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Lightcosmo

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Posts posted by Lightcosmo

  1. 2 minutes ago, Anacybele said:

    Yeah, very good reason to remake them imo. I liked LA myself, but I just can't take this remake's art style seriously at all.

    Well if people want to enjoy the Tellius series, it's kinda hard nowadays. How much of a remake is it? Like pretty much a port with updated graphics, or are they modifying some things because of engine updates? I for one, liked the pictures you got unlocked with Marin, they were cute! Well, some of them anyway. I don't really watch videos so I don't know much right now.

  2. 1 minute ago, Anacybele said:

    I still have working copies too, but I haven't touched them in a long time because it wouldn't be easy to replace them right now if I had to.

    Even though I'm a huge Zelda fan, I don't care much for this LA remake because I think the toy-like art style looks awful.

    They're getting out of hand cost wise, I mean. I paid 65.00 for a mint RD, which wasn't bad. That's a good reason to remake them I suppose. And I loved the original Link's Awakening so it's more like I have to give this one a shot. I would prefer Oracle of Seasons or Ages, but that won't happen. 

  3. 22 hours ago, Anacybele said:

    - FE Tellius HD remake (probably wishful thinking here, we'd likely just get a straight port instead if this happens)

    Nothing wrong with wishful thinking. It would be nice if they were remade, though, I agree. (I'm glad I have my two copies of both PoR and RD in great condition and mint for the latter) Anyway, for the topic, I would like more Link's Awakening info as well, I am a pretty big Zelda fan, so that's my number one, here.

  4. 1 hour ago, Armagon said:

    The thing with Kingdom Hearts is that most of the fans are people who have been with the series since the beginning (I classify the beginning as Kingdom Hearts, Chain of Memories and Kingdom Hearts 2). So even with KH3 being disappointing, the fans will still stick around because the nostalgia factor is too strong. Which is also why Nomura keeps getting away with his terrible writing. Probably.

    I'm a huge KH fan, and I'm pretty sure after that disappointment, I'm not looking forward to the next game. The gameplay killed KH3 for me. My expectations for FF7 arent as high, so I'm not going to be sorely dissapointed.

  5. 16 hours ago, perhaps said:

    If you don't mind me asking lightcosmo, 

    Do you know which patch it is?  I used the search, and I looked through each patch individually, and couldn't find anything, unless it's labelled as something differently

    I really do appreciate the help

    Double maximum possible stats version 2 works with the skills patch.

     

  6. 2 hours ago, Slumber said:

    I have a bad feeling they're going to omit a lot of the goofier scenes in the game. I really hope they don't, but it's Nomura, and his vision of FF7(Based on Advent Children and Kingdom Hearts) seems to be wildly different than the one everyone else experienced.

    You have an excellent point, which is a bit disappointing no offence of course. I'm not one of those that thinks it will ruin the experience because it's not the "true" FF7, but I honestly enjoyed some of those little skits. How are they going to fill those gaps, then? Like jumping off the dolphin, or recessitating the girl? If they get rid of them, okay. But they are kinda a part of the game.

  7. 4 hours ago, Missing-qry said:

    Yeah, you can just append classes and whatnot to the end of chapters without reorganizing, just as long as you make sure to edit the header bytes to the correct filesize after inserting them. And yeah, no prob!

    Okay, thank you. I'm not sure if you have any clue or not, but is there a way to change how many units you need to kill to complete a chapter? Like when Micaiah is in the lead and your killing laguz, you need like 40 or so kills, is there a way to change this? 

  8. 2 hours ago, Glennstavos said:

    My re-attempt at beating this game is about ten years overdue, so hearing this game got a remaster really turned my head when it was announced. I hadn't pulled the trigger, even though I had picked up a PS4 between now and then. There's sooooo many RPGs I'm highly considering for my Switch, but really it comes down to if I have the time to blast through it. I've got quite the vacation coming up, so I'm keeping a mental list of the games that interest me most. For now FF12 is a solid mid tier choice. It's a little pricy for a game I've played most of in the past. High tier on my list includes FF15 Royal Edition (been sitting on my desk for half a year), and FF9 which is a game I also own but probably wouldn't play again on the original PS1 hardware.

    If your talking the original FF XII, this one is so much faster.

  9. 2 hours ago, SlayerX said:

    I love this game and the IZSJ is pretty great. Makes each character a little more unique, or at least gives you the option to have that. It was a great time.

    Having said that, I wish i had known I was going to get a switch and it would eventually release on it. I bought it for PC and while I managed to get it to run fairly well on my laptop, I feel like the game would perform better on the switch than on my PC. My pc can't run quickenings without slowing them down and messing up the sound :<.

    I think that's a good way of looking at it, all the characters were the same in the original, huh? Now if only the extra boss fights weren't so tedious, I would be much happier.

