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  1. EDIT: Changed issue #4. EDIT: Changed the issue and reason for #5. EDIT: 14. Bow range isn't high enough. Explanation: Not only can magic counter bow attacks at 2 range, they can also hit the user up close at 1 range so there isn't a counter attack, and throwing weapons can do the same thing, bows are the only weapons that can't attack either without a counter attack, the range should at least be 2-3 IMO. EDIT: 15. Mounted units should be unrescueable, should be able to rescue unmounted units, but shouldn't be able to move again without the Savior skill. Explanation: Mounted units are very if not too good. EDIT: 16. Boss weapons should be unbreakable. Explanation: I see little reason for the change to be done in the vanilla game if issue #1 on my list isn't done, but if it is then it needs to be done. EDIT: 17. One or all the stat boosting items need to be nerfed, especially the Angelic Robe, maybe (please don't quote me on this) to +3 instead of +7, and to +1 instead of +2 for the rest, then make them more available through unique acquirement circumstances, like a hard to reach chest on a limited turn map, a hard to reach village, a unique purchase from a NPC merchant etc. Explanation: Stat boosting items can fix a weakness (or weaknesses) in a character that make them distinct and unique among the cast, while I think they should stay I also think they should be nerfed, especially the Angelic Robe, and then players can acquire more in the game as a reward for something impressive they do. EDIT: 18. Most classes should only use one weapon. Explanation: If characters could use multiple weapons it could allow them to have the WPN Triangle advantage almost always which makes things much easier for the players especially if they are in good terrain. 1. Weapon and stave uses are too high, making the uses redundant (hence Fates Infinite uses). Explanation: It allows you to stack weapons in your inventory and never use them, (we've all been there,) and allows you to just use silver weapons or Killer weapons with little worry, with reductions of the problem it makes the sell prices go down a lot more per use, so if you acquired a new weapon by exempli gratia an enemy drop, selling it could be a lot more useful than just chucking it into the supply. 2. Vulneraries and Elixirs have too many uses, they should have only 1 use IMO. Explanation: This gives too much forgiveness to the players and allows them not only to heal three times but to heal, then have another unit trade it to their inventory and heal them, and then rinse and repeat once more or more depending on the number you have, compared to the enemies who can do it only once if that, or if a boss has an Elixir/Vulnerary and is a tank it just prolongs his/her inevitable end (imagine Lunatic Grima with a 3 use Elixir **shiver**) when it could have just one use and bam use it once they can't use it again. 3. Terrain gives too much avoid. Explanation: This is again so the player gets less favor from the mechanics because the player will reach the better terrain first, but this also helps the players if an enemy Swordmaster got in a mountain or forest which is unlikely, if you're a good FE player but it's still something. 4. Most GBA playable characters base stats are too high, except characters who already have low stats like Nino, Amelia and Ewan. Explanation: This is so leveling up is a lot more varied, even until the end of a players level ups and of course **because of the 30 stat cap,** I don't want enemies or players to be capped in every stat by the end because that takes away from the variability of the game, when members mentioned 'stat inflation' I set out to fix the problem, here it is. The 30 stat cap GBA limit is also why Nerf > Buff for the GBA. @MeatofJustice 5. Weapon stats aren't balanced. But specifically all weapons may need more hit rate maybe 5+ or 10+, and I guess the Killer weapons need to be nerfed, also I think the iron weapons MT needs to be reduced or bronze weapons need to be added. Explanation: Most enemies have low skill and luck, giving more hit to weapons will balance out this difference and make the players hits more likely to succeed and the enemies, not just the players, this way if the player had an 80% chance of hitting they would have 85 or 90 instead, and when it comes to already high percentages higher is even better, the Iron weapons MT being reduced or Bronze weapons being added makes the Def or Res stat better and armor knights as well. also MT of weapons can be in the player's favor as well, like the Silver Sword, which does unusually high damage (only one less of the Silver Lance???) and is a weapon the player will mainly be using, specifically the protagonist. 6. Important enemy boss character stats aren't high enough on Normal and higher difficulties, **this does not apply to easy mode.