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arvilino

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Everything posted by arvilino

  1. In your post it's that this optional mechanic can't be ignored whereas the GameFAQ post is an argument that would be suggested the mechanic isn't optional at all and that the support system revolves around the mechanic. The mechanic isn't necessarily wrong and even if there's some issues it's certainly not on the level of someone being a racist. It's rubbing a characters face and them saying line, some may not like too see the characters that way but that's all it is. I'm not ignoring it by not agreeing its some heinous act by IS that ruins the rest of the game by existing when I've played through both main campaigns fine. I'm less handwaving it then trying to highlight the mundanity and general unimportance of the mechanic to contrast against those taking it incredibly personally and trying to broadcast that feeling as how the whole game should be seen and demonising a set of players to do so. I think in this case it's not really much of a strong point when you take into account the number of changes and adjustments to the gameplay. A lot of Fire Emblem games that haven't "wasted" dev time on these sort of mechanics have had far less adjustments to the game mechanics. There's also the case the CG animation and models used in Amie and the cutscenes were outsourced to an animation studio so it's likely Intelligent Systems themselves didn't pour much dev time into it.
  2. Why wouldn't it be? I recall Awakening was £35 here in the UK which was $53 at the time. If you want a good comparison from my bank statements buying the digital Japanese version(~£20) picking Nohr followed by with Hoshido as DLC(£10.44) cost me like £31. Europe always ends up with the highest prices overall so perhaps they might sell it for £40($61) with both included if this rumour is correct. You'll almost certainly get both versions(buying the other as DLC) for less in the US even if they sell each version separately.
  3. That isn't really true though and runs opposite to what scrublord said you quoted, most supports don't actually have a romantic build up or direction until the S-rank. The S-rank's typically have a character reflecting on how through their time together they realised they love the other.The support system only really accommodates the ability to marry most male/female charcters as one of many purposes flavour and gameplay-wise. The fact it allows marriage betweeen most characters doesn't mean the entirity of it is centred or designed around it when really only S-rank is. The only part of the game that is designed around marriage are the children characters. In the case of amie it's not just optional as in "you don't have to do it but you'll miss(insert item,character, support convo)", you actually can 100% the game and access every character, item, weapon, support rank, bonuses and chapter without it. How is the game or support system specifically designed around the player using amie?
  4. It is speclation and a dubious one at that. I have been checking the Japanese charts and the game in a month sold over 500k separate copies(retail Hoshido, + Nohr + Special edition + Digital edition, not including DLC) making it the 2nd highest selling in Japan and is still selling ~10 thousand each week(which suggests Word of Mouth is actually quite good) where the games usually dropped into oblivion after the first couple weeks. Awakening took 3 years to sell 480k. I mention it time and time again but appeal like that does not come from Otaku, Otaku games routinely sell less than the worst selling Fire Emblem games and this entry in Japan alone is positioned to sell more than a number of entries Fire Emblem have worldwide and already has. One thing I noticed is how close to release they revealed the My Castle mechanic and the focus they gave it in Magazines with that dedicated video and inclusion in a JP Nintendo Direct. This generation the best selling series in Japan isn't Pokemon, Animal Crossing is actually edging it out and the spn-off Happy Home designer sold collosally well. Given how they presented the video Jackob and Felicia may be analogous to Isabelle It's likely they were going for the giant Animal Crossing fanbase and realise some of the base menus could be expanded into a custom town and supports expanded in a way. A side effect is that yeah it'd simulataneously appeal to an otaku, but given the numbers of the game I think Nintendo and IS efforts are a result of a net was cast wide rather than narrow when they had the My mechanics in-mind. They knew My Castle would be a net increase the appeal, so they were free to experiment with the mechanics within it even if it doesn't please certain players. It's better they have amie in to gauge the appeal and get feedback so they can see what parts of My Castle are well liked, what aren't and why, what could be improved. A few petty players acting like the sky is falling because of one of the mehanics, the only My Castle feature you obtain the same rewards elsewhere isn't to their liking means very little. If IS thought every player would like it or that Amie and rubbing the face of characters was what the game is all about it'd give rewards you couldn't get elsewhere or be mandatory for Corrin's support, they could also be aware people think it's the worst thing ever but if game devs chose not to include any feature because someone might hate it a series would stagnate and it'd be impossible to get many new players to try it unless the base game is monsterously popular.
  5. That has always been a bit dubious to me, I think the same players would find a non-blind playhtrough incredibly tough if they weren't funelling EXP into Robin or didn't have coaching through the first couple chapters with the strategies and tricks created by other players than themselves. I don't think players would do an Avatar stomp if the mode was actually easy. Especially since the idea the mode is "balanced around grinding" also exists.
  6. In this case amie is the difference between a restaurant having fork and knives, spoons and chopsticks or just having chopsticks. It is only an extra option when it comes to a means(building supports) to an end(unlocking supports) and accessing the same content. There's content you miss out on by only having GBA type supports which forces a tedious method to unlock them, access the bonuses and read the conversations. There's players who would like to use the bonuses, read the conversations who won't because the method to do it isn't good at all. This would be analogous to a restaurant having something a potential customer would want to eat but the customer never went to the restaurant because its chopstick only and the other customer's scoffing over the concept of forks and knives being added to the restaurant. The GBA supports buiding method and supports are "optional" but you'll never get what is known to be the true ending of Blazing Sword to Binding Blade without them, you'll never get the combat boosts(outside Pent and Louise). Those do devalue the GBA games because something that is supposed to add value is only available through a single channel that was very poorly thought out and makes it frustrating and annoying for a number of players who do actually want to read the supports or did want to use the bonuses, you can't say "it's optional so don't do it" when the player would be missing out on content they would enjoy. Though I'm not saying there needs to be a thousand or ten ways to build supports. But there's more value in flexibility and a set of multiple avenues that different player's might enjoy or value in the way they play or access the same game and content.
  7. It is truly optional though. Don't use the amie feature and you can still get S-ranks for Corrin through other means, he/she is the first unit you get, they'll likely reach S-Rank with someone through normal gameplay alone if you wish. It's optional because alternative methods are available to build supports and unlock all the same bonuses and support conversations without having to use the feature. Try getting GBA supports(excluding Pent and Louise) without having your units wait near each other for turns. You can't you're forced through the single method the game requires and it's a terrible method, imagine if it had an additional alternative method to build supports it would become optional and an added benefit is that you could unlock supports through you preferred method or any combination of them, a 2nd method might have actually been enjoyable for more players. A problem I see is that Fates is being viewed through blinkered sights for a lot of people, the hottest topics and way certain things are getting focused on it feels like this mechanic is being treated as a far bigger part of the game than it actually is. Don't like the mechanic? You can still achieve the same results easily enough with the normal gameplay. Although the current main method of building supports arguably the best them experimenting with alternatives while keeping the current method isn't a bad thing, they might find something that works better or complements it or maybe they won't but the chance of the former makes it worth having.
  8. That doesn't really correlate, the last original entry in the series before Awakening had the least streamlined most bogged down story in the series. Personally I'm of the opinion that what they go for now is actually a more streamlined approach(ofccourse I can't read the Fates dialogue but I've been able to experience how much dialogue there is). With the current support system a large amount of the dialogue goes into the optional supports and flesh out the minor characters that way, the key part is that it's optional and based on how the player mixes and matches their units. This means when it comes to the game the transition between story and the gameplay the flow between chapters becomes a lot smoother. Take their previous structure as shown below for two individual chapters: Pre-chapter dialogue --> Gameplay --> Post Chapter dialogue --> pre-chapter Narration(map screen) --> Pre-chapter dialogue --> Gameplay ---> Post Chapter Dialogue What stands out is that in the past once you complete a chapter there can be up to three mandatory sets of text(post chapter, narration and pre-chapter) that can contain information about the plot, but an issue is that if the bulk of character interaction becomes a pre-set thing and part of the story it impacts the rest of the game. The time between two sections of gameplay could get even longer. Another consequence is you won't be able to press start to just skip dialogue between two characters you aren't interest in as you'd risk missing another scene that could include plot information, Though that makes me think do people actually want a more streamlined story or even think that's better given all the calls for more world building? Should the story be even longer with even more information despite given what I've seen from certain Awakening story dicussion a number of player's don't even know/remember what is said in the story despite most of the between chapter stuff is brief and directly to the point. I think there needs to be some kind of compromise between level of information in the story, events that do happen and when they happen and the flow of the scenes between chapters and quantity of dialogue that ultimately complement the game and gameplay. For example in this thread for every plot point people want to add other existing ones might need to go completely(otherwise we'd have Kibayahi's 500 page story for each route).
  9. It's completely false, you can't get any items from the logbook. The only source of it I've seen of the claim was repeatedly from someone who didn't have the game and who is notorious for claiming ways to break the game whether or not it was possible.
  10. That wouldn't make much sense. The only reason two characters like that could have the prominence they have is because Nohr having a King like Garon would allow people like them to succeed. It'd feel very forced if Hoshido are "peace loving" with a ruler like Mikoto allowing an equivalent of Macbeth and Ganz are running about visibly as advisors and active members of the army. As some other people have mentioned in thread maybe Hoshido could have been causing some indirect evil or taking advantage of the situation they