  10. 54 minutes ago, Missing-qry said:

    Yeah, I'm using Dolphin, maybe playing on a regular Wii behaves differently? I have no idea what your problem is with giving him a 3rd weapon, but I suspect the issue with adding new skills probably has to do with the fact that FE10Data character blocks are dynamically sized based on their amount of skills, so you'd have to go and repoint everything after that point if you're trying to insert anything new (or otherwise it would crash instantly). I can confirm that swapping out skills without altering FE10Data's size works perfectly fine, at least for me; I've played around with it as a randomizer option and it works as far as I've tested it.

    This is the only thing I can see as the problem as well. Right, that's a pain to do. The weapons are organized the same way, which is rather disappointing but oh well. Can you add classes and such to chapters by adding them at the end of the file or do I have to organize everything to compensate? As for swapping, yeah keeping the data size the same isn't too hard, either so I can't complain on that end. Thank you for explaining by the way, it helps out a lot.

  11. 59 minutes ago, Johann said:

    How early could you get to Cerobi Steppe? I feel like it didn't open up until you got to Balfonheim, and by that point almost everything is open and available.

    Yeah I dont think the shortcut is available until after that point. I just prefer to get all that rare gear at that point. There's a ton of it there, too.

  12. 14 minutes ago, Johann said:

    If I remember right, only some very specific attacks broke 9999 in the original, like some of the big Esper finishing moves. Playing without that cap is awesome since you'll have spells like Ardor doing 30,000 damage to each enemy in a horde of fire weak enemies.

    As for treasures, a lot of spells, abilities, and unique accessories are moved to one time guaranteed chests, so exploring is better rewarded, while cheese strats (like Nihopalaoa + Remedy) being less of an option due to the change in availability.

    Yeah, things like Masamune doing 20,000 each hit is really nice. Like the cerobbi steppe treasures, or getting the Gendarme, etc. I had to abuse rng to get them, I wouldn't have otherwise.

  13. I've always enjoyed a good run of this game, it never fails to please either. The mechanic changes from IZJS to this one are really nice, since I played IZJS I can say it's more convenient to have two jobs to use and the speed button not lagging the game so hard in towns. Also, switching jobs was not a thing on the PS4, I don't think? If so, that makes the game easier than before, for sure.

    13 hours ago, Johann said:

     

    • Gameplay Changes: Some items/combat features were balanced, such as magic no longer capping at 9999 damage and treasures being better thought out.

    I don't think either passed the 9999 damage limit in the original, and i'm one of those who shamelessly used the RNG manipulation to get the best items early for fun playthroughs.

  14. 4 hours ago, Vicious Sal said:

    If the item you want to add is on the map already (let's say a steel sword held by an enemy swordmaster)you can just add the pointer for the steel sword after Ike's first two item pointers, since the rest of his inventory is blank you can just replace the next set of 0's with the appropriate pointer. If the item is not yet on the map (a silver sword for example) you have to add the IID_Silver_sword or whatever it is called into the dispos_h file and then add the corresponding pointer to Ike's data.

    I understand the pointers fine, but when I try to give him a 3rd weapon, it locks up. I can replace his iron sword with a silver one just fine, though. The same issue occurs when trying to add another skill to units.

  15. I guess what I mean is, for example, Ike has iron sword and Ettard in his starting inventory, how do you give him a 3rd weapon without the game locking up? I know that Boyd starts with three weapons in his inventory. Also, I didn't know you could increase the file size and it would run. Do you play on an emulator then? I'm not sure if it's at all different. 

  16. 10 minutes ago, Anacybele said:

    If we really could say all the people that joined Nino were fans of her. But we can't. I'm no fan of her and I would have joined her in the final had Tiki lost to Ylgr. So my opinion is still valid. Also, I recall checking stats in the first round at some point and Yune had the highest score out of everyone. She could've very well had the largest team then. I'm willing to bet a lot of Team Lugh as well as several people from the other first round losing teams jumped to Nino while Yune didn't gain as many new supporters.

    Also, more support or not, I'm allowed to believe a certain character should've won and there's nothing wrong with that.

    Personally, I never did understand why people like Nino, but there's nothing to be done.

    Is there really a reason to have such a negative/aggressive attitude? Not trying to be mean here, but shouldn't you be happy for someone else's vote that won? They were just stating they're feelings, that's all. No personal attacks no one was trying to force an opinion on you, at least that's what I read out of it. From what I see, they have been very kind, why not repay the favor? They aren't saying you can't have you own opinion, because yes, you are obviously entitled to having one, but there isn't really any reason to come off so rude to them at all. And why do you care who people like? They don't care if you like someone they don't, so it's just their opinion, same as you.

  17. 4 hours ago, Armagon said:

    It's not supposed to easy but it's also not supposed to discourage one of the main gameplay mechanics.....which is exactly what Elemental Awakening does. There's no pattern to it, you do a Blade Special and bam! Elemental Awakening. It would've been fine if at least, Elemental Awakening only triggers if you don't do a unique Blade Combo. That way, there's actually a reason to do a Unique Blade combo.

     

    I suppose so. Still, I dont think awful. I wouldn't say that's it's them trying to just punish you for using blade combos, rather trying to make you try something else for a change and not rely so much on easy chain attack wins.

