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What's the best way to make turn based rpg combat not boring?
ATB? A parry system? Action commands like in paper mario?
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Bush coded.
>>
There are those for whom turn based combat was imprinted on as a child, and those who were not. There's no way for guys like us to enjoy it since we missed out on turn based RPGs in our formative years.
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>>749703024
I honestly think the Mario and Luigi handheld games got it right. There was never a dull moment in those games. Especially Bowers inside Story.
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You can not make turn based combat not boring.
There is no "sweet spot" between mindless grind boring, and tedious menu-sifting busywork boring.
You keep it simple and easy so battles end in seconds and players get to see the story.
The player should be able to mash the Attack option for 99.9% of fights and heal when necessary, and that's it.
Any sort of challenge is to be reserved for optional side content, wherein you can fuck around with whatever tertiary equipment/ability mechanics.
>>
You cant. If you dont like them then they arent for you, which is fine theres millions of other games out there for you.
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I expect this thread will only contain discussion about rpg combat.
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>>749703024
>What's the best way to make turn based rpg combat not boring?
initiative determined after commands entered
never "select the command when it's this party member's turn"
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>>749703024
Just remember that shit like status effects and passives exist.
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>>749703962
Sorry player. Those don't apply to bosses!
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>>749704010
Then make them. Also, what fucking game has passive immunities? That sounds like it could be cool if done right, and absolute horseshit any other way.
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>>749703024
Switch members without losing a turn and make system more about synergies and weakness instead of brute force.
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>>749703024
Turn based combat isn't boring. You are.
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The best turn based combat is, unironically, OG FFVII’s.
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>>749703024
Make juggling status effects and buffs more impactful, and heavily reduce singular characters' power variety so that team composition becomes more important
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>>749703024
sexo
>>
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>>749703024
A while back I had the idea of an "intra-turn" or "cross-turn" action where it basically works like this
>Every player party member starts the batte with a number of extra actions
>At any time, be it their turn or the enemy turn, they can use one of their actions to perform a turn whenever they want
>This turn interrupts the current turn, and works on a timer, if you input aa cross-turn but don't select an option fast enouh your character will do nothing and you lost your resource
>Different characters have different amounts of cross-turns per battle
>Certain enemy spells can take away cross-turns, certain spells restore cross-turns, others grant you additional ones, or gives you a short buff where you can execute 2 options per cross-turn
>You can increase cross turn amount via natural story progression upgrades or optional dungeons

