SIDEVIEW: TURNBASED OR ATB?
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In any battle system where the characters are facing to the side, in 2k3,XP,or VX,
which do you prefer? The turn based battle system where the order of actions are based on the speed of the battler, or the ATB, whenever your gauge fills up, you may act,(based on speed of course) and there are many ways to stop enemy progression or enhance yours.
I personally prefer Turn based, for scripting reasons and battle reasons. The ATB kind of reminds me of FF4 up, so I try not to use it. The turn based may have less action but gives you plenty of time to plan your strategies.
which do you prefer? The turn based battle system where the order of actions are based on the speed of the battler, or the ATB, whenever your gauge fills up, you may act,(based on speed of course) and there are many ways to stop enemy progression or enhance yours.
I personally prefer Turn based, for scripting reasons and battle reasons. The ATB kind of reminds me of FF4 up, so I try not to use it. The turn based may have less action but gives you plenty of time to plan your strategies.
ATB is my most hated battle system. Ever. Unless it's like Grandia but that's like a CTB hybrid so w/e. Turn Based is better.
I like either, but sideview is graphics, and has nothing to do with battle system at all. I ALWAYS use sideview battlers in any project I do, and I have done both ATB and CTB (and even used VX's default battlesys). So this question is kind of pointless.
ATB is a poorly used way to control battles. It's original purpose (based on FF4, the first game I know of that used it) was to break up the old party turns and to try and throw timing into battles but it did a pretty poor job at both. It works better when played to its strengths, like waiting for multiple characters to get a turn (dual/triple techs in Chrono Trigger) or... I'm sure there's other uses for it, I just can't think of any where the ATB would excel. FF10 and FFT's style of turns is pretty much better in every way. In a way they are ATB except there's no waiting for gauges to fill, the game pauses when a character gets a turn so you can plan out your actions, and you can see who's turn is coming up.
The best solution is to look at how you want battles to flow and pick the best way of controlling and timing battles to accommodate that flow. Don't pick one because of its momentum in other games; look at what that mentality did to FF9. This has been a curse of so many RPGs it's depressing to see another ATB game that uses it for no good reason beyond imitating FFs.
The best solution is to look at how you want battles to flow and pick the best way of controlling and timing battles to accommodate that flow. Don't pick one because of its momentum in other games; look at what that mentality did to FF9. This has been a curse of so many RPGs it's depressing to see another ATB game that uses it for no good reason beyond imitating FFs.
FFX and FFT are CTBs. (Count Time Battle System/Charge Time Battle) A best example of it, imho, is Mana Khemia.
Grandia is an ATB....but at the same time it isn't, it's like a Psuedo CTB and it works really well.
FF ATB or ATBs in general all look like some pointless waiting for actions. CTBs are better because the stronger the skills are, the more delay they add to your timer, the longer your turns take, etc. You can be incredibly creative with it.
Grandia is an ATB....but at the same time it isn't, it's like a Psuedo CTB and it works really well.
FF ATB or ATBs in general all look like some pointless waiting for actions. CTBs are better because the stronger the skills are, the more delay they add to your timer, the longer your turns take, etc. You can be incredibly creative with it.
Quick question on that. Is there any way to 'force' the gamer into turn based on rm2k3?
I came up with a joke scenario where, in the beginning of the game, you're told to switch to wait OR ELSE!!
Then after you exit the menu, you're met with a boss fight where you have 1hp, and the boss has 1hp, and you're JUST barely faster than the boss, but if you're not in wait, there's no chance to survive.
I thought to myself, AHHAHAHAHAHAH EAT THAT!
Then I realized they can switch back anytime they want...
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On topic - the only time I felt that ATB was an advantage was playing FF10-2 where I could interrupt an enemy in the middle of its attack by 'saving' a party member's turn for the right moment.
Other than that, I can't think of any reason not to use turn based. ATB often turns into an optimizing fest where you don't think much and try to click as fast as possible.
I came up with a joke scenario where, in the beginning of the game, you're told to switch to wait OR ELSE!!
Then after you exit the menu, you're met with a boss fight where you have 1hp, and the boss has 1hp, and you're JUST barely faster than the boss, but if you're not in wait, there's no chance to survive.
I thought to myself, AHHAHAHAHAHAH EAT THAT!
Then I realized they can switch back anytime they want...
