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False Prophet

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Everything posted by False Prophet

  1. Do you guys think that the reason they try to sell Marth so hard is because there is a female-lookalike of the main character, and since Marth has Lucina as his look-alike, it is natural to match him with the male protag and Lucina with the female protag? And what is the hate with Marth anyway? I missed the forums during Warriors and Mirage.
  2. But there are people who can not or do not want to do waste time doing that or farming for orbs in general, and these people are spending money into the game.
  3. So, I'm doing a little thought expriment about gacha games and artificial scarcity when this question came to mind. The main way which these games earn profit is through microtransactions, with players buying from the publishers. But what if players can trade between themselves? How will supply and demand be affected when that happens, especially in popular games that earn huge profits? (Of course, there are many questions still stand for this player-operated market to work. For example, the question of pricing: Are characters being trade based on their stars alone, or will attributes like limited-events and usability drive the prices up? If you have any problem you want to highlight, please add it to your comments.) Fire Emblem Heroes is kind of an interesting case, because to the average gacha games it does give away considerably more "currency" - orbs in this case - for free, and playing without paying is a viable strategy.
  4. Hasn't Alvis already been seen as favorable for most people who has played FE4? I means, he is one memorable villains, especially compared to the previous games.
  5. If I remember correctly, Seliph was not that popular among the second generation kids. He was not hated like his father (irony that Sigurd is now among the stronger sword users and way above his son), but Leif and Ares were popular. Any chance Seliph would get his Knight Lord form, or any other alternative form in the next two years?
  6. We all know the story of Reinhardt, but is there any other character who, like Reinhardt, was relatively unknown but became more popular because of how strong he/she was in Heroes? On the other hand, is there any character becomes less popular because he/she is weak in Heroes?
  7. Not a fan of the new design much, but then again, I don't think we should only stuck with Kozaki's tried-and-true style. Maybe a little experiment won't hurt. Say, would it be possible to transplant the highly-detailed artworks of Cipher into portraits and sprites in the real games?
  8. So, can we learn anything from Echoes and Warriors' sells to make a forecast for Three Houses?
  9. How was the Fire Emblem fandom looked like in the beginning? Was there many people? Discussions? Fan arts? The first English translation of Monshou no Nazo came out in 1999 (https://www.romhacking.net/translations/356/), so it probably means that there were dedicated fans before the turn of the millenium.
  10. Has anyone here ever think of a meta-setting which unifies all of the Fire Emblem games? Like thinking of something new to connect all the background events of the Fire Emblem games? I'm doing one for my tabletop RPG groups, and here are what I've come up with: The Dragons race fought against Fomortiis and won, though his evil essence permatted into them and slowly driving most Dragon mad. The Scourging was initiated as the Six Heroes received visions of the Dragons on Elibe went mad. As for Telius, the Dragon Race had all been eradicated by Ashunera. However, she too began to have strange ideas about the world went into discord if the "Light" and "Darkness" were still one. Ashunera began to experiment with the idea of seperating the two. Working with two Divine Dragons, Mila and Duma, Ashunera created the continent which Hoshido, Nohr, and Valla were situated. The then-Naga (The first Naga is the old man who gave Anri his sword/gave Baldo his blood. The second Naga is his daughter, and Tiki is his grandaughter) were furious to know what Ashunera had been doing. He exiled Mila and Duma to Valentia. However, Mila/Duma and Ashunera continued their experiment, the former created Sofia/Rigel, the latter by splitting herself into Yune and Ashnera. The world behind the Dragon's Gate is a realm isolated from the rest of the Outrealm as a sanctuary for the Dragon race, and therefore time in there runs differently. The result is the children in Fates grew much faster than in any other realms. So, what do you think of my ideas? And do you have anything else to add?
  11. Thanks for the head up! And about that scene between Azel and Alvis (as well as all of the flashback, including the one between Tailto and Azel), it was taken directly from Oosawa Mitsuki's FE4 manga. And your guess is correct - In the manga, Sigurd sent Azel and Tailto to deliver a letter to Alvis. While Tailto then went to her father and persuaded him to surrender, Azel and Alvis travelled home, which was when the particular scene happened.
  12. One of my mentors told me that writing competitons is not unlike school tests: The best ideas only comes when the bell rings. I see that I'm not the only one here to know that it's right. Thank you for taking your time doing this. I really should remember to put up a synopsis next time around. It's fine,bro, your story rocks!
  13. Great! After waiting for so long, the gallery is finally up! Thank you for your effort, admins! On the other hand, seeing others' works actually make me doubting about my entry... Especially...
  14. Ike, as expected, is on the lead. He is balance between gameplay and plot, after all.
  15. How do you think the dungeons will be designed? I hope it is at least up to Final Fantasy level.
  16. As the title said, what is your opinion on the matter of whether Fire Emblem can be categorized as a High or Low Fantasy series? I came up with this question after seeing the FE: Heroes trailer and Kozaki's artwork (anyone here thinks that he has an unhealthy love for loops?). In my personal opinion, the Fire Emblem games have been moving back and forth between High and Low Fantasy. The first three games follow closely to the general description of a High Fantasy work. Genealogy takes some inspiration from Welsh mythologies, which itself can be categorized as Low Fantasy; however, Genealogy and its follow-up Tharcia can still be called as High Fantasy, as well as 6 to 8. Path of Radiant and Radiant Dawn, and then from 11 to 13 follow the same pattern, with the two Tellius games adding elements of Low Fantasy, and the games after them returned to High Fantasy.
