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Lightcosmo

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Posts posted by Lightcosmo

  1. 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.

  2. 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.

  3. 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. 

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. To add another of mine, Xenoblade Chronicles, the battle against Zanza was a letdown. Considering he has both monados, I guess I expected a lot more from him, but he felt really lackluster, with all the possibilities that he had there I thought he would have this awesome moveset. I also felt like the battle against Dickson had a lot more impact than the finale.

  10. On 4/24/2019 at 7:05 AM, Missing-qry said:

    Okay, so I've been having an issue while working on my FE10 randomizer, and I was hoping someone else could possibly help out here. For some reason, the inventories of certain enemy fighters on maps keep getting their inventories scrambled. If I randomize the stats of each weapon, it ends up being a weird scrambled unusable mystery weapon (usually with a name made of symbols or Japanese characters), which sometimes (but not usually) crashes the game when viewed. If I leave weapons alone, however, they turn into perfectly valid weapons, albeit extremely powerful lategame ones that the enemies shouldn't even be capable of using, but somehow are. The weirdest thing about all of this, though, is that the randomizer doesn't even touch enemies or enemy inventories, which makes this all the more baffling.

    I've attached both a randomized FE10Data and dispos file (bmap0102/dispos_n.bin) demonstrating this issue, if someone could help me figure out what's going on, I would greatly appreciate it.

    FE10Data.cms.decompressed

    dispos_n.bin

    I have never had good luck with changing inventories of units. Quick question: do you know how to add weapons to an inventory? Every time I try, it freezes when loading said chapter. For this issue, do you have to re insert the dispos files?

  11. Xenosaga iii - E.S Levi - This fight was just awful. A lot of luck based factors the first time around, one shots any team mate not guarding or resisting fire, hard to damage because of his Vajra Armor skill, and overall really agile. I had a tough time beating this one, shout outs to the E.S Dan as well, although not nearly as bad.

    FF XII Yiazmat - Okay, in the original version, this fight was just horribly slow and boring, repeating the same strategy over and over for a few hours isn't exactly fun to me.

    KH3 - a lot of the reused boss fight ideas in general I suppose really disappointed me. While fun in other games, they just lacked something here to me.

     

  12. 8 hours ago, Shadow Mir said:

    Bullshit. The main castle restriction pretty much makes it too impractical to get any real mileage out of, even if you do manage to use it, you have the massive repair cost to deal with. 

    It's not as useless as you make it out to be, really. You shouldn't really be letting people die in the first place, it's just a backup in the in-case scenario, really. It isn't meant to be used on every battle. Why would they expect you to get a lot of people killed?

    5 hours ago, Jedi said:

    You haven't even played the game to even know this. You're just complaining for the sake of complaining just because you absolutely loathe this franchise and do nothing but whine and bitch about every single game in it. 

    Why don't you do something more constructive with your life?

    I agree, but wouldn't put it that way, that sounds a bit harsh. Someone can't just judge something with little experience, it's unfair, obviously. But to be really rude to them, I don't think that's right, either. Not trying to judge or anything, sorry if it comes of like that, but if someone doesn't want to change, they aren't going to. Their loss, really. It's a great game if given a chance, like any other, but oh well. I don't think it's really worth arguing or getting upset over, is it?

  13. 2 hours ago, Shadow Mir said:

    I don't know, but I would ask, how restricted must they be before you realize, hey, maybe it isn't worth it after all? Because as far as I'm concerned, it's well over that line. Also, I'll grant that a good deal of games tend to have stuff you can't be expected to figure out without a guide, but as far as FE games go, this is probably the most Guide Dang It of them all, what with the inheritance system, the secret events that require specific characters, etc. 

    For challenges sake probably? It's supposed to have limited use, I'm not sure what else to tell you, other than reviving people shouldn't be so easy to pull off. Also, it's hard to say, maybe you should play the game. Its alot easier to judge things if you actually do.

  14. 7 hours ago, Shadow Mir said:

    The "hefty gold cost" part is what I consider disqualifying. It's comparable to fossil fuels, as stated earlier - while it can be replenished, it takes such an exorbitant amount of resources to do so that it might as well be a one-time use. There's still the part where a casual player likely wouldn't know it could be passed down unless they happened to employ a guide, too.

    Go too far with limits and restrictions, though, and you get "Awesome But Impractical", as I stated earlier; just look at Bifrost (only usable by Maids or Butlers, only obtainable 2 chapters from the end, and only revives the most recently fallen ally in the current battle). Or for a rather extreme example, Presea's Crimson Devastation from the rereleases of Tales of Symphonia (requires, among other things, Presea herself at critical health and everyone else dead). Which leads me to ask you, how restrictive must something be before you realize it's not worth it?

    Well how good should free revives be before it's completely broken? Its fixing your risk, so it's worth it in that regard. And managing gold is not that hard, honestly, and that's coming from a casual player. As far as the player not knowing things goes, what's new? Alot of people dont know how Karel/Harken appear, they expect you to figure some things out on your own. Wanted to get Stefan? Same issue, FE4 is not the only game that does that. How can you argue it has all these flaws when you haven't played it? It's hard to say some things are "issues" when you never have attempted it at all. 

