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  1. So, I just started painstakingly recording all of the rewards I get for feeding these animals: Spreadsheet here As you can see, this would take forever to fill out with enough info to be statistically significant. My progress alone will be incredibly slow. If you want to help, feel free to make your own copy of my "Template" sheet for your own records. Then, link it here so that I can copy it from time to time. I'd be grateful. If the way this system works is known, I would very much appreciate an explanation or a link to one. Even if it's just a theory.
  2. EDIT: 14. Bow range isn't high enough. 1. Weapon and stave uses are too high, making the uses redundant (hence Fates Infinite uses). 2. Vulneraries and Elixirs have too many uses, they should have only 1 use IMO. 3. Terrain gives too much avoid. 4. GBA playable characters base stats are too high. 5. Weapon stats aren't balanced. But specifically all weapons need more hit rate maybe 5+ or 10+, and I guess the Killer weapons need to be balanced. 6. Important enemy boss character stats aren't high enough. 7. Defense and resistance stats maximum at 30 isn't high enough. 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. 9. Base classes should have varied class caps, so that a base class can't get stats too high in every stats. 10. Weapons, staves, and items don't cost enough. 11. Class base stats, need to be balanced better. 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. 13. The text speed options aren't useful, and the normal text speed is slow. 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 grind 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 farming instead of grinding, (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 Seth, Ike or Ryoma only Emblems, why I chose most of these changes is so that the game favors the player; less, and favors the CPU; more, and so makes it more of a balance 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 intensive farming impossible. But moving along, here are the reasons why I find the issues problems: EDIT: 14. 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. 1. 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. 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. 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. 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. 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, 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. Actually, maybe they are and I can't see because of problem 4. 7. Weapon MT being too high causes this to be a problem. 8. I agree with Zmr nerfing weapon MT or class Str caps isn't a good idea. 9. 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, and is almost stat inflation ready. (and let me explain what first/one turn resetting is since I haven't heard it anywhere, you get your character to 90-99 EXP and save at a chapter prep. screen, play the battle level them up, reset until they get the stat you want, that's first/one turn resetting,) 10. 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. Most Magic classes have odd very low Atk or Magic stats, the Soldier class is pathetic, the Assasin class has the OP lethality and odd bases (that are just as good as a Theifs? W-what???) The mercenary classes base stats are too high etc. 12. Enemy and Player balance again. 13. The Slow and Normal option is what I'm talking about here I should have mentioned that, who uses those two options? What are they made for? A 5-year-old? 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.
  3. Exactly what the title says, what are you good people hoping to see in Fire Emblem Switch in terms of gameplay? Mechanics, Quality of Life Adjustments, Skills, Classes, Weapon types, ANYTHING you can think of! Personally I want to see two things from the Tellius series make a return. Bonus Experience and Skill Scrolls but I personally would make a few adjustments to them. For Bonus Experience I'd make the special requirements for getting them clear and available to the player by putting them next to the Victory/Defeat conditions so they know what they need to do if they want extra EXP. It never made any sense to me why they decided to hide these from the player and not tell them what they needed to do, it sounds like something a Famicom game would pull and we're YEARS beyond that. As for Skill Scrolls I'd have them work very similarly to the way that they work in PoR only removing the skill from a unit doesn't make them disappear into thin air but instead return to a scroll that you can reassign to different unit. The skill scrolls can either be gotten the old fashioned way via chests and fleeing enemy units or recruitable units can come pre-packaged with skills you can take and slap onto someone you want to have them, adding some customization options for your units. If possible, I'd also make Echoes/Radiant Dawn's Base Conversations make a return since they're great for extra characterization and world-building and Fates' Personal Skills also return since they make each unit feel more unique. I honestly don't care if they bring back Full Voice Acting or not but if they do keep the in-battle voice clips but remove the critical hit cut-ins. I liked it better when critical hits were fast, surprising, and came without warning. The last thing I want to see make a return are Tellius Style Maps the color code which part of the continent fall under which power, though this one isn't as important. Welp those are my thought's, what're your's?
