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OakTree

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Posts posted by OakTree

  1. Gunbuster

    GaoGaiGar (Series)

    Mazinger Z / Infinity

    Might Gaine

    GUN x SWORD

    Expelled from Paradise (New Entry)

    Magic Knight RayEarth (New Entry)

    Cowboy Bebop (New Entry)

    Arcadia of my Youth: SSX (New Entry)

    Tryder G7

    Getter Robo Armageddon

    Nadesico: Prince of Darkness

    Zeta Gundam

    Crossbone Gundam

    G Gundam

    Armored Trooper VOTOMS

    ZZ Gundam

    Gundam Char's Counter Attack

    Gundam CCA Beltorchika's Children

    Aura Battler Dunbine

    Dunbine New Story

    The "T" stands for Terra, the game will come out for PS4 and the Nintendo Switch

    Super Robot Wars DD (Dimension Drive) is a mobile gacha game for Android and iPhone devices, the game will use a simplified version of the mainline series' gameplay.

    1542631316373.thumb.jpg.ef6436f1075373a46ab0c765442e0ec6.jpg

    Design of OG units and characters.

    1542631689342.thumb.png.2c9077ba19be5bdc10ee7821da8272e9.png

    Starting roster, the game will be made up of short campaigns in self-contained worlds, starting with four. As you can see, Mobile Suit Gundam: Iron Blooded Orphans, Valvrave the Liberator and Devilman will have their debut here.

  2. 1 hour ago, Levant Mir Celestia said:

    You DO realize that it's possible to buy killing edges? (Even though the number is limited) Also, I would sooner blame the two factions schtick for no rapiers (considering that Hoshido doesn't bother with armored units, a rapier wouldn't help much on Conquest [it would only help against the occasional Sky Knight and promotions]; on the other hand, Nohr has almost all the classes one would affect between Cavaliers, Paladins, Great Knights, Knights, Generals, Bow Knights, Dark Knights and Strategists. That's pretty damn lopsided, and you know it). Also, part of why people might not use rare and unique weapons is that they just don't need them - is there any good reason to use brave weapons when iron and steel are often enough to get the job done??

    You can only get a single one without relying on RNG.

    And even then they could have easily introduced a weapon with the exact same effects on Birthright at least.

    And special weapons always make things easier, even in easy Fire Emblem games it's not too hard to find use for them, think of literally any sittuation where there is an enemy who needs to be attacked by two units with standard weapons to be taken down but only one if the player uses special weapons and there you go.

  3. If durability is the reason why in Fates doesn't start off with a Silver weapon, why there is only one non-RNG Killing edge in the game and why there are zero Rapiers in the game, then i want durability back as quickly as possible. People might say it incentivizes hoarding, but i couldn't care less, i don't hoard, and people that do need to stop blaming the game for their own choice to do so.

  4. 5 hours ago, Levant Mir Celestia said:

    And go back to the days of hoarding and the Too Awesome To Use trope reigning supreme? Sounds like a massive step backwards if you ask me... just look at Awakening. I had brought this up in another thread, but I generally see effective weapons as too niche because they tend to have low uses, and in some games, can't be bought; it doesn't help their case that I could dispose of the units that they're meant to be used on by other means. Awakening might not have been one of those games, but barring merchants and spotpass shenanigans, the only shops where you could buy hammers and beast killers required you to clear chapter 25 first. For your information, Fates was a bad game for killer weapons in general (thanks to them having underwhelming might and not enough crit to make up for it; I would say that situations where a killer would be a better option than a forged iron or a steel are as rare as hen's teeth). So I would consider one killing edge to fall under "nothing of value was lost". Anyway, sure, there are some issues with no durability, but I would consider stuff like braves gathering dust in the convoy and never seeing use no better. Like I said, I would be more receptive of durability if it was anything more than a shackle that inhibits strategy... which it is not.

