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Guest Dreamyboi

What are you hoping for Gameplay-wise?

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Guest Dreamyboi

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?

 

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For the maps to be the opposite of whatever the hell Revelation was.

Because sitting on stupid floaty blocks and being forced to shovel snow just screams fun, right?/s

 

I'd also like it if they made it so that at some points you have to fight multiple enemy factions that also fight each other.  Sort of like the situation in FE Fates Revelation in Cyrkensia where the Nohrian and Hoshidan armies are fighting and you have to stop it, except the Nohrians and Hoshidans would actually attack one another.  And in some cases, you need to end the fight before the enemies kill each other, or you at least get a reward for doing so.

Though that may be a bit much...  It's easier just to hope for QoL changes and general higher quality.

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Guest Dreamyboi
2 minutes ago, Ertrick36 said:

I'd also like it if they made it so that at some points you have to fight multiple enemy factions that also fight each other.  Sort of like the situation in FE Fates Revelation in Cyrkensia where the Nohrian and Hoshidan armies are fighting and you have to stop it, except the Nohrians and Hoshidans would actually attack one another.  And in some cases, you need to end the fight before the enemies kill each other, or you at least get a reward for doing so.

Yeah, that'll require story justification but it's a neat idea at least.

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I want paralogues that serve functions other than recruiting a single character from some alternate dimension or unnamed town/country. Also stop making them maximum length. Do you expect me to believe this band of clearly incompetent bandits is not only tougher but has greater numbers than all of the armies I've battled against so far? Part of being a band of criminals is that none of these guys would trust each other. Their group shouldn't reasonably be that big. A side quest should never take as long as main story chapters. 

I want extra modes to spice up replays. Mainly a randomizer mode where every unit shows up in a different order as a different class with different stats and growths. Randomizers are super cool, don't let hackers make the mode for you. Another cool mode would be every unit being replaced with an avatar from your friends list. This sort of mode would be excellent for all the fire emblem youtubers who can play with fan made creations.

And I totally agree with bonus exp and having clear bonus objectives. Just don't let us save scum perfect level ups like in PoR. Do what they did in Radiant Dawn where you always get three stats on level up, no more no less. 

I want personal skills to be better than class skills or skill scrolls. That will help units carve a clear niche over others that share their class. I'm also married to the idea of units earning more personal skills and reclass options from certain supports. It's the character growth that helps them access new power.

Memory Prisms are a very cool collectible. I just can't think of a good way to reward players with these without bringing back Echoes' "Ace Attorney" mode.

I like bases. Don't care much for building a base, but the idea of merchants traveling with an army makes a lot more narrative sense than doing some shopping from a store somehow still open on a battlefield. I would institute some sort of "training grounds" thing where, in between chapters, you select units to do some sparring together for some experience gains and support points. Also I generally think support conversations ought to happen back at base in order to avoid the generic "w-what!? B-but we're on a battlefield!"

Arenas ought to make a comeback, loosely based on FE4's version. Each unit may win against a maximum of three opponents before they stop letting you in - it's bad for business if you keep winning. Furthermore, have a "disguise" consumable item so that a unit can get in another three fights before he's found out. And I'm thinking have the opponents be randomized, but not balanced to that unit's level. Because these arenas will lack permadeath. Have us randomly get destroyed by a level 20 berserker and have to pay the price for losing. It'll feel more like gambling that way.

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Guest Dreamyboi
12 minutes ago, Glennstavos said:

I want paralogues that serve functions other than recruiting a single character from some alternate dimension or unnamed town/country. Also stop making them maximum length. Do you expect me to believe this band of clearly incompetent bandits is not only tougher but has greater numbers than all of the armies I've battled against so far? Part of being a band of criminals is that none of these guys would trust each other. Their group shouldn't reasonably be that big. A side quest should never take as long as main story chapters. 

I want extra modes to spice up replays. Mainly a randomizer mode where every unit shows up in a different order as a different class with different stats and growths. Randomizers are super cool, don't let hackers make the mode for you. Another cool mode would be every unit being replaced with an avatar from your friends list. This sort of mode would be excellent for all the fire emblem youtubers who can play with fan made creations.

And I totally agree with bonus exp and having clear bonus objectives. Just don't let us save scum perfect level ups like in PoR. Do what they did in Radiant Dawn where you always get three stats on level up, no more no less. 

