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Rapier

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About Rapier

  • Birthday 04/24/1996

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    Full bellies and dancing bears shall be my policy

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  • Favorite Fire Emblem Game
    Genealogy of the Holy War

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    Magical Alisa

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  • I fight for...
    Tellius

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  1. another thing that is handy (but will be handier for the 2nd generation) is that if you get a lot of kills with a weapon (I forgot how many, been a decade and half since I played FE4), it crits much more easily and it gets way easier to gain exp due to how you kill higher lvl units (and clear the arena). You probably won't reach the threshold on the 1st gen, but the 2nd gen will appreciate it a lot more for exp. They'll usually get more exp than their parents. also, abuse staves. They'll get Lachesis, Ethlyn and Aideen a LOT of exp (you may promote Lachesis right at chapter 3 but idk how feasible it is without losing a few turns). Make sure wed units pass money to each other when you need to pass around the Paragon ring. also, abuse dance more. Sylvia should be higher leveled than this! Combine Sylvia's dancing with the aforementioned staffbots and you'll get tons of exp for them pretty fast. If Sylvia has the movement ring, even better. also, for the arena, if you're having issues beating it with someone, do an arena match with someone else then try again with some save scumming. iirc if you reset the game the results also change. That is, if you want to do some save scumming, idk if it's a self-imposed challenge not to. For the next run, back on chapter 1, I recommend letting Dew take hits on a forest. He'll almost always dodge and get a good chunk of exp (and money that he can pass to others!). Lex gets a good chunk of exp getting beaten by the prologue's boss, but you might lose some turns in your ranking, so bear that in mind.
  2. I'm ok with any option. First one gives me fun Borderlands/Monster Hunter vibes, so I'm good. The other gives me FE8 vibes, so I'm fine with it either.
  3. What were the years you went without news of trails, and why was it so long? Personal choice?

    1. Rapier

      Rapier

      Back then, only Trails in the Sky FC was localized, and only on the PSP (iirc it was 2014 or 2015).

      SC, 3rd, Zero and Ao already existed but were stuck overseas. Especially Zero and Ao, whose PC versions were iirc chinese and contractually stuck there.

      Suddenly, SC was announced for localization and I was happy to get back to it.

      Played SC, 3rd and CS1 back when 3rd was released (my foot was broken so I pretty much just stayed home playing)

      Nowadays I still have a fond place for Trails, but CS1 and CS2 didn't click on me and I'm pessimistic about CS3 onwards. I enjoyed Zero and I plan on playing Ao soon, though. Then idk how I'll recap CS1, but I don't really want to play it again.

    2. Original Alear

      Original Alear

      OK cool ty for answering.

