates it when people don't put every system they liked into one game. In his words, there are just so many games that have one good system, but it's wasted and pointless because it's in such an otherwise mediocre game.

author=KingArthur
Skill cooldowns work out well in real-time systems, but they translate rather badly to turn-based systems because the concept of time is actually split into whole units of turns instead of seconds, which makes cooldowns much longer across the board than their real-time counterparts. Longer downtimes mean more stale combat and combat systems should never be stale.

This doesn't really make any sense. Adding skill cooldowns makes combat less stale, not more. It's not like you're doing nothing on the other turns. You're using different skills. It's not... downtime. It's time to use sword skills instead of explosives. The only potential "downtime" in a turn-based system is the time when you're thinking and deciding what to do, except, oh wait, no, that's the interesting part. In fact there's no downtime whatsoever because turn-based means it skips all the waiting and instantly jumps to the next turn at the end of the previous one.

I wonder what game you actually played with cooldowns where they created this kind of problem? I'm having a hard time even picturing it. I'm not denying it could exist, I just have never seen it occur and am curious what your experience was precisely. When people add cooldowns it's almost always to create more interesting combat tactics, so the player doesn't get bored doing the same thing every round, and also so the action feels like it's constantly rising up to these mini-peaks every few rounds. It's certainly possible to fail at doing that though, I guess.
It would only make the combat stale, if the player has only one skill, and that one has cooldown. But that's poor design. I would probably alt+f4 out from that game.
author=KingArthur
Skill cooldowns work out well in real-time systems, but they translate rather badly to turn-based systems because the concept of time is actually split into whole units of turns instead of seconds, which makes cooldowns much longer across the board than their real-time counterparts. Longer downtimes mean more stale combat and combat systems should never be stale.
Umm...
Remember that a turn cooldown is used to force the player to use different abilities. I'm not using a large cooldown of 5~ turns and what not.

Also, I'm using a free-turn battle system for my main project, turn CDs are a tad more important for balance reasons. I could be biased.



author=Scalytank
It would only make the combat stale, if the player has only one skill, and that one has cooldown. But that's poor design. I would probably alt+f4 out from that game.

Welp, in the beginning of my game, the main character has this skill rotation.

Dawnstrike, Grieving Dusk. Same ability to some extent with a 2 turn cooldown and are different elements (Holy and Unholy.)

My skill rotation:
Dawnstrike (assuming the target is neutral against Holy and Unholy.)
Grieving Dusk
Normal attack
REPEAT

Than there's a healing ability for new players. Easy to use, and fully heals the user until somewhat later in the game.

And say the monster was strong to Unholy, but weak to Holy.

Dawnstrike
Normal attack
DEFEND
REPEAT.

This gives use to my defend skill... so I don't take a lot of damage, and forced to heal.

You can't do this without a cooldown system. Because this is what a normal player would do without cooldowns
DawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrike
Use an ether...
DawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrikeDawnstrike

:|

I could be in the wrong, but this works fairly well for me.
author=LockeZ
author=Trujin
I dislike it when people try to put every system they liked in a game in one game. Thus making it very difficult to get the hang of it and very difficult to make any sence or balance it.
I don't think I've ever had this problem, I'm pretty indifferent. I have a friend who hates it when people don't put every system they liked into one game. In his words, there are just so many games that have one good system, but it's wasted and pointless because it's in such an otherwise mediocre game.

Complication Creep. You can have all the best features in the world. Guess what? They probably don't work very well together, and will probably make the player rage quit sooner rather than later. This happens A LOT with RM games.
LouisCyphre
can't make a bad game if you don't finish any games
4523
The cooldowns don't make it any less boring.

They just use the same boring skill rotation. Don't kid yourself.
author=LouisCyphre
The cooldowns don't make it any less boring.

They just use the same boring skill rotation. Don't kid yourself.
Welp.
author=Clareain_Christopher
EXAMPLE: Fire II is on a 2 turn cooldown. My skill rotation:
~Fire II
~Fire I
~Normal attack
~Fire II
Repeat boss weakness until he/she changes tactics. If I'm spamming this for more than 5 minutes... you already know. =3
You could argue that it's needlessly complicated.
author=Clareain_Christopher
Complication Creep.You can have all the best features in the world. Guess what? They probably don't work very well together, and will probably make the player rage quit sooner rather than later. This happens A LOT with RM games.


(Laughs nervously...)
author=KingArthur
Skill cooldowns work out well in real-time systems, but they translate rather badly to turn-based systems because the concept of time is actually split into whole units of turns instead of seconds, which makes cooldowns much longer across the board than their real-time counterparts. Longer downtimes mean more stale combat and combat systems should never be stale.

I think that is a very good point. Me personally, I understand the need for cooldowns, but when put into a game, the cooldowns need to be logical and necessary. For example:

author=Clareain_Christopher
- SKILL COOLDOWNS ARE AWESOME AND EVERYONE SHOULD USE THEM.
EXAMPLE: Fire II is on a 2 turn cooldown. My skill rotation:
~Fire II
~Fire I
~Normal attack
~Fire II

Sure, why not. But is there a plausible reason for why the character is using that sequence of events, aside from the fact that the developer wants to give the player a "chance to attack"? A good example is charge based attacks, similar to the charge attack that Bahamut uses in FFX-2. Bahamut is obviously giving up turns to charge because he has to conserve ample amounts of energy if he wants to unleash a energy barrage upon Yuna's skimpily clad body. He is making a notable sacrifice - He is giving up turns (allowing the player to buff by adding protect, or attacking his body), to use his strongest, unavoidable attack. He's not using a weaker skill "simply because".
I'm going to have my bosses think the way a player would - If you have plenty of MP to cast Fire II, why in God's name would you cast Fire I, or even stoop low enough to use a normal attack?