I want personal skills to be better than class skills or skill scrolls. That will help units carve a clear niche over others that share their class. I'm also married to the idea of units earning more personal skills and reclass options from certain supports. It's the character growth that helps them access new power.

Memory Prisms are a very cool collectible. I just can't think of a good way to reward players with these without bringing back Echoes' "Ace Attorney" mode.

I like bases. Don't care much for building a base, but the idea of merchants traveling with an army makes a lot more narrative sense than doing some shopping from a store somehow still open on a battlefield. I would institute some sort of "training grounds" thing where, in between chapters, you select units to do some sparring together for some experience gains and support points. Also I generally think support conversations ought to happen back at base in order to avoid the generic "w-what!? B-but we're on a battlefield!"

Arenas ought to make a comeback, loosely based on FE4's version. Each unit may win against a maximum of three opponents before they stop letting you in - it's bad for business if you keep winning. Furthermore, have a "disguise" consumable item so that a unit can get in another three fights before he's found out. And I'm thinking have the opponents be randomized, but not balanced to that unit's level. Because these arenas will lack permadeath. Have us randomly get destroyed by a level 20 berserker and have to pay the price for losing. It'll feel more like gambling that way.

Wow, Some REALLY great ideas here

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Less focus on skills and grinding. My favourite skill system is still RD's. Something like that but modernized as a lot of skills in RD weren't super useful.

Base conversations need to come back. I also like what they were going for with My Castle, so I'd want a traversable base camp that changes as you progress through the story (ie: one chapter you're in a Castle, then in a field in tents, then in a forest, etc.). Traversable towns would be amazing too, if done right.

Maps with multiple objectives, less gimicky than some of Fates' but with the same creativeness behind them.

Some maps with several armies like FE4.

Memory prisms and the turnwheel from SoV.

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Guest Dreamyboi

I think the "Class Skills" should be passives, attributes that always apply to that class and don't take up skill slots.

Like say Cavaliers have the passive Rescue and when they promote they get the passive Canto

about to read replies in a sec

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Guest Dreamyboi
2 minutes ago, Book Bro said:

Traversable towns would be amazing too, if done right.

I was honestly hoping for this when I saw Echoes

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Personally I'm hoping they continue to do something different with Bows and Magic. My idea was to allow Bows to attack from 1-3 spaces but have them be less effective at 1 or 3 spaces with 2 being a "sweet spot" of sorts. That way archers can still out range magic/daggers and counter attack melee without feeling overbearing.

As for magic, i really love magic being freed from the confines of tombs in Echoes and i'd like to see that continue.

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1 hour ago, colossus86 said:

Personally I'm hoping they continue to do something different with Bows and Magic. My idea was to allow Bows to attack from 1-3 spaces but have them be less effective at 1 or 3 spaces with 2 being a "sweet spot" of sorts. That way archers can still out range magic/daggers and counter attack melee without feeling overbearing.

As for magic, i really love magic being freed from the confines of tombs in Echoes and i'd like to see that continue.

I like the bow idea. They could make shooting from 3 spaces less accurate while shooting from  would be less powerful. Part of the reason archers rarely get used in my playthroughs is that they are stuck not being able to do anything if you get them at melee range.

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One thing, that's always a tough one, a lot of people have said other things I would say, so I'll go with one that hasn't yet. A revamped Weapon/Forge system.

Reforging has always been an area of Fire emblem that has both been bad and good, but in all cases has had really bad flaws, Fates for example needing 128 of the same base weapon and X amount of minerals (where X is factored based on who is the smith at the time) to get a maxed +7 weapon, which quite frankly I never even tried to grind that, or most other Fire Emblem games where it was Drop Thousands of Gold stock piled to super buff one weapon and have it break 1-2 maps later when Lyn solo's a map with a Super Killing Edge. Perhaps instead, they can do forging to be a limited point buy system, where each weapon gets like X amount of points, and once it runs out, or upgrade it X amount of times before becomes unupgradable anymore. This is just one example, I'm sure many others could work too, just needs to be good, and not broke.

Now whether or not they keep no durability or bring it back is fine for me, but if they bring back Durability, a repair option or even an item like a sharpening stone to bring it back up would be nice, even if doing so reduces the max cap on its durability every time, so that it will run out and have to be remade, but not right away. also with revamping Weapon System, bring back Light Magic again! Boy I miss the days where Lucius would go nuke something, even if light uses weren't the best.

