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deranger2

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Posts posted by deranger2

  1. 1 hour ago, Kruggov said:

    Well, there WERE cases where knowing the character has good growths when it's not obvious is literally the only thing keeping them from reject pile - FE11 Wolf/Sedgar for example. Would you have even tried to use them, considering they are lvl3/1 prepromoted horsemen with about the same bases as Roshea (a Lvl 3 cav) and only very slightly better than Castor (who is a lvl 3 Hunter), without knowing how crazy their growth rates are? I wouldn't.

    I mean,

    A) people do use Wolf and Sedgar for their slightly better bases and because they're pre promotes, even when not relying on their growths.

    B) If a unit has Wolf level growths cough Elle cough, you'll be able to see it from their first good level-up or two in conjunction with stats staying yellow. Or with their stats turning orange really quickly. 

    C) No 7x unit is clearly worse than those around them other than maybe Fargus and that's not because of his stats, meh as they are, so use who you want or who's green. Unit balance is at least aimed for with play testing, and bases and growths aren't going to tell you enough, when so many other factors in chapter design and progression play a role. In general, easier to use units early will be harder to use later. So in this game at least, if the player is putting people in the reject pile before experimenting with them, that's on them. Doing well in this game isn't done easily by picking "top tier" characters, since the devs work towards eliminating that concept, in favour of looking at team dynamics and blessing. Using whoever is above average and can support well, in my many playthroughs, has yielded the best results me.

    Interestingly, basically all the early pre-promotes somewhat resemble Wolf/Sedgar, with how bad their bases are for their level/tier and their above top tier growths. So they're more slightly ahead at the start and not as far behind during the mid-late game. Sort of another time when a lot of players would tunnel vision on good growths, not paying attention to how much slower exp gain is at high levels and how number of levels to utilize them and promotions remaining make an arguably larger difference. Average stats and estimates on where units will be in their progression are what really matter, and stat colouring and playing are the most holistic ways to portray that.

    It is possible that knowing growths would help some players, but I don't think it will for the majority, with all the other unknowns. And for those that would be able to use them correctly, they can quite easily get estimates early on. Imo, the stat colouring is the correct amount of info to give.

  2. 11 hours ago, Jonahtron said:

    When it comes to most of them, you could argue that growths are more important, as they are going to be leveling up a lot, so it will account for a lot of their stats.

    And those trainees level up quite quickly, so you can get a sense on their growths before they're even t1's.  

    11 hours ago, Jonahtron said:

    Like, had I known that Harken would be so Incredibly slow, I probably wouldn't feed him as much experience as I did, and maybe promoted Isadora and Cybil quicker.

    Unless he's under leveled or below average, Harken will be doubling most Cohorts in 7 and probably all the fighters 7x (while Uther often can't). That means he's the closest to being able to one round both of those units with his huge str. That's a benchmark that growths can't tell you.

    All this is to say that I get that knowing growths can theoretically help you plan better, but this isn't a game where some units are obviously better than others. Leveling up your units a few times will give you a rough estimate of growths, and unless you don't care about turns/rankings, every trainee will be getting a few levels. Also, growths can be more misleading than helpful about how useful a unit will be in the future to most players, so including the middle man of needing to ask or do some calculation to figure out growths is a good way to tend knowledge of growths towards those who will use them more correctly. 
    So I'm not sure if you're arguing that players in general will use knowledge of growths correctly, or that the game's current way of conveying them is too vague/too much trouble. I find the colouring gives a good idea on both how units are supposed to turn out and why a given unit is over or under performing. 

  3. I'm still not sold on it as a general difficulty thing. It definitely makes the game more puzzle like. When you can always use a certain tool to clear a certain challenge if you know they'll be exactly on their average, certain aspects become "easier" due to repeatability. Though yes, by nature of only keeping some units while dropping others, I can see it being on average a slight difficulty increase for general combat. I expect the creators won't have a fixed mode, due to wanting higher replayability. 

    Especially from a ranking perspective.