  15. 2 hours ago, Shadow Mir said:

    I would say so, since the revived unit is still essentially out of the fight.

    It's not quite the same considering you can deploy everybody. I mean, is a unit that isn't deployed useless or pointless? They are supposed to be like that, you shouldn't be rewarded for getting someone killed, that would be what is called a negative. That sounds absurd, really. How good should it be before enough is enough? Some things really should have limits, and that's one of them.

  16. 8 hours ago, Shadow Mir said:

    But this is going way too far - the Valkyrie Staff has next to no practical use thanks to all these conditions. Especially the main castle restriction, which alone is enough to render it impractical to use to the point where you'd have to actively go out of your way to use the damn thing. The FE7 ultimate weapons were generous in comparison to THAT, even with the one chapter of usability.

    Is it really? I mean, you do get your unit back, with no drawbacks. Also, my counter argument still stands.

     

    5 hours ago, Armagon said:

    Agred, that's absolutely the idea, i was just arguing that it shouldn't be considered a casual option because of what you have to do for it to be a remotely valuable resource. I don't think the Valkyrie Staff is bad, just that it's too impractical for it to be considered a casual resource, which is what Tetragrammaton thinks it is.

     

    I think this is right. If it were casual, it would be much more available to the player. But I dont think it's completely invaluable either. It's kinda like, a nice extra, really. Its use also kind of depends on how good you are at the game, if you aren't, like me, expect to use it quite a bit.

  17. 1 hour ago, Shadow Mir said:

    But this is going way too far - the Valkyrie Staff has next to no practical use thanks to all these conditions. Especially the main castle restriction, which alone is enough to render it impractical to use to the point where you'd have to actively go out of your way to use the damn thing. The FE7 ultimate weapons were generous in comparison to THAT, even with the one chapter of usability.

    Thats the idea, though. It's fine the way it is. It's not exactly hard and it's free, why complain about it? I wouldn't say that's enough to consider them worth it. Going out of your way would be more like, using dark magic in FE 10, isn't that a bit more inconvenient? 

  18. 3 hours ago, Shadow Mir said:

    The "unlimited" part would mean something if it wasn't so impractical that nine times out of ten, you'd be better off just reloading your last save if a unit died. Compared to all the other revival methods in the series, it's more restrictive than all the others except Bifrost (only works in your main castle, requires one of two specific pairings for it to even be usable in the second generation, extremely expensive to repair, etc. Oh, and as an additional strike, one of the two pairings that does allow you to use the Valkyrie Staff in the second generation puts it in the hands of a unit who doesn't come until the second half of the second generation).

    I think that's the idea, not to make it so flexible you could just clutch off of it. If you could, why bother actually playing? It's supposed to be more difficult, a lot of SNES games are like that, it's not any different here. I mean you could argue the FE7 "ultimate's" have way worse usability, So this is pretty generous, actually. I mean, what's the point of it if you get it for 1 1/2 chapters?

  19. 15 minutes ago, Armagon said:

    I'd hardly consider that a casual thing tbh. Sans Casual Mode in FE12 and after, i think SoV is the only game that is actually casual in how you revive units. Because not only do you have the revival springs but you also have Mila's Turnwheel, which can effectively let you revive multiple units at once. Compare that to

    • The Aum Staff. In FE1/11 and Book I of FE3, you could only use the Aum Staff in the chapter 24 at one specific location. In addition, in FE1 and Book I of FE3, only Elice could use it (Yuliya can also use it in Book II). FE11 and 12, Maria, Caeda, Minerva and Sheena can also use it provided they've been reclassed to the right class.
    • the Valkyrie Staff, which can only be used once in the home castle and while repairable, is by far the most expensive repairable item in the game. And if you don't have one of two specific pairing in the 2nd gen, you just don't get it at all. It's like fossil fuels, you can technically use the Valkyrie Staff as many times as you want but the process of doing that takes way too long.
    • The Bifrost Staff doesn't even let you choose who you want to revive, it only revives the last unit who died on the map you're currently on.

    To be fair, the Weapon Triangle meant jack shit in Shadow Dragon after the first act. Axe users ceased to exist so swordies were always at a disadvantage.

    The Weapon Triangle actually mattered in New Mystery, so by default, New Mystery had better gameplay. It doesn't stand out but you could argue that for most games in the series.

    Well FE4 has unique mechanics to separate it from FE5. Love bonus, lovers, pawn shop, sibling bonus, holy blood. 

  20. 1 hour ago, Von Ithipathachai said:

    Perhaps not visually, but certainly in terms of gameplay mechanics, which is far more important in the long run.

    Gameplay is also mostly SD, though. And even then, what makes the gameplay really stand out? The personal map sprites is good for those who want to know who's who right away. Palletes is a personal opinion, not that it's bad. 

