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BwdYeti

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Everything posted by BwdYeti

  1. Maybe throw axes/javelins could still have 1-2 range on attack, but only counter at 2? The biggest problem with their balance is being able to counter everything, so removing that would be one solution
  2. It would also probably show up on enemies, so there could be some enemy units strong enough to murder your guys, but you wouldn't completely lose the units immediately
  3. And you are allowed to play it how you want, they're not going to force a specific playstyle. They only set up initial guidelines. That's pretty evident from how people already do play FE. But they can hold parts of the game higher than others, and don't have to give the information all people would like to have if it's something they don't consider a focus or important enough. If they don't think the players need exact growth rates then that's fine; and if, as we've done, the players really care that much to learn what they are, they'll figure it out You mean biorhythm, which was in for two games? Or reclassing, which we can't be certain will return? Or monsters, which show up sporadically? Or branched promotions, or capturing, or scrolls or bands or rings for dancers or...Although all of those directly impact stats in gameplay, while having more information doesn't... hrm... And yeah I'm also okay with it being an unlockable, preferably in the Extras screen but whatever
  4. Magic tier 2s that don't have staves
  5. ^good post Because you're playing a game they made and tacitly trusting their judgement? The designer does have the right to focus the player's attention on certain parts of the game they deem important. And if you don't like that, if they aren't doing things that make for an enjoyable experience to you, I'm sure you can find something more enjoyable to play instead.And they do change things over time. Supports are less important in FE10, so they only take up a part of a screen in the status window. In 11 they're removed completely. Or removing the bars from weapon levels in 9, and then adding them back in 10 because they changed their mind. But what haven't they done in 12 games...? With growths, when you can even change the odds at all, the degree is incredibly small, and can't be changed on the fly during a chapter without using up units' turns (trading bands/scrolls). That's effectively static for entire turns or chapters, where a unit can gain multiple levels. That's pretty much incomparable to the control the player has on combat stats. And that's given games where you can even change growths.
  6. The support page exists because IS wants you to pay attention to supports. They give you this big blank section that you can only wonder at the purpose of, with only the page title giving a clue. Then houses make allusions to the mechanics, and some of your units have low enough C rank requirements that you unlock a few just playing normally, and once you get the basics the stat bonuses are encouragement to try and get more yourself. And of course they would want you to pay attention to supports, what with hundreds of blocks of dialogue written out for characters they want you to care about.And even with the support page, they still don't tell you exactly what the bonuses you get are. Even in 10 they only give you the totals, not what each level is worth or what a new support will give until you've already created it. IS does not want you to pay attention to growth rates, or they would have included them by now The difference is hit/crt/etc change between each different attacker and target, so you can use a different weapon or unit to turn combat odds in your favor, making that not simply a dice roll; while growth is largely static, and often completely hey 40 frames each time adds up
  7. I dunno let's find out EDIT about 8 minutes Left off HP because I just copy pasted the actual stats page, including that and making it prettier would make it take longer, but not particularly so It also might be more difficult for IS given their platforms/if they do some crazy optimizations, but I doubt that Even still I wouldn't want growths displayed on the status screen either *removes code*
  8. This very much. Longer range on bows would do a lot toward balancing thrown weapons too, since there would be something reliable that could hit outside thrown weapon range
  9. Yeah, if the player is going to savestate abuse to get exp from reinforcements they're probably going to savestate abuse other parts of the game and the difficulty isn't going to much matter. Anyway, and idea I had for the reinforcements (though it would take an ASM hack oh no) would be to make their level show up as -- instead of 1. That would make it clearer to the player they don't give exp, I think. You would even be able to make some regular enemies not give exp and the player would be able to recognize it, or you could make some of the reinforcements give exp and they would stand out, etc
  10. Well it means a unit only ever needs 4 more Skl for the super attack, but for double attacks a unit can need much more Spd depending on weapon choice. A Myrm with a Brave Sword would have trouble doubling an Armor if they need 9 more Spd, for example, but it's always 4 Skl for the super attack. And, as mentioned above, given how powerful a Brave super attack would be...
