Jump to content

Samz707

Member
  • Posts

    1,166
  • Joined

  • Last visited

Posts posted by Samz707

  1. On 10/18/2020 at 4:26 PM, Sooks1016 said:

     

     

    4. We need way more promotion items, there is just a complete drought of them, whether through changing them all to master seals or just adding more of the kinds we already have I just want more. Oh Thieves promoting would be nice too, as well as maybe splitting who can use hero crests, like make it a sword promotion item so to speak for thieves, myrms, and mercs, and then give something else to promote to fighters, the brigand, and the pirate. I guess this is kind of 3 points in one, I just wish there wasn’t such a dependency on hero crests.

     

    I dunno if other FE games do it but maybe Seals could be signifficantly more common on (assuming we get at least a Normal/Hard mode.) Normal but Hard has them be rare like original FE6, so there's a few more to find/take from enemies on normal mode but who you promote still matters as much on Hard.

  2. Pegasus Riders will occasionally have their Pegasus (effected by skill and the character.) kick off a male rescued unit, will deal additional damage if it's off a mountain tile onto a regular tile and probably death off a peak.

    A full-on Mind Control Stave, similar to the glitch in the GBA games, two tough bosses together that have support bonuses? just take control of one with one of your rare limited uses of Mind Control and have him axe his wife for massive damage that you can follow up on.

    Additional avatar freedom to the point of being able to be up to roughly 70 years old and the ability to flat-out antagonize characters such as being a speciest towards non-human races. 

    Characters who simply aren't into your avatar, you still can try to propose to them for an S-rank but they'll always turn you down.

    Kinda stolen from another game (9th Company:Roots of Terror) but a prolonged prologue section where the only named dudes are high ranking leader and a few others and you've mostly got generics, which after a few levels, ends with a hyper difficult level where most of those generics are almost certainly getting wiped out, with the level after that having the actual main characters as new recruits to the army to replace those generics.

  3. Echoes for several reasons: 

    Death Reactions are finally a standard feature and character endings changing if their friends/lover is dead are great.

    The archer/mage balance changes so they're now rather distinct useful classes now.

    Music and voice acting is the best so far in my experience, same with the visuals. (Not played the GameCube/Wii games yet though.)

    Less of a focus on Player driven romance. (Which is always a bit weak IMO)

    Varied battle animations instead of the same ones over and over.

    Slight C-RPG elements with how the game accounts for stuff like leaving/re-entering the thieves cave early, recruiting Faye and Kliff with Celica and a few more handful of ways the world reacts to your actions.

  4. Code of Honor 3: Desperate Measures

    A decent little budget shooter. (The fact I got it digitally on a big discount helped), also fairly certain that the PC's VA is the one who does Jeralt in Three Houses or at least someone who sounds like him, game doesn't list the voice actors so I'm not actually sure. (It's close enough to the point where I'm not sure if it's him or not since it sounds close enough to be him a bit younger/doing a different voice.)

  5. 14 minutes ago, Arevir Wehttam said:

     

    Thank you all for replying/commenting, I really appreciate it all the information/advice and this is going to be really good to keep referencing back as I go. I'll be starting another play session shortly, so I may have some more questions as I go if you guys have the time to follow up/respond that would be awesome. I have to say I'm actually really enjoying this game much more than I thought I would, especially after reading some harsher reviews that criticize the game for being very different from other FE titles. I'm really glad I gave it a try!

    __

    I got one question right now for anyone that has the time to answer. When playing yesterday, I acquired some awards/medals (forgot what they were called), what exactly are these.. are these just for achievements and so on, and have no effect on actual gameplay? Also, I got something called "renown" (I think that's what it was called) for finishing a quest (gave wine to that old man in Ram Village), what effect does this have on gameplay? Is it some form of currency.. or?

    Renown is basically your "Score", it's only used for that 3DS passby thing where you'd get other player's scores, it's pointless in itself, however all those quests usually have worthwhile rewards (especially the later ones) so do 'em anyway, some of them reward you with really good stuff.

