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dawnbomb

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About dawnbomb

  • Birthday 06/07/1993

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  • Favorite Fire Emblem Game
    Three Houses

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  1. i didn't check, because lyn hard mode is not pre-unlocked, so i assumed because the FEbuilder patch only lets you unlock hard modes and not routes, that it would go Lyn hard -> eliwood hard, but i'll finish up lyn hard and find out. Update: hector mode is unlocked when beating lyn mode. Somewhat surprised.
  2. Looking to play hector hard mode, but it seems like a native JP save doesn't work. i tried opening it in FE builder and using mode unlock, but it only unlocked lynhard not hector or eliwood (the patch in FEbuilder says as much so thats not much of a surprise i suppose) Anyway, any kind souls out there hit me up with a clear save for 7IF so i can play HHM? PS: I was just gonna make my own ENG menu patch for it, but does anyone know f a eng menu patch already exists for it or not?
  3. i had a nice reply all ready, but a mod axed it and game me a penalty, i guess logic, facts, evidence, numbers, ect arn't allowed in this topic right now. suppose i'll just leave, but thats a pretty unfair way to end a topic, oh well. maybe next time people will be able to talk to each other and talk about things in game without being penalized and told their not allowed to use so many facts.
  4. @Shadow Mir a game can be unfair, and still be easy at the same time. why am i shooting myself in the foot exactly? unless your suggesting for some inane that a game can't be easy and badly designed, or be easy and also have rare surprise bullshit, then i don't get why your saying that. If you did cap all your stats in 3 houses, it would matter, because literally nothing could damage you. why do you say pretending? there is literally no enemy with more damage then you can negate infinitively if you cap all your stats next, "unless you grind like a madman", i was explaining from each level of abuse. i don't expect absolute max tier abuse to be normal, please don't straw man my argument like that (seems like a popular and recurring theme in this topic). Altho, you can still beat SS stat caps without max tier grinding in 3H, to a point to get lower damage recieved then in SS, so i don't see what your arguing against. i examples each tier of abuse, and none of them are wrong. i never said max was COMMON or even reasonable, i just did it for complete analysis sake. so that noone goes "oh but what if X" and yes, Miklan tower boss does indeed put most later SS bosses to shame, but one specific boss does not make a game. i can agree thats a good point in 3H, while also think thats not the norm for 3H. @eltosian While i agree on a technical leve, i feel like pulling abusive exploits into a argument by saying you could always get infinite EXP, is dishonest at best. if im aloud to pull up exploits in 3 houses the player can do, well... lets not open that entirely different can of worms, but i'm sure i could fill mountains with 3H exploits. i'm just choosing not to, becuase it's not really what the topic creator brought to the table, and unfair to the point of the topic at large. also, funny you talk about boss abuse, when like the CH2 3h boss is boss abuse city. anyway, lets glaze over blatent exploits (because if we start evaluating every game calling even its most egregious exploits fair game, then this topic is really in for a shit storm) i don't feel FE is ever very player phase focused. never, untill 3H, did you have stuff like super robot wars bosses where you need to combine everyone to kill massive HP pools. that only started with divine beasts, other then final boss, literally no enemies ever have over say, 150 HP, or a number that requires more then say, 3 allies to kill. next, you say perma death is always optional is a absurdly dishonest argument. people resetting for character deaths IS THEIR GAME OVER in those contexts, please don't pretend like thats not how people view that. everyone knows resets are optional, and we also know its a "mistake" and "bad", or for a normal human being a "failure". iron manning FE on max is absolutely not the normal standard they expect of people. (if we go whats arguably the next step in that line of logic, then if your going to say reloading a save file isn't a loss, then in what warped perception of reality do you even lose? a game that implodes and you can't even load a save file when you die?.) and your final point on gaidens... what? what about what your saying? are you agreeing with me, disagreeing? i don't understand. Gaidens make you stronger, thats what they exist for yes. as far as i can tell your just agreeing...? @grin_fish noone saying suprises are bad, were just arguing against suprises that SOME are blatently unfair, (and also that the game is easy). in your case, you have a fun suprise, but nothing bad happened, so that doesn't sound unfair, they killed green units, who don't matter, and you were able to complete it. This sounds like a appeal on the suprise front rather then difficulty front but, thats a example of a good surprise, they killed allys instead of player units, and then you got a whole phase to react to the new situation. I assume this surrounding also occured in a area that are still being explored by your units, not behind you or something either. it was surprising, but it's not like you walked over the wrong line and got punished as a player for it, or the game over screen appear onscreen or something, nothing bad even happened besides needing a new strategy. Thats a good surprise. and something i'd say is fair game.