  17. For anyone who have their hope high for a remake, I should remind you that with the exception of 4 and 8, FE 6, 7, 9 and 10 have a smaller chance to get a remake. If you think about it, Gaiden, Genealogy and Sacred Stones pioneered some features which is now standard on the games nowadays, and are close to the fan-familiar Awakening and Fates. But what about the rest? Either they give up the chance, or they will forcefully add the children, marriage system, world map, etc on to the remakes, therefore potentially destroying the dynamic of the game.
  18. For anyone who have their hope high for a remake, I should remind you that with the exception of 4 and 8, FE 6, 7, 9 and 10 have a smaller chance to get a remake. If you think about it, Gaiden, Genealogy and Sacred Stones pioneered some features which is now standard on the games nowadays, and are close to the fan-familiar Awakening and Fates. But what about the rest? Either they give up the chance, or they will forcefully add the children, marriage system, world map, etc on to the remakes, therefore potentially destroying the dynamic of the game.
  19. The release of series 8 and the “Alternate Awakening” cards gives me something to think about Cipher, more specifically the topic of fluff and narrative gameplay. First, let’s explain the words: - Fluff: In layman’s term, it is all the background information in a game but only have a small interfere with the gameplay. Think of it like the novels, comics, animations of video games such as Halo. - Narrative gameplay: In tabletop RPGs, it is the whole session itself - The story that the Game Master tells and the Players participate. However, in this case, I uses the word as it is understand in Wargames: Where there is a story/background/setting to the game session, and the session is deliberately modified to suit that narration. The modifications can be on the rules, the players’ choice, the scenery, etc. So, why are these two important? Let’s take Yu-gi-Oh to be our example. Despite sometime being unbalance and less than ideal for both casual and competitive play, how can such a TCG last so long? Fluff, or more exactly, the anime and manga (fluff). Almost all players started on as fans of the shows/comics. They buy their first pack to emulate the play of their favorite characters (narrative gameplay), before moving on toward a more competitive direction. There are even many who are not the fan of the game but instead a fan of the franchise for the supplemental materials. The formula of a solid gameplay and an established setting, with multiple supplemental materials (manga, novel, anime) and the implement of those materials (not just seems to be a good idea with TCG, namely in the case of Magic: The Gathering and Yu-gi Oh. Of course, it is not always work (Force of Will, for example), but it does work most of the time. So, I wish to ask these two questions: - Will the developers of Cipher go on creating unique narrative to their cards? And will them be in the form of print-on (directly on the card, like Shinra Bansho) or supplemental materials? - Will the player-base begin to adapt those narratives into their game?
  20. I do think that we're kind of fretting over this matter. Just think about it - Tales series, Suikoden, etc they all have their high points before returning to a relatively stable (if not quiet) ground, with a loyal following and a small, but stable amount of new fans for each new game. In my opinion, it will be the same with FE. Heck, even Final Fantasy is so in Japan. If you're talking about the relevancy of Fire Emblem, however, it would be a different topic altogether... I just hope Fire Emblem will never become something like Langrisser. The new 3DS game was simply unsatisfiable to me.
  21. I too fear for the small rooster, but if Koei manage to make every character unique, then it is just fine. And there is alway DLC! On the other note, what kind of plot will you think this game will have? Dimensional travelling? I haven't play Hyurle Warrior, so I have no idea what direction would games like this most likely to go.
  22. Hmm... Does the fighting scene improve during second genre? It may be me,but i do feel like Oosawa is kind of weak when it comes to action.
  23. Hmm... What does the Silver Card in Hector's story really do? Must I put Hector with it on the cave at the top left corner of the map? And why there isn't any special conversation between Hector and his wife? Without it, I feel... something is missing. Also, how to get the three otherworldly aterfacts in The Archsage's Pupil? Talking to Canas to find the Bracelet, but what about the other two?
  24. Doubtful. A man who immidiately considering and then executing the cruelest and vilest plan to another man who is his "opponent" simply by circumstances is, by no mean, a man who can be easily redempted by the existence of other people. And, I've to say that to make your hypothesis ("Azel tries to understand his brother") true, he actually must not go crusade with Siglurd. First of all, he has been away from his brothers for years, without proper contact, and a long period of doubt that has just passed beforehand. Not even the strongest kind of bond can stay perfect in this case. If Azel has grown up, it's in a sense that his shyness and perpetual hesistation have largely gone away - but not because that he is better at understanding people, but because it's necessary to survive in a war, both on the battlefield and in the middle of trecherous friends and foes. No hard feeling, but I'm beginning to feel irritated by all the "Alvis sympathizer". First of all, yes, while he's his excuses... really, how many people who was once in that shoe really turned out like that? And secondly, we must remember the Irish Mythology root of FE4 and 5. It's intended as a story of perpetual loss and revenge, of people taking karma into their own hands, only for it to backfired even harder. Like everyone else trapped in this cycle, I see no reason to give Alvis more pity than the others. My point about the Irish Mythology above.