    Not sure what you meant by this? Ranking players against eachother? Just have them play a large enough number of ironmans and compare scores, if you can even get them to agree on the criteria.


    Yeah, +20% is less than +10 (9.4) at end game for a lvl 1 trainee. So average of +5 for that unit tops, except that unit probably isn't a lvl 1 trainee, so half that again to 2.5%. Earlier stats are more helpful than late stats generally. And most units won't reach 20/20, some might gain hardly any levels. It all adds up.

  4. 10 hours ago, BrightFlame said:

    That's a weak argument. Anyone who has played fire emblem knows growth of characters is subjected to RNGesus.

    It's not that people won't expect the RNG, it's that people won't consider other arguably more important factors, such as base stats and starting level, utility, challenges faced, supports, etc. 

    Because of stat colouring, growths can also be calculated with a few playthroughs/a little crowd sourcing. Less data's needed if you don't need as exact an idea. However, yeah, character balance is good enough that in general you should be dropping redder units and keeping green ones. So you can find the growths, but not without getting a sense on how base stats and starting level (and other aspects of the unit) affect their performance. You'll also get a sense of some of the challenges these units will face (at least in the first half of the game). Basically, giving growths right away can easily give a false sense of what units will be like in the future, with so many other unknowns. 

  5. On 6/10/2018 at 12:36 AM, roguelikemike said:

    So, I'm not sure if this is the right place to as this question or not but...I've just recently started playing this fan game (it's AMAZING by the way, I'm especially blown away by all of the new Sprite work), but I am a little confused as to why on some chapters like 4 and 6 it pops up with a "previous chapters" message. Am I selecting a team? Why does it give me an option for 1 and 1x or 4 and 4x? 

     

    10 hours ago, Kruggov said:

    I was confused by the numbering of the chapters as well. Just play them in order they are given.

    IIRC, The choice between 1/1x is whether you take data from 1x (you completed it), or 1 (the game will consider 1x skipped) if choosing for the current team. For teams that are not controlled at the time, the only time I remember the choice having an impact is in Ch.4 (where you fight Tristan's team, and they have the same stats they had at the end of 1/1x). Just to be safe, choose the latest chapters.

    The previous chapter selection in 6 (and 8, for that matter) is a programming work around, currently, I believe. Neither of the previous chapter selections in both those chapters matter, only 4 and 9 matter.

    Fastest answers to questions can be found on discord.

  6. 40 minutes ago, Attila said:

    Oh, then yeah I don't think that he would give permission, since it's not really his work to give.

    Speaking of, did I ever show you the animation I made from your ranger without permission or credit

    Yeah, I think the idea is he shouldn't have made it.

    I gave permission to use and edit with credit, so if you displayed it anywhere public, as long as you credited, you didn't break any psuedo rules. 

  7. On 5/29/2018 at 7:55 AM, Deucalion said:

    Who owns this animation?

     

    20 minutes ago, Attila said:

    If you're talking about the one on the left, I think a good guess is Nintendo

    I think that the guy who posted it made it, but he kinda died a few months back (Not literally of course, I hope). A few people have asked about his animations on YouTube and I think he was a part of a forum, but to my knowledge there was no reply, and should he have replied, I don't think the answer was yes towards free use.

    Whoever made it very clearly stole the majority of it from bwdyeti's halbardier (and the map sprite is basically a copy as well).

  8. 9 hours ago, Kruggov said:

    One thing that really irks me is that you put recruitable chars (first Bennet, then Karin) in a situation where they get Reaver-WTD right off the bat. 

    As far as I can see, Uther fall into the same hole Eliwood does - he is too balanced, which means he is liable to get RNG-screwed, especially with lower growths and no empty-level-protection.

    First a disclaimer: I didn't design the chapters. Would feel like I was a much more productive member of the community if I did. But I do talk to the creators a lot on the discord, and have played the released content many times over many iterations, so hopefully some of this is insightful.

