øAslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&topic=26.135e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfbd7.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&board=4.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfbd7.html.zx^õg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.R`OKtext/htmlISO-8859-1gzip@øÕR`ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:31:48 GMT0ó°° ®0®P®€§²ð®\õg^ÿÿÿÿÿÿÿÿŠ4R` Suggestions

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Dragonsbrethren

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Re: Suggestions
« Reply #135 on: August 21, 2008, 04:41:31 PM »
I guess that's more of my gripe with FF3USHT I guess.. given how the equipment is named. The idea would be handy in a way...

Yeah, I don't know why JCE decided to name his equipment that way, especially in the old versions where there were no icons. I could easily fix that, it's up to him though.

Panzer88

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Re: Suggestions
« Reply #136 on: August 24, 2008, 11:13:19 AM »

Change it so that Edgar is not required to be at the head of the party to get the discount.
No, don't think that'll happen. All of the price mods are dependent on the party leader.

shouldn't Sabin also get a discount? and have his own dialog?  just wondering. Also any plans of using this feature, either charging more or less with different party leaders in different towns etc. it seems a shame to only utilize it once.

When you start a game of FF3/6 fresh w/o saves and you run through the intro.. interacting with any part of the intro will allow you to start the game with a time of 0:00 (some hacks seem to force this by requiring you to enter input)... within that short span, perhaps you get a special item or something for doing this (not sure how that could be accomplished).
So lemme see if I got this right. You want an item just for starting the game? Is Terra's pendant not enough?

The time already starts ticking from 0:00 the instant you hit "new game," so saying the intro shouldn't count is rather pointless. It's 1, maybe 2 minutes.



yes but it would be a neat easter egg. I think it was a cool thought on deathlik2's part. I mean we all started from the first time, but I never thought about the clock starting at 0:00. perhaps and imperial combat knife weapon (some sort of standard issue) Imperial Uniform armor, or the slave crown as a relic, or some Imperial something as a relic.

Also I have another suggestion/question. Is it possible to make items equipable on temporary characters, and also dequip items off of them? aka stealing the moogles/banons/ anyone else you run into's loot, or giving them different equipment etc.
« Last Edit: August 24, 2008, 11:30:27 AM by Panzer88 »

Dragonsbrethren

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Re: Suggestions
« Reply #137 on: August 24, 2008, 12:01:27 PM »
Also I have another suggestion/question. Is it possible to make items equipable on temporary characters, and also dequip items off of them? aka stealing the moogles/banons/ anyone else you run into's loot, or giving them different equipment etc.

There's a bit in the character data that determines if they can be reequiped in battle or not, and I'm fairly certain someone made a patch to make anyone equipable in the menu--we won't be making use of it though.

Deathlike2

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Re: Suggestions
« Reply #138 on: August 27, 2008, 03:24:51 PM »
I just got an idea.. it's nothing incredible... there needs to be a Coral Counter.. or something that indicates the number of Coral you've picked up.
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assassin

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Re: Suggestions
« Reply #139 on: August 27, 2008, 11:39:35 PM »
i like that..  there's no reason the party shouldn't know the quantity of something it's holding.

and i dunno how one reminded me of the other, but i think the Scan spell should tell you what statuses a target currently has.  characters can only have their sprites modified to show so many statuses at a time, and enemies outright won't show most statuses (barring things like the healing/damage numerals for Regen/Seizure), so a more complete way of ascertaining would be helpful.   i remember talking to Imzogelmo about this idea awhile back.

Imzogelmo

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Re: Suggestions
« Reply #140 on: August 28, 2008, 12:35:41 AM »
Indeed, I'm glad you said that. I was wondering just the other day if you intended to make a patch for that function. It would be useful, not only in the game itself but for bugtesting purposes too.

And speaking of monsters with statuses, I noticed your recent post on Romhacking.net about zombified monsters. Seriously, how can we *not* call that a bug? It's like Square was being schizophrenic here, they made monsters attack randomly, but using regular scripts; they are dead for purposes of battles ending, but invisible and untargetable for purposes of actually eliminating.  :wtf: What is up with that, and how should that be corrected?
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

Deathlike2

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Re: Suggestions
« Reply #141 on: August 28, 2008, 06:12:49 AM »
i like that..  there's no reason the party shouldn't know the quantity of something it's holding.

and i dunno how one reminded me of the other, but i think the Scan spell should tell you what statuses a target currently has.  characters can only have their sprites modified to show so many statuses at a time, and enemies outright won't show most statuses (barring things like the healing/damage numerals for Regen/Seizure), so a more complete way of ascertaining would be helpful.   i remember talking to Imzogelmo about this idea awhile back.


Stealing this idea from FF5? I don't have too much use for it.. other than making Scan slightly better than useless. I can only find a very few statuses that are worth finding out.. other than those that are inflicted or are initial statuses... Any status that is the equivalent of Stop isn't that great... unless you want to insert a visible timer like Condemn in FF5.

A more useful idea is to have some visible timer on monsters that show how long a Stop-like status would stick (includes Sleep, Condemn, non-perma Reflect, and Freeze).

