Jump to content

Shrouded In Myth

Member
  • Posts

    142
  • Joined

  • Last visited

Posts posted by Shrouded In Myth

  1. I've been a lurker for the longest time, so you don't really know me, but I am familiar with you. I actually do enjoy reading your posts from time to time so since you've given me some joy I want to offer my condolences. I'm not the proper person to talk about this, that would be a professional, but I do want to say one thing; let your emotions out, there is no shame in it. It is time to mourn. Be strong.

  2. Fair enough. I do think theres plenty of merit in stating what one enjoys from a game and what one doesnt. But lets face it, game devs arent cruising around internet forums like this one to see us weigh in. They are looking at surveys, those goofy rating things you can do on the eShop, places like IGN and Metacritic, etc. Looking at general reviews and seeing a consensus in user feedback, etc. They certainly dont give a snot about someone blowing hot air on a fansite, and getting their smallclothes in knots over junk. I doubt game devs cruise Reddit and junk either. You can tell us what you like and dont like about FE14, but i dont think its gonna reach the devs that way. Wallet voting often does though. If enough reviewers negatively discuss features like the Amie, and theres a significant drop in sales as a result, yeap there you go.

    This is not true though, they actually do look at forums and fan sites. Maybe not the developers themselves but their community teams. Check this podcast (starts at around 40 minutes in.)

    https://soundcloud.com/parttimegamers/episode-76

    NeoGaf was mentioned by name. In hindsight it actually quite obvious, how else would Sakurai know what characters are highly requested? Why would he even respond to the fans about Ridley?

  3. No, it wouldn't. What would cause LTC to die would be if there is no room for improvement, or getting the lowest turn count is luck-based. As long as people can find a reliable way to lower their turn counts, people will LTC.

    You have a lot of control of the luck-based variables in Berwick Saga, and I think that is the key.

    In order to stop LTC you would have to take away control from the player. This is why I find ideas to eliminate LTC to be misguided, since nearly all of them will make the game worse. I find it to be a good thing that FE LTC is engaging, because it shows there is a high skill ceiling compared to similar games. It makes you want to improve.

    To give an example from Berwick Saga, I completed the first chapter in 8-turns. I noticed that Reese can reach the mansion in 7-turns if he took the shallow river path instead of the bridge path. I also noticed that Dean's Desperation skill allows him to counter slower enemies and clear a path for Reese with good play. So now I want to try again to see if I can reliably seize the mansion within 7-turns.

    Another example from the same game is defeating Chaos in Chapter 3. Totally luck-based right? Well, maybe but you have lots of tools to make it more reliable. Dean's Wrath skill has an 86% against Chaos and can do 22 damage at base with Power Band and the Battle Axe. Saharin can then heal him for 12 HP so with a potion you can get full health back to try for another Wrath proc. Then you have to find a way to deal the final 12 damage to Chaos. This has a 74% chance of happening so now I'm looking over the food list to see if anything can help there, and I did, either making it more reliable or doing more damage. This is why I say Berwick-Saga that while has many luck-based elements, the game and LTC strategies are not luck-based, because you can influence these variables to make it reliable with good strategy. Most things are only a coin-flip if you have bad strategies.

    Edit: I messed up the calculations, Dean only does 12 damage on Wrath proc. This is going to be tricky.

  4. I guess I worded myself poorly, but the sheer # of luck based components in Berwick Saga, which also ends up combining with growth bracketing and your units being nothing close to overpowered in any way possible, makes it difficult to deal with.

    It was a really halfassed post, but the primary issue does go back to the fact that Berwick Saga has a hex grid (making it weirder), a different turn queue (so no distinct enemy/player phases, only enemy move/player move), a bunch of percentage based skills and relatively mediocre hit rates, etc. There's a skill in this game that doubles your hit rate if you don't move a tile, for instance.

    Another thing about Berwick Saga is the fact that most characters can't counter if they get hit. If they dodge then they can counter attack, but not if they take a hit.

    etc etc Basically there are tons of variables to account for, and the growth bracketing almost ensures you can't get too blessed to minimize these. Not many of the characters are as strong as like FE6 Miledy/Percival, at least not without their drawbacks (see: Sherpa).

    Granted, I still believe Berwick Saga is more strategy based than other FE games can get, although that has more to do with the fact that you play a lot of risk/reward and you have more room to improvise when things don't go right. You don't really lose if you get an inopportune hit like in most FE games, you tend to lose when your tactics are very fundamentally unsound.

    Most of the percentage-based skills are defensive, so they can be thought of just adjusting the enemies hit rate under different conditions.