    Also yeah Archers are actually able to hold their own in Echoes while Mages being able to ignore terrain bonuses gives them their own niche, (and it makes sense, being in a forest probably doesn't help when a dude starts flinging fire balls at you.) I really hope the next FE game goes back to it. (I was disappointed that TH doesn't really do it.)

  6. 9 minutes ago, GlitchWarrior said:

    You think it's bad when you fail to realize someone is dead? Try playing Shadow Dragon. You can skip enemy phases, but the skip doesn't pause to let you know someone is dead. I've lost SO many units like that in the past.

    ohhhhh.

    I guess I better not skip when I get around to that one then.

  7. 10 minutes ago, Ottservia said:

    I mean dude that’s just a matter of graphical limitations also the fact that this is a nintendo game so showing visual signs of injury is kind of hard to do. Hell 3H is the first time we’ve seen blood in a Fire Emblem game as far as I’m aware. Even so that’s an in engine cutscene and to make an entirely new skin for some random mage dude that’s hardly even relevant just for one cutscene is asking a bit much. As for the Celica and Byleth example of them not fighting the way you believe they should. You ever put yourself in an intense situation like that? Sometimes your body just kinda moves involuntarily. Or maybe you’re just not thinking straight due to the heightened adrenaline and emotion. Not every character is gonna make the completely logical decision every time. Humans aren’t robots. We’re not purely logical. We run on emotion too and those things can greatly influence how we act. Like if every character made the completely logical decision regardless of emotional influence that’d make for a pretty boring story honestly.

    Fe6 gave Hector blood in his death scene.

    I'm not even asking for blood, I'm saying is that we shouldn't have bosses we just defeat suddenly spring back up and be a threat because plot. (again, if we just killed the dude's mage friend body guard while the actual mage was a background element behind him the battle, that would ahve been better.), That mage should probably find it hard to walk considering how you just stabbed/arrowed and battered him 5 seconds earlier in gameplay. (FE7 actually implied Erk couldn't even stand after we beat him and he was only standing due to GBA portrait limitations considering how Hector's yelling at him to get up.)

    You can easily show an injured state via animations alone. (Resident evil has been doing that since 1998)

    Also well, Byleth is ment to be rather emotionless hardened killer who's a infamous mercenary I'm fairly certain and Celica has killed many, many things by this point and I'd say has certainly lost her inexperience. (I could buy it happening to Celica near the start of the game but not the same Celica we have by the ending.)

    Alternatively, why not have the Bad guys be smart? rather than the heroes being dumb.

  8. 8 minutes ago, Ottservia said:

    I mean for a tactics game that’s kind of hard to do though especially when it comes to adapting the in-game combat to cutscene visuals. And even if you wanna get really nitpicky with that logic then any cutscene in a turnbased rpg where the characters don’t take turns attacking is just automatically bad. And this is a thing that happens in like every turnbased rpg ever that’s heavy on cutscenes

    I can understand turns not being real turns but we literally JUST kicked the lifebar out of Dolth/Random mage dude yet in the cutscene afterwards, they're not even injured seemingly and both require Celica/Byleth to just not kill them when they really, really easily could, Celica literally has a sword in one hand, magic in the other, I highly doubt Dolth would be able to grab her and not die from one of the two things.

    (and Byleth, a trained feared mercenary, forgets how to fight seemingly as well as that metal swords generally do not block fireballs considering how evidently both them and the mage are surprised it even worked, I'd expect an FE Protagonist who's a simple villager to be as dumb as Byleth in this scene.)

    As for other Tactics games: None of them have had your characters suddenly lose all competency to get captured in my experience.

     

  9. 11 hours ago, joevar said:

    So its not really about Alm anymore, but inconsistencies in general writing.

    its a bad example of plot armor, really. cant think of anything but that.
    im sure its like they want to show Byleth fail or smth but forgot theres no such thing that can block like that.. then they were like "its in rendered cutscene so no one will notice, right? right?" 🤷‍♂️

    Yeah I don't like it in games where "We need to show how the situation is serious by making our hero nearly die/get captured from circumstances that wouldn't arise in gameplay."

    Bonus points if it's from a boss we literally just defeated. (Echoes did this too with Celica and Dolth and it was equally dumb there.) 

     

  10. 10 hours ago, Benice said:

    I am sold, let me kill the avatar. Please. It is unironically a good idea, though.