    The reavers are a strong incentive to get to those characters quickly, and puts the onus on you to save them, without tarnishing the stats of the recruited characters or making the enemies around them too strong for your units. If you can get Uther to Bennet quickly and toss him almost any other lance, he can immediately kick the ass of those two Gendarmes. Otherwise, you've got to extract him quickly, talk to them, and then he can start contributing. Kirin's predicament also puts the onus on you to save her without making her a weak unit (and also showcases the usefulness of Dash). Citizen units don't make the best choices- that's why you need to recruit them. Save them from theirselves.

    Uther has higher growths that most units in the game, bar the pre-promotes. You can see this mechanically as he'll always get 3-4 stats in training, instead of 2-3. (If you're really worried about his growths, you can level him primarily there if you play again). Anyways, point is he isn't really any more or less prone to being screwed over than any other unit. You can argue that's bad as he's non-optional, but that's just sort of the nature of growth in Fire Emblem. It's part of what makes playthroughs diverse.

  9. 4 hours ago, The man with no name said:

    Between, is it possible to have the list of the growth rates for the demo characters (maybe I just missed it) ? 

    Growths will likely never be released, but you may have noticed that stats become coloured over time. Greener stats are above their averages for that character (for their current level). Redder ones are below. It's meant to help you figure out who to keep and who to drop and try out next playthrough. If you've got a very orange and red Uther, you just had shitty luck with him. Otherwise he might just be underleveled (He should be level 20 by the end of Ch12). Either way, play it again- the game plays arguably better on subsequent playthroughs, imo. The trainees will outclass him early on because of the large number of levels they can gain initially, but Uther has better growths rates than them which will eventually help him claw his way back to top tier.
    The game has a dedicated writer, who, yeah, is good. Character driven I think is the term. Separate creator/programmer/project head and writer seems to be working. 

  10. not a hack

    How often do you use the unit menu, or anything on the select menu?

    We could have very different uses of the select menu, but I have to disagree with your suggestion. The whole point of that option is to speed up the game. You have to navigate to that option and press it, which seems like 2 layer protection. If you're going so fast that you don't pause in between moving and pressing, when you know you're on a menu with a dangerous misclick like that, you probably want to keep that speed as an option.

    Although I did try to argue that a universal undo-before-any-info-is-revealed button would not be a hindrance.

  11. On 12/31/2017 at 12:25 PM, Kruggov said:

    Why not? I admit, she's not very good (for a bishop), but an extra body is an extra body)

    She is in the house, where a party member notes that "it's locked", you have to enter it with Eliza.

    Eliza's not the only one who can visit the house successfully (Zephyr, for example, can). But yeah, even on the discord 4x requirements haven't been hashed out.

  12. They're semi-non canon maps originally made to test and get feedback on a lot of the elements that aren't going to be part of part 2. I'd play them without worrying too much about spoilers, don't think any of the dialogue even will be used in the future. Anything you do in the playing of them won't affect that file on part 2, as well. They're quite fun one offs.

  13. I'd try for it either way. I don't think klok is inactive. If he doesn't respond here, he might respond on reddit (active on r/fexna). As for creating an in game sprite, the ultimate tutorial section on feditor animation insertion probably has what you're looking for. You might need to pull apart the gifs frames for that.

  14. On 10/26/2017 at 3:37 AM, DLuna said:

    Ah, I see, so it's effort vs. reward/audience. I understand that.

    I do think though that the solution to that is to simply have some system changes that affect Lunatic globally, as opposed to increasing their stats (especially those like AS or durability; STR/SKL/MAG/LCK would probably be fine). Increasing enemy AS would immediately make some units nonviable, and increasing durability may make the game a slog fest. Increasing damage may work though.

    Some other suggestions however that shouldn't be overly time consuming (as in, outside of individual changes across the whole game ) could be:

    Massively reduced EXP gain for being over-levelled or having a high 'Rating'. Latter would probably be better since base level in this game don't necessarily correspond to unit power. This also means that if a unit is 'blessed' in stat gains, they'll gain less EXP.