  4. What could Fire Emblem Switch learn from past games in the series. There's a lot of discussion to be had here, whether it be the inclusion of Voice Acting like in Echoes or having Dragon Vein styled mechanics like in Fates. There's a lot to be said of what this new game will take from what it's learned over it's 15 game lifespan. If anything at all, what would you like to see return? I wouldn't mind seeing the return of FoW maps maybe with a dragon vein style mechanic to help disperse the for in certain hidden away areas, for example.
  5. With the April update having come out recently, with Seals, repositioning and all that jazz, I figured I'd start a topic for everyone to brainstorm about what we'd like to see in future updates. It can be soon, or it can be far in the future. Maybe a Nintendo employee will come across this, so let's get down as many ideas as possible! Firstly, I'd like to see Ike in the game. They have the GALL to put him on the title screen, but not IN THE GAME?? RAAAAGEEEEE!!! But in all seriousness, it would be great to see him, along with his Aether animation, which brings me into my next point: Unique animations. Besides their designs, most characters look the same in combat. It gets stale. You'd think an outlaw/assassin would shoot a bow differently than a professionally trained archer. All with his left-handedness and Zephiel's spinny-flare-things are a great start, and I'd love to see more. Live multiplayer. Arena is great for challenging battles, but wen better would be real-time battles against players worldwide. Could do a similar thing to Arena wth ranks and weekly rewards or something like that. And that is a good transition into the next thing... Friendly battles. Let's us have battles with our friends, live and not. It would be a great thing to just bring people together and play against each other to showcase heroes and improve strategies. Then real competitive rings and tournaments could be formed. Heck, there's already tier lists, and those are used in competitive games to judge usefulness of weapons/characters/etc. Pair up mechanics. Now, this is a large maybe, as it may be too OP. Since you can only have four units on the field, actual pair-up would seem pointless. However, of two units are adjacent to each other, it would be cool to have a weakened attack from the unit that isn't attacking. Because if the nature of Heroes, it may have to be 30% of original damage, or lower, opposed to half damage like it was in Fates (and I'm pretty sure Awakening too, I don't think the proportion changed) That's all I can think of for now. Feel free to post anything! Can be characters, abilities, weapons, etc, or something bigger like mechanics or game modes (we already know Defense and Reinforcements will be coming a la notifications) Can't wait to see everyone's ideas
  6. As we all know, pair-up has become somewhat of a staple in the FE series. However, I was thinking: why not make it more representative of actual war? And so, I came up with the idea of flanking. The idea of flanking is that you get a bonus for every ally that is 'covering' an enemy. After all, in a real war, if one warrior is facing ten enemies, (s)he would have to multitask so much that (s)he won't be able to concentrate. So, here's how it could work: If any unit is able to attack another unit, they are 'flanking' the victim unit. If the flanking unit is alone, they reduce all of the victim's stats by 1. If they are paired up, they reduce all of a the victim's stats by 2 (as they are technically 2 units). The weapons triangle advantage would give two bonus flanks. For example, if these units were placed in a line: Player general (solo) Player bow fighter (solo) Player pegasus knight (paired) Enemy sword fighter (solo) Player axe cavilier (solo) Player mage (paired) and you were to attack with the pegasus knight, the enemy would be flanked 8 times (4 units attacking + 2 are paired + 2 bonus because lances beat swords. The general on the left doesn't count as 'in range', as it would have to move before attacking.), so all of their stats would be reduced by 8. (Note: stats would be able to go below 0) Your lance fighter would only be flanked once, and only take one penalty point in each stat. This leads to a net gain of 7 stat points to the player unit. This means you deal 14 extra damage, take 14 less damage, AND have a huge buff to hit, avoid and crit. Granted, this is an extreme case, and it would normally be significantly less powerful in actual combat, but this could help massively against bosses, which would also allow us to see more powerful bosses take to the enemy side. As far as flanking is concerned, all units are equal. It doesn't matter if you're a helpless green villager or the pre-promote, it's always one flanking bonus per unit. So, you may want to keep your villager rescue party at the front lines where you wouldn't otherwise. Also, if a battle were to contain three or more opposing factions (maybe in a 4-player PvP), the enemies may end up flanking each-other! However, to make pair-up not completely broken, it would have to be nerfed to about +4-8 bonus (depending on supports) split among all stats, rather than the +12-16 we see in awakening and fates. So, what do you think of the idea? Could this be the next great change to the series, or is this just me being stupid.
