How would you fix turn based JRPG combat? Let's brainstorm ideas

How would you fix turn based JRPG combat? Let's brainstorm ideas

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Not everything has to be an action game, zoomzoom

>How would you fix turn based JRPG combat
what's wrong with it?

Genuinely what's the issue?
Even if there was one, I'd just say ATB exists and fixes any problem you'd have while keeping the feel of turn based combat.

Remove all ATB cancer from the ones that have it. Fixed.

add more naked lolis

ATB isn't turn based.

Done.

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I wouldn't change it, I would just have an alternative to combat to level up, maybe something like the ability to pay for training from NPCs

HOLY MOTHAFUCKING BASED AND REDPILLED

Valkyrie Profile 2.

Isn't that based in thousands of micro-turns?

shorten the turns down to something like 5ms

how come only rpgs have turn based systems? why are there no turn based racing games or flight simulators?

As long as there's an interesting gimmick to it turn based is fine. I wish we had more Medabots RPG clones, they have a really interesting turn based combat system that links health pools to your attacks and incorporates speed without being in real time.

Combat needs to be deeper. Much deeper than just spamming attack or elemental spell that enemy is vulnerable to while buffing shell/protect for bosses.

Formations and movement like in SRPGs like FF Tactics are one option. You can make the map smaller so that battles don't take overly long. This would also make ranged characters more than just someone who doesn't run to the enemy in its attack animation.

You could also make debuffing enemies more viable, since usually they are not worth casting as the strong ones are immune anyway.
Introduce more damage over time spells besides poison. Make classes that completely focus on debuffs and DoTs.
Make a class mechanic that revolves around stealth and backstabbing to differentiate thieves from warriors.
Make summons persistent meat shields that become a unit in combat instead of just a large aoe damage spell.

considering you think that "turn based combat" is bad/needs to be fixed you just want an action game
if you want to turn it into an action game while also keeping what makes the turn based gameplay good than FF7R seemingly does this perfectly based on the demo

otherwise there is nothing to fix. Play a harder game or just make the game harder for yourself by not overleveling and you already have an engaging gameplay in any turn based game.

Yeah, but you get to move your party around and attack like an action game, but with all of them. Turn-based action RPG.

>racing games
I remember simulator mode or something in gran turismo being like this
>flight simulators
It would defeat the purpose

By making the player and enemy share turns.

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Also, Xenosaga had some good ideas with action points and the whole break mechanic in XS2, however badly executed. AGWS (mechas that you can ride in combat but cannot be healed easily) were also a great mechanic.

why fix what isn't broken?

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Probably because the original RPGs are based on shit like Dungeons and Dragons which are turn based not real life events unlike the others.

Would be interesting to see someone try something like a turn based racing game though now that you mention it.

Oh yeah, you completely forgot that all board and card games are turn based, and many puzzle and strategy games are also turn based

ATB is literally the worst of both worlds
Who the fuck thinks adding a timing element to navigating menus is a good idea?

My BNigga.

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Plenty of strategy games are turn based.

Etrian Odyssey has a great battle system. Has turn-based combat.

the problem isn't it being turn based, the problem is the menu-based combat
Menu combat is boring as fuck
Of course, this brings up the problem of how to make a turn based game with menus

Toribash is a turn based fighting game.
Turn based racing is just board games, and what would you even accomplish with turn based flight sims.

The problem with making it more in depth is that it kills pacing and makes regular encounters a chore, if every fight is as hard as a boss and every boss is as hard as a superboss the game becomes a slog.

I know this question has been asked every time this franchise was mentioned in threads like these, but can these games really considered turn-based
>but user the game itself uses-
Games get terminologies wrong every time. What's to differentiate its system from an action game with skill cooldowns?

You could have fewer but more meaningful battles. SPRGs often do this. Make a bunch of hand-designed main encounters, and then a designated farming spot with respawning enemies if the player wants to grind more XP or money.

Why not make a game solely about boss battles?

Depends. which one? There's ATB, Press-turn, traditional each member turn, traditional party vs party turn, Press-turn variants, ATB with positioning (Grandia), Traditional with positioning (Quest 64),
You have a lot of sub-categories here.

