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Jagged Jagen

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Everything posted by Jagged Jagen

  1. For what it's worth, a system similar to the one in the OP was implemented in the indie SRPG Telepath Tactics, but featured decreases in Max HP as opposed to other Stats. The system itself recieved praise for taking away the stress of permanent death whilst still maintaining a focus on unit survival. If it worked in a game similar in style and approach to FE, I fail to see why it wouldn't work if a similar system would be implemented.
  2. Are there any differences in drops between the 3 paths?
  3. Isn't Fates likely to be rated M though given the CERO 15 rating, and some of the... recent discoveries.
  4. I take your Zelda Example and I raise you a Metroid one. Gaiden = Metroid 2. Both are experimental games from the late 80s, early nineties that took certain aspects of the prior installment and mixed with a sizeable amount of changes to a... mixed response from audiences. Mystery of the Emblem= Super Metroid: An improvement on the concepts of the first installment that stays close to the events yetevolves as necessary. Awakening=Metroid Other M: Both are games that are controversial within their respective fanbases, both put greater focus on aspects that were lesser in other installments, both were designed to expand their fanbases via new audiences yet both feature throwbacks to the classic formula to attempt to please the old fans too. Opinions on these games are heavily mixed in the fanbase Fates=Federation Force: Base Breaking Games with some old fans upset at the full lack of return to the older style. Both have spawned numerous petitions and debates in favor or against aspects of the game to the release of the game itself. Difference is, many people don't outright hate Fates while it seems some Metroid fans do.
  5. 1-star rating... odd. Go on any reddit thread and chapter 2 is regarded as one of Awakening's hardest chapters.
  6. That's neat. There are definitely some opportunites for some house rules there, good to know. Thanks for the response! :) Glad to hear that there's been some balance done to the multiplayer overall and additional handicap modes. All things considered, if other FE's are to go by, this mode is probably best suited for endgame. Thanks for the response! :)
  7. It is from my understanding that Multiplayer mode has a mode that evens the playing field by removing the effects of eternal seals. Correct? If this is correct, are there other effects? The only reason I ask is with the confirmation of Grind/Gold/Weapon DLC whether somebody who chooses to not purchase said DLC will be still able to enjoy/experience multiplayer in a relatively balanced state (No Level 99 S-Rank Weapon Users vs Level 20 Steel Sword Users). Thanks in advance.
  8. Fair enough, as much as I love permadeath and Durability as systems, they're best suited for single player. I wasn't fully familiar with the cost of eternal seals so I do apologize. I'm not fully certain where a unit will statistically lie at the regular 20 level cap, but if it's the case where the penalties stay important throughout the duration of the campaign, the new system may be better balanced than I had thought. Thanks for the rebuttal.
  9. If you don't mind, I'd like to make a case for why Weapon Durability is a special, integral part of Fire Emblem's Gameplay and Identity. For me, the inclusion of a weapon durability system has always been rather special in numerous ways. The first of which being the added layer to realism within the series. Fire Emblem, for all its quirky characters, fantasy world, and inclusion of mythical creatures has always been notable in that the core mechanics were for the most part grounded in reality. When a character dies, they're dead for good, a weapon's weight can effect units in numerous ways, by rescuing someone, you put yourself at greater risk by taking the effort to do so, an older more experienced unit has potential early on, but can be surpassed by a weaker unit after time and training. These are many systems that combine realism with fantasy, and weapon durability was no different. Quite simply, things break, and this was reflective of said fact. Beyond realism fusion, Weapon Durability has also been a core part of Fire Emblem's identity, spanning across 12/14 games (Gaiden and Fates the 2 exceptions) so it's had time to grow into its own balanced system. Your Killer/Brave weapons for all their power were offset by rather low durability, bringing to question exactly when to use the proper weapon. It was an overall unique way of balancing weapons in a way that was impactful but not punishing. With FE's limited resources, each weapon bought could be at a great cost calling to question whether a purchase is worthwhile or not, especially when considering the lower durability. With Fates now here, Weapon Durability has been removed and from what I've seen thus far, its presence is missed. While there are stat penalties, none of them seem to fully balance the weapon system the way durability did. Sure, in early game they may very well be problematic, but this is simply more front loaded in terms of difficulty. Remember, the level cap in Fates is 99, meaning any penalties will likely be negligible by a certain point within the game. Eternal Seals granted aren't cheap, but with Gold DLC in the play and some reports that Nohr's resources aren't as limited as implied (granted far more limited than the 3rd/Hoshido path) means that the system may be obsolete later in the game. All in all, Weapon Durability was a special part of FE. In fact, Masahiro Sakurai himself built an entire smash representative around the mechanic because he knew how special it was. And with some of the potential balance issues with the new system, I can't help but long for the old durability system. Sure it may be intrusive/annoying at times, but its proven that it works and built its way into the very core of Fire Emblem.
