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The removal of numerical AP. You can't easily track a character's AP gaining any more. Instead of listing how much AP you have towards an ability, you just get a bar showing how far along you are. Unless you want to keep track of how much AP you get for each mission on your own, you can't accurately track your AP gains. Why?
Does it matter? You get whatever AP you get. You have a general idea of how much you need to finish learning an ability.
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The new Exp system. I have no clue how the hell this thing works. The Exp seems to have little to no correlation to participation in battle, and the MVP system is so random it hurts. Most battles have no MVP at all, and those that do are often awarded to the less active characters in the battle.
I'm pretty sure the exact opposite of that is true.
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The removal of location icons. The new area/location system is fine. I don't mind losing the Area Search feature. But why couldn't they give every area an icon? I find the world a lot less interesting when the entire thing is a bunch of identical blank circles.
Nitpick much?
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The removal (or delay) of random battles. The second plot mission in FFTA unlocked the clan wars and the random wandering battles. I've done six missions so far, still no random combat (or new characters, besides Adelle) to be seen. Given that it seems that the area travel system was designed to let people bypass unwanted fights by going from area to area, instead of location to location, I'm curious as to why in the world there is no random combat to be seen as of yet.
It comes around the same time as the "Auction" system comes into play.
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The bazaar system. Actually, I really like the idea behind the bazaar system. Letting people see what they need to get the new items and letting those new items be unlocked for purchase instead of just getting one and then having to collect all the items again is great. But the system has become very, very unbalanced. I have several extra weapons that can't be used, and I have several classes that are still at their starter equipment. I have yet to find any way in this new system to get new abilities for my Black Mage, and my White Mage has only just acquired his second weapon, and it is Cura!
It's too early for your to have second level black magic yet. You might as well complain that you don't have Ultima.
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What the heck happened to Shell and Protect?!
Green Mages learn them. That's what Green Mages do. Status magic.
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FFTA may have had some problems with getting weapons, but at least the self-upgrading shops allowed you to give most of your classes some improvement on gear.
Getting better loot from battle as you progress isn't that different from finding new items in the store as you progres. Except now you pick which types of equipment to add to the store.
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Then there's the laws. I think the new implementation of the law system really works. It's not without errors though. First, there is no difficulty curve on the laws, as there was in FFTA. Early on in the game, you can get hit with a ton of really painful ones that you have almost no way around.
I'm fairly certain the laws are pre-set for each quest so they're always the same. At least, that's been my experience. And if a law is giving you trouble, don't follow it. The penalty isn't that bad. Just a few pieces of loot at the end of the fight and a few bonuses during the match.
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Then there's the law announcements. At the beginning of every fight, you get told what the law is. That would've been quite welcome in the original FFTA. But, in this game, the laws are constantly displayed on the top screen during the fight. So what's the point? You can check them any time you want, the display at the start of the fight is just pointless time wasting.
Yeah, you're definitely just nitpicking here. The one second at the beginning of the match isn't going to kill you. Especially since it's not pointless at all because it actually explains the law in greater detail. If you want to complain about time wasting, complain about the fact that it takes a lot longer for basic actions to take place.
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And finally, there's the new battle system. Instead of having accuracy based on which way the enemy is facing, that determines damage instead. I think this had a slight negative effect on basic combat, but more than that it really killed status effects. While the accuracy rate of basic attacks has skyrocketed, hitting enemies with status moves has become much, much harder, as you no longer get a boost when hitting from the side or from behind.
Everything is still more accurate from the sides and from behind. It's just that now the odds are good for attacks from the front, too. I haven't even noticed any change in status effect magic accuracy.