One scenario i thought that would be created from this mechanic is:
>Support character puts barrier that reflects physical attacks on DPS character
>Boss applies the same barrier to himself
>Boss attacks DPS and their attack gets reflected
>Attack gets reflected again
>Support character triggers cross-turn and applies new barrier to DPS
>Attack gets reflected again towards Boss and he takes massive damage because of the reflect damage multiplier
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>>749703024
make it more like paper mario and less like persoyna shit.
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>>749703024
pokegirls love me only and have sex with me only and not weak loser nerds who play their game!
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>>749703024
Remove healing and focus on damage mitigation
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>>749703024
>turn based rpg combat not boring
baldur's gate 3 and xcom2 did it, so just copy that!
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>>749710102
yes, loser nerd gameboys want to be girls or are a little gay. it's why video game and anime girls love me only and have sex with only me
>>
>>749710102
giwtwm
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>>749703024
I played pic related that tried to do that and it was utter dogshit. If you feel the need to come up with compromises for turn-based systems then don't make/play turn-based games.
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>>749703024
Tough battles. "Easy" battles should be auto complete
>ATB
FUCK no
>Parry
Are you trolling or just have shit taste?
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>>749703626
>I hate turn based games
>Here is my dogshit opinion on the topic
Thanks retard
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>>749704010
Good turn based games let you status bosses. I just finished EO2 and hexer (status spam) was the MVP for bosses and the giga MVP for random encounters and mini bosses.
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>>749705883
This is why EO and their bind system and allowing bosses to get statused is best modern turn based game mechanically
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>>749706117
that sounds like the boost system in xenosaga 1
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>>749710590
Virgo vs. the Zodiac has great combat.
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>>749710529
I mean it is asking you the question.
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>>749712249
Fuck you.
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SMT V: Vengeance was fun and it is strictly turn based in combat. Just design better combat systems.
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>>749703024
remove the rpg part
see strategy games
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Just make the animations punchy and fast with great feedback. That's all it takes. See >>749713389
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>>749713389
what does that game specficially do to make its combat system good? i havent played it
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are you making a game, too, anon?
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>>749704010
Works on my machine.
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>>749710595
>Are you trolling or just have shit taste?
Worked for Black Souls.
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>>749703024
That's just how you make turn-based appeal to ADHD people I enjoy it occasionally and Mario & Luigi: SS is one of my favorites
All you need to make it not boring is to have actual depth and choices to make. Too many turn-based rpgs have the pattern of
>mob battle: spam basic attacks
>boss battle: spam your highest DPS while healing enough that you can't get killed the next turn
Puzzle-like strategies, strict hp/mp amounts, complex ability usage, shifting enemy states/strategies, etc. Just do something to get that neuron activation.
On the ADHD side you might enjoy looking at A Song of Sunlight, which uses a turn-based version of Dark Souls combat and then puts it on very strict timers so it almost feels real-time.
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>>749703024
>What's the best way to make turn based rpg combat not boring?
make it really annoying so players have no time to get bored.
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>>749703024
Four bitches in a diamond, full stop.
>>
Rosa sex
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>>749703024
>Action commands like in paper mario?
Yeah, that. Aside from that, the best turn-based rpg I played was Bravely Default because it did fun stuff with the mechanics. But I've seen a lot of games try similar systems and they didn't grab me as much, so I'm not sure why BD's combat worked so well.
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Bro what if monopoly but atb and action commands bro go to jail? No i just parried it.
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>>749703024
add sex
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>>749716074
Enchant Farm felt like the right amount of difficulty, complexity, and pushing mechanics to their limit without being unreasonable.
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>>749703024
Keep it turn based but just add nice effects and feedback when you press buttons or use abilities.
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>>749716074
>>749718963
>Shill Farm poster at it again
C'mon man. No one wants to play this trash.
>>
>>749703024
snappy presentation
it's what Persona 5 excelled at and why I wanted to die when I played WoFF
>>
>>749706117
Feels like the trails system in a way
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>>749703024
Just make the enemies dangerous enough that you can never afford to get careless. Dungeon crawlers tend to be good with this.
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>>749703024
You gotta turn the combat into producing big number engines. People love when planning pays off.
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>>749703024
Legend of Dragoon's combo system
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>>749703024
Make it about resource management. That way combat is not a question of whether you did enough grinding before meeting the boss, it's a question of whether you were efficient enough to have the stuff you need to fight the boss with.
>>
>>749703962
I don't see more rpgs dont capitalise on status effects on bosses. It'd be siq if instead of having blanket immunity, if like dropping a poison on a boss healed it instead or you need to stack attack buffs on a boss and hit it with a deflect to kill it
>>
>>749703024
Don't care about systems, I only want to fuck and impregnate Rosa.
>>
>>749715591
>Worked for Black Souls.
Are you trolling or just have shit taste? Black souls is a 2-3/10 game and BS2 is a 5-6/10 game
>>
>>749703024
>>>/vp/
>>749703096
This is why no one likes you freaks
>>
>>749730201
Bampu
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>>749703024
>ATB? A parry system? Action commands like in paper mario?
None of those are turn-based, poketranny.
>>
>>>/vp/
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You need dungeon-rpg or roguelike logic, making it so that the choices you make, the ressources you spend have an impact beyond just the current encounter.
>>
>>749703024
Make it toggleable like Pathfinder's games
Or do whatever BG3 does
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Make it an autobattler like Guildpact or Dominions with turn breaks.
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>>749713389
Man everyone hyping up Metaphors combat system and it just ends up being a worse SMTV made me drop it. Vengeance actually made me go in and fuse some busted shit due to just finding the systems at play fun instead of just getting by with something slightly better.
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>>749703024
>Don't...
... make every encounter into a miniboss. That's just annoying, even if you fully heal the player after they are done. I have seen some indies try this approach, but it's not going to be fun unless the game is very short.
... rely too much on puzzle design or snowball mechanics(e.g. SMT press turn). Neitiher of those add interesting challenge, they just force you to play in a certain way that's usually not even difficult to figure out.
... replace proper RPG mechanics with action ones. If I wanted to do timed parries, dodges and combos, I wouldn't be playing a turn-based RPG. The whole point is the abstraction and tactical gameplay.
... make every party member play the same, you have a lot you can use to differentiate them: stat spreads, abilites, what they can equip and other unique mechanics. It also helps with characterization.
... give the player too many freebies. Both in terms of items but also free ways to restore the party, if every dungeon is essentially safe and you can fight encounters forever, then there's no real point in having encounters at all.
... obscure useful information. A good half of the gameplay is party building, and I shouldn't need to read a wiki only to figure out what the "Luck" stat does and whether it's worth investing any points in it. You could include something like an in-game guide.

>Do...
... make encounters that mix enemies with different threat levels, so there's an element of knowing which targets to prioritize and possibly neutralize with statuses if you can't quickly kill them.
... consider how useful each ability in your party is. Ideally have no useless/one-off skills.
... reward exploration with unique items to find, or other fun stuff. It's great to find things like hidden areas, or take a sudden detour that might not advance the main quest.
... rely on buffs/debuffs/passives, but not the point of having unwinnable battles if you aren't using all of these.
>>
>>749703024
just keep it as it is. Not everything needs to be same. I like regular turn based games, to an extent ATB or ones like paper mario or mario rpg had.



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