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Codename Shrimp

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Everything posted by Codename Shrimp

  1. No, it's not, because weapons and staves are a thing. It makes 0 sense that allies can't share weapons they can not use, and top of that the system is tedious af and adds 0 strategy
  2. and i see nothing wrong with that. Or you can do it like RD with Skill Scrolls (with +Stat Rings acting as Skills) where you can (un-)equip them in Base. However make em cost money, and kids will inherit the Skills/stats the Parents had.
  3. It's not really, considering unequipable items get thrown away somewhere. Stat (gain) + Holy Blood + Skills is enough for inheritance and is plenty already.
  4. Turning some Passives to Actives in General would be awesome tbh. However i am not sure HP as activation cost is a good idea. Some can stay Passive (Wrath/Adept/Vantage/etc.) while Luna/Sol/Astra/etc should become active How about making the skills have to (re-)charge, with charge speed depending on Skill Stat. For Example, Astra would've a Charge Time of 100, and if a unit has 20Skl, it takes 5 battles to charge.
  5. There is a difference between a mistake from player side (bad tactics leading units to die for example) and artificial ''Mistakes'' the player can do nothing about (Shit item Management in FE4, Same Turn Reinforcements in FE6/12/13). If i have to reset, it's because of a mistake of my own, and not something the game failed to tell me
  6. not if you play blind. After first Run, sure, but on first run, nope, you don't know what village gives what, and i am the type of player who likes to play his games as blind as possible. If i need to check an external source for something basic as item Management, then that's a flaw in the game design
  7. Desert. Makes ''close'' feel like the distance between Goldoa and Daein
  8. you forgot the villages. And the freaking item inheritance management that is ch5. Had to backtrack 2 hours across the desert to the castle to i can move items around how i want em to, because you don't get to do that before BBQ.
  9. That's still a few turns until the next Castle. + The Trade itself you have to: go to castle with first unit go to shop Sell go out move your unit away then move your 2nd unit into the castle go to shop buy (if enough money, if not, ARENA TIME (if you didn't already)-> more Actions) go out 9 Actions just to trade an item. And that's even not counting the fact that not all units will be at the castle at the same time (especially if you wanna Trade Horsey -> Footie). That's ridiculous. Especially with the bleh Town music not making things easier. Compare that to normal FE where trading an item is just a click.
  10. ??? I fail to see what battle prep has to do with trading an item you found mid-chapter.
  11. Archers should never be able to attack/counter at 1 Range. Give extra Range beyond 2 (up to 5 idc really) sure, but 1 Range Archers should be limited to Bosses/hard to come by abilities
  12. Castles are not so close to each other. 3-4 turns just moving around with units just to trade an item is annoying af. Especially if it's an item the unit can't use/equip, and the one who can use it is nearby. This is offtopic, but i consider Skills to be an integral part of FE, and one of the reasons i can't stand GBAFE is the lack of skills tbh
  13. and keeping everything the same including bad game design is not ''improving'' the original. That's just a new paint. Might as well go play the original then. SoV would've been playable if it actually went and improved the maps, for example. But nah, let's leave it the same. How does removing the item Management make FE4 a Fates clone lol. Might as well call every other FE a Fates clone then, starting with FE1 being FE Fates 0.1 Alpha to Awakening being Fates beta. because we want good gameplay along with the Story. There is a potential for much more there. It would still be a remake. Changing stuff does not stop a remake from being a remake.
  14. Skills + Holy blood + stat (gains) should be plenty enough. No need to make the game tedious just to inherit weapons. If you are worried about Skill Rings, just make skills Rings non-tradeable and to transfer them you have to pay a specialist at base to do so. no it doesn't. It just leads to snowballing as those who already got the money can just buy weapons and continue snowballing while those who may have done better with a stronger weapon can't even get it. I have no problem with the big maps themselves, and think they can be fixed (by fixing unit positioning and flat terrain for example), but that trading system has to go. The worst item Management system in the history of gaming.
  15. Considering we are living the life of soldiers fighting the War, it's the same scope. Also, you can't just go Trade in the Army's Gun/Weapon for Quick $$$, and before every Mission you get Weapons ditributed afaik.
  16. except they are in a Army. If an ally is about to die but he needs that weapon, give it to him. Weapons in Armies belong to the Army, not the indvidual Soldier. Or are the Tank drivers now Tank owners and no one else can drive that tank?
  17. Could be explained by them not being able to access the Castle Warp point or something.
  18. FE4 Pawn shop/Item trading/indvidual Gold. For the game with the best Gameplay/Story integration, this is one of the most unbelieveable things tbh. Like why can't Allies share weapons and help each other lmao. It's the worst Item management Mechanic to ever exist too.
  19. I don't think many people will like that Idea, but i am gonna post it anyway. What if you could teleport/warp (non-Horse) Units between Castles you captured? Will reduce alot of the hassle and annoying backtrack tbh.
  20. Map design ala CQ No Weapon durability: Outside of RD, where the lack of Resources made weapon durability a good mechanic, it's an annoying mechanic otherwise and should dissapear. Fates was a step in the right diraction, just needs to be balanced. 2-3 Range Bows, with 2-4 Range Longbows. More Active, less passive Skills. You can change some %-based Skills and make em Active and make em cost HP (ala SoV) or Money or some resource. BRING BACK RESTORE STAFF
  21. I think the problem is less the big maps and more the positioning of units and Flat Terrain. Let's take ch9 for example, as i played that one recently for a community playthrough: after you finish Hannibal & Kido, there are only 2 Obstacles in your way to the next Castle, The Reinforcements from the Top and the Ballista spam. So you just have to wait/walk with nothing happening really. Not to mention facing these huge but weak unit blocks is also boring. Instead of unit blocks, Units should be placed more evenly through the map, and be more balanced so they feel like a threat. Also, change the Flat Terrain to make for more fun/non bland maps. Another thing that FE4 fails at with the big maps is using them to their full Potential. Usually you are just locked to one Part of the map until you conquer a Castle, which makes the ''Big great Maps'' feel like just small maps tacked together. If they want the big maps to feel really big, we should be able to access the whole map from the start of the chapter, and you really have to fight on multipe fronts. See FE:W as an example for how to do big maps with multipe Castles. I should be able to go an help the Allied Pegasi in Ch4, and get a reward if i am able to save em. And not just lockoed to the top while i watch, even though i have units who can go down and help. Add more Side Objectives to make use of the giant maps. Make the maps feel really grand and not just small maps tacked together
  22. https://imgur.com/a/GqOz9 44 if i didn't count wrong
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