======================================================
On topic - the only time I felt that ATB was an advantage was playing FF10-2 where I could interrupt an enemy in the middle of its attack by 'saving' a party member's turn for the right moment.
Other than that, I can't think of any reason not to use turn based. ATB often turns into an optimizing fest where you don't think much and try to click as fast as possible.
CTB for the win.
Actually, ATB has its potentials, but it requires some UI adjustments to be "good", imho.
The best example would be a style where the turn progression stops when a character can act, but you can let it go by pushing a button.
This way, you're able to let characters wait for the best moment to act (which is the one thing ATB can do and CTB doesn't) and you will be able to controll the flow of the battle.
RPGMaker2003 "wait" ATB style is just pointless: having a bar who stops every time a character can act is equivalent to a basic CTB system where you have to wait for no reason.
Still, I find it way better than "everything happens too fast for you to use any kind of strategy, and turn progression depends more on the length of battle animations than on the characters' AGI stat", FF9-like mode. God, how much I hated that game's battles.
Actually, ATB has its potentials, but it requires some UI adjustments to be "good", imho.
The best example would be a style where the turn progression stops when a character can act, but you can let it go by pushing a button.
This way, you're able to let characters wait for the best moment to act (which is the one thing ATB can do and CTB doesn't) and you will be able to controll the flow of the battle.
RPGMaker2003 "wait" ATB style is just pointless: having a bar who stops every time a character can act is equivalent to a basic CTB system where you have to wait for no reason.
Still, I find it way better than "everything happens too fast for you to use any kind of strategy, and turn progression depends more on the length of battle animations than on the characters' AGI stat", FF9-like mode. God, how much I hated that game's battles.
author=Archeia_Nessiah
FFX and FFT are CTBs. (Count Time Battle System/Charge Time Battle)
Just so anyone else cares, another long term for CTB is "Conditional Turn-Based" battle system. (in reference to FFX only, anyway).
I'm going to split the question into two parts since they have no bearing towards each other.
Sideview?
From a developer's standpoint, no: It's annoying to get together all the appropriate sprites. From a player's standpoint, yes most of the time since it's usually flashy and eyecatching in a good way.
ATB?
No, I prefer turn-based; ATB and its cousins usually end up with me being rushed through battles when I want to take my time.
Sideview?
From a developer's standpoint, no: It's annoying to get together all the appropriate sprites. From a player's standpoint, yes most of the time since it's usually flashy and eyecatching in a good way.
ATB?
No, I prefer turn-based; ATB and its cousins usually end up with me being rushed through battles when I want to take my time.
What I like about ATB is not being able to go make myself a sandwich during a battle, i.e. it resembles, a little more, a real battle, , illusion of action. In fact they're not very different as GRS points out, because the game pauses when an action is starting.
The ATB in VX anyway, is very incompatible with a lot of things, just the ATB itself.
A lot of headaches would have went away if I knew that was the problem.
A lot of headaches would have went away if I knew that was the problem.
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
GRS is correct that the reason ATB was originally invented was to make battles feel more "actiony" so that timing and reflexes played a part. The goal was to make RPG combat more exciting.
My primary reason for using ATB in my RMXP game is quite different. I simply like having the ability for stats or status effects to modify how often you get a turn. My game is permanently set on wait mode and there is no option for active mode, because my goal is to promote strategic planning of turns, not to make the player think and react quickly without time to plan out a strategy. (Also, the turn gauges fill up about 15x faster than the RM2K3 turn gauges. Fuck RM2K3's turn gauges.)
An FF10 or FFT style system, which is usually called CTB, would do the same thing for me. Actually, a CTB system is just a wait-mode ATB system with a really fast turn gauge. So fast that it only takes 1 frame, and thus the game doesn't bother to show it.
Complaining that ATB is slow is a stupid complaint. ATB isn't slow. RM2K3's default battle system is what's slow. In any engine where you actually have a choice of battle systems, ATB can be whatever speed you want it to be.
My primary reason for using ATB in my RMXP game is quite different. I simply like having the ability for stats or status effects to modify how often you get a turn. My game is permanently set on wait mode and there is no option for active mode, because my goal is to promote strategic planning of turns, not to make the player think and react quickly without time to plan out a strategy. (Also, the turn gauges fill up about 15x faster than the RM2K3 turn gauges. Fuck RM2K3's turn gauges.)