  7. Long story short, I got a message in my inbox earlier today asking whether or not Shadows of Valentia should or should not have marriage and kids (and my answer was a resounding no). I put forward a couple of ideas, which you can read if you're curious, but I thought it might be fun to reach out and see what everybody else thinks. A handful of relevant questions: How many new characters should there be? Who should they be (personality, ethnicity, nationality, class)? How are they recruited? This is more intended to be a fun way to tap into other people's creativity over say, a heated discussion over whether or not one method or another is better.
  8. Hello people, I'm a gamedeveloper student and i started a project last summer to reverse engineer Fire Emblem Blazing Sword. Alas i had it very busy during the summer and school started after the summer again. So i haven't got anything showable yet. As i am working on it i get kinda overwhelmed by the sheer amount of things the game entails. That is why i would kindly ask all of you if you could respond to this topic with all the game mechanics/features that are in the game. if i can get a comprehensive list of all the mechanics/features then that would make coding/managing the project a lot easier. Please don't just say a mechanic like Battle, because that's way too vague. because in the battle happens things like, animations being played, battle calculations and possibly more i will keep a list of all mechanics/features below List of mechanics/features already known: Grid Generator (gets data from dataclass or txtfile to know what kind of level to make) Grid Cursor (the well known cursor on the grid to select units or open the menu) Grid (for usage in the chapter, consisting of tiles) Tile (for example: evenTiles, plainTile, arenaTile, shopTile, armoryTile, villageTile etc.) -position -moveCost -avoidValue -defValue -resValue -event(arena, shop, armory, visit, seize, talk, support, customEvent) Animation Player (something that knows what animation to play and when) Character -stats (hp, str/mag, skill, speed, luck,def,res,con,move) -weapon level -items -support Hopefully this list will make my request more clear. **Working on this in the Unity Engine with C#, so anyone pointers with that, or even collaborations let me know in a PM ^^
  9. Long shot, but out of curiosity, is there any confirmation on whether or not Fates continues the 2-RN hitrate system, or is using a 1-RN system (or something entirely different)? Been feeling like Fates has been giving me more misses than usual for extremely high (90+) hitrates, but of course, this could be simply observer bias, and I have no idea on how RNG manipulation works in this game (or if there is even a stable method) to test.
  10. Similar to Locke's topic about mechanical dislikes here, http://serenesforest.net/forums/index.php?showtopic=61073&hl= , I thought I should make a thread that's the exact opposite. I love unlimited weapon durability and weapon effects. I adore the nerfed Pair up 1-2 range bow options are awesome I never realized how much I wanted a 1-2 staff until Fates gave me one. Nohr chapter 9 is awesome
  11. Alright so there have been quite a few changes to how critical work in this game. I'll just list them out and then talk a little about how this affects gameplay. 1) Luck and HP no longer are equal for all classes. This makes it more likely to critical most classes, and even outright OHKO them for not having enough HP. 2) HP growths are much lower this game. Once again, criticals now are much more likely to OHKO in story mode due to this change. 3) Skill now affects critical chance by (Skill-4)/2 = critical stat bonus. This is a slight tweak from awakening, but even tho it seems like a nerf, the next difference changes things even further. 4) 1 Luck = .5 Critical Evade now. Technically... this makes luck both worse and more valuable. It's worse cause it doesn't do as much, but it's more valuable cause now if you don't have high enough luck(ie 4 less than the target's skill), then any weapon has the chance to critical unless you start pairing up. 5) Killing Weapons now do 4x critical damage. 6) While class skills have less options to get your critical up, some personal skills are very strong in the critical department. 7) S rank Classes all get bonuses to criticals except for Maids/Butlers. This makes all these classes very critical based or even anti crit in a couple cases. A couple interesting notes, A) Killing Weapons are extremely strong in story, they make it very likely to have 20%+ critical chance, 4x crits, and only have 5 less hit and 10 less avoid than normal iron weapons. This nearly makes them statistically better than iron, steel, silver, brave, and sometimes warrior weapons in story mode for most cases. B) Certain Builds in PvP are certainly strong, I'm not going to say they are overbearing as I can't comment on that yet, but Arthur is standing around with a 90% chance to crit most classes on player phase when built right. C) This can be pretty scary to some people who hate enemies getting criticals and they may stray away from low luck characters.