** Explanation: If there is an important boss like Lyon for example, without strong units I don't think surviving his attacks should be guaranteed because that makes him dangerous and rewards players for good strategies. **this does not apply to easy mode.** 7. Defense and resistance stats maximum at 30 isn't high enough. Explanation: Weapon MT being too high causes this to be a problem. 8. Weapon MT is too high and goes past 30 Atk too easily to 40-50, and so makes beating a general easy because of the 30 Def/Res cap. Explanation: I agree with Zmr nerfing weapon MT or class Str caps isn't a good idea. 9. Base classes should have varied class caps, so that a base class can't go too high in every stat. Explanation: Stat boosters are what can make this a problem if a player with a Mage got two Dracoshields and kept first/one turn resetting for Defense they could have about 10 or 12 Defense, or if they got two speedwings could have 16 or 20 Speed which I feel is too much. 10. Weapons, staves, and items don't cost enough. Explanation: Most of the time at the end of the game you have too many weapons in the inventory and haven't used many, this will reduce how many weapons you can keep and makes enemy weapon, stave, item drops, and chests, much more appreciated. 11. Class base stats, need to be balanced better. Explanation: Most Magic classes have odd very low Atk or Magic stats, the Soldier class is pathetic, the Assassin class has the OP lethality and odd bases (that are just as good as a Theif's? W-what???) The mercenary classes base stats are too high etc. 12. (For FE7-8 only.) WPN TRI. improves/reduces Hit and Avoid too much at 15+ or - Hit and Avoid, I recommend 10+ or - Hit and Avoid. Explanation: Enemy and player balance again. 13. The text speed options aren't useful, and the normal text speed is slow. Explanation: The Slow and Normal option is what I'm talking about here I should have mentioned that, who uses those two options? I think everyone can read just fine without the slow text speed, and the FE6, FE8, and JP FE7 text speed I still find slow on normal. **----------------------------------------------------** Here are some of my opinions on the issues with the GBA games, they are of course also some small problems I have with: The Sacred War and Project Ember hacks. In case anybody is working on a hack and wanted to improve the gameplay of their games, some issues to consider could be here. Concerning why I consider these problems: Let me start by saying for me I feel most FE games unfairly favor the the player, with broken weapons (like the killer, silver, reaver, and throwing weapons) and characters especially because of there high base stats and high growths, I feel the 'strategy' element of FE is made too easy to disappear because of the problems I've pointed out, and so you know, I'm talking about the GBA FE games on their Normal difficulty level, Hard or higher can be just as easy IMO, but takes more grinding, if you don't farm EXP you could have a very annoying time finishing the game, and might even get stuck mid playthrough, a very good example of that is the final chapter of PoR on Hard mode but it's BEXP LV up resetting instead of EXP farming, (assuming you didn't know about the Wrath and Resolve combo and didn't get Nasir) if you weren't carefully increasing Ike's stats and getting certain scrolls you can get stuck at the end. If you played on Normal, of course, the beginning has medium difficulty, but as you play through the strategy element disappears or reduces, the player becomes laidback and IMO just slogs through the game with boring bosses and enemies, to make characters even better you have broken stat boosters that can fix pretty much any stat, especially the Angelic Robe which gives a large HP increase of 7, think about Seth, Ike or Ryoma only FE playthroughs. The reason why I want most of these changes is so that the game favors the player less and favors the CPU more, and as a result makes the gameplay more balanced between the player and the CPU, so that on any difficulty having a single character playthrough is more difficult, and on the hardest difficulty without farming impossible.
  2. What are your thoughts on the characters we've seen so far? Do you like the designs/art style? What do you think their personalities will be? What are your hopes for any yet to be revealed characters? Personally I really like the art style and the designs we've seen so far! Though, Claude is my favourite. #TeamClaude I like Edelgard and Byleth as well and I don't even dislike Dimitri's design :P As for the other characters I have high hopes! Or at least high optimism. The consensus seems to be that the character artist is Kurahana Chinatsu who designed the characters for Uta no Prince-sama. I'm a fan of her art but I do wonder how varied her designs can actually get in terms of differing body types. I'm excited to find out though.