     

     

    4 hours ago, joevar said:

    Yes please. if we cant remove him, make him disposable

    FE7 have always been about the lord near endgame to me, the game should be able to move on without Mark midgame

    Honestly half of the reason I want this is because I keep hearing about people not realizing their characters are dead for several hours in 3H, it'd be hilarious to me if that could actually happen to their OC. (Plus Mark isn't that needed and it'd actually provide a valid reason they aren't in FE6 when they get burnt to ashes by the dragon.)

  11. Alm and Celica can eat food directly from the Convoy without replacing their inventory item in a single turn. (So they can use any healing item from your convoy while still keeping whatever is in their inventory equipped.)

    The Rise of the Deliverance DLC (If you're getting it.) adds supports for the Deliverance members (Python, Clair, Mathilda, Lukas and Clive) that aren't in the base-game so you get extra support bonuses. (and some really good dialogue honestly.)

    I'd say you can easily manage without the grind DLC since there's free infinite grinding anyway, you can also just restore fatigue by leaving and entering the dungeon again. (To my knowledge there's no bonus for constantly grinding in a dungeon without leaving it.)

  12. I know this is really dumb but the thought came to me, what if Mark could actually die in the FE7 remake if he's a unit, the lords/characters get unique grieving dialogue (Hopefully EVERYONE would have grieving dialogue for deaths in general rather than it for some reason not existing like in TH...) but then the story mostly continues as if you didn't have Mark aside from the occasional mention.

    Just have the Player Character be disposable in the end like most other units.

  13. 2 hours ago, vanguard333 said:

    A viral epidemic spreads across the continent. If a character gets infected, they lose 20HP per turn for every turn, and they spread it to all units that come within three tiles. There is no cure for the disease, and the infected continue to be infected until the end of the game. 

    Oh, and this would be for a game made in 2019 and released in 2020-2021. 

    Reminds me of Pathologic 2 (that got released in 2019 funny enough) since that involves an in-game plague that you can catch as a practically permanent status effect.

     

  14. A "Sacrifice" spell, which takes 80-90 percent of the Casters HP into a explosion all around them that does enough damage to 1-hit normal enemies but can run the risk of killing friendly units.

    So in other words a kid-friendly suicide bomber spell except you can survive it at Full health.

    Also Farm tools can be used as weapons with low durability and unique effects, a pitchfork does 3x the damage of a lance by default for instance.

  15. 18 minutes ago, Ottservia said:

    Who is a subordinate of Thales important enough that he was tasked with this particular assignment. It’s not that much of a logical leap to say Thales is the one who taught his subordinates how to perform such spells. Even so if Thales can do it that proves such magic is possible and it isn’t too farfetch’d to assume others can perform similar spells.

    In which case it'd probably be an actual enemy only spell in-game as opposed to just being in cutscenes.

    Not to mention if it's ment to be a different spell, why does it use the exact same effect as an in-game spell that does something different?

  16. 19 hours ago, Troykv said:

    I can definitely buy Thales doing bullshit considering he's the baddest of the slitherins, and he later prove to have magic powerful enough to throw Byleth without much effort.

    ---

    Alm has Light Novel Protagonist/Kirito syndrome

    Yeah but a random mage uses it though.

    Plus it apparently uses the same visual effect as the "Ward" spell, despite the Ward spell protecting others from magic, not protecting the user from a sword. (Since a Sword would be defense.)

  17. 1 hour ago, Benice said:

    Nergal and Ephidel don't have warp staves, and neither did Lyon, yet they warp around like a kid between amusement park rides. Big bads almost always do things they really shouldn't be able to do throughout the series.  This, unfortunately, isn't an FE16-exclusive problem. I would personally rather have a clear definition of what they can and can't do to prevent situations such as the, "Ephidel forgets how to warp even though he does it about 20 other times before this." Radiant Dawn sort of tried with this, at least. I liked that a fair bit, since it allowed an in-universe explanation.

    Nergal is at least a super powerful mage old dude, I can buy he has magic that most people can't do more than some random mage and Ephidel is his mage-artifical human thing so it probably has some of his power.