    The turn structure still keeps track of overall turns for the chapter, even if it doesn't remember it after the chapter is done. It does allow to recover from bad luck quite easily and when playing I often think "If this happens I do this, otherwise I do that." Game also gives you a bunch of tools to make strategies more reliable, especially when it come to attacks connecting. The fact that many of these skills are before moving just means the pace of the game is slower, it doesn't ruin LTC strategies.

    The only things I can see that would really require RNG-abuse would be generating good food in the Kingfisher Pavilion and good horses at the stables, but both of these are a controlled randomness, there are rules to the generation. Trying to capture an enemy would require use of the 5-turn battle saves to RNG abuse an Injury and a Cripple, but like hit there are ways to make it more reliable.

  5. Why would LTC be a problem?

    I think Berwick Saga addresses some of these, because it's not really an LTC friendly game or a game easily breakable by LTC. Sound tactics are what get you through it, not extremely powerful characters with high growths, especially due to limited funds, limited character deployment, pretty decent character balance, randomness, and growth bracketing. It's a pretty good middle ground.

    I may also just be saying that because Berwick Saga appears to have many more different possibilities than FE games on top of being a game that the majority of the community just isn't familiar with.

    The only way that Berwick Saga discourages LTC is that it doesn't remember turn counts and some important items are on reinforcements that happen late.

    I find this to be one of the flaws of Berwick Saga, becuase if you play well and finish objectives quickly, you're often doing nothing until reinforcements arrive. Thankfully it doesn't happen to much.

    People do speeedrun the game though, which is the cousin to LTC. It's quite interesting to watch speedrunners blitz through the game making difficult chapters look easy.

  6. So does anyone know how exactly raising the Weapon Skill works?

    http://haruka.saiin.net/~berwick-saga/1/index.php?%B5%BB%C7%BD%BE%E5%BE%BA

    So the link I posted above seems to have information about it, but I don't know Japanese and have to rely on Google Translate.

    Anyways here is how I read it.

    Skill increase rate = skill growth degree × skills correction ÷ 100

    Skill correction = 190- skill experience value × 0.3 max100

    So apparently that is the formula, so the more skill experience you have, the slower it grows.

    I think it says that 10 weapon exp equals 1 point of Weapon Skill.

    Skill value	                First time                      Second time	                Third time                
    Less than skill value of 10	Shake the weapon within 24T	Shake the weapon within 24T	Shed a weapon
    Less than skill value of 20	Shake the weapon within 24T	Shed a weapon	
    Skill value of 20 or more	Shed a weapon within 24T	Shed a weapon	
    

    Pretty sure that shake and shed actually means use and hit. So you can get a bonus weapon skill point if you fulfill these conditions?

    And it's different with every type of equipment, like weapons only requires one use, healing magic 2 and shields 4 yo get the bonus?

    Formula skill growth degree ÷ 2 × (6- level correction) ÷ 6

    Skill level	Correction value
    0-9	        0
    10-19	        1
    20-29	        2
    30-39	        3
    40-49	        4
    50-59	        5
    
    
                    Skill growth degree
    Skill level	Ten	Twenty	        Thirty	Forty	Fifty	Sixty	70	80	Ninety
    0-9	        5%	10%	        15%	20%	25%	30%	35%	40%	45%
    10-19	        4%	8%	        12%	16%	20%	25%	29%	33%	37%
    20-29	        3%	6%	        10%	13%	16%	20%	23%	26%	30%
    30-39	        2%	5%	        7%	10%	12%	15%	17%	20%	22%
    40-49	        1%	3%	        5%	6%	8%	10%	11%	13%	15%
    50-59	        0%	1%	        2%	3%	4%	5%	5%	6%	7%
    

    The formula for weapon growth during level up. Seems like the growth gets smaller the more weapon skill you have.

    There is more but I don't know how to interpret it. It seems like shields gain experience even if you just took bonus magical damage. And that food bonuses does not count towards any of the formulas. No weapon exp on Parry and Axe Defense. You can gain exp even if you did no damage? I don't know how to interpret multi-hit. attacks.

    So does are my interpretations right? Can anyone help out?

  7. It is speclation and a dubious one at that. I have been checking the Japanese charts and the game in a month sold over 500k separate copies(retail Hoshido, + Nohr + Special edition + Digital edition, not including DLC) making it the 2nd highest selling in Japan and is still selling ~10 thousand each week(which suggests Word of Mouth is actually quite good) where the games usually dropped into oblivion after the first couple weeks. Awakening took 3 years to sell 480k. I mention it time and time again but appeal like that does not come from Otaku, Otaku games routinely sell less than the worst selling Fire Emblem games and this entry in Japan alone is positioned to sell more than a number of entries Fire Emblem have worldwide and already has.