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On 3/22/2018 at 11:36 PM, Dreamyboi said:

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.

 

On 3/23/2018 at 1:39 AM, Glennstavos said:

I want paralogues that serve functions other than recruiting a single character from some alternate dimension or unnamed town/country. Also stop making them maximum length. Do you expect me to believe this band of clearly incompetent bandits is not only tougher but has greater numbers than all of the armies I've battled against so far? Part of being a band of criminals is that none of these guys would trust each other. Their group shouldn't reasonably be that big. A side quest should never take as long as main story chapters. 

And I totally agree with bonus exp and having clear bonus objectives. Just don't let us save scum perfect level ups like in PoR. Do what they did in Radiant Dawn where you always get three stats on level up, no more no less. 

I like bases. Don't care much for building a base, but the idea of merchants traveling with an army makes a lot more narrative sense than doing some shopping from a store somehow still open on a battlefield. I would institute some sort of "training grounds" thing where, in between chapters, you select units to do some sparring together for some experience gains and support points. Also I generally think support conversations ought to happen back at base in order to avoid the generic "w-what!? B-but we're on a battlefield!"

Arenas ought to make a comeback, loosely based on FE4's version. Each unit may win against a maximum of three opponents before they stop letting you in - it's bad for business if you keep winning. Furthermore, have a "disguise" consumable item so that a unit can get in another three fights before he's found out. And I'm thinking have the opponents be randomized, but not balanced to that unit's level. Because these arenas will lack permadeath. Have us randomly get destroyed by a level 20 berserker and have to pay the price for losing. It'll feel more like gambling that way.

I see a lot of things here I like! 

I definitely think Bonus Experience with clear objectives combined with a well structured Arena system that can't be abused to the nines would be awesome. I really got tired of grinding the random monsters across previous battlefields in Awakening and Birthright/Revelation. It also really mucked up the story for me, because all sense of urgency was lost. The EXP DLC maps also felt cheap. These didn't particularly offer any fun or rewarding play. I also didn't like how sparse EXP was in Conquest, as I liked past games offering some way to catch up if you screwed up any units (either RNG or permadeaths), like the BEXP or Arenas.

I think they could do a nice mix of a merchant convoy and visiting shops in maps.

I think you could have a basic convoy to visit between battles, but also include a merchant unit to bring to battle. They could offer access to your convoy (instead of the Lord), and maybe even sell really basic weapons to your other units in a pinch. I also think it would be cool if there were talented blacksmiths who could sell rare weapons or maybe grant unique upgrades to ordinary weapons for a cost, or perhaps a black market you could send a merchant unit to either buy rare items or expand the available items in your own merchant convoy.

I also agree with paralogues needing some sort of revamp. I like the idea of some paralogues having weird requirements to unlock, as well as only being available at some points in the story. I think they could do fun ones like Member Cards, or quick small ones (like a little bandit raid), or pity ones that offer a chance for some much needed EXP if you've had too many characters die (but not like the New Mystery of the Emblem where you would intentionally kill off characters to get some of the new [sub par] characters) or your highest leveled character is just not good enough. Again, like the random monster maps I find a lot of the paralogues now just tear me away from the main plot and it's just a little weird. I think the huge unending paralogue maps could easily be made into challenge maps for the post game.

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Add a Map Maker mode and let people share their maps with each other.  That one right there extends the life of the game by so many factors it's astounding that IS hasn't yet put in this functionality in any of the previous FE games.

Also, multiplayer should used -FIXED- unit stats (not your own units), strict limits on unit deployment (no deploying five Kinshi Knights or whatever), and probably revolve around objectives other than 'beat the shit out of each other'.  Actually, they can probably crib off of TF2 and Overwatch for objectives; Escort missions/Payload, Capture the Flag, King of the Hill, Control Points, etc..

Forging in Fates was also a c-l-u-s-t-e-r-f-u-c-k, so that needs to be reworked from the ground up.  I really like the forging idea itself, just that the most recent implementation was completely asinine in its execution.

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11 hours ago, EdeaCreamer said:

Add a Map Maker mode and let people share their maps with each other.  That one right there extends the life of the game by so many factors it's astounding that IS hasn't yet put in this functionality in any of the previous FE games.