    Again, this is a clear case of "Don't hate the game, hate the player", there is rarely, if not never a reason to hoard, players only hoard because they get overly paranoid and insecure about their weapon uses, and that's their fault, we shouldn't remove durability just because some dumb players handle the mechanic badly, should we remove the earlygame prepromotes just because new players refuse to use them even though they are often great units?

    5 hours ago, Levant Mir Celestia said:

    Because needing to waste your turn healing constantly is a great position to be in, right? Oh, wait, no it ain't. Especially when vulneraries are rather expensive for how little they heal. Sorr-ee! Also, the ninjas have the durability of wet tissue paper.

    Okay, add the earlygame butler/maid to heal too, and it's not as if ninjas being frail matters when enemy quality is so low, so yeah, you can lowman until Ryoma is recruited pretty easily, and afterwards you won't ever need any other unit besides him, and no, EXP cuts do nothing to slow him down.

    2 hours ago, Shrimperor said:

    Durability leads to only 1 thing: hoarding. Fates did the right thing by removing durability. They just needs to balance it. Removing Forging would go a long way towards balancing, as you can't just make an Iron weapon +7 that surpasses everything and has no drowbacks. The difference between Silver and iron will be huge then. The drawbacks also need a rework, but it's still much better then durability.

    It's not like durability ever matters anyway. The only game where it really matters is RD due to limited resources. 

    Anyone who hoards is a bad player who shpuldn't participate in gameplay discussion to begin with.

    And durability again balances weapon availability, so even if there is no strategy involved, it still adds to the game's overall design and is thus a valuable mechanic.

  5. On 20/05/2018 at 7:34 PM, Levant Mir Celestia said:

    I would chalk that up to necessity - given the debuffs inflicted by one when it hits, giving the first servant a silver dagger would be really nuts. And the Killing Edge mention makes me want to bring up Path of Radiance, which was not much better in that regard - you only get two killing edges in the whole game.

    There is only one, and i mean one, Killing Edge the player can obtain without RNG throught the entire game, if no durability is what caused that, then i believe FE needs durability back as fast as possible.

    On 20/05/2018 at 7:34 PM, Levant Mir Celestia said:

    I would call BS here - outside of an HP or defense boon, Corrin cannot really take many hits. Also, this goes without saying, but they cannot be everywhere at once. What's more, what about the forest level where you get Takumi? Constant debuffs and damage would likely take their toll when you have no range outside of a weak Kodachi. It does not help that katanas, like Corrin's personal weapon, drop your defenses. Nor does it that the Yato upgrades do not boost defense. How is exp not stopping lowmanning from being effective when Corrin WILL eventually stagnate (which is to say, get to a point where they're only getting 1 exp a kill) whereas the enemy improves? Because I honestly don't see how fielding, say, 5 units and dual guard fodder is helping more than fielding 13 units that can hold their own. This isn't Awakening, which had a generous exp floor.

    Okay, you need Corrin and two or three Ninjas (Plus the eternal champion Vulnerary) until it becomes a Ryomafest, what a giant damn difference.

    On 20/05/2018 at 7:34 PM, Levant Mir Celestia said:

    I agree with this, and I think something needs to be done about it. But I think fatigue is only good for adding more problems. A "solution" that adds more, worse problems than the one it was meant to address is no solution in my book.

    Maybe you should try having a different perspective and separating units you like as characters and units you that are fun to use, because when you do that, Fatigue becomes little problem, you start to see it as an interesting way of making you use units you would've never used otherwise, making for a far more fun experience.

  6. 4 hours ago, Levant Mir Celestia said:

    Even though the stricter exp curve prevents you from getting a big level lead over the enemy? (To put things into perspective, when you kill an enemy, you get 4 less exp for every level the enemy is below you; that's pretty noticeable compared to prior FE games) Using Ryoma's join chapter in Birthright for an example, the unpromoted units are mostly level 14. Besides the pre-promoted units, it's highly unlikely you would have any promoted units of your own at that point... and the pre-promoted units are going to be gaining next to no exp from the unpromoted units in that chapter. Anyway, my point is, low-manning in Fates WEAKENS your team, instead of strengthening it.