 :edit:
Here's a list of statuses worth finding out for this proposed Scan version (IMO, and as far as the eyes can see):
Blind - although, if the monster seems to have problems hitting you, it's a dead giveaway
Zombie - though it shouldn't be possible in the first place
Count/Condemn - I like my visible timer idea better
Image - that's probably the only status that makes sense, though if someone were able to modify the monster graphics for this, it would be very awesome
Mute - though, spell casting failure should make this woefully obvious
Berserk - well, it's not as if they weren't being vicious to begin with...
Sleep - the graphics for the timer ending is enough for me though...
Haste/Slow - meh I guess, but that should be considered part of the monster's natural agility/speed
Shell/Safe - part of the monster's natural defenses...
Reflect - um, shouldn't it be obvious by default?
Freeze - falls into Stop catagory
Life3 - probably the only status worth paying attention to, but you'd find out when it is too late anyways...
Float - isn't Quake the usual dead giveaway spell?
« Last Edit: August 28, 2008, 06:52:19 AM by Deathlike2 »
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Deathlike2

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Re: Suggestions
« Reply #142 on: August 29, 2008, 07:25:47 AM »
I think I have an idea to improving the Gauntlet. This is the only way I think can make the Gauntlet more useful than it is.. even though it will never be the preferred relic of choice, this will increase its overall value for a longer period of time...

As part of equipping the Gauntlet, the bonuses from the compatible weapon should also be doubled (this includes Evasion and Magic Evasion).

This is significant for a number of reasons..

1) If there is a rare, one-of-a-kind weapon early game, this may be a tempting option to use.. especially when this relic is in limited supply in the first place.

2) It would nullify/equal the benefit for the Genji Glove provides for equipping two of the same weapon.

This alone won't make the Gauntlet better, so I also propose the following addition..

Not only will the Gauntlet double the attack power+bonuses, it will allow one to strike twice! This is fundamentally the reason why the Genji Glove is better.

Now it seems like the Gauntlet now would be better, but still, let's remember the following problems the Gauntlet normally has..

1) Limited supply - really, at most, you get 3 (1 @ Kefka's Tower, 1 @ Umaro's Cave, 1 @ Returner's Hideout). I don't recall any method of getting more.

2) The Genji Glove still allows to equip interesting weapon combos (Drainer+Atmaweapon, etc) that don't have to suck..

The only issue may be that the some weapons aren't 2-handed compatible.. but I've found that it only applies to Claws+Gambler weaponry (which is primarily a throwing action), which is a minimal subset of stuff to worry about...

If FF5 ever leached this idea (feel free to leech that idea), this would finally make 2-handed weaponry all the more useful.

 :edit:

I forgot to mention that the attack power shouldn't be doubled if the two hits idea is implemented...

The basic idea is that my proposed Gauntlet's new purpose is to essentially be the Genji Glove with a "virtual duplicate weapon" on the other hand.
« Last Edit: August 29, 2008, 07:36:33 AM by Deathlike2 »
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assassin

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Re: Suggestions
« Reply #143 on: August 29, 2008, 11:37:40 AM »
eh.. from a player's perspective, having two relics that let you hit twice seems a bit redundant.  one way to bring some relative heft to the Gauntlet is to apply my Genji Glove damage bugfix.

Deathlike2

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Re: Suggestions
« Reply #144 on: August 29, 2008, 11:57:07 AM »
eh.. from a player's perspective, having two relics that let you hit twice seems a bit redundant.  one way to bring some relative heft to the Gauntlet is to apply my Genji Glove damage bugfix.


The point of the thing is to make the Gauntlet more useful than it currently is. There are too many things that weigh against the Gauntlet that the Genji Glove doesn't face (regardless of your bugfix).. starting with stats to overall damage dealing.

This relic is the first to be written off by design... and it needs some help to be reasonably worth your time.
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Lenophis

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Re: Suggestions
« Reply #145 on: August 29, 2008, 12:16:16 PM »
As part of equipping the Gauntlet, the bonuses from the compatible weapon should also be doubled (this includes Evasion and Magic Evasion).
This will be very hard to do because the stats cap at +/- 7.There's only room in the item data for what's already there. Besides, I don't really see how holding a weapon with two hands will make you stronger than holding it with two hands.

Quote
Not only will the Gauntlet double the attack power+bonuses, it will allow one to strike twice!
No. The gauntlet already gets a significant damage boost (which becomes very noticeable with our new physical damage formula), so making a weapon strike twice would become game-breaking.

Quote
2) The Genji Glove still allows to equip interesting weapon combos (Drainer+Atmaweapon, etc) that don't have to suck..
Which is the entire point of the accessory.

Quote
The basic idea is that my proposed Gauntlet's new purpose is to essentially be the Genji Glove with a "virtual duplicate weapon" on the other hand.
Copying the Genji Glove will make the Gauntlet lose it's rather unique properties. While it may have sucked originally, it won't anymore. Of that, you can be certain.

