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Topaz Light

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Everything posted by Topaz Light

  1. Doing both tournament placement-style! (Gameplay is mostly just my assessment of how good the character is and not necessarily how much I personally like them.) By story/personality: Marth Lucina Sigurd Ike (FE9) Hector Eliwood Ephraim Lyn Eirika Robin Chrom Celica Alm Corrin Kris Not ranked: Seliph, Leif, Roy, Micaiah, Ike (FE10) By gameplay: Robin Lucina Kris Sigurd Corrin Chrom Celica Ephraim Hector Ike (FE9) Lyn Marth Alm Eliwood Eirika Roy Not ranked: Seliph, Leif, Micaiah, Ike (FE10)
  2. Now, I'm not actually a parent, so I don't know how much this opinion is worth, but I really, really don't think that somebody should have children, adopted or biological, for any of the following reasons: Because you want somebody to love you Because you want to have a cute kid to name and dress up and essentially treat like a very high-maintenence doll Because you want to meet the social expectation of/get the boost in social status from having kids Because you want to have your kid do something in particular with their life Children may be young, small, and not fully developed yet, but they are human beings, just like all of us here. Kids don't belong to their parents; rather it is their parents' responsibility to see to the happy, healthy upbringing of the children. Unless you are ready and willing to take care of and respect a child as their own distinct, unique human being who is not your property or in any way an extension of you, do not have kids. Not adopted, not biological. Zero children.
  3. Favorite story genre? Nope! Not really interested in any sports, I'm afraid.
  4. NekoKnight, I understand the point you're trying to make with the comparison, but one's casual attire and how one dresses to a formal occasion are two very different things. Forrest's outfit is, as far as I can tell, casual attire or at least clothing that's not dictated by the expectations of any particular occasion. It's understandable that Leo, as someone who grew up in a world that likely has gender roles and standards very much like our own, would react less than positively to Forrest's choice of dress, but that doesn't mean that the reaction was good or justified. It's completely natural to be put off by something that's unfamiliar to you, or that you've been taught to have an aversion to, and I don't think Leo is a horrible person for it, but I do think that using gender as a basis for any sort of expectations of other people is something that we as a species need to set aside and move past, because it really does far more harm than good. Also, the difference between BDSM gear and how Forrest dresses is that BDSM gear would be inappropriate for anybody to wear in public, regardless of their gender. It is intrinsically overtly sexual in nature, and not to mention very frequently so revealing as to be grounds for a public indecency charge. What Forrest wears, on the other hand, are regular, if somewhat fancy, clothes that would be perfectly acceptable for a woman to wear as she went about her day, but because Forrest is a guy, apparently it's suddenly unacceptable for him to wear perfectly normal and tasteful casual wear just because it's "for girls". A good example of how arbitrary these things are that immediately comes to mind for me are kilts. The difference between a kilt and a skirt is mostly a semantic one. I'm sure you could come up with a list of minutiae that distinguish kilts from skirts, but the fact remains that they are both single-piece tube-shaped cloth garments worn around the hips to cover up the pelvic and upper leg regions. Certainly, the patterns on them, the type of fabric used, etc. may often differ, and kilts are wraparound while skirts are generally made in the circular shape to begin with, but conceptually, they're essentially the same garment, with the only differences between the garments themselves being negligible. I'm sure you could find a number of other examples of garments or other fashion or self-presentation choices that many societies would consider intrinsically-feminine that are considered gender-neutral or even masculine in their native cultures (or vice-versa!). A lot of the clothes we view as "masculine" or "feminine", we only view that way because that's how our culture uses them, and that's how we're raised to look at them. I understand where you're coming from, and I agree about it being a very harmful and unsavory attitude, but it's important to understand that jumping right into attacking somebody is the quickest way to completely shut down their willingness to actually listen to what you have to say, whether you're actually right or not be damned. Venting your feelings and frustrations is all well and good, but it's in your own best interests to keep your venting separate from the points you try to make to other people. At least, if it's important to you that you're actually being successful at changing people's minds about things. This isn't a matter of tone policing or respectability politics, it's just human psychology.