    No, Birthright is a Corrinfest until it turns into a Ryomafest, even in Lunatic, all you need is two other units to be Dual Guard fodder for both of them and there, you beat the game, the EXP cut does nothing to change that. Rev also is not better about this, many players just use the royals plus Corrin and Azura and even that can be a little overkill.

    4 hours ago, Levant Mir Celestia said:

    I would much rather have no incentive to switch units than be encouraged to switch units regularly for all the wrong reasons. And isn't that true of most FE games (read: every one of them bar Gaiden/SoV, Genealogy, which allows you to deploy everyone, and Thracia) anyway? Because constantly switching units is the very definition of counter-intuitive when you cannot grind.

    There is a reason lowmanning is considered a constant problem throught the series.

    4 hours ago, Levant Mir Celestia said:

    I would not mind durability so much if there was any legitimate strategic merit to it... which I have yet to see. The last game with durability had a skill that had a chance to prevent weapon degradation, not to mention being able to get infinities of everything (albeit with DLC needed for the rare weapons). I find that concerning. Hell, I would go so far as to say durability became an afterthought when Sacred Stones came along, considering that said game allowed you to buy standard weapons on the prep screen. And that came along in 2005. If that's not enough to make it obvious that durability is little more than a legacy feature without any real strategic merit, I don't know what is.

    Durability adds no strategy, but it adds to inventory balance, an earlygame Silver Weapon would be too good and too dominating if it could be used throught the entire game, but because of durability, most FE games help balance that out, in Fates meanwhile, we have stuff like the earlygame prepromote starting off with an Iron Dagger and there only being one single Killing Edge in the entire game.

  7. On 18/05/2018 at 4:24 PM, Levant Mir Celestia said:

    Well, I don't mind preventing lowmanning - I just want it done without adding stuff that makes the game a serious pain in the ass to play. And that is where Thracia tripped over itself imo. Fates also killed lowmanning, except it did so by making the experience curve harsher on higher level units, which I'm more receptive of. Anyways, most of the characters I like are chosen based on design or personality. With the latter not being much of a factor in the earlier games... also, I find it kinda hard to preach about balance when this series serves up units like Nino who are obviously much more trouble than they're worth...

    I'm not saying fatigue is cryptic - I AM, however, saying it's a cancerous mechanic that is a constant annoyance and makes me want nothing to do with the game.

    Cutting EXP does nothing to stop lowmanning, Conquest achieves the act of stopping the player of lowmanning mostly through map design that forces a large ammount of units to deal with many problems, with broken units being incapable of dealing with every problem at the same time, but even then, it only applies to Conquest, the other two routes make little attempts at incentivizing the player to use more than few units.

    And there is also the fact this only covers the unit number aspect of lowmanning, not the unit composition one, switching up your roster is rarely incetivized in any route of Fates, and using the same team throught the entire game is always the optimal way of doing things.

    On 18/05/2018 at 4:24 PM, Levant Mir Celestia said:

    Personally, I liked the removal of durability. I think durability does not really add anything to the strategic aspect of the game. In fact, I dare say the most prolific effects durability has on strategy are negative

    I'd rather have durability than what Fates did with it's weapon balance, yeah, durability often causes people to hoard, but that's on the player and not the game, Jagen units aren't a bad concept just because in practice many novice players refuse to use them for dumb reasons, and the same can be said about durability.

    On 18/05/2018 at 4:24 PM, Levant Mir Celestia said:

    The thing is, even without playing it, I still know Genealogy is characterized by its giant maps, which I don't like, especially when dealing with a game that is already slow and clunky. It's just plain obvious that it'll be a MASSIVE exercise in tedium. I don't have that much time to invest... and the mechanics do not help. Thracia does not have the map problem that Genealogy does, but it has too many quirks I find to be big turn-offs.