Oh my gosh I would love a Map Maker, but only if it isn't a half hearted attempt. If they could develop an intuitive UI and proper peer reviewing it would be amazing. But I can't see them doing a great job of this, since the My Castle wasn't even all that good. But you're right about it extending the game's life, and they could even make it profitable to themselves if they wanted to release extra content to a Map Maker mode as time went on.

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Only map maker I really want and expecting is an improve My Castle either keeping the name or called something else with hopefully more freedom like a higher building limit, more stuff like different forts, more added grass, forest, water terrain more supported enemy types.

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hmmm.....i want  to fight villans that pushing me and my army back,losing more battles but rescue people or other small stuff( like food or drinks cause my army is homeless), losing more people, randomly allies join my fight but they can also betray me in war. My soldiers getting older and can die on illnes or something else.

A map maker is so good, i hope they though of that.

I expecting thistime more from them!

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Multiple ways of advancing the map. For example, in Thracia there's this vertical map that has a mountain range that creates two paths to advance through. You're being chased by cavalry from the north and will face myrmidons on the right side of the map. This is considered the straightforward way. Or you could go left into mountainous terrain that has bandits and avoid the cavalry from the north.

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While there were some problems with this, I liked the way each map of conquest had its own gimmick that changed the play style of the player. For example the escape chapter on that stairway map where you had to use the dragon veins to freeze the hoard of enemies. This encouraged players not to just slowly turtle their way through the level. However, I do believe that these maps are good in small doses. If they have a gimmick for every map, they should make sure that it doesn't get annoying (cough cough wind tribe map), and that it isn't the only focus of the level (example being the kitsune level where the only notable is a 1 tile river and all the enemies have pass and are invincible every other turn)

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  • Map design ala CQ
  • No Weapon durability: Outside of RD, where the lack of Resources made weapon durability a good mechanic, it's an annoying mechanic otherwise and should dissapear. Fates was a step in the right diraction, just needs to be balanced. 
  • 2-3 Range Bows, with 2-4 Range Longbows. 
  • More Active, less passive Skills. You can change some %-based Skills and make em Active and make em cost HP (ala SoV) or Money or some resource.
  • BRING BACK RESTORE STAFF

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I'm in agreement with OP about most of the changes to add back things from PoR like BEXP and in particular the base conversations. I feel like the last few games have been rather weak on lore/making the in game countries feel like distinct places and not just named places that have a vaguely differing Aesthetic, or whatever. In PoR the player gets to see firsthand the differences in ideology citizens of these places have (ie prejudice or lack thereof against Laguz, how commoners can move up in the world, even mentions of past wars and economic strife) through conversations with unnamed NPCs, which, realistically, would be the people most affected by the events of a huge war. 

Fates was deeply troubled in terms of a consistent narrative, and I'm hoping that the switch title will bring some better worldbuilding to the table than both it and Awakening were able to manage (Awakening's primary narrative weakness in my eyes being the Mustache-Twirling "Let's end the world because evil" logic of the grimleal). Echoes did better than the both of them, and maybe could have achieved something like the base conversations if not for the fact that all the NPCs really seemed interested in doing was giving Alm and Celica intercontinental fetch quests (they were enjoyable for me, but not exactly enlightening in terms of story).

Gameplay wise, I can really only echo previous opinions:

  • Bows with 1-3 range and drawbacks for shooting at 1/3 range as needed
  • Make forging less broken or give it a better utility like limited weapon repair
  • bring back diverse map objectives and gimmicks, if only for BEXP. one that comes to mind is the PoR chapter "Solo", AKA priest-shoving simulator. Time consuming as it may have been, trying to force your way through a map without killing certain/any enemies (this also applies to the desert map of PoR with Tormod and Muarim's escaped slave crew) is REALLY interesting because it forces you to change your strategies from "throw a Lord at it until it dies". And lowkey offers built in time to heal grind, but shhh lol
  • Possibly less popular, but I really liked the concept of mages learning their spells instead of reading them out of breakable books. I wouldn't mind it if they kept the magic system the way it was in Echoes, but if they do change it back I agree that light magic should come back, as well as magic effectiveness similar to the -slayer weapons, ie thunder > dragons, fire > beasts, light >undead (assuming there are undead, as has been the trend lately) and etc. Basic 'starter' magic could be type-less so units don't start off with an advantage, assuming they keep the Echoes system of learning spells by level up. 
  • I also agree that the extra modes like a randomizer mode would be fun and contribute a lot to the replay value! 