  5. I don't mind random encounters, but I prefer visible-on-the-map enemies because there's more that can be done with them, mechanically. For example, in EarthBound and Mother 3, who gets the first strike in battle isn't random, but is instead determined by whether or not either party caught the other from behind, and if neither party did, it's a regular encounter with no preemptive strike for either side. I also like how those two games handle formations of multiple enemies; instead of having each enemy on the field represent a whole formation, they each represent just one enemy, and when you get into an encounter, other nearby enemies will rush over and team up to comprise the enemy formation you fight. It's really neat, actually. Not to mention EarthBound also worked in a system for instant wins if you would've wiped out the enemies in a single turn anyway, to save you time without depriving you of the rewards you would've gotten. Now that I think about it, EarthBound was actually really innovative and made a lot of strides in how it handled enemy encounters. I kinda wish more games followed in its footsteps in that regard. Additionally, in the Paper Mario games, you can get in a single preemptive attack by hitting enemies with an offensive action on the field, causing the battle to open with you hitting them with whatever attack you used. Naturally, they can also do the same to you. Things like this are really interesting and make it a lot more fun to encounter enemies while also providing the option to avoid fights if you want to, so as much as I grew up playing lots of games with random encounters and don't actually mind them at all, I absolutely think preexisting field encounters are preferable due to having a lot more potential to provide interesting and fun gameplay. (Which is also why it's a little disappointing to me whenever there's a game that uses preexisting encounters but just has them work like, "Come into physical contact with the enemy sprite/model to enter an encounter against an enemy formation with that foe in it. That's it." Talk about wasted potential.)
  6. Is this the one where the player used arbitrary code execution to fake the infamous "Mew under the truck" thing? Not gonna lie, that was pretty impressive.
  7. I feel like a lot of them are probably based less on the characters' actual in-game stats and more on what stat seems most appropriate for them thematically, with attention to actually giving a reasonable amount of diversity in what the statues boost. Hence, for example, Rinkah getting Strength, despite her actual Strength stat being unimpressive.
  8. Favorite level of technological development in a fictional world? Extremely boring and predictable answer, but after reading lots of Legends of Localization articles, Japanese actually sounds like a fascinating language to learn; I might even do some fan translations of things on the side if I ever end up learning it. Although, my brother's recently been learning Latin, which is also actually a really interesting language. Linguistics in general are really interesting to me, actually.
  9. I hope everyone realizes that the returning Awakening characters were the winners of the popularity polls minus the Lords (since Chrom and Lucina both made it into the top four for the polls for their respective generations). Anyway, I dunno if I'd really change much, honestly. It'd be nice if there was some sort of way of carrying over your Avatar from Awakening so that they could join your team also, but I sorta understand why they didn't do that. I'm just overly attached to Turks. There's nobody in Awakening I really like enough that I have any sort of desire to replace any of the six that got in with them.
  10. Is the Eevee drawn in your signature a specific Eevee from a Pokémon file or something, or just a generic random Eevee? I think when I was a kid I was in my mom's or dad's car when one of them got in a fender bender or something, but other than that, not really. Weirdly, an intersection just down the block from my house has had multiple accidents take place, although I wasn't really there for any of them.
  11. EDIT: Sorry to Fire Emblem Fan for getting so worked up about this. It really is a minor thing, and it's not that big a deal. I realize I almost certainly came off as overly-aggressive and confrontational, and I'm sorry. Also sorry to eclipse and the mod staff in general for veering too far off-topic. [spoiler=Original post]The only thing that's not FE about Tearring Saga is who holds the IP, what shows up on the title screen, and what system it's on. That's it. If you're talking purely technically, then yes, it is technically not a Fire Emblem game, but most people here have come to the conclusion, and not erroneously, in my opinion, that "ehhhh, close enough".
  12. The point is that it being not Fire Emblem is a mere technicality and nothing more; you could literally call the game Fire Emblem: Tearring Saga and there wouldn't be a single thing off about it aside from the game not being for a Nintendo system.