    That's fair if you're not actually acting as if you're judging the game as a whole instead of simply what you played of it. explaining why you don't want to play the game is one thing, calling them the Dark Age of Fire Emblem without finishing them is another.

  8. 10 hours ago, Levant Mir Celestia said:

    Not really, because I'm fine with permadeath. Not so much with fatigue, or at least the way Thracia handles it. Sure, I COULD vary my units to avoid it, but when there are very few likable units, I see little incentive to use others... Also, as was stated earlier, it's hard to miss someone dying.

    Well, then we'lll just have to disagree, in my opinion, stopping the player from lowmanning is a far, far bigger priority than letting them use whatever unit they want to use, i completely separate "Units i like as characters" and "Units i find fun to use" as a player, so to me, unit composition and selection as parts of the game should themselves favor interesting effects on balance over giving lots of freedom, but running the risk of letting players ruin the balance of the game.

    Also, you exaggerate the crypticness of fatigue, FE5 has a lot of crypticness which i won't even defend, i myself find a most of it stupid, but as far as fatigue goes, just don't use the same units in two chapters in a row and the only units that'll have any significant risk of actually hitting fatigue are staff users.

    10 hours ago, Levant Mir Celestia said:

    Believe it or not, my disillusionment started with Shadow Dragon. I still have not gotten over that... even if IS has learned from their mistakes since then.

    Interesting, i personally don't really like Fates' gameplay, to me it feels like a case of IS refusing to learn from what i perceive as mistakes from Awakening, higher emphasis on skills, dual attack and guard, weapons with demerits and no durability, it's all just annoying to keep track of. I like some of the maps, like some of those in Conquest, but even then, i like them in spite of Fates' mechanics than because of them.

    10 hours ago, Levant Mir Celestia said:

    I cannot speak much on Heroes, having given up on it for reasons I don't know, but with all the hype the Jugdral games get, I would expect them to actually be worth my time, instead of being so full of flaws that negatively impact my ability to play and enjoy them. As it is, they would need a really good remake for me to even consider playing them (and for me to not consider the Jugdral games the Dark Ages of Fire Emblem)... which I do not trust IS to do.

    I mean, you cannot speak much on the Judgral games either since you haven't finished either. Even if you hate all of your experience with something, you have to finish that something before your arguments can hold as much weight as those of someone who has finished it, that's a standard for discussion and criticism most people agree on.

  9. 2 hours ago, Levant Mir Celestia said:

    Because anyone who didn't escape before Leif was lost, which could easily screw over anyone who wasn't tipped off beforehand.

    Are you seriously, without any hint of irony using mistranslations when judging whether a game is good or not? The original japanese script makes it obvious Leif has to escape after everyone else.

    2 hours ago, Levant Mir Celestia said:

    And that, as I see it, is a problem - I don't like the fact that Thracia seems to actively punish players who go in blind. That, as far as I'm concerned, is questionable at best, and outright bad design at worst.

    Is permadeath a bad mechanic because a player can let Unit A, who recruits Unit B in Chapter C, die? No, because players shouldn't let their units die.in the first place. Do you get the analogy here?

    2 hours ago, Levant Mir Celestia said:

    And I hope you will forgive me for being blunt, but it is more than enough to make it not worth playing in my eyes. Especially after my disillusionment with FE as a series.

    I'll give you props, hearing someone who has Fates as their favorite game in the series be the one who is all doom-and-gloom-y about the future of the franchise is not something i see everyday.

  10. 31 minutes ago, Levant Mir Celestia said:

    I don't think so - not when it can potentially give rise to situations where I'm screwed out of being able to recruit a unit because their recruiter got fatigued.

    You seem to misunderstand what the mechanic's inclusion is meant to incentivize in you, the player, Fatigue isn't designed to make you use your units until they are fatigued and then switch to someone else, it's designed so that you become wary of it and constantly switch up your team to make sure no unit gets fatigued in the first place, remember, units gain back their full stamina any time they are not deployed, regardless of whether they were fatigued or not, meaning the player is always incentivized to be switching up their team and keepin things varied.