    I can buy that more than some random seemingly normal mage having spells that don't even exist in gameplay.

  18. 6 hours ago, Anathaco said:

     

    C : That shield spell just looks like Ward to me.

     

    Except Ward is a spell that buffs magical resistance to allies, The spell in the cutscene is used like a shield to block a physical sword swing. (So Defense rather than Resistance.) so it's not acting like Ward at all, arguably the exact opposite of how Ward works. (Since it's protecting the User from a physical attack.)

  19. 2 hours ago, Ottservia said:

    I mean that’s fine but that’s not really the story’s fault for breaking your immersion. As that’s an entirely subjective point. I mean it personally it doesn’t bother me because like whatever man I’m willing to overlook stuff like that. My personal suspension of disbelief is a lot a harder to break. I’m not saying it’s wrong if your suspension of disbelief is broken because again that’s a matter of personal preference. I’m just saying that Y’know that’s not really a criticism against the story because that is entirely subjective and personal. It’s a moot argument really if you ask me.

    and even beyond that, does a plot hole like that really matter? It’s just some random mook mage. Who cares. Whether he lives or dies before or during the cutscene doesn’t really matter. It’s not like he’s an integral character or anything. It’s just a faceless bad guy used for the purposes of unearthing the sword of the creator. Like I’m just wondering why that matters to you so much? Cause I personally find something like that a complete non-issue. Cause it’s not like it breaks the lore or how the setting works or anything. It’s just a minor inconsistency. The fact that it’s so easily fixed just shows how minor it really is. Again, it’s not like this mage living or dying is an integral plot point. You could even make the argument that it’s a different mage that opened the coffin and the one you killed was just his buddy or something. I dunno. It’s just such a minor thing to me. It’s like the Desaix double thing. It’s very clear that you killed Desaix but the game is just like Nope you killed a double. Like by the usual definition of plot contrivance that is in fact a plot contrivance but I don’t see you complaining about that.

    Because frankly, why should I care about a game's narrative when it feels like the devs don't?

    Why should I be invested in boss fights when there's a decent chance the game will just pretend it literally never happened afterwards?

    At that point It feels less like I'm playing a Video game that was made on it's own and more a really bad adaptation of some CG Anime that uses the CG anime for cutscenes because the cutscene world and the gameplay world are having two very different things going on, you'd honestly half-expect Three Houses to have first been a CG movie because frankly thats how disjointed they feel.

    It's the same mage, same VA and exact same appearance, plus he literally uses a non-existant spell because again, why have a consistent world that the player could actually care about?  Why should I care about these characters when the devs don't, why should I get invested in fights when they'll literally be entirely different 5 seconds later for no good reason? Why care about a world when it's clear the devs will instantly change anything  when it suits the plot?

    You know at least the dumb Body double twist ACKNOWLEDGES you killed someone you weren't ment to and rewards you for it, it's the devs working around the player's freedom, if that was in TH he'd fall down dead but be the real deal and just magically walk off afterwards. (I'm fairly certain that Berkut, Slyade and Fernand actually stay on their horses when you defeat them so they just ride off.)

    To run down the things wrong with this cutscene:
    A: The boss we just killed isn't even injured.

    B: Byleth an in-universe feared mercenary, is almost killed if not for plot-sword and only because they did something really dumb that a trained mercenary probably wouldn't do. (Which contradicts gameplay since Byleth is competent in it.)

    C : The shield spell doesn't even exist in the game, at all, or any previous game for that matter.

    D : The entire point of the map is to kill the mage BEFORE he unseals  the tomb, in the cutscene, he's literally about to open it having already undone the magic seals.

    E : Once we're back to in-game graphics Byleth isn't even moved onto the tile with the Tomb, which means in my case she was standing away from it, next to the others, wielding a Lance because apparently even the simple act of scripting the game so that Byleth is actually standing on the Tomb tile and equipped with the Sword of the Creator is too much.

    The entire cutscene and gameplay are pretty much polar opposites and feels like the devs simply couldn't care about the plot, therefore why should I get invested when it feels like the devs didn't even remotely care? 