  13. Fauna Unpredictability? For my own, Tanzanite Darkness.
  14. People (In the same sense as, like, "an ancient people...")
  15. Honestly, for a customizable protagonist, I think they should either be a silent protagonist, a protagonist whose dialogue is chosen by the player, or just axed in favor of a straight-up predefined main character. I like customizing things, but it just ends up feeling like a tease when the character you're customizing turns out to be just as much a predefined character as the rest of the cast when it comes to the plot. That said, I really don't have much of an idea of what a mobile Fire Emblem game is even going to be like, so I have no idea what they're gonna do with this or how it's gonna factor into the complete game.
  16. TRS is pretty much an honorary Fire Emblem game, even if it technically isn't actually one. Anyway, my vote went to Manakete!Morgan, for reasons others have already mentioned. Marrying Nowi can also get you a second one of her in the form of Nah.
  17. Just fire whoever's been doing the outfit designs and make sure they stay gone and I'm good with anyone, really. Hell, I'd even totally be down for more Kozaki, just as long as the outfit designs went back to stuff along the lines of Radiant Dawn and earlier. On a tangentially-related note, I'd really love for blinking and lip flap animations for portraits to come back, but I'm not holding my breath.
  18. Thanks for answering! All of these, I mean. I am wondering about something else, though; does the game check units' personal skill slots when determining whether or not to shadowban based on skills? I know that normal skills can end up equipped to that slot on bond units, and that the game does check the five customizable skill slots for illegitimate skills, so I was wondering if it'd be possible to sneak an illegitimate/enemy-only skill under the radar by putting it in the personal skill slot of an "extra" unit instead?
  19. Growth rates represent the percent chance the stat has of going up by one when a character levels up. If a character has 60% HP growth, for example, that means that their HP has a 60% chance of going up with each level up, which can be simplified down to a three-in-five chance. Stat increases upon level up are never guaranteed unless a character's growth rate in that stat is 100% or higher; you could theoretically have a character with 99% HP growth who never gains a single point of HP, even by level 20/20. To say that it's extremely unlikely is a massive understatement, but theoretically it's possible. If a growth rate exceeds 100% (which is very rare), the stat will always go up by one upon level up, and the remaining number after the 100 is the chance of it going up by two. For example, a character with a 130% Skill growth rate would always gain a point of Skill upon leveling up, but they would have a 30% chance of gaining two points in Skill, instead. An easy way to remember it is that the hundreds digit represents how many points in that stat the character is guaranteed to get upon leveling up, while the tens and ones digits represent the odds of getting one more than that number. The hundreds digit is almost always zero. What constitutes a "good" or "bad" growth rate in a given stat largely depends on the game, since a lot of times things like average growth rates, how much a point in each stat is worth, etc. etc. varies a bit from game to game. As a general rule, though, usually HP growths are higher than the others, and usually the growths for Resistance and whichever out of Strength and Magic the unit doesn't use in their class will be lower. Obviously nix the second one for physical/magical hybrid classes, but that's generally how it goes. Not always, but generally. That said, there's a good deal more that goes into determining how good or bad a character is than just their growth rates.
  20. The answer to pretty much any "Would it be possible to...?" question is yes; if you can program it, you can implement it. Better and more productive questions might be, "How easy would it be to...?", or "How would I go about implementing...?" On that note, how easy would it be to... ...consolidate all three Anima weapon types into a single weapon rank, while retaining the Fire>Wind>Thunder>Fire triangle? What's immediately coming to mind is adding three weapon properties that handle the nested triangle, but someone might know a better way to do it. (I want to use the two freed-up Weapon Type slots for Knives/Shuriken and Hoshidan-style spirit magic) ...implement a Fates-style weapon triangle? I'm mainly just curious if there would be any theoretical hurdles to consider that I should know about going in. Also, would it be worth the effort to implement a Strength/Magic split or should I just cave and tweak the system to use Thracia-style Magic instead?
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