  5. @Armagon see, you can't just say thats unfair to compare them. on what basis? the reality of what SS is is 'unfair' to three houses? why? this is reality, SS exists, every part of it, and so does 3H, every part of it. you can't just go "lets compare but minus X, Y and Z". you also arn't even explicitly saying you think 3H is harder then SS, nor did you say you've personally seen, or know someone (orther then a for profit streamer/tuber) who has personally seen the game over screen. lets go over your examples tho. from design without undo, infinite reinforcements with a turn limit and being proximinity based, is infact, not as unfair as having them be ontop of your characters, and attack same turn they appear. CH27 ties into the above, also, this then becomes a grind spot, technically making the game easier, but i'll glaze over that as not being particularly a problem sense its endgame and not that meaningful anyway, and its more of a exploit. Ninja Death / Fugo's wild ride you can't undo, but if your using everything you can, then you would undo if you could, making this not as bad. (im mildly suprised you didn't talk about the map with the snow shovel minigame, sense thats comparable to something already talked about). the spikes are at start of player turn damage and can't kill, so they are basically who cares, you get a whole phase to deal with them after they appear. you got me on awakening luna+, but thats moreso because awakening is badly designed (winning being based on layers upon layers of RNG, enemies having sky high growths, paralouges requiring marrages, and thus planning to even access, ect) then it is specifically luna+'s fault. i went over this in a diffrent thread but, if Luna+ in all its glory was in 3H, it wouldn't be as hard. evemy has vantage+, attack from outside their range. they have infinite range? use a tank. they also instant kill? use auto life / revive. the list goes on, but i do admit Awakening Luna+ is a shit show. @flere im sure you didn't mean so, but if you think about what your actually saying, your kind of saying tactical games don't have difficulty levels because all you have to do is be perfect to win, yeah, just be perfect 4Head it's that easy! that argument could be applied to literally any game "just be perfect, EZ!" but, you do know thats not a very good argument right? @alastor i feel like we might be good friends, i know a FE clone game thats pretty good if your interested.
  6. yes. lets example that, before you say im insane. starting with little usage of tower vs little usage of training battle in three houses, your still more likly to die in SS because you can't undo. Additionally, in 3H this means your doing other things when your not abusing, like getting weapon ranks up, farming money for free, ect (making you richer in 3H, and money kind of is power) with moderate use of both, you might start hitting stat caps in SS, where you can't in 3H, and you can still undo, and farm cash without battle abuse. with max tier abuse (like hitting every stat cap ect) SS characters are half, or sometimes less then half as strong as 3H characters. additionally, most enemies literally cannot deal damage to the player in both games, but if they by some unimaginable force did kill you (like the game bugs and you insta die, or get assassinated by enemy assassin with lethality or whatever) in 3H you undo, in SS you can't. so yes, from every perspective of abuse levels, 3H is easier. @shadow Mir untill SS gets undo, from what i just said, please explain how your more likly to game over, or even have a unit death, in a game with higher stat caps, lower damage taken possible, way more tactical options, shit like dancer chains being temp possible, auto life, and undos. i'd love to hear a actual reply this time instead of you dodgeing the question literally every time your asked something.
  7. @Etheus please don't strawman what they are clearly trying to argue. infact, even if we take what you say at face value, it doesn't even argue against bad game design, saying something like its okay if its bad or bulls a bulshit fast one on you because we just saved, isn't really a fair reply. but for what your obviously saying / implying, alastor is saying, the game should either be designed where they are to be used like save points / undos (like you say) and not have the gameplay be impacted / warped by their existance, or they should be intended, and the game should fully embrace trhowing unreasonable crap at you, expecting you to make use of it's mechanics. however, the game does neither, it never goes maximum bullshittery, but it also doesn't completly ignore it, and if you tried to play as if they were only save points that you could use or not, then things like super enemy reinforcements INSIDE enemys is super bullshit, or garbage like same turn reinforcements in the middle of player phase, ect. no other FE game bulls such blatently unfair and BS game design on you. so either way you read your argument, your just not coming from a strong position, assuming your argueing against what alastor is clearly intending to argue.
  8. Sacred stones has a game over screen. Boom. it's not even unreasonable to get a game over atleast once, for example emphrams fog ship map where you also have to recruit 3 allys ontop of flying enemies coming in from fog of war. and before anyone quotes this to strawman me, im not saying sacred stones is difficult, im just saying its harder then three houses. if you use everything, or most of whats disposable to you, and make only some mistakes here and there, your far more likely to game over, or have units die in SS then in three houses.