  20. 3 hours ago, Ottservia said:

    I mean that still doesn’t excuse the Desaix being two kids in an overcoat nonsense. Regardless, Maybe the engine couldn’t handle it. Or maybe they just didn’t program it properly. No story is perfect. There are always going to be small little mistakes like that. I dislike this notion that a story beeds to be completely plot hole free or whatever when that is literally impossible. No story is completely plot hole free. If you look at any story long enough I’ll bet you find some minor inconsistency. My point is that stuff like this is simply unavoidable. Storytelling is artificial by nature and to that notion it is inherently contrived. Speaking personally, I cannot lose myself in a story anymore because I go in with the understanding that the story is written in a specific way for a specific reason. It’s helped me appreciate stories better though again that’s just me. Again, there is no such thing as a story that isn’t contrived in someway. What really matters is how much that contrivance or inconsistency matters in the overall grand scheme of the narrative. And minor stuff like that doesn’t really matter in the grand scheme of things.

    For me, a dude literally using a spell that doesn't exist in any FE game, including the on he's in, is a pretty big "Wait what?" thing, it's literally breaking the the rules of your own universe for the sake of "Looking cool" and that's not really a good thing.

    I don't mind stories with plot holes if they're not massively obvious, I like FE7 but these aren't "Little" holes, they're big gaping wide holes big enough to have an Armor Knight walk through that took me out of the game the instant they happened and frankly? most of these are so easily fixed the devs are absolute morons for not doing so, Don't have us murder the mage actually opening the tomb for instance, have us murder his body guard THEN Byleth fights the mage in a cutscene rather than me caving his skull then oh no, he's suddenly fine, me killing dudes and them suddenly be fine because cutscene, which TH does somewhat consistently in my experience, is a pretty big no no, heck most other games at least cut directly to the cutscene when you "Kill" a boss so you don't see them die then magically be fine later.

  21. 10 hours ago, Ottservia said:

    But sometimes it can’t be avoided and that’s my main point. Like for example in Fire Emblem where one character is supposedly killed/defeated in a chapter but is shown to be completely fine in the next cutscene. You can’t have the character actually die cause otherwise the story doesn’t progress in the way you want it to but at the same time you need to give the player an enemy to defeat to keep the gameplay pace so your hands are kind of tied. It’s unavoidable gameplay story segregation. If you want another example from SoV/gaiden just take the first battle with Desaix. If you do manage to kill him it’s revealed that wasn’t actually Desaix just a double. This is obviously done as a way to excuse Desaix not being dead so you can fight him later at his fortress. Hell you defeat Slayde multiple times during the game and he’s still alive after every battle except the last one in Rigel. So really sometimes gameplay story segregations like that simply cannot be avoided

    Slayde doesn't fall off his horse if I remember, and he's on a horse so it's somewhat plausible he just fled. (Granted, Duma does do the death animation in the swamps and yes that's a bad moment if you beat him there.), it only really gets silly with Berkut/Fernand due to how many times you fight them, infact their dialogue literally tells you that they're just feeling and not dead.

    It's much less egregious than Three Houses where the boss enemies ALWAYS fall down as if they're dead, then CGI cutscene time and I guess that random mage in the Tomb didn't just get his skull caved in and it's pretty bad. (Seriously just have you fight a dude who ISN'T that mage as the boss with the mage behind him unreachable? is it that hard to just have us kill his bodyguard and not the mage itself?)

  22. 2 hours ago, Ottservia said:

    But what you’re not understanding is there usually is a reason for a character to mess up. You’re just not seeing it. There is a reason for Celica to mess up other than plot reasons. It’s because she is too trusting. It’s an established character flaw of hers and it’s not like the story rewards her for doing so. She trusts someone she shouldn’t trust and what happens as a result? well she gets her soul taken and fails to accomplish anything. There’s a thematic purpose to it. It’s supposed to show the flaws in being too kind and trusting and I’d say it’s effective at doing that. 