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I think the main problem with forging in Fates was the sharp dissonance in tone between the way the main game is played and the way the materials are collected.

Fire Emblem does not (normally) lend itself to Zelda-esque exploration of the environs for 'phat lewt'; you're on a railroad track to the final destination from start to finish (and for once, that's probably a 'good thing'). In a more exploratory game, you'd go -find- the components for forging/upgrading weapons while you were exploring. You'd go into a cavern potentially full of traps, dangerous monsters, etc., and go mine for things like magic diamonds or cursed emeralds or whatever the hell it is you need to create more powerful stuff.

In Fates, you...wait for your pet werewolf to shit out the rocks you want, or you just go chill at your personal astral coliseum for awhile. There's zero investment or enjoyment in actually collecting the materials required.

Another BIG issue was that the improvements from forging DIDN'T DEPEND ON THE WEAPON BEING FORGED. The bonuses were solely based on how high the +X was and whether or not the weapon had crits turned on. Iron-class weapons quickly end up being ludicrously powerful compared to everything else as a result. So that would also need to change: the forging benefit would be based on the materials used, the weapon's default stats, etc. etc.. Maybe forging with certain materials would lead to entirely new weapons, and that might even be the only way to get said weapons. A specific recipe might turn a Steel Lance into a Beast Killer, that sort of thing.

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-I say revamped the weapon forging system Fates definitely had the right mindset with the materials but executed it poorly by making it so that you must have an exact same weapon to merge to get stronger weapons which takes forever unless you get very lucky on the weapon DLC or a scummy way by cheating. So I say no more "must have duplicates weapons" make it so you require materials and gold to enhance them when you meet the requirements maybe change the color of forge weapons again.

-Another thing that should change is that (if My Castle is back likely) Armory buildings restock all strong/unique weapons after a certain time has pass in your castle. At the point of the game after buying all the good weapons and stat boosters the shops (namely the Staff/Rod shops) are just now there for buying the Eternal, Partner, Friendship, Heart and Master Seals. I feel it makes sense for a shop to resupply their stock overtime.

Edited by Blade Lord Lyn

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-Staves do not equip

-Weapons break

-Change colors for forging, bring even more customization options in would be nice

-Bonus Exp

-Be able to do things even after beating the game, unlike Radiant Dawn

-No Switching Classes

-Three tiers of classes

-Laguz or similar characters, no stones

-Capacity for amount of skills, lock skills that are unit exclusive like Astra

-An item that you get once or twice that can make any item unbreakable

That's all I can think of off the top of head.

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I want more status staves, utility staves, etc. I'd love to see a return of some of the FE4 / 5 status staves, and ideally (this is the hard part) I'd like to see map designs that make the use of these staves attractive without making it necessary. For example, I don't want Shadow Dragon syndrome, where you warpskip the game. Moments like in fe4 chapter 1, where you are all but told to use the Silence staff to survive the castle approach, is a good moment in my eyes (though it is more mandatory than i'd like, because I remember that siege tome having very good hit, which is meh). I also want to see siege tomes return, the lack of obtainable ones in Fates/Awakening made me sad. It was a fun additional option that was available to the player that wanted to put in the work stealing the tomes. Heroes has some good concepts with staves, a gravity staff could be fun to see implemented. The pain staff has merit, etc.

I've had an idea for a new class or skill that doubles down on staves, where they are able to invert staff effects for combat. For example, a heal/mend/physic could be used on an enemy to deal damage equal to the heal amount - target's res. For the most part, this is melee magic damage, but I think it could be super interesting to have a changed healer archetype. This would be promoted, of course. Maybe be able to Warp enemy units as long as your magic exceeds their con or some such shit. 

I'd also like to see traditional durability and forging return, because Fate's "balancing" without durability was atrocious -- it made Silver weapons pretty much unusable, and Steel was completely obsolete. Even Killer weapons were not all that great, but the real functioning upgrade order of weapons in fates was Iron -> Killer = Effective Weaponry -> Brave in the vast majority of cases. 

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