    One thing I noticed is how close to release they revealed the My Castle mechanic and the focus they gave it in Magazines with that dedicated video and inclusion in a JP Nintendo Direct. This generation the best selling series in Japan isn't Pokemon, Animal Crossing is actually edging it out and the spn-off Happy Home designer sold collosally well. Given how they presented the video Jackob and Felicia may be analogous to Isabelle It's likely they were going for the giant Animal Crossing fanbase and realise some of the base menus could be expanded into a custom town and supports expanded in a way.

    A side effect is that yeah it'd simulataneously appeal to an otaku, but given the numbers of the game I think Nintendo and IS efforts are a result of a net was cast wide rather than narrow when they had the My mechanics in-mind. They knew My Castle would be a net increase the appeal, so they were free to experiment with the mechanics within it even if it doesn't please certain players. It's better they have amie in to gauge the appeal and get feedback so they can see what parts of My Castle are well liked, what aren't and why, what could be improved.

    A few petty players acting like the sky is falling because of one of the mehanics, the only My Castle feature you obtain the same rewards elsewhere isn't to their liking means very little. If IS thought every player would like it or that Amie and rubbing the face of characters was what the game is all about it'd give rewards you couldn't get elsewhere or be mandatory for Corrin's support, they could also be aware people think it's the worst thing ever but if game devs chose not to include any feature because someone might hate it a series would stagnate and it'd be impossible to get many new players to try it unless the base game is monsterously popular.

    That is interesting that the top-selling 3DS games have major mainstream appeal in Japan. My Castle been added for mainstream appeal, it's just skinship that been added for the Otakus, it seems like.

    Hopefully Nintendo and Intelligent Systems will interpret the feedback in a way that shows them pandering is not necessary.

    As for My Castle in general, I'm not a fan of its implementation since it seems it's just there to pass time.

    But as long as it's high quality and it's not to the detriment of the base game, I'm okay with it sharing cartridge space with Fire Emblem.

    It's skinship that I will just not accept, because I think degrading, fetishized features like it are damaging to society, not to mention the video game industry itself.

  8. I'm aware that fanboards make up the minority, which is why I say that most people will be bothered by it.

    The boards are filled with Otaku and Fujoshi who are accustomed to these sorts of features and even then a sizable portion of them are bothered by skinship.

    Imagine the average Japanese citizen, aka not Otaku or Fujoshi, I'm willing to bet that they would be bothered by skinship and wouldn't want to be seen playing that.

    This is purely speculation though. Although I'm interested why you think it will hurt sales in the West but not in Japan.

    Based on Sakurai's comments and this petition from the Japanese fanbase, it seems there was some sort of outcry there too.

    http://feifgannbare.jimdo.com/

    It seems it sold well despite those features, not because of them, and maybe it could have sold more if it didn't have those features. (speculation)

  9. This should be obvious, but the whole point to My Room and similar mechanics is that while it makes some people uncomfortable or hate it, some people like/love it, and others don’t care. Nintendo, given Sakurai’s comments and their general design philosophy to widen accessibility, is therefore going to put it in if they think/predict more people like it or are indifferent than not, increasing sales (they would probably say more people have “fun” too).

    People like to bring up more extreme examples but they probably don’t honestly think those would improve sales. Nintendo is a company. Video games are an industry.

    I suppose people tend to be disgusted by how economics work (lolkonami is an obvious recent example) but that’s a far bigger issue to describe, let alone begin to address.

    But My Room doesn't widen accessibility, if anything it limits it. Many people would be turned off by it even being in the game, even if it is optional.

    Which group will be persuaded to buy this game cause of My Room? The Otaku and Fujoshi. I'm pretty sure they are looked down in Japan as much as they are in the West.

    The wider audience may not get Fates since of its association with these groups. The sales numbers won't reflect that since they make up a market majority despite them being a sub-cultural

    minority since they are willing to spend a lot of money on their leisure, while the mainstream isn't willing to spend that much money.

    And yes these disgusting business practices are the subject of another discussion, but I always felt Nintendo never needed to do that.

    Their business philosophy seemed to be that their games would sell based on their quality alone, no tricks needed. Check out their 2014 E3 stream

    which people praised because while other companies were trying to deceive their customers, Nintendo had so much confidence in their games they

    put out in the open for people to see they are good enough for a purchase.