     

    That’s just general gameplay and story segregation. It happens all the time in any story driven game. If you wanna an example, if Alm can rewind time in gameplay, then why doesn’t he do so to save his father or Berkut? Y’see what I mean. Again you can nitpick anything to pieces if you try hard enough. Besides that, it’s just such a minor thing to complain about to me. Things like that don’t really effect the message the story wants to tell so whatever. Who cares? Even then that sort of “criticism” is based in suspension of disbelief which is completely subjective and personal. It’s not the story’s fault for breaking your suspension of disbelief because it’s completely personal to you. What breaks your suspension of disbelief will not break mine so any criticism that relies on it is well moot because it’s not the fault of the story. What’s more important is if a story can follow its own rules consistently and even then breaking those rules is possible within a story so long as the story is able to stay true to itself. Verisimilitude is what matters most in storytelling.

    Sorry but I don't buy someone as trusting as Celica believing Jedah at all, Celica's trusting, not mentally disabled, unless she drowned in the swamp and lost IQ from it, I do not believe she'd be that terminally stupid to trust Jedah, again, you literally hear how he's evil from an entire village, Celica needs to have somehow forgotten the entirety of Sage's Hamlet AND Saber telling her how witches were made for it to be logical for her to even consider what he's suggesting, she's got a ton of evidence that trusting him is not a good idea and literally none that it is.

    Game play story segregation isn't really an excuse, if anything that shows how bad the story in the game is, good story based games IMO don't feel like the rules changed when a cutscene started rolling (Hell in TH a guy literally uses a shield spell that doesn't even exist in any game in the entire series in the cutscene where Byleth gets the sword of the creator.), I'm also fairly certain that the Turnwheel is just ment to in-universe be showing the future rather than actual time travel and seemingly always shows a worst-cause scenario. (And I'm sure constantly looking at everyone dying isn't something Alm nor Celica want to keep witnessing so they probably only look at the turnwheel occasionally.) 

     

     

  23. 27 minutes ago, Ottservia said:

    I absolutely despise this criticism for one reason. THAT'S JUST HOW WRITING WORKS. Like Oh no a character did something that moved the plot forward., how horrible. Obviously this is the greatest sin a writer can make. Actually have characters take actions that perpetuate the ongoing conflict and move the story forward. Absolute blasphemy. Like everything that happens in a story is for plot reasons. That's just how writing works. You can nitpick anything to pieces if you try hard enough watch. It's so contrived that Alm was suddenly made leader of the deliverance for all because he was the son of Mycen. It's so unrealistic. Or, The only reason Alm ran out to go save silque was so that the player would have something to fight to keep the gameplay going. He would've been much better off avoiding them but no the developers need an excuse to have the players play another map so they can level up their units. Y'see what I mean? you can call anything in a story contrived or unrealistic if you try hard enough. This is what I mean when I say storytelling is inherently contrived. Everything in a story happens for the sake of the plot. Name one thing in a story that doesn't do that. Again, it's just how writing. So to criticize something for happening solely for the sake of the plot is just kinda like criticizing water for being wet.

    I don't mind characters being idiots but they need a reason to be an idiot.

    In the case of Jedah, maybe it's just me but "sacrifice soul = Dragon Sanity" seems sketchy anyway and well....Jedah is a evil looking, evil sounding and has been described as evil by the people in the Sage's Hamlet, who ARE trustworthy, Celica literally trusts an incredibly obviously evil man trying to manipulate her at essentially face value and I think the vast majority of people would realize he's trying to turn her into a witch.

    She knows he's A: Evil, B: Wants her soul and that witches have their souls ripped out of them and C : his followers have been trying to kill her once she set foot off the island.

     

    You can move the plot foward but you need to make it come off natural.

    Three houses for instance, does Edelgard suddenly not having her axe in the prologue move the plot foward? yes, is it good writing? **** No, someone's weapon shouldn't just vanish for the sake of plot, same with the "Ashen Demon" apparently losing all combat ability once we're in cutscene mode or that mage who's skull I just cleaved with Edelgard suddenly being completely unharmed once a cutscene starts.

    If anything requiring someone to mess up drives the plot fowards, they need a reason to mess up other than "The plot said so.", Celica shouldn't trust a man who's manipulation skill is 1 out of 100, Byleth shouldn't suddenly be nearly killed by a random generic mage I literally just had laying down in the dirt dead and Edelgard's axe shouldn't have vanished into thin air without explanation.

     

×
×
  • Create New...