I actually think a JRPG boss rush would be a neat idea, but you would have to make sure you get enough money and experience from bosses so regular encounters aren't needed.

>all those systems that somehow work well together
a miracle?

Nah there's nothing wrong with it. PC turn based games can avoid using menus all the time because you can click anywhere with the mouse but doing this on a console is nothing but cumbersome, menus are the most convenient and fast-paced way to handle it.

Mentioning Battle Network/Star Force is cheating, and you know that.

We need more JRPGs with the combat from Mario and Luigi SSS.

I wish more games made use of simultaneous turns.
Just let you and the enemy queue up a bunch of actions then let it all play out.
Chaotic fun, especially with a large party of dudes.

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CCGs are turn-based. Like Magic, Yu-gi-oh, etc. Hell even normal card games like solitaire and shit

Board games too, which are easily translated into videogames

Make more shit like One Way Heroics. Turn-based that can go so fast that it feels like an action game if you want to speed run it

Why should we fix it? It's not broken.

Combat in those games becomes a slog when there are more than 2 party members are involved.

I think some games add twists to it that are really interesting. Darkest Dungeon with the positioning element, for example, or Bravely Default's Brave thingie. I like those.

Yeah, I know. I just want a nice adventure between two characters.
You can also take Paper Mario's combat. You got the main guy who is always the same, and can choose between different secondary characters.
Or just let the player create any pair of characters they want.

Epic Battle Fantasy has a boss rush mode in its endgame and it's always a fun challenge.
This made me realize that JRPGs rarely have endurance tests like boss rush or multiple waves. When they do it's usually a set piece for story reasons.

Zoomers will be the last nail in this boards coffin, Jesus Christ.

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>499186384

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By leaving it alone

I wouldn't

Already fixed.

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Larian already fixed it; there are so many combat variables that you spend most of your time thinking about your strategy instead of just waiting your turn so you can mash the attack command again

I really won't change anything.
Quick, flashy, intense, and with lots of options. Also epic music.
Golden Sun is one of my favorite jrpgs.

There's nothing to fix. Just give more variety and better balance so you're not just using the normal attack command 80% of the time.

>grid based combat

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"so many combat variables"

Height and armor in DOS2 wow so hard, most of the time you already know you won the battle and just have to wait 2-3 full turns before you can finish the battle.

Technically yes, but it's turn based and an evolution of the type of game OP posted.
If you don't like grids then what about this? :^)

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Golden sun got a lot of things right. Changing your abilities by using them is a good way to spice up the genre. Higher stats VS better move usage is a nice trade off.

This is a random little hunch, but what about making RPGs involve damage in the single digits for both parties? Like, you deal 2 damage each attack as does the enemy, and your HP is both very low as a result. Even regular encounters can get spicy with multiple enemies racking up damage!

And hard modes are always nice too. Like, take that and make a hard mode have like each individual enemy's HP being multiplied from 1.5 to 3 times as much compared to its usual amount, enemies dealing double damage, enemies having and using items to fuck you over, better enemy AI, ect.

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>Let's brainstorm ideas
Why?So you can steal them,pass them off as your own to your superiors and profit from them?

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Eliminate most of the random encounters, something like Pokemon Sword/Shield did (you can see the "random" encounter and is not hard to avoid it).
Make every battle significant, where you need to think and analyze your enemy and not just spamming STRONG ATTACK!.
Make that strategy > grind, include a lot of speed control spells/skills, ailments like burn/poison/freeze usefull against bosses but not broken.
Remove "surprised" mechanic, the one that makes your team move last/first.
Every character is unique, you can't have all party members being omnipotent.

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Then great new games are made and we all profit. It's not like you will ever develop a game.

Lower scaling interests people less, plenty of MMOs scale their damage up because their product is dying (Runescape comes to mind).

1. ATB is not turn based
2. There're hundreds of turn-based and speed-based JRPGs where combat systems have almost nothing in common with each other. What system exactly are we going to fix?