  9. @Alastor15243 this is from me talking to every person i know, everyone on various discord servers, ect. i only saw one person, who said they had never played a grid based game before and saw having trouble grasping the fundamentals (reasonable). i mean, if you know anyone go ahead, but besides say, a tuber thats intentionally doing so and pretending to be stupid to cater to their audience (IE someone doing it on purpose for profit) can you say you know anyone that saw it? i'd ask if you did, but sense your iron manning and never use turn wheel yourself, obviously you didn't see it. @Shadow Mir of corse you'd respond like that, it's much easier to go "your wrong i wont say why but i don't accept you shut up baka" then it is to actually give a counter argument. not that i blame you, it's pretty hard to argue against. @Etheus i feel like i generally summed it up quite well. @shadow Mir if there actually was a advanced tier boss when units havn't left initial class existed maybe. people start leaving their base class after chapter one. i'll pretend you said their second tier class, but still, the only thing their is the death knight thats optional, and not required. go on, what required early game super boss happens between the prolouge map with all 3 lord, and chapter 1 class battle? or do you maybe mean not playing well (har har) and talking about the thief map on chapter 2 as a "super boss" even tho he doesn't even have 2 range and can't move, lul. @NinjaMonkey You can't tell but alastor was being sarcastic. they weren't actually thinking that, it was a meme post, because the people saying alastor is wrong, are using the troll logic like we hate it because of casual mode / waifus ruined fire emblem, despite alastor (or myself) never saying, or refering to that topic at all. As in some thought process like "you don't like easy mode = you clearly must hate casual people and they are scum" rather then what were ACTUALLY saying. so alastor meme'd on them a little for their stupid replys. again to people, im not saying i hate casuals or some crap, but there is a difference between adding casual support, and making the game from the ground up, entirely for them.
  10. @michelaar guess i have to speak like im explaining to someone who never played a fire emblem game before then, alright. Fire emblem is a series, traditionally with permenant death, altho in more recent games added a casual mode for people who prefer to play with deaths allowed, or those who play on permenant, either for a more skillful experience, or for those who enjoy ironman runs. There are also a chunk of players who go mostly skillful and reset, but occasionally allow a character death here and there. the base gameplay traditionally involves baiting out enemy units with tankier characters, and attempting to kill the enemy team, without the player characters dieing as a result. Players are also usually tasked with balancing character exp, as there arn't usually ways to get infinite experience, but occasionally way to get extra, such as a gaiden map, or what has recently been called paralogues. The difficulty of the game is also selectable, starting from the GBA era, to appeal to more player types, so that casuals, and more serious strategy fans, can all enjoy the games. Enemies also sometimes have reinforcements at the start of enemy phase. extra units that depending on the game, come in one of two styles. either appear and do nothing for a turn, or appear from the sides of a map and instantly attack anything in sight. Players playing a fire emblem game, are tasked with attempting to prevent unit deaths, balance exp gains, killing enemies, and either accepting and killing enemy reinforcements, or preventing their appearence by blocking their spawn points. Sometimes the game doesn't have things like forts or stairs for them to appear, and instead tells you that they will appear "from somewhere", alluring the player to get away from the walls, or otherwise expect them to come from a unknown location. While i could go into things like classes, supports, ect, these things vary from game to game, and some players may opt to not use certain units or unit types, so i'll skip past that. Fire emblem also has whats called a "Victory condition" and "Defeat condition" on each map. the victory condition usually being defeat a boss, route the enemy, or sometimes a special one, while the defeat condition in the early game is usually any unit dieing, while most the game it's the protagonist, and or lord dieing, (depending if the lord is the protagonist or not). for people playing older games, or selecting perma death mode in newer games, the defeat condition for players, is also generally any units death, altho some players do on rare occasion allow one to die as they progress, losing them forever. Sometimes a player plays ironman style, where they attempt to beat the game with no resets, and allowing all deaths. "Fire emblem" three houses, developed by a outside team responsible for a series known as romance of the three kingdoms, violates nearly everything discussed here, either directly, or at one point or another in the game. There is minimal difficulty if the player uses everything they have available, already cutting off skillfull players, but it doesn't stop there. people playing for permenant death also arn't cared about, as characters will never really die unless a player personally opts for their death. infact, most players don't actually even know what the game over screen looks like without googleing it, making it one of the easiest games there is. Going past their fanbase alienation, we get to other baseic gameplay things, with simple gameplay like baiting enemies, done far less, or entirely removed on some maps, exp balancing gone, and with it the very importance / reason for players to do gaiden or paralouges from a gameplay standpoint. Enemies will appear either slowly, or same turn style, leaving the player unable to trust what will happen, and to further make your players distrust you, even mix in mid player phase reinforcements, created apparently to be as unfair as possible, and attempt force players to undo. the player generally cannot stop enemy reinforcements (ever) and their placements are sometimes designed to screw people who didn't look it up ahead of time online, or get caught out, having to undo, as opposed to previous games. Even basic things like victory and defeat conditions can change at a moments notice without warning, easily catching the unprepared player off guard, unless they either undo, or cheat. However, the undo mechanic, negates every ounce of difficulty the game has to offer, leaving players unable to even lose. even games like FF tactics can be lost, where in three houses, the game over screen comes closer to myth. in most situations, in order to actually game over, using everything at their disposal, the player has to either be a young child, incredibly stupid, or perhaps mentally impaired. with player units able to 1 shot nearly everything in the game most of the time, allies being generally unable to die, and so forth. Note this is only the topic on why this game is just not the same game or gameplay style, and doesn't delve into the numerous bugs, stange design choices like class exp taking ages, and many other things i could talk about. But was asked to specify on what specific level this game is so fundamentally different, and explained down to its very core, thats its base gameplay just isn't the same.