     

    30 minutes ago, Etrurian emperor said:

    I'm not an expert on tech but by virtue of it coming later than other handhelds its safe to say the DS was a decent bit of tech. It must certainly have been more powerful than the GBA which FE's blow Shadow Dragon out of the water in most regards. Judging by much the GBA games were able to do I'd say the DS could have offered Shadow Dragon more if the devs bothered to make use of it. 

    Right, the game certainly didn't get what it should have, I think.

  21. 8 hours ago, Armagon said:

    You say that but New Mystery exists and New Mystery has a lot of thing Shadow Dragon lacked. Support Convos, a Weapon Triangle that is actual releveant, etc. It also fully introduced the Avatar. So i think it's wrong to say Shadow Dragon was held back by the DS when the sequel to Shadow Dragon was on the same system with many improvements.

    It's also lacking basics like character palletes, personalised map sprites, multiple attacks for sprites, new mystery reused most graphics so I dont consider that an upgrade.

  22. 19 minutes ago, Armagon said:

    By system, do you mean the DS? I don't think the DS was the issue.

    Yeah, I think the DS really slowed it down. I dont think the DS is a great system, so I might be a bit biased, but if any of the FE's were remade on the DS, I think they would be lacking mechanically. As far as FE4 goes, I think alot of compromises could be made between players. I don't see why not, things change, and can change for the better I think, so why shouldn't FE4 update as well? Sure you could argue it will ruin the original game, but there is no question it has alot of design flaws, all games do. I mean besides just changing the map design, of course. 

  23. 6 hours ago, Armagon said:

    Eeeeeehhhh, it's a case-by-case basis. If the game is popular enough though, then yes, you should work on appealing to the original fans. That said, FE4 is not very casual-friendly and won't be without extensive changes. And IS care about the casuals the most. Awakening sold amazingly well. Birthright sold amazingly well. Conquest also sold well but much less than those. SoV is the worst selling New FE. If they remake FE4 in the same vein as SoV, what do you think will happen? What do you think would sell more, an FE4 remake aimed towards FE4 fans or an FE4 remake aimed towards the casuals (and thus, have changes made with them in mind)? 

    I should point out that whenever IS stays too true to remakes, it uh, doesn't work out. Proof: see Shadow Dragon.

    But isn't the system holding SD back alot? That's the main issue to me, at least.

  24. 1 hour ago, Shadow Mir said:

    I don't think it's broken - the main gripe (and the only one I have about it, in fact) is about how restrictive and inconvenient the requirement that you not have moved a unit in order to use the battle save feature is, since it's more likely that I'd find myself needing to step away from the game for some reason around the middle of a turn. 

    Isn't that to restrict it so it isn't to flexible? And I suppose that's fair, but isn't that evolution? Would RD's be the way it is without FE4? As said before, it could be like the GBA FE's where you have to completely restart, that's not better at all. And much more inconvenient.

     

    4 minutes ago, Von Ithipathachai said:

    Believe us, it's there.  How you haven't come across any complaints on here yet is a miracle.  Of the three versions of Fates, only Conquest is consistently regarded as having good gameplay.  My memory is fuzzy, but I believe a few of the gameplay problems claimed have to do with map design, annoying secondary effects on weapons in place of durability/weapon weight, and Dagger debuffs being OP.  And let's not forget skinship.  Granted, it's good that it got removed for the US, but it shouldn't have been there to begin with.

    The people that do complain about Fates's gameplay look to be mainly comprised of the hardcore veteran crowd that you frequently butt heads with.

    I agree here. I personally am not a huge fan of Fates, not to say it's gameplay is awful, it's just not for me. The same could be said about FE4, it's just not for everyone, that doesn't make it bad. I appreciate the unique path it took, to be honest, and complaining about game breaking things is silly, considering all games have something like that.

  25. 1 hour ago, Shadow Mir said:

    From what I've read it's not as abusable in Genealogy. But I'd say RD's battle save is easily more convenient, since it doesn't require you to not have moved a unit to use it, which is great for when I need to take a break (even if this convenience makes it more abusable). Anyway, I don't want a FE4 remake to be Fatesified, so to speak, but I do want it to make the necessary changes to actually be playable. As it is, it's a game that I'd literally have to force myself to play through, which I don't consider the mark of a good game (I much prefer if a game makes me want to come back for more).

    How can I be positive when as far as this game is concerned, I have zero confidence whatsoever that a remake of this game will be designed in a manner that I'd actually consider worth playing? Especially since when IntSys tries something big, they wind up having glaring issues? Anyway, I'm generally not one to downplay something I see as a serious issue (like the maps, for example - they just make the game a massive exercise in tedium).

    So RD's is more broken, so what's wrong with FE4's. And you should be positive about it, if you always tell yourself you wont like it of course you wont. In my opinion I think PoR has awful design. But I dont tell people "oh its unplayable!" That's for them to decide, they might think its great, what I dont like about the game, some one else sees very differently. but if plenty of people keep saying it's not, then of course it'll get looked down on. Yes, every game has negative points, but to focus only on that? Well, then you are taking away a good opportunity to enjoy something new, I think.

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