  18. 9 hours ago, Armagon said:

    Xenoblade 2's Superbosses are probably the fairest in the Xenoblade series. Xenoblade 1's Superbosses had the bullshit level penalties, Xenoblade X's Superbosses really wanted you to spend hours upon hours grinding Augments (and the only reason i haven't mentioned it is because i haven't actually played X), and Torna's Superbosses have Elemental Awakening stacking with Enrage. Meanwhile, Xenoblade 2's Superbosses pretty much just required you to be at max level and well equipped.

    The lvl 130 superboss who's name I can't remember, was actually a nice change of pace in Xenoblade 2. Ophion? That was a pretty simple and straight-forward fight, which I thought was a little disappointing for this all - awesome artifice. I can't say that Xenoblade 2's boss fights really put me on the edge of my seat most of the time. In Torna, I can remember the thing in the desert giving me some problems, but nothing unfair to deal with. But it's a superboss, it's not supposed to be that easy.  I can't argue that Xenoblade 1's boss fights aren't annoying to deal with without things like night vision and such, though. As far as Xenoblade X goes, yeah, the grinding was awful. After all, I did it, twice in fact and I didn't enjoy it one bit.

  19. 3 hours ago, Armagon said:

    Debated on putting these here since they're optional Superbosses but fuck it, they're still annoying.

    Every Superboss in Xenoblade Chronicles except Final Marcus: This is more of a result of the game's mechanics rather than the bosses themselves. Essentially, Xenoblade 1 has this shitty level penalty mechanic where if you're lower than the enemy, you'll get nerfs to your accuracy, etc. All Superbosses except Final Marcus are above the maximum level cap (99) with the highest one being the Avalanche Abassy, being at Lv.120. So in order to stand a chance against these Superbosses, you'll need to grind for equipement. What you'll mainly be needing is accuracy buff gems and Spike Defense gems (the latter is arguably more important than the former because Spike damage is basically passive counterattacks/debuffs that happen automatically whenever you attack certain enemies or are simply within their range, sometimes under certain conditions, and it's dumb and i hate it and why hasn't Monolith Soft gotten rid of it yet). Keep in mind that these gems only give you a standing chance. The fights are still pretty dumb though (and some of the items needed to forge the Replica Monado are locked behind these Superbosses). The Ancient Daedala and the Avalanche Abassy also have their own issues. The former has a 360 sight radius meaning it's impossible to get a sneak attack hit and the latter has an insta-kill Spike which is exactly why you need the Spike Defense gems (or the Divine Protection(?) Gems which just negate insta-death but i don't remember where you get those.

    Every Superboss in Torna ~ The Golden Country: Unlike Xenoblade 1's Superbosses, Torna's Superbosses don't have the whole level penalty mechanic (they dropped that after Xenoblade 1 because they knew how bad of a mechanic it was). And Torna's Superbosses are actually way more manageable than Xenoblade 1's Superbosses, especially since none of them are above the level cap. However, the problem lies with their Elemental Awakening. This is something every Unique Monster can do in Torna, so it's not just limited to Superbosses. However, these are Superbosses, so they're automatically tougher to beat. The thing with Elemental Awakening is that it directly discourages one aspect of the battle system: Blade Specials. Unlike in Xenoblade 2, doing a Blade Special in Torna automatically puts an Elemental Orb on an enemy as opposed to putting on after a Blade Combo has been completed (these Orbs are crucial for Chain Attacks as they determine how long the Chain Attack lasts). The problem is that the Superbosses have a randomized chance of activating Elemental Awakening whenever an Orb gets placed on them. Elemental Awakening increases all of an enemy's stats. It also stacks with Enraged, the classic "enemy's at half health, now the real fight begins" mechanic seen in a lot of games. You put these two things together and the Superbosses can very easily wipe out your whole party. The only way to get rid of Elemental Awakening is by destroying all the Orbs in via Chain Attack but that's kinda hard to do when you're constantly using your Party Gauge to revive fallen party members.....or waiting for them to revive you. Elemental Awakening also exists in Xenoblade Chronicles 2 but only in the Challenge Mode missions and you have Shulk to negate it's effects anyway (which effectively means Elemental Awakening is a DLC exclusive mechanic).

    I agree with this issue as well, it might be like that so there is a level expectation of sorts, to let you know that's where you should be. Not that I like it either, it's absurd to punish you for that, really. Does it go for the enemies as well?

    Hmm I don't remember having that issue in Torna, I thought they were much better done than 2,s original bosses.

  20. 52 minutes ago, Anacybele said:

    For me, definitely the Imprisoned from Zelda: Skyward Sword. As much as I love this game (it's my favorite Zelda), that boss fight is the most annoying stupid shit ever. Though not so much because of the fight itself, but mostly because you fight it not just once, but THREE times. Yeah. And it's more annoying each time.

    I can agree with this, running up and down the slope especially got irritating. It's not really hard, mostly tedious.

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