    The recruitment problem is definitely a possibility, but it's a possibility the player should always be aware of, which agains, incentivizes the player to make sure nobody gets fatigued to begin with, and during the rare occasions someone does get fatigued and that unit is someone the player needs right now, he can bring out the S-Drinks (Which, again, should be kept in low quantities to match the few sittuations it is necessary in) to solve the issue.

    Again, it's a mechanic that is meant to punish players so they can be incentivized to do what's necessary to avoid said punishment.

  11. 1 minute ago, Levant Mir Celestia said:

    I'm largely driven by first impressions - and Thracia flunked the first impression test miserably, as far as I'm concerned. Also, I'm of the mind that I should not have to endure a bad game before I can say it is bad.

    That goes against pretty much every principle of fair criticism and judgement.

  12. 24 minutes ago, Levant Mir Celestia said:

    Bold: You're joking, right? Because I don't remember fatigue, forced dismounting, or healing staves being able to miss being in the GBA games.

    I personally consider Fatigue in Thracia as a badly-implemented mechanic because it just doesn't punish the player enough, it's supposed to stop players from lowmanning, but the fact that Thracia just loves to shower the player with S-Drinks means they can just trivialize stuff and use the exact same team throught the entire game with no reason to have any variance.

    To make Fatigue work well, literally all you would have to do is make S-Drinks not buyable.

  13. 15 minutes ago, Modamy said:

    I don't know, at least Ephraim and Lyon seem to own up to their mistakes because of the consequences and their interactions and try to make the best out of the situation. Lyon takes on the role of demon king to give Ephraim and Eirika the motivation to kill him and save the continent and Ephraim puts down his spear and acts as a king and gives relief to Grado after they suffer the earthquake that Lyon foresaw. I wouldn't go as far as saying their very good or well fleshed out characters, but it feels like some happened and lesson were learned. Corrin is treated like such a special little lamb that when something goes wrong one of his siblings or retainers bends over backwards to assure him none of it is his fault and he doesn't have to change or grow at all and he just accepts that and never even makes the attempt to be better. In Revelations he treats his flaws as some kind of strength even when nothing good comes from it.

    Im not trying to imply he is as bad as Corrin, only that they suffer from the exact same problems in the narrative, Corrin is just way worse about it.

  14. 54 minutes ago, Slumber said:

    I'd definitely consider Ephraim a Mary Sue. 

    At least Alm has somebody in his army question his leadership and leave. And as bad as it makes Celica out to be, she makes it very clear that she doesn't like the things Alm is doing. And Ike, the other lord who gets called a Mary Sue, has an entire COUNTRY that hates his guts. There are at least people that exist in these cases that question the main character, and there are consequences to their actions. 

    Ephraim shows up and immediately exists to do cool things and for people to tell him how great he is. The only things that ever go wrong for him have nothing to do with his character and are completely divorced from his own actions. 

    As much shit as Corrin gets for being a Mary Sue, I'd argue until I was blue in the face that Ephraim's an even bigger Mary Sue. 

    I myself don't really like Ephraim all that much, in fact, i'd say he's one of the least interesting Lords in the franchise, but i'd disagree that he's a Mary Sue. He does have a flaw and a character arc, that of someone who is obssessed with being a strong fighter but realizes he needs to be a stronger person instead. The bigger problem is simply the fact that said arc is very badly-handled (In my opinion at least) and the fact that Fire Emblem is a franchise where almost all conflict is handled with physical combat in the story, so the character flaw of being a good fighter and commander, but not a good leader or friend is something that the writers very clearly didn't knew how to translate into the game proper. Ephraim being the source of Lyon's jealousy and subsequently failing to realize that sooner, and him leaving Renais to fight at the border while the country is in chaos are the attempts at showcase these flaws, but the former feels more like a showcase of Lyon's flaws more than anything else, while the latter is something that feels so ordinary from a meta perspective that it's hard to care.