  10. Making Dr. Mario, Lucina, and Dark Pit into costumes didn't suddently decrease the amount of palette swaps to 7-4 for the aforementioned characters. If anything, the roster did get expanded, and Dr. Mario makes my dream of having both Mario movesets and having Dr. Mario with his properties back in the game come true. Also, fans of those characters are rightfully cheering and in the end, that's all that matters because there'd be no way for the developers to make one more unique character, even if they weren't in. Quite frankly, in some ways, the clones are among some of the most interesting characters in the franchise because it's way fun to see what kind of differences they have.

    I don't think you understand what I'm saying. I'm not saying scrapping those character's would do anything, but giving them slots expanded on nothing and he says it does.

    Giving the Kooopalings their own individual slots and slightly changing their properties wouldn't expand anything.

    And many people have voiced complaints that the roster is way too big, which makes All-Star and completionism a chore.

    Turning them back to alts won't decrease the roster at all, since they were never their own character, just an alt. Their fans would still be cheering because they can still play them.

    Dr. Mario is the only justifiable clone, I'll give you that.

  11. Are you talking about his restaurant metaphor regarding the clones back then? Because that's not what it was at all. He was equating the clones with essentially getting free dessert after the main course, even if you didn't pay for it. It had nothing to do with the restaurants' menus or anything like that.

    Sakurai has said plenty of times before that the Smash4 clones were all alts for other characters and that he just changed a few properties to give them their own slot so that he can pad the roster.

    This is not free desert, this is cutting a piece of the steak and then giving it to the customer after they're done eating saying it's a "free extra."

    It's harmless in the sense that you still get the same amount of steak and you can't really switch it for something else,

    but you can't help but feel contempt for the chef since of their dismissive attitude when you call them out on it.

  12. Challenge gamer. I don't necessarily mean I like playing difficult games, I just mean I treat games as an obstacle course,

    they are an arbitrary challenge to be conquered and mastered. Obviously Fire Emblem is a game like this I enjoy,

    but also Mario and fighting games (competitively).

    I also love the Zelda series and Metroid series, so I got a bit of an Exploration gamer in me. (Although Metroid lends itself quite easily to speed runs.)

  13. Valkyria Chronicles really needs to be a long-running series, it did the best at modernizing SRPG's for a new generation.

    Too bad Sega seems to have lost interest in the series.

    Speaking about Sega titles that need sequels, Resonance of Fate is in most need of one.

    It was a diamond in the rough; good, unique ideas that wasn't executed as well as it was supposed to.

    Despite how experimental it was, it's biggest problem is it stuck to close to traditional JRPG design. Specifically the grinding and padding.

    Seriously, make a sequel with tweaked gameplay that is not focused on making a long 40-60 hour game with bland dungeons,

    but a 20-30 hour game with more variety in enemy types and dungeon design.

    There is so much potential in this game and I hate to see that it will go to waste.

  14. Much like she was in FE13, Lucina is probably the most sane character in Smash, which is why I love the idea of her being in. The sole thought of her meeting the rest of the Smash cast is freaking hilarious.

    That title actually goes to Snake.

  15. Geez, 50% of this site must have Asperger's... I swear every other person here says they have it. Myself included. o.O

    I'm fine with most of Awakening's cast myself. Chrom, Lucina, Tharja, and Sumia are the only characters in it that I don't like. Out of the playable cast that is.

    Another person with Aspergers here. Many people online often self-diagnose and are wrong about it. Although I wonder if Fire Emblem is just really appealing to people with Aspergers which is why we have a lot on this site. Ehh, most likely it's just peopl self-diagnose when they really don't have it.

    Anyways I'm in the camp that doesn't like the majority of the cast since their annoying. People say that previous FE games had gimmicky characters but they weren't as in your face about it as Awakening. They mention their quirk when shopping, fighting, finding an item, showing affection, and it makes them seem less human than previous games. Yeah this was because previous games didn't have this much dialogue for characters, but that was a good thing since you can fill in the blanks.

  16. Sure thing!

    BattleCon: http://www.level99games.com/catalog/battlecon-line/3-battlecon-war.html

    Yomi: http://www.sirlingames.com/pages/yomi

    Yomi is also available for Steam and iOS

    There is also a free-to-play version on the Fantasy Strike website http://www.fantasystrike.com/game/index.php

    There's also a free-to-play BattleCon app on iOS, but I wouldn't recommend it.

    The developers no longer support it since they're working on BattleCon Online which will be cross-platform,

    so the app doesn't have the updated rules and cards and it's prone to crashing.

×
×
  • Create New...