- Aug 10, 2012
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I think the appeal of ATB, as Wavelength describes it, makes perfect sense. Especially when talking about the need of a good battle interface. But ATBs are only fun for me when it's PvP. I don't care when I'm up against AI. They're choosing attacks in a fraction of a second. It's not like the AI has to spend time thinking or sifting through menus to choose their attacks. To me, this puts the player at a disadvantage through the existence of the ATB system alone. I would consider this to be "Fake Difficulty."A good battle interface is necessary for ATBs as well as any game with active elements (ABS's, MOBA's, RTS's, Fighting Games, etc.). If it takes the player 14 clicks to select the skill they want to use, of course they're not going to use it in an ATB (or MOBA or RTS or Fighting Game). Hotkeys, friendly scrolling, large grids with readable icons, etc. are helpful in designing a good ATB.
BTW, this actually made me laugh. That was hilarious.There was one final boss battle where I was about 20 minutes in, had got to the point where the battle was going to be mine in just a couple of turns, and then I had a small sneezing fit. During that time enemy healing took place, the boss's mega skill got charged up and I ended up with Game Over. No, not ever again.
And thanks for the great feedback guys. I love topics like this. I've almost read the entire thread.