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Deathlike2

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Re: Suggestions
« Reply #146 on: August 29, 2008, 12:50:05 PM »
As part of equipping the Gauntlet, the bonuses from the compatible weapon should also be doubled (this includes Evasion and Magic Evasion).
This will be very hard to do because the stats cap at +/- 7.There's only room in the item data for what's already there. Besides, I don't really see how holding a weapon with two hands will make you stronger than holding it with two hands.

The stats are probably not as important.. except for the major ones, which is still evade and magic evade.

Quote
Quote
Not only will the Gauntlet double the attack power+bonuses, it will allow one to strike twice!
No. The gauntlet already gets a significant damage boost (which becomes very noticeable with our new physical damage formula), so making a weapon strike twice would become game-breaking.

According to that, it would still be obsolete late game, which is my primary issue. Yes, it would still be stronger, but unless the damage cap of 9999 is lifted (it has to expand a bit at the very least), it's impact is going to be the same towards the end.

Quote
Quote
The basic idea is that my proposed Gauntlet's new purpose is to essentially be the Genji Glove with a "virtual duplicate weapon" on the other hand.
Copying the Genji Glove will make the Gauntlet lose it's rather unique properties. While it may have sucked originally, it won't anymore. Of that, you can be certain.

That's fine, but let me put it this way. Since when was the Gauntlet relevent? When was the last time anyone truly recommended this relic, other than giving it to Umaro? Find me a relic that is overshadowed by a better relic that everyone has access to at the same time (admittedly, I can't think of any off the top of my head). I don't see an issue tweaking the Gauntlet to the point that it's slightly weaker or slightly better than the Genji Glove.

 :edit:

Mind you, the comments aren't specific towards the hack itself, more of a general hack idea to improve the properties. I will acknowledge that I don't end up maxing out levels or stats, but I'm usually apt for looking for something that will stand to be useful all game, even at level 99, so even though your tweak may address a portion of the issue (of it being irrelevent for the bulk of the game), I'm just saying that the Relic itself has always been relatively underwhelming by most standards and it would be nice if it were closer to the Genji Glove in damage output and benefits.
« Last Edit: August 29, 2008, 01:01:22 PM by Deathlike2 »
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Lenophis

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Re: Suggestions
« Reply #147 on: August 29, 2008, 01:39:07 PM »
The stats are probably not as important.. except for the major ones, which is still evade and magic evade.
Those also have caps. They are bound by the same problem as the stats.

Quote
According to that, it would still be obsolete late game, which is my primary issue. Yes, it would still be stronger, but unless the damage cap of 9999 is lifted (it has to expand a bit at the very least), it's impact is going to be the same towards the end.
I guess I haven't mentioned it here. Yes, the cap is at 9999, however, getting to that cap will be extremely difficult. The physical damage formula was purposely made with that in mind, specifically.

Quote
That's fine, but let me put it this way. Since when was the Gauntlet relevent? When was the last time anyone truly recommended this relic, other than giving it to Umaro? Find me a relic that is overshadowed by a better relic that everyone has access to at the same time (admittedly, I can't think of any off the top of my head). I don't see an issue tweaking the Gauntlet to the point that it's slightly weaker or slightly better than the Genji Glove.
Both of them will have uses, situational or not. Both of them should be appealing in all facets of the game (but then again, this is up to the end user if they really want to use them or not).

And since I know it'll probably be asked, we did patch the Genji Glove damage fix. :happy:

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Deathlike2

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Re: Suggestions
« Reply #148 on: August 29, 2008, 01:52:54 PM »
I guess I haven't mentioned it here. Yes, the cap is at 9999, however, getting to that cap will be extremely difficult. The physical damage formula was purposely made with that in mind, specifically.

It's important to put that as a reference point, since I probably forgot that somewhere along the lines.
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snispilbor

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Re: Suggestions
« Reply #149 on: September 04, 2008, 09:15:17 PM »
Here's something that would be cool to do.  In WoR, it's possible to re-meet lost allies using an entirely unfamiliar party.   The main example is, meeting people with just Gogo and/or Umaro.  For instance, Sabin is holding up the house in Tzen, and up walks Umaro, this dumb sasquatch that Sabin's never seen before.  And suddenly Sabin and Umaro are having a merry, eloquent conversation like they're best of friends!  Off the top of my head, Gogo and Umaro are outright unfamiliar, and it would be possible to make Gau/Mog be unfamiliar at least to certain members.

So the point is, it would be nice if the dialog took this into account.

(As long as I'm dreaming, it would be great if the dialogs in WoR actually checked your party at all.  Almost always, the dialogs are just anonymous, and it really shows they were rushing with the deadline and subtracts from FF3's big strength, its abundance of characters)

----------------

On a completely different topic, regarding adding new maps.  Is the memory area where maps are stored read-only?  I was thinking, and I have no idea how plausible this is, but would it be possible to store extra maps off to the side somewhere, and just swap map data around?  For example, the WoB is contained at location A, and your radical new submarine world is at location X.  The player submerges the falcon, you *swap* the two maps so now WoB is at location X and submarine-world is at location A?  I imagine that probably wouldn't work on the real hardware since the maps are almost certainly read-only, but it's worth asking about

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