An FF10 or FFT style system, which is usually called CTB, would do the same thing for me. Actually, a CTB system is just a wait-mode ATB system with a really fast turn gauge. So fast that it only takes 1 frame, and thus the game doesn't bother to show it.
Complaining that ATB is slow is a stupid complaint. ATB isn't slow. RM2K3's default battle system is what's slow. In any engine where you actually have a choice of battle systems, ATB can be whatever speed you want it to be.
The only way to do ATB properly, in my opinion, is to have it be fully open - see FFX-2 or FFXII, where multiple actions can happen at a time. The best version would be FFXII and FFXIII merged; the ability to change the active character, more rigid character classes (or just use International Zodiac Job System's narrower license grids), and focus on FFXIII's only cost for most abilities being the ATB gauge itself. Utility abilities cost TP, which was mostly fine, but your constant-use abilities cost the prominent feature of the system: time.
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
Like Craze, I definitely like the use of time as a primary cost for abilities. However, WoW does something I really like - it has spells with different powers, different MP costs, and different time costs, all at different ratios. So you have one spell that has a normal power and low time cost but a high MP cost (making it the most time-efficient), one spell that has a high time cost and high power but normal MP cost (making it the most powerful spell), and one spell that has a normal power and normal time but low MP cost (making it the most MP-efficient). I think the use of multiple resources helps add a lot of strategy in a way that's both very simple to understand and also makes you think every turn about what resource you need to conserve more - and is my primary reason for preferring battle systems that use time as a resource, especially as a resource that different spells and abilities use different amounts of.
author=Archeia_Nessiah
FF ATB or ATBs in general all look like some pointless waiting for actions. CTBs are better because the stronger the skills are, the more delay they add to your timer, the longer your turns take, etc. You can be incredibly creative with it.
Different skills having different delays is not a defining feature of CTB at all. Several ATB FFs including FF4 also had different delays for their skills.
author=murrayauthor=Archeia_NessiahDifferent skills having different delays is not a defining feature of CTB at all. Several ATB FFs including FF4 also had different delays for their skills.
FF ATB or ATBs in general all look like some pointless waiting for actions. CTBs are better because the stronger the skills are, the more delay they add to your timer, the longer your turns take, etc. You can be incredibly creative with it.
I don't recall FF4 having the same skill effects like in Mana Khemia's CTB ( which is what I actually meant by being creative. If you watch it all, you'll see what I mean soon enough) and the ability to control your "delay"/"speed" freely. I was referring more to how you can move more...stream-liney than WAIT FOR TURN, Chooses an Action, Wait for a bar to fill in again for the action to happen (HELLO V&V) or yeah *shrugs*
I love ATB, because really, turn based, it's just you, select what your player does, then it goes onto playing, and sometimes it takes so much pp and takes so long, that it ends up being a button spamming time.
Sure those problems are in ATB too, but it looks way better, and it allows a strategy to form, where, instead of strategy based off of spells, attacks, and gaurding, ATB uses all that plus characters, EX.:
Turn-Based player:"Well, I have this fire spell, and we are up against an ice monster, I guess I'll use that and just attack normally with my ice mage!"
ATB player:"Well, my ice mage is going up first, and all the spells she has, plus anything she will do other than gaurding and row, will heal ice type beings...but I don't want her to gaurd because she has incredibly low defense, and has low hp, meaning evem while gaurding she'll die! Maybe I'll use her turn by pressing the row button and switching the characters out. then I can attack the monster with fire!"
Sure it doesn't give you enough time for strategy, but at least it will allow you to make a better strategy than a turn-based battle does with the turn-based restrictions!
Sure those problems are in ATB too, but it looks way better, and it allows a strategy to form, where, instead of strategy based off of spells, attacks, and gaurding, ATB uses all that plus characters, EX.:
Turn-Based player:"Well, I have this fire spell, and we are up against an ice monster, I guess I'll use that and just attack normally with my ice mage!"
ATB player:"Well, my ice mage is going up first, and all the spells she has, plus anything she will do other than gaurding and row, will heal ice type beings...but I don't want her to gaurd because she has incredibly low defense, and has low hp, meaning evem while gaurding she'll die! Maybe I'll use her turn by pressing the row button and switching the characters out. then I can attack the monster with fire!"
Sure it doesn't give you enough time for strategy, but at least it will allow you to make a better strategy than a turn-based battle does with the turn-based restrictions!