  3. I was thinking of making a Fan Game with popular characters and I thought what sort of features would be good? I'm thinking of using a lot of modern game play elements such as pair ups, my units, and child units but I also wanted a lot of new interesting stuff to make it sort of unique from other fan games. The plot would probably be pretty basic overall but with the unique game specific characters' personality and growth would be the main focus besides the actual gameplay. I have a link here for feedback on some things but if anyone has any other sorts of ideas or suggestions I'd greatly appreciate them, as well as what already existing characters would people want to see make an appearance? Link: http://www.strawpoll.me/darthax3l
  4. I still haven't played a lot of FE games (especially the older ones) and Heroes does a great job introducing me to new characters. Some of them even make me want to play their respective games and know more about their story. As for me: Lucina seems like a genuinly nice lord, great design and her story with Chrom etc. seems interesting. (I will probably buy Awakening after playing through Shadows). Jeorge for that matter is also good, but I don't use him. And I absolutly love Michalis and Zephiel, making the latter my first promoted 5*. I know they are baddies, but they both fascinate me and I can't wait to kick their *** in the future. And they both look rather glorious. Do you have some favorites of the ones you've never played before? And what makes them appeal to you? Artstyle/Quotes?
  5. Heya, I notice that I don't really have a favourite class in the series. It changes depending on what game I'm playing, as certain games seem to favour certain classes and give them cooler niches and stuff. That being said, what is your favourite class from each of the games you've played? You can give reasons, although I suppose it isn't required. (Design, gameplay, animations, etc.) I've only played overseas releases so far so I can't speak for FE1-6. FE7: I'd say I really like the Nomad line because it was my first introduction to horseback bow users, and I think Rath is pretty great statistically. FE8: Something about the Cavalier line really stands out to me, you get a fair few and Seth as your Paladin makes a pretty boss impact in this game. FE9: Fighter line. Boyd oh Boyd. Need I say more. Also his design really stood out to me. FE10: Soldier line. Moreso than FE9 due to the differences that Aran and Neph present statistically, but they're both pretty useful. FE11/12: The myrmidon line looks absolutely badass here. Their animations are pretty cool imo, and the design looks regal and deadly. FE13: I really like the Wyvern Rider line here. Cherche/Gerome are both pretty cool in their base class, and I like the promotion options. Yes even Griffons. FE14: This is a hard choice between Ninja line and Archer line. On one hand I love the design and aesthetic of Ninjas, and the gameplay choices they bring with hidden weapons. On the other, Archers are f***king great in this game! So yeah, would love to hear everyone's thoughts and such ESD
  6. [spoiler=The Art] -General Fire Emblem designs, ideas for Villager designs, Garhen, Bandit dude done for the Splice Contest in a battle sprite-ish form. Big one is tier2? smaller tier1? -Still working on these... mulling over designs for a Barbarian class in GBA battle sprite form. Not sure what combination of elements works the best for the concept. -Fighter concept designs... trying to come up with some different feels/styles. -Really need to rescan this one... its ridiculously blurry due to poor scanning due to trying to place two pages on scanner from a ringed sketch book. If you can make it out... my Lord from my sprite thread Quinn is there, along with some of his potential supporting cast on the top page. His starter units are a tier0/trainee armor unit with swords, a naive young blade knight named Rupert. His other(insanely blurry) companion is a taciturn tactician name Torne. Torne will likely use magic and swords if possible... Notes on his personality are grumpy+cynical...(totally not a Soren analogue at all >.>) -Bottom page has a OC of mine named Dacen, who like my other OC Erwand I am still trying to figure out how they fit into the Fire Emblem universe, design and classwise. Other random little sketches/characters... Think the girl at the bottom was me trying to figure out the design on my Female Lord. Some random archer/sniper... Some older Armor Knight/Paladin/Great Knight gentleman in the top right corner. -As you can see, the simplified designs I make... I then can pretty easily translate into battle sprite form. -Sometimes, I make a sprite/mug that I like and then try to translate into a battle sprite design... this guy I made for my first splice contest here will eventually be made into a bandit/brigand when I get around to it. ---- Anyways, that's some of my stuff... I honestly have a bunch of sketch pads full of way better works from ages ago... think I will try to see if I can those sometime. In the meantime, I hope to update this thread every week with some actual hard effort artwork to try to improve a bit. Thanks for taking the time to check this out. Hope you found it interesting or entertaining at least... ...as I always say in my sprite threads, I seriously love any and all sorts of feedback, whether criticisms, comments, thoughts, cookies or just random streams of consciousness...Thanks! :D