  11. the difficulty can't be compared to any other FE except echoes, it is, bar none, the easiest FE game there is, and only if you do absolutely max challengeness can it even attempt to be on par with anything else. but then, because its designed with divine pulses, you get werid jank BS ambushes and other stuff. the core of the game just isn't fire emblem anymore, is more or less the complain with the game. if you use everything, it might be one of the easiest tactical games in existence. How can you even game over with the retry system such as it is. FE has long had challengeing options, this just removes the gameplay half the fanbase actually plays the franchise for, without it, its really no diffrent then FF tactics, or basically any other grid based game.
  12. @de Geso Actually, maddening and inferno were datamined, but only as dummys. Ch1 maddening is all that works, and none of inferno, and theres nothing about abyssal, all three of those are nothing but rumors. the only one any dev actually said was lunatic but, lets be honest, this game isn't gonna get that much harder. @shadow Mir, yes. because in that game you can actually game over without significantly handicapping yourself. i literally don't even know what the game over screen looks like, i've never seen it, and noone i ask has seen it, it's like a myth. you only hear about it's possible existance on forums, but the legendary mythical game over screen has yet to be seen by human eyes. @armagon actually, you can in three houses, theres a gambit that lets someone be a dancer, and you don't have to put it on your dancer, rather then +1 action you can go like +12 in 1 turn or some shit. next, why does it lose credibility, and why are you pretend quoting me saying "how dare they make the games more accessible?" please don't put words in my mouth to strawman my argument. maybe YOU have a problem with it, but i don't. @etheus please don't group me in with those people, and please don't then make assumptions and add things to my argument im not saying. this is my first time speaking to you and your already saying im accusing you of shit? what? i don't even know who you are dude. and its pretty clear Alastor is a core fan, all their complaints are about things any other FE would do diffrently, its only this specific game thats different (likly because diffrent developers so different design philosophy), and it goes againt what the series has primarily been about. i also have no idea why your talking about accepting deaths or moving on, when at it's base, you have to be a total noob or really, really stupid to have units die here with time rewind and upto 35 copies of the turnwheel. its like it went from fire emblem to FF tactics, its just not the same game type. Don't you even realize the very things your talking about doesn't even exist in this game without player handicaps anymore?
  13. i agree with Alastor, also, this game is kind of offensively easy, they give you way to much power, and ...well, idk, i mean its not made by fire emblem team, its made by romance of the three kingdoms, but still, there should be more difficulty options, and fairer map design. i've seen such a immense number of bugs in my gameplay, half the game is identical on every route, enemy AI is wonky / jank, and i'm pretty sure programmed not just to go for the kill anymore, but to box you in so you can't just go back 1 turn with the turnwheel, but that means their not that big of a threat. overall, this might be the easiest FE game sense sacred stones, probably even easier. legit might be the easiest in the franchise so far. for a series based on its permadeath difficulty, and then took a turn with casual mode to allow the stupid people access, to have a game thats such a hard face turn to the rest of the franchise in gameplay just feels bad. i want to like it, i really do, it has great thematics and everything, but a tactical rpg should first and foremost be rated on its tactics, and it just doesn't feel like it was developed like that. Sure, Fates had waifu bait and casual mode and so forth, but they were additions to the game, here, their the main focus and the gameplay was subtracted to crank waifu upto 11. Ugh. being able to have multiple dancers, revive your characters en mass even in classic mode, turn back time upto 35 times per mad, low enemy stats, immense player mechancis and control, gambits letting you attack without retaliation, theirs just so many OP things that its just downright for kids, or n00b's first SRPG, and the map design shows, they didn't think (or care) about rudely changing victory conditions all the time, or having both slow and same turn reinforcements, and tons of other 'fuck you' game design things, it just feels like a normal SRPG, and not really fire emblem. and don't even get me started on the semi final map of edelgard route having like the fuck, i think everyone can agree awakening luna+ is BS, but shit like that is exactly the kinda shit you'd see in Luna+ just casually in a map, what a troll.
  14. Would it be so unreasonable to ask that lunatic difficulties get boosted in all the games in the upgrade variants. i'd expecially like to see birthright and revelations actually be really challengeing, as opposed to how they are in vanilla.
  15. is there any editor (or nightmare modules?) to edit allies, enemies, skills, stats, enemy locations on maps, numbers, other basic stuff?
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