  10. Let's See... No Weapon Durability No Berserk Staves Ballistician is DLC Locked Grind DLC Returning for Nohr (and how this effects game/multiplayer balance) No changes on Turn Count Restrictions on higher difficulties. Money DLC is Returning Eternal Seals Awakening Expies Reliance on Third Path for Narrative Kamui looks to be worse than Robin/Kris Face Rubbing/ Lewd Content The characterization of the amiibo.
  11. Is she the voice actress though? She made another tweet mentioning more the song than the character. Perhaps she's filling Renka's role while another actress wil fill Lynn's, but not sure.
  12. Just to partially put this into perspective, IS could very well have edited the story so as to keep it closer to the FE formula. Also, if IS wanted to make any deliberate ties to older games within the series, they appear to have much more knowledge to do so than Mr. Kibayashi, who, IIRC, has only played Awakening. Granted, this is only a guess and it could very well be a different situation. Also, good to see Mr. Kibayashi in good spirits! :)
  13. - Reinstate Weapon Durability - Put the marketing focus on the Core game first, and the options second. - Make the story focus on the Lord, and make the Lord separate from the MU. - Take a breather. IS wants to go bigger and better, they want 3 games, and My Castle, but a campaign bigger than Awakening, and they want to make it and they want a story with multiple endings and... I feel they're getting a tad too ambitious. Fates could be great, or could suck, or could be terrible on Hoshido, Ok on 3rd, and great on Nohr or vice versa and it seems that they're going a bit too big. Scale it down a tad, and don't bite off more than you can chew. - Don't be afraid to listen to your fans. As the director of Xenoblade Chronicles X put it, he's always taking into account fan criticism and striving to make a game enjoyed by many while most JRPG devs simply do whatever. I'm not saying that IS isn't listening (The rebalancing of Pair-Up says otherwise) but initial fan reviews seem a tad more mixed than Awakening (6/10 for Conquest, 7/10 for Birthright in comparison to 8/10 for Awakening on Amazon Japan reviews). Some of the complaints can be ignored, but others span 2 games and should be listened to (From what my translator could make out, some Japanese fans were also calling for the removal of the marriage/children, though it may be mistranslated) - Make a good game. At the end of the day, I think this is all what we hope FE15 will be. Good is subjective, but in akk our ways, this is what it comes down to.
  14. Ah, ok then. Thanks for the clarification. :)
  15. How does Rescue work if anyone knows? Is it stat debuffs like before?
  16. Nohr: Harold Hoshido: Ryouma? (Don't really know enough about the Hoshido cast) Shared: Felicia Misc: Lilith
  17. Knowing Nintendo, they'll probably push both paths rather equally, with a slant on Hoshido in the public eye and a slant for Nohr in the more dedicated gaming sense (Social Media and Dedicated Events). Post-Release in the event the game is received well, we could get trailers promoting the critical response like with Awakening. Or, they could give us something like this (please no!):
  18. Oh great! Being Canadian, new 3ds games retail $50. An amiibo retail $16. With this in mind, to get the full FE:IF experience (Assuming the 67% discount) I'm looking at an overall tax-included cost of over $165 in the long run, and that's before any other DLC. If the games are the size of Awakening, fine. But if they go against their word, I'm not going to be happy shelling out this much money.
  19. Anger? Deal-Breaker? Not really, but disappointing nonetheless. I, along with others, finds that this is transcending the barriers of archetypes. It's one thing to be within an archetype, it's another to be the same class (mostly), with the same quirks, same look and even now same voice actor. At the very least, Seth, Marcus and Frederick, can be distinguished from one-another and from Jagen. This seems to be beyond archetypes and taking things a tad too far. Also, we were told that FE;If was it's own timeline that strays away from Awakening, so in those regards it can be seen as going against IS's initial word.
  20. Nohr Classic Hard No Grinding Resetting Also, in the event weapons are as stocked as Awakening and gold isn't hidiously limited, I will do a self imposed weapon durability challenge.
  21. I personally want more Level Design and even so on Dragon's Vein. In particular, I've found Dragon's Vein hasn't gotten news. I mean, it can drain rivers, build bridges and mountains, can use it. What else it do? Are there more strategic possibilities with the mechanic. Perhaps the effects of Dragon's Vein are temporary too. For example, can we drain a river to lure enemies within, and then ambush them by refilling the river. Similarly, can they do this to us. Can we topple mountains, and while making our way over the mountainous region, the enemy raises them again, thus hindering our progress. In particular, on timed chapters, this could be a risk vs reward system. Also, IIRC Dragon's Vein Points are used to build in My Castle. Is this a case of strategically managing our points dependent on whether we want to expand our castle, or create a trap for the enemy. There's certainly alot of potential. But from what we've seen, it looks more like a button to remove/add to the environment to make things easier.
  22. Ah ok, wasn't familiar with that, Thanks for the clarification. I wonder if that's the localized name.
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