  4. Rapier

    Invincible

    The hiatus was dumb. Honestly, they could've delayed season 2 and released it only when everything was done (or at least when 6 episodes were done). Instead, episodes 3 and 4 seem very rushed in terms of animation, and waiting for 3 months WASN'T a good way to keep the fanbase interested and engaged. It's even worse if the rumors that they were already working on season 3 at that time are true. As for spoilers, I The voice acting has been great, and while it's great to have Luke Skywalker, Optimus Prime and Mr. Krabs, I wish they spent more budget on the animation.
  5. great job even but when's mafia
  6. Just happy that Invincible Thursdays are finally back! I started it out when Season 2 was about to air out of pure curiousity and ended up surprised by how ingenious the writing is and how fun the characters and the setting are. Staying months without any new content was something but not as bad as staying almost a decade without any Trails news or localizations but last episode was great enough to remind me why I love this series so much. Please keep comic spoilers hidden so this thread stays friendly for show watchers!
  7. I'm fine with both. Got better from my allergy to game mechanics! Also, if you want a system that's very flexible for a lot of settings and very freeform (and the content is on creative commons iirc), I recommend taking a look on the Savage Worlds RP book (SWADE). It also comes with pre-established settings if you find that a better option.
  8. Yeah, I'm also interested in participating on RPs if anyone has any.
  9. I was a very creative person who loved Fire Emblem
  10. This was actually a discussion on the Wesnoth forums because people complained about hit chances and the like, and the devs had to explain that unlike in FE (which gives you a lot of information so you can make an educated guess on what's going to happen several moves later, and often hit rates are 80-100%), Wesnoth* was made around higher probabilities of success and failure and taking risks was part of it. Your best chance of hitting is 80% and often you'll be rolling on 60% most of the time. *A hex game where you have constant 80-100% hit chance will quickly turn into a swarm and sweep fest, with units being much more vulnerable. I think this doesn't happen as much in D&D because there aren't that many units on the map (good luck managing a table with more than 6 people) compared to FE or Wesnoth.
  11. I don't think it works well with FE's formula. As everyone said, it incentives aggressive play and rushing for a sweep (or "surround and swarm") strategy. Even if you add AoE, which imo would be mandatory so your vulnerable damage dealers aren't sitting ducks, your units will also be more vulnerable to swarm tactics and all out attacks. It better fits games that don't have permadeath (or where permadeath isn't much of an issue, since you can switch for similar units later, like in Wesnoth and Battle Brothers). I think the exposition your units would have in a hex grid map wouldn't fit well with FE's almost puzzle-like predictability of what's going to happen in the player & enemy phases. If you can find a game design that addresses those two concerns, sure, go ahead! Although I think it'll be difficult.
  12. Gina and Gregson had accents (Gregson just cut words like in the localization, but Gina actually "ate" them more in the fantranslation). I don't remember the rest from the fan translation and I have no idea what an english/irish/scottish accent should read like. It was these two that read the most distinctively to me. Which reminds me that "Lord Chief Justice Stronghart" sounds like a Yugioh E-Hero card. Also, case 3 was interesting. I expected something super convoluted like AA4-3 with a stupid reason for the defendant to be admitted in court even (I still think it's absurd that they accepted Zieks's theory that teleportation magic is possible, but then again 18th century), but I rather enjoyed the characters and the mystery. Sometimes it just feels like it could've explored more of the introduced characters. Ivy Soul Calibur seemed interesting.
  13. I think he's supposed to simbolize a leprechaun, judging from his clothing and how rich he is, and if I recall correctly this is an irish mythology/stereotype so I think the connection is intentional instead of an addition by the localization. Also, his japanese name was Cosney Megundal. The former is a japanese person trying to guess how an englishman/irishman would be named in the 18th century, like that SNES baseball game where a japanese guy had to name american baseball players and they went with silly ones like "Bob McBurnin", so it is silly. Megundal is a japanese term for greed or greediness as far as I recall. In this, I much prefer the localization's change.
  14. There wouldn't be much of a game if Sholmes was every bit his book counterpart. He's still intelligent, just not smart enough to connect the dots and he suffers a lot from getting distracted by anything that catches his attention (that being almost everything). He's still useful and so are his clues, even though you have to interpret a lot of what's going on because he only perceives what's on face value and correct him.
  15. I think metroidvanias didn't have even half of their current popularity and presence in the game industry back when Mega Man X was relevant. X4 and Symphony of the Night were released for the same console in short timespans from one another, but SOTN was a standalone game of the formula. It was still good enough to inspire new metroidvanias, but you can count on your fingers those who weren't just new Metroid GBA titles. Later on, Metroid went on to focus on a first person shooter game approach and Castlevania had 3 Metroidvanias for the GBA as Megaman Zero's contemporaries, at the time the X series stopped. Then there were the 3 Metroidvanias for the Nintendo DS as ZX & ZXA contemporaries. Not nearly enough games of the metroidvania "genre" to compete that did the same thing. Since 2007, there was a huge boost of metroidvania games, or just quick paced platformer games that play similarly or have similar elements. MMX will need to capitalize on the strengths of its formula to not become "generic" or "aged" compared to everything we've already seen (that was inspired by Mega Man, ironically). The issue is that it was a series left to sleep for too long while other people built over its legacy, so it has a lot to catch up to. Of course, that doesn't mean MMX's formula is bad and needs to be reworked, because Mega Man's formula still works to this day. What I'm saying is that all the innovations from the past don't count nearly as much for a new X series game. They'll need to keep improving the formula and finding elements that fit with the new ages for a franchise that has been sleeping for over a decade. What X4 tried to be compared to the SNES games, what X8 tried to be compared to the PS1 games and what Mega Man 11 tried to be compared to the other tiles. I agree it does, although it could just be a vague hint instead of a blatant answer to what beats what. Imagine there's a boss whose room darkens and they attack while you can't see and one of the navigators comment on how it'd be useful if you had something to light up the room. I honestly prefer weapons to be "effective" on a boss based on what they do rather than giving specific weapons a damage boost and stunning the boss for 3 seconds. Like how using Homing Torpedo was good because it tracked and followed an invisible boss. I also hope boss weapons are more important for passing through stage sections, which is something I only remember the Wily Stages doing (and poorly, imo). ______________ I agree that multiplayer would be a genius move. I'd love to play a MP MMX game and the closest to it is 20XX and 30XX, although the experience is different since exploring the stages was such a big feature in MMX that procedurally generated stages just lack (and of course, the story, the setting, the characters, the OST etc.). __________ Also, I was thinking here, the X series still has a lot to tell despite the forced continuation it had after X5. I think X6 picks off nicely on a post-apocalyptical world of sorts where humans and reploids are trying to rebuild but some people don't let go of their own prejudices (plus the virus making Gate mad) for them to settle disputes. If anything, X7 was the one who started screwing with the plans because suddenly we had the end of the world but now we have futuristic cities back, what a miracle! I think the X series is ultimately about reploids and humans trying to coexist but there are always issues brought either by the former or the latter and the Maverick Hunters, as a policing institution, is hardly the one to gap that bridge (and sometimes they expand the gap, as issues with police brutality from the MHs arose). Sigma's legacy bites more in their asses than Sigma's returns, because he was the first one to object to following human orders and soon others followed by will. I'd like the X series to end with him realizing that, stepping down from the Maverick Hunters (or changing the MHs to something larger, as bad as the implications are) and serving as a figurehead for peace and union between the races.
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