  25. Ok, I know this should have been posted on the Fan Project thread. Pardon the intrusion. So, here is my original wargame using Cipher Cards: Fire Emblem: The Wargame Number of player: 2 Requisition: - A rectangular area that is divided into 7x7 to 10x10 cells (each cells is the size of a card) - Two character sheets with all the stats, skills, and equipments of each character - Character cards: Cipher Cards - Dices: several d10, d6 and d4 - Tokens: Coins or other trinklets - Pencils and erasers Optional: Miniatures from other wargames like Warhammer, Kings of War, etc. How to play: - The two players agree on the size of the board, the price threshold, and the type of game: Rout all Enemy, Capture the Throne, etc. - Each player make a character sheet with the characters that they would bring into the game, complete with the stats and skills from the Codex. The combined price of all base cards (those that presented in the opening of the battle) must not exceed the agreed price threshold. - The players can choose from a list of prepared scenarios and corresponding maps; or, make an agreement on a custom scenario and map. - The map is built, with the locations (thrones, pillars, hills, forrests, etc) marked by pieces of paper; or, if available, miniatures from other wargames. - Two players flip a coin to determine who will go first. - Two players arrange their troops within agreed areas. The troops list must be presented from one to another. There is a separate list for reinforcement, but the total cost points for the reinforcement is calculated into the overall cost of the army. (Note: Reinforcement must either appears on stairs, gates, or forts squares. If not, then they must start at the edge of the map. Players can either reveal which turn the reinforcement will appear or not.) - Before the game, players deploy their units by placing them face-down. If playing Fog of War, then one player’s character cards are put face-down even when the game started, and would only reveal themselves when they are within the line of sight of an enemy card. Face-down cards can not be attacked. - Upon entering a shop, the character can buy a weapon with the leftover point (that the player has left when they field an army that is under the point quota). The item (represented by an icon) will be placed on the character card. No character can have more than three items. Unit next to Lord card can give or take their items to the Convoy. (Note: Depends on the card, that character might have already has one item slot occupied - For example, Lodestar Marth has the Falchion.) - The players take turn commanding their troops, engaging in combat, leveling up and change classes. The game will end when the requirement is finished: + Root all enemy + Defeat/Rescue specific characters + Capture the gate/throne + Stealing treasures + Defending an area for X turns Combat: - Depend on the type of the unit and weapon, the enemy unit must be within the range of the player's unit to be attacked. - Hit: The attacker rolls a D6 dice, then follows this fomula: (Weapon Accuracy + Skill x 2 + Luck / 2 + Support Bonus + S-Rank Bonus) = Hit - Attack stance: If there is an adjacent unit to the unit initiate the attack, and the attacking unit is not in Pair Up, an attack stance is automatically performed. The attacker follows the same procedure as he has done with his first attack - Evade: The defender rolls a D6 dice, then follows this fomula: (Speed x 2 + Luck + Terrain Bonus + Support Bonus) / D6 = Evade - Guard stance: If the attacked unit is in "Pair up", the second unit could take a hit for the attacked unit. First, the defender roll a d6 to determine whether he can perform a Guard Stance: If it is equal to over 4, then he can. Then, the defender calculated the damage the second unit get by the fomulars bellow. - Damage: If the Hit point is higher than the Evade point, the defender is hit. His damage is calculated as follow: + Physical: (Attack + Weapon Might) - (Defense + Support Bonus + Terrain bonus) + Magic: (Magic + Tome Might) - (Resistance + Support Bonus + Terrain bonus) - The defender now attack the attacking unit with the same procedure above - Both side recorded the damage they have inflicted on each other on the character sheets. - EXP: + Survive a confrontation but do from 0 to less than 10 damage: 1 EXP + Survive a confrontation and do above 10 damages: half of the EXP written on the attacked unit. + Kill a unit: EXP received equals to the number written on the defeated unit. Level Up and Class Change: - When a character has gained 100 EXP, he undergoes a class change. The player rolls 6 d4 to determine the added HP, Strength, Defence, Speed, Resistance, Luck. The player then pull out the new card with the corresponding level to replace the old card. - The players have two choice: Either field an already promoted (as in "Promoted Class" like Master Lord, Sniper, etc.) for a higher price, or field an unpromoted card and level up the card. After two level up, the card can class change and replaced with the promoted version of the character without any additional cost. --- So, what do you think of it? This game is still unplayable - not until I can make a Characters Book that contains all the stats of each cards. But I would truly be appreciate if someone have time and the cards to stage a mock game to test everything. If you can do so, then please, please tell me all faults that you find with the game. I include here some hand-drawn maps that I find on the net: Maps 1.pdf
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