    Holy crap, i just realized that i just described Corrin (Character that has flaws and a character arc in an isolated vacuum, but whose actual role in the story does little to actually aknowledge these flaws or handle the arc in a meaningful way), yeah, nevermind, Ephraim is a Mary Sue alright.

  15. 3 minutes ago, Modamy said:

    I actually like cavaliers having canto back as well since it further emphasizes their better mobility than other classes. The big issue I have with the class is that it’s given too much along with that movement. They usually have two different weapon types and really good and well rounded stats that end up making them stupid overpowered in comparison to everything else. I’ve said it a few other times in other threads, but mounted units need something to stand out, but so do each of the infantry classes so that they can stand out and be worth using alongside mounts.

    Do you mean GBA Canto or Console Canto?

  16. I've had some ideas recently, these aren't made to make every single class equal as much as it is to just make the difference in ease of use between classes less big, some of these ideas are probably very stupid and would completely break the balance of the game, and if they are, feel free to call me out on it:

    • Forest tiles only slows down classes with horses.
    • Thieves have Steal again, and the act of opening chests now grants EXP, giving 30 EXP while Steal gives 50 EXP.
    • Thieves also gain acess to bows or some other ranged weapon at base, Thieves are fragile, and if they're going to do combat, it may as well be from a safe distance.
    • Archers get extra EXP for chipping compared to other classes, althrough EXP for kills remains the same.
    • Armor Knights get swords at base and full Weapon Triangle acess as Generals.
    • Armor Knights get two class skills, the first simply doubles the EXP that Armor Knights get during the enemy phase in order to incentivize their use as deffensive tanks,  the second makes it so that during the enemy phase, when the enemy attacks an ally adjacent to the Armor Knight, they will duel the Armor Knight instead, to balance it, it only happens once per enemy phase so the player doesn't just make four of their glass canons and staff users just sit next to the Armor Knight every time.
    • Dismount is back, Cavaliers and Paladins get swordlocked, and every other mounted class is locked to their base primary weapon (So for example, a Dark Flier would be lancelocked).
  17. 3 hours ago, Levant Mir Celestia said:

     

    Erm, I'm not entirely willing to assume that that will remain the case come the next game...

    Considering the lack of genderlock was almost unanimously agreed to be a good thing in the eyes of the fanbase, i doubt they would bring it back. As much as people try paint IS as deaf to their fans, they are not, they're just really, really bad on adressing criticisms towards their games. (e.g. The story of Fates  being the way it is because IS heard the feedback of Awakening's story being too simplistic)

  18. Unless the magic types and the classes that wield them actually feel different, no.

    Usually, in most FEs, the magic types barely feel distinct, a Mage, a Dark Mage and a Light Mage are usually identical in their actual gameplay roles. There is almost zero variation, and if IS does not intend to change that i would rather have normal Anima Mages be the only mages in the game.

  19. Some ideas for banners i had:

    • Village Children: Mozu (Infantry Bow), Kliff (Infantry Blue Tome) and Ross. (Infantry Axe)
    • Beast Fighters: Panne (Colorless Melee), Kaden (Colorless Melee), Ranulf and Lethe. (I don't know how the latter two, and Laguz in general, would be implemented gameplay-wise)
    • Undying Loyalty: Silas (Mounted Lance), Kaze (Infantry Dagger), Oswin (Armored Lance) and Wolf. (Mounted Bow) (I would include Finn, but he's already confirmed)
    • Shadow Heroes: Frey (Mounted Sword), Norne (Infantry Archer), Horace (Armored Bow), Hetzel (Infantry Red Tome), Ymir (Infantry Axe) and Nagi. (Red Breath)
    • Heroes of Cipher: Yuzu (Infantry Sword), Randal (Mounted Lance), Alice (Infantry Staff) and Valjean. (Armored Sword) (They would be a great April Fools banner, now that i think about it)
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