  11. This seems fairly uncommon though. Most units are going to have, at worst, barely lower Str than Silver weapon mgt by the time they hit A rank and find a Silver weapon, and even more so for the classes with low enough speed that they would rather have 'super attacks' instead (Fighters, Armors, etc), and then their Str will still have room to go up even more after thatOh, something no one has mentioned regarding it, one of the important things about the double attack system is that heavier weapons can reduce your speed enough that you lose it, but there's no analog for Skl loss Since we're talking about them, Brave weapons especially fall into this, with their heavier than Steel weight, so the classes that are fast enough to double things usually have low enough Con (and sometimes Str) that they can't just 4x attack everything. But a theoretical super attack guy wouldn't have the same problem?
  12. Plus you have to give up some of your inventory space with rings so you have a minor penalty for skills and you can't go overboard, and you can trade them between units on the map if you need an ability on a different unit. I definitely prefer rings for skills to scrolls And yeah double mgt sounds more fair than double str
  13. 2x Str is not the same thing as 2x DmgHowever it would do more damage more often than it would do less And I don't really like Lck giving crit, since most units have more Skl than Lck they would all some crit rate instead of just the high skill/crit boosting weapon/class crit bonus ones
  14. Oh you can't move a unit again until everyone has gone, and after everyone goes would be a turn end. That makes much more sense yeah. I still prefer FE's turns, but that's much better than other integrated systems
  15. I like player and enemy turn themes, when it jumps between teams per unit you just get one map theme >: I guess the biggest part I don't like about integrated turns is the difficulty in planning ahead. Even if you can see the turn order for dozens of turns ahead it's too much to keep track of. FE suffers a bit here in that the player thus CAN plan ahead while the AI has no idea how to play, but that's more an issue with IS needing to stop being terrible at making AI. And given permadeath it's not a huge issue, giving the player a handicap Though that wouldn't be as much a problem with Berwick Saga's turn system...? I'm gathering it works like Chess. That would make it easier to predict things than preset integrated turns, and require some real skill and forethought to do so... but the pacing of time seems to break down. I'm really not liking the idea that one unit could circle the map in the turns it would take to move the whole army forward one move interval. And things happening on specific turn numbers seem like they'd make less sense
  16. Really all defend maps should be set up so if you kill everything the chapter ends. Or if the creators don't want that to happen, then the enemies need to actually be strong enough that that's impossible. That's the biggest problem I have with defend maps, that if the enemy is weak enough that the player can beat them in a straight up fight, why is the player on the defensive? This so much
  17. This is why the effective bonus is 3x is the majority of games, while the one you chose is one of the few exceptions. 14 against cavalry is pretty terrible compared to the Steel's 10, but 21 is great; and the AS loss doesn't hurt much if one slayer attack does more than two steel attacks. And the forging bit is just FE9's mechanics being terrible? (well I don't really like forging at all but whatever) Even with that forged Steel, if the effective bonus was 3x as normal then 15 mgt Steel would still hit cavalry for less. And then if you could forge the Knightkiller and get 3 dmg for each mgt, they'd suddenly be one of the best weapons to have around (DS FE does this right?). Sure it would still be a worse weapon against non-cavalry, but that's kind of the entire points isn't it I would like to see a few more uses on siege tomes though, that's fine
  18. July, really I am doing way too much programming animation practice
  19. Was already planning too And yeah FoW isn't coded yet so the units are visible, it's just aesthetics right now
  20. No, it's just that I didn't code forced promotion events until a few hours agohttp://puu.sh/8y5z I like how the biggest indication of progress is that it's slowly looking more like it did before I restarted x:
  21. So yeah redoing 7x completely in XNA I mentioned that right grafiiiiiiiix less dramatic, more playable, pretend most of the enemies are invisible
  22. Which doesn't seem like a terrible possibility for improving bows, having 2-3 for all of them. They'd actually have something over throw weapons/magic that way, but still have the lack of 1 range as a weakness. And then if Crossbows were added they could be 1-2 range like thrown weapons, letting bowmen counter up close but making them weak to other bow users Although 2-4 Longbows don't sound as useful if their main advantage is just outshooting other bow users... maybe 2-5 or 3-5 or something, and go all in on the range? Sounds better than 3-10 range tomes at least :R
  23. Going to need to talk to you on AIM/whatever to get it better than this, and the close range version will have to be cropped differently The little slide will have to be timed with the platforms sliding ingame
  24. ahaha Send me the frames, it should take minutes
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