If you ARE going to have cool down attacks, make sure they are relevant. But, if the boss attacks are well-thought out and properly constructed, I believe that there won't be a need for specific 'cool down' attacks.

TANGENT

As far as battle systems, I'm all about flow. I have no problem with turn-based battles, but I am definitely a fan of ATB, or anything similar With turn-based games, I especially look for battles with more depth. It is so easy, especially in RPG maker games, for turn-based battles to become stale and stagnant. I expect a large degree of thought to be put into any game that is turn-based. Not saying that I wouldn't want that in an ATB game, it's just that you are constantly making decisions at a fast, unrestricted pace with ATB, which I believe adds to the difficulty of the battle system.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Uh, you don't want to include a gameplay element that's more fun unless you can explain it with the plot?

You're doing this game design thing backwards, man. It's supposed to go the other way around.
author=m4uesviecr
Sure, why not. But is there a plausible reason for why the character is using that sequence of events, aside from the fact that the developer wants to give the player a "chance to attack"? A good example is charge based attacks, similar to the charge attack that Bahamut uses in FFX-2. Bahamut is obviously giving up turns to charge because he has to conserve ample amounts of energy if he wants to unleash a energy barrage upon Yuna's skimpily clad body. He is making a notable sacrifice - He is giving up turns (allowing the player to buff by adding protect, or attacking his body), to use his strongest, unavoidable attack. He's not using a weaker skill "simply because".
I'm going to have my bosses think the way a player would - If you have plenty of MP to cast Fire II, why in God's name would you cast Fire I, or even stoop low enough to use a normal attack?

If you ARE going to have cool down attacks, make sure they are relevant. But, if the boss attacks are well-thought out and properly constructed, I believe that there won't be a need for specific 'cool down' attacks.

TANGENT

As far as battle systems, I'm all about flow. I have no problem with turn-based battles, but I am definitely a fan of ATB, or anything similar With turn-based games, I especially look for battles with more depth. It is so easy, especially in RPG maker games, for turn-based battles to become stale and stagnant. I expect a large degree of thought to be put into any game that is turn-based. Not saying that I wouldn't want that in an ATB game, it's just that you are constantly making decisions at a fast, unrestricted pace with ATB, which I believe adds to the difficulty of the battle system.

I'm using cooldowns to force player characters into different spells. You would never cast Fire I if you have Fire II. But if Fire II is on a cool down, you're forced to, unless you want to lose dps.

It also takes a bit of thought to rotate between several spells and keep track of MP.

Cool downs for monsters is mostly used to make balancing easier, and of course you don't need cool downs. But they can add a lot to a battle IMO.
author=Scalytank
It would only make the combat stale, if the player has only one skill, and that one has cooldown. But that's poor design. I would probably alt+f4 out from that game.


This could be potentially fun, if done right, though.
With interesting equipment, items and stuff.

author=Clareain_Christopher
I'm using cooldowns to force player characters into different spells. You would never cast Fire I if you have Fire II. But if Fire II is on a cool down, you're forced to, unless you want to lose dps.

It also takes a bit of thought to rotate between several spells and keep track of MP.

Cool downs for monsters is mostly used to make balancing easier, and of course you don't need cool downs. But they can add a lot to a battle IMO.


Now that I think of it it would be interesting and not so rage inducing for me if, for example, ~every spell~ save a First Aid or something had a set cooldown, unchangeable for the whole game.

But still I like Charge Time much more. Makes a bit more sense.

However why limit the player's choices instead of making them actually interesting?
And @LockeZ I don't remember the games anymore, that was quite a while ago =/
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=LouisCyphre
The cooldowns don't make it any less boring.

They just use the same boring skill rotation. Don't kid yourself.

Although you might stubbornly refuse to believe it, repeating a 45 second loop is actually objectively less repetitive than repeating a 5 second loop. Try it with audio files on repeat, and see which one you get sick of faster.

Also, for a different perspective, watch this video about pacing, created by someone way smarter and better at game design than you (or me).


One other common thing that I really enjoy in combat systems is multiple goals, or multiple resources, which have to be balanced against each-other. If you only have one thing to really do, it's easy to do it at maximum effectiveness all the time once you figure out how. If you have two or three or five or eight things you're worrying about - winning before an enemy enrage timer, not running out of MP, keeping aggro on the tank, keeping the tank alive, keeping your buffs up, avoiding stuns, trying to fill your IP gauge, stealing all three of the enemy's rare items - then the choices become a lot less obvious and I actually have to decide things as a player instead of just do them. And that's more fun, for me as an RPG player.
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=LockeZ
author=LouisCyphre
The cooldowns don't make it any less boring.

They just use the same boring skill rotation. Don't kid yourself.
Although you might stubbornly refuse to believe it, repeating a 45 second loop is actually objectively less repetitive than repeating a 5 second loop. Try it with audio files on repeat, and see which one you get sick of faster.


Cute, but you can do better. You shouldn't be sick anything before it's finished. That means it's outstayed its welcome.

If you're going to have cooldowns, use them to their fullest. By the time you finish a "rotation", the combat situation needs to have changed to require reassessment. At that point, though, you have to ask yourself why you're not doing this every round.

I look forward to your next strawman.
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