  12. Leif


    So, I don't have a clue how forging works in this incarnation of Fire Emblem. All I know is that copies of the same weapon are needed and materials. What kinds of materials are needed for certain weapons? How can one buff his or her weapons? What stats can be altered? Can some of the weapon penalties be remedied?
  13. Can anyone weigh in one what the Lunatic difficulty scaling is like? a) Increased numbers of enemies? b) Are the stat increases overkill or fair-ish? c) Are there a few really tougher-than-average enemies, or are all the enemies very tough? d) Forged weapons on enemies? e) What are enemy skills like? Are there any enemy-exclusive skills? f) Do we see a lot of 1-2 range weaponry [The enemy-only Throwing Swords and stuff I've seen listed on the serenes page for Fates?] g) Do map conditions change? Fog of War?
  14. I'd like to know what sort of stat bonuses guard stance confers to lead units. Is it as extreme as FE13? If not, can it get as extreme as Awakening's pair up bonuses? I probably won't use them much if you get something like +5's to important stats along with a +1 mov or something, Awakening's Pair Up system always made me feel skeevy. [i found the game a lot more fun without using it.] Love the Attack Stance mechanics though. I'm probably looking to utilize a player-phase oriented strategy, so I really love the extra damage capabilities this unlocks.
  15. So I had a dream last night... It was set in no particular chapter of FE10, probably closest to an unseen portion of Part I, but the Crimean Royal Knights were teamed with the Liberators, and Laguz enemies (including Black Dragons for whatever reason) were plenty. But that's unimportant context. The enemies were affected by "noise" so to speak. As in, they would only move from their positions around the dinner table/etc. if they heard a lot of player units. So if you had several units grouped together passing through their area, they would notice you and attack. Not only that, they would call for backup, from nearby rooms that the player could enter if they chose, a sort of mini map in a map, complete with its own chests, enemies who could also switch maps via the entrance/exit, and terrain. They would also move slightly in the PPhrase if they were not bothered, though the difference is negligible. (Attacking also got their attention btw.) Personally, I'm not sure what to think of what my subconscious cooked up. On one hand, it does add the decision "charge recklessly for fewer possible turns" or "Sneak by a few units at a time at turn count and EXP's expanse, favoring saftey from the hoards?" Not sure how the mini maps would change anything, since it is kinda similar to opening doors on GBA, but there arepotential fights on the roofs.
  16. An independent gaming journalism site that I frequent just published a comprehensive breakdown of the use of skills throughout the history of the Fire Emblem series, from "Holy War" to "Awakening", the latter of which the writer is very critical of, and it was very fascinating to read. Be sure to check it out if you're interested in the mechanics the series: http://www.gatheryou...-emblem-series/
  17. Myself and Arcanian have just been trying to work out what base stats Maiden passed on to Lucina in the FE13 growths project thread (the pinned one), after doing a few tests and using some data people there had posted. This thread is for talking about and hopefully, working out exactly what is going on with the data. The current best theory I have is: If a child character's stat inheritance calculation would give a base stat lower than that child's absolute base, the child instead simply uses their own base value, instead of the value given by calculation. Or mathematically, the formula should be ammended to: ( max[child's absolute base stats, (mother's current stats - mother's class base stats) + (father's current stats - father's class base stats) + child's absolute base stats) / 3] + child's class base stats This theory seems to work at least moderately well - a level 1 Chrom paired up with Maiden gives a Lucina with stats equal to her bases + her class stats. However, it still does not quite work perfectly - http://serenesforest.net/forums/index.php?showtopic=37764&p=2483041 - Lucina's base stats were 1 strength, 1 speed and 1 defence higher than expected with this formula, strength being especially odd, as it's expected value using the original formula would have been 9. The other stats however could have been explained if this formula rounds up. It's possible that Maiden does pass something down after all, but it would have to be not very much in general, but 5-7 base strength. Any thoughts, or contributions of data, would be useful. I'm sure we can solve this.
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