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Messages - Deathlike2

3301
Gaming Discussion / FF2/4 Asura - Unpowered, Overpowered, or Perfect?
« on: January 08, 2008, 10:24:03 PM »
Perhaps it may spur a debate, but I doubt it...

Asura in her various summoning incarnations seems to be either overpowered or underpowered. The only consistant thing she does is multitargeted Life1 in a 1/3 possibility (which is kinda fair, although I'm not even sure if this is rigged)...

FF2 - She has a 2/3 chance of healing.... you have a chance to heal with something 2x more powerful than Cure4, or a 3x version of Cure4
FF4/4A - She has a 1/3 chance of healing, which is 2x more powerful than Cure4, and the other 1/3 is a multitarget Protect (which seems very expensive...)
FF4ET - She has a 1/3 chance of healing, which is 2x more powerful than Cure4, but the other 1/3 chance doesn't seem to do anything.. it does the same visual effect that FF2 does (a Cure3 image), but it doesn't seem to do anything... (someone please look into what this does)

So, in FF2, she's technically an overpowered Rosa when it comes to healing, and in FF4 (any version), you would be freaking lucky if you get healed. To properly balance her out in FF4.. she should at least apply a dual Protect and Shell..

What do you guys think?

3302
Gaming Discussion / SOM Hard Mode Hack
« on: January 08, 2008, 09:57:40 PM »
Has anyone tried it? I have yet to complete it, but it does a pretty good job of making the game not so easy. Doing the Pure Land at the moment.

3303
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 06:15:00 PM »
For the record, my comment was mostly directed at Pinkpuff.

The Knight gets a bit more magic perhaps? In the form of strength/defense boosting perhaps? The original Ninja never really had problems fighting.. just only as a Thief (weapon/armor selection blows). Mages should get special magic equippable armor since space in FF1 was... pathetic.

3304
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 05:57:26 PM »
I think you misunderstand me.  I'm saying when I get a pre-emptive strike and start with full ATB meters, the enemies attack before I can choose actions for more than one or two characters.  I don't have a problem with being surprised or back attacked occasionally, but when I get the pre-emptive, I should actually be more effective than when I don't get a pre-emptive, don't you think?

I think I took your previous post as sarcasm (I believe you have no issues, and disagreeing with Pinkpuff at the same time).

3305
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 05:41:47 PM »
 :wtf: People complaining about enemies striking first? If you are allowed to strike first, the enemies need to get equal opportunity. It would only be fair anyways. Heck, the only chance they ever get is when you're underleveled, exposing back attacks (and pincer under FF3/6). Seriously, I don't find that to be an issue if you suck at kicking ass.

3306
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 01:47:46 PM »
Well, that's behavior is consistant (including CT) and I've gotten used to it. That's compensation for enemies that suck most of the time.  :tongue:

3307
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 12:38:42 PM »
Deathlike pretty much outlined why I hate the list thing.  I don't like the player knowing when the monsters are going to attack.  There needs to be some element of uncertainty to make the player predict what will happen; otherwise it becomes a turn-based strategy game.  I like those too, but that's not Final Fantasy IMO.  I really have no problem figuring out who's going to go next with the bars, since you know who in your party is uber-fast and who is uber-slow anyway (except for FF4A's buggy ATB system).

I keep repeating that FF4A's ATB bug is limited to two versions (v1.0 Jap and US). Don't blame the Euro and v1.1 Jap revisions.

Quote
I do plan to have the ATB system be a little more lenient with passing time while you're choosing actions.  I don't like how the "wait" setting in FF games doesn't actually seem to actually wait for you unless you're in the spell or item menus.  And I also plan to let you skip an action and keep a full meter, the way FF6 lets you.

The wait setting has been consistant on all FF SNES versions... for the most part. Only FF6 doesn't stop the bar on any spell/attack animations...

3308
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 11:36:58 AM »
CT's ATB bar system is only to reflect who's available so you can do dual+triple techs. Time passing actually means something.

FF10's battle system is a "compromise" between a turn battle system (each side gets one turn to do something for one round, who attacks first is based on AGI/Speed) and an ATB system (AGI/Speed or some stat powers the bar). The only difference is that indecision doesn't count against you (which makes this system relatively weak and geared for it IMO). Weak/slow monsters have literally no value (not that they should, but overleveling makes them easily irrelevent early on), whereas fast attacks/spells rue the day (potentially giving the strongest/fastest monster no semblence of a chance to beat you based on attack selection).

Knowing when the monsters turn is makes the challenge too easy.. it's bad enough as AI scripts make them predictable as is in most instances. In something like FF1 or FFMQ, where there's a chance that the monster can actually respond and put up a fight... I can see why some battle may appear overpowered (see FF1 Sorcerors), but at least it gives the enemies a chance. I can't really say the same for FF10.

3309
Final Fantasy IV Research & Development / Re: FF2us Window Data
« on: January 07, 2008, 06:04:12 PM »
Someone's working on the menu as you are doing JCE, if you weren't aware: http://www.romhacking.net/forum/index.php/topic,5371.0.html

3310
Consider the Madden series of games. Ultimately they are the same, but are they actual improvements? It depends a lot when you think about it. In the end, the games have to be done well.

3311
Companies can because they know you'd buy it.

A number of companies don't quite follow that exact path.. consider Serious Sam for instance. It was based off one of the older Quake engines, but very much rewritten internally do a lot of behind the scenes stuff for awesome graphics and fun gamplay.

I think your gripe has more to do with the more rehashing and less innovation, which I certainly can agree with. However, some have argued against cross-genre's because it wasn't implemented well enough... so these ideas need to be hashed out better.

3312
General Discussion / Re: Teenagers should not be allowed to drive.
« on: January 05, 2008, 11:16:42 AM »
Teenagers should have harsher penalties.. mainly in the form of a suspended license (a month at least) and/or required parent supervision.

3313
Final Fantasy IV Research & Development / Re: Dummied FF4 Feature
« on: January 03, 2008, 05:29:27 PM »
As said in a different thread... the Big Chocobo has two different statements it makes when you summon it via the Whistle. The message depends on the status of the Save menu command as far as I can tell. If you could repost the picture and/or message, it would be appreciated.

3314
Final Fantasy IV Research & Development / Re: FF2 v1.1 bug fixed?!
« on: January 03, 2008, 01:07:26 PM »
"Did you call me?" is not bugged at all. The message comes up explicitly when you are unable to save.

The different messages are toggled by the status of being able to save.

3315
Well, if you figure out how they start with the couple of potions you get initially, you might have a chance. :wink: