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reallylongname

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Everything posted by reallylongname

  1. After playing A route: Respect to Varkade. His insight and paranoia has proven impressive. For example, he doesn't trust her (Guillame's successor), and neither do I. I mean, that blatant talk of "so close to power graaagrh" is a dead giveaway. Things I've discovered: Questions I have:
  2. The tactician from Gral Sethes is so amazingly useless. Also, I just love how everyone joins Renair's army on a whim. Examples: Gabriel (traveling medicine show scammer), Chase (who is this guy anyways), Kanus (he's confused), Bellona (what is this I don't even), Karen (ditto), Asher (the earliest example of why is this guy with us), Inari (random sailor recruited by Balder). Everyone else has almost paper-thin reasons to join. My suggestion: If your writers-errant can spare the effort, perhaps include "Talk" options between units for extra development (Not Supports, which I understand are hard to do)? It seems like you tried to fit what you could between chapters, but I feel like a lot of characters are left hanging. Granted, the same was often done in actual Fire Emblem games, but their characters weren't as blunt or as interesting as Crowe.
  3. I made an account, being an occasional Fire Emblem hack player, to ask some questions. Having read a few pages of this thread, I will understand if you guys give me oblique answers (i.e: Won't tell me squat about anything at all). Chapter everything with a turn-count limit that spawns nigh-invincible generic pre-promotes: You said that you didn't like how you made those units give no EXP. How did you do it? Chapter 14B: Is there a use for the VIP card? Including the side-quest, how many hidden items exist in the B route? (i.e: Not blatantly obvious to get). How many of those are promotion items? Is the Ancient Blade ever going to be usable for anything either than massive Wt and horrible Mt? Who CAN'T promote in the hack? (Just the B route is fine) Finally, I suggest giving warning that there aren't any shops after 12B. In the final chapter, I was fighting with my teeth and nails. And I had ditched all my healers on account of the fact that they couldn't heal. My final note: Amelia=speed screwed. Someone said that she doubled sel'Seir. For me, it was the other way around. 19 speed at 20/1. This wonderful piece of work, overall, felt incomplete, because it was. I felt that the difficulty was largely based on the fact that nobody ever gets EXP, because the enemies are level 1, that your enemies have better gear (navigable through careful tactics), and that only a select few of your units ever promote. I understand that the latter was instituted as to prevent any one unit from gaining too large an advantage (mostly negated after I got the "Hero Crest"). It also felt, however, rather rushed and nonsensical in some bits. For example, after her escape to chapter 10B, the story claims that the group takes up mercenary jobs up until they meet se'Morr. Why don't I get money? Did we spend it all? Also, it feels like the aftermath of chapter 4 needs a better transition, as Kolbane is "suddenly in command for one day". And I like the way xin'Khen was just sitting in his room to the top left. Felt like he was playing the game and saying: Yes! Go, my hapless minions, go! Sorry if this feels overbearing and presumptuous. Just wanted to throw in my feelings after having spent a couple of days save-state abusing the hell out of things after continuously failing to check if the enemies on the other side of the wall had ranged weapons.
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