    Perhaps an outright prevention for a unit to have a stat that's more than 1 than it's average (for their level). Possibly accompanied by a 'lock' symbol next to a unit's stat in this becomes the case (any stat that is light green). This means that you cannot have a really blessed unit to cheese the game with, which would otherwise be a favourable strategy in other FEs. Although having a 'Fixed Growth' mode that's only active in Lunatic would work too. Generally that increases difficulty since players seldom use screwed units anyway and generally snowball their blessed ones (and when a FE is extremely difficult in terms of enemy scaling, then snowballing your own units usually becomes the best thing to do). Perhaps combined with this, each unit can only use one stat booster throughout the entire game (or you just cannot give a stat booster when the stat is 'locked').

    Lower effective damage dealt to enemies by 50%. Similar to what you already have going for certain bosses. This means that the base difficulty of an enemy doesn't change (so Isadora whacking them with an Iron Sword doesn't become worse off) but that cheesing enemies with effective weapons becomes less of a win condition. They're still useful, but not overly so. It basically means that 2x bonus becomes 1.5x for all enemies etc...

    Enemies no longer lose AS from being weighed down (or that their CON just increases to the weapon's WT in order to give players clarity). So that Steel Lance Peg? Still fast. This is much healthier than increasing base AS since class archetypes should be within doubling range in terms of baseline stats that doesn't disrupt balance. So not simply being weighed down is fair. This would affect certain enemies more than others, granted.

    Perhaps, all weapons gain +10-15% HIT by default (reduce overflow hit by half to accompany that). This makes the game a bit more challenging since missing enemies tends to be more annoying (or otherwise non-impacting for the most part) than game changing. While for enemies, them hitting you a lot more often is actually much more detrimental to the player than it is for enemies being hit more. It also helps negate dodge tanking -- one of the most powerful things to abuse in FE where applicable.

    This is how you can create a Lunatic mode merely by doing systematic changes as opposed to changing individual maps (that only apply in this mode). I don't think 'Lunatic' necessary needs to be so much more difficult than 'Hard'. But by doing these global changes, can be a really healthy way to introduce extra difficulty. Because you're doing so by limiting the player taking advantage of the strongest things they have access to, but not diminishing the aspects of the game that are not part of those (like viability of weaker units).

    Understandably, simply increasing enemy stats does technically make the game more difficult with low effort, but not in ways that are too meaningful. It just forces the player to use cheese tactics or over-levelled/blessed units more often, which counteracts the difficulty. Changing individual maps is certainly time consuming, but there are systematic/mechanical changes that can be considered.

    However, whether changes like this still require too much time investment is a factor you still need to consider. I think that even if it's a post-release thing it'll be worth doing that more than just adding a scaled up hard mode on release, but that's just my perspective. Honestly, Hard Mode by itself with a 'Fixed Growth' mode would actually be more meaningful than a scaled up version in Lunatic. Because a big part of combating difficulty is being lucky with a select few units.

    I swear I'm not just disagreeing with you for the sake of it.

    For locking blessing or applying fixed mode, I don't like what that does to replay-ability. The only variation in blessing lock is dropping characters who fall off, so playthroughs would get remarkable similar in that sense, possibly with players just starting over when too many key units are dropped. For any game other than 7x, I would like fixed mode, but here it would cheapen all my other playthroughs. Encourage ironman/have some sort of scoring based on it if you're worried about cheese factor. But blessing is a part of the game as much as cursing is, and is a large part of what makes playthroughs unique and fresh. Also, yeah, who's clamoring for lunatic? I feel like I'd be first in line, and even I'm fine with ironman hard.

    I also don't see globally raising hit as a hindrance to the player. Chaos benefits the enemy, especially on iron mans. Also, Eiry and other low skl characters just shoot through their balance. A switch to a 1RN system would be a bit of a challenge.

    As for no AS penalties from wt for enemies, this just seems super arbitrary. A global mt increase would be preferable. But I don't like that either, it also totally throws the balance out of wack.

    Enemy AS already varies pretty intensely in 7x, so global stat increases do seem the best way to increase difficulty while keeping all characters viable/increasing balance. It might make some characters unusable against some enemies due to AS, but it will also do that based on lack of def or atk to other characters. 

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