  7. Hello everyone! I decided to post this here instead of concepts because this isn't I new game idea. I'm going to propose an idea for a chapter in my Blazing Sword hack and I ask that you guys share your thoughts on whether it's a good or bad idea. In the chapter before it your party is captured and thrown in prison, with one or two characters being in each cell. Your main lord manages to escape, and your thief picks the lock on their prison door. Prior to the start of gameplay all your other units (only six at the time) get turned into red units with the guard tile AI (this is to hide their location as this will be a fog of war chapter) and standing on the tile in front of their cell door turns them into green units which can be recruited back to blue units. Your goal is to rescue as many of your units as possible and you end the chapter by reaching a certain tile with the main lord and escaping. Any allies you don't rescue are permanently lost. There will be many enemies stationed around the prison with either the guard tile or attack in range AI (no approaching enemies) so you'll have to be careful about how you advance, but nothing cheap like a bolting tome or sleep staff. Does this sound like fun? Any feedback is appreciated. Thank you, Gryphon
  8. Much to my surprise, there wasn't a topic that really discussed this aspect of the new class designs. As the title states, pick the classes you believe are well designed, even if they aren't necessarily your favorite class in the game. The designs are based off of the generic portraits rather than the playable characters. Without further ado, here are some of mine: Nohr: Outlaw Hero Adventurer Mercenary Garou Maid/Butler Hoshido: Elite Ninja Puppeteer Trueblade Holy Lancer Nine-Tailed Fox Other: Dread Fighter Ballistician Vanguard Witch
  9. Hope this isn't a topic already. Out of all the games I think hands down that Tellius had the best character design. The armor looked practical yet unique to each character and they were all distinguishable. I also can't put my finger on it but the designs for each character just seemed right. So which character designs from this saga were your favorites? I like Ike's Lord design from FE9 the color scheme of olive green with the blue cape just looks good and goes with him really well. I like his base Hero design as well and think it suits him but I'll always like the color scheme of the Lord get up. Titania is another design I liked aside from being an overall pretty character the cloth under the armor matches real well with the hair while the armor looks like what you would expect of an elite Paladin. Greil/Gawain is another design I liked as well simple clothing and armor resembling Hero Ike. Fits the part of an aged legendary warrior. Black Knight. Pretty much the Darth Vader of the series in my opinion. Down right menacing and terrifying and gives the feeling of being one of the four apocalyptic horsemen. Sigrun and Nephenee. Like the hair color and armor choice for both of these and the way the helmet covers their eye is pretty nice too. Nailah. Unique one of a kind character cool markings along her body and that eyepatch is killer. I could go on and on and there's many more I like as well and this is just scraping the surface.
  10. So since we now have yet another Fire Emblem character with a cape my interest in the cape designs made me want to make a video on it but when I did some research I did not find that much information so I'd like to ask you guys what some of these symbols/insignias are if they have any meaning at all. I will also add the information in this topic. Marth's The symbol of the Archanea nation. Ike's Greil Mercenaries. Roy's Elibe's Fire Emblem. Lucina's Mark Of Naga. Two Nagas. Three Grima eyes. I hope someone knows what these symbols are supposed to represent! (Also sorry if there is already a post like this I created this account today for the purpose of posting this thread)
  11. Essentially, what I'm trying to figure out is how to create a webpage similar to http://www.fireemblemwod.net/fe6/guiafe6/ENG_cap7.htm ^ that. Just the map part though, the whole uploading of an image and attaching a tag to specific parts of it. I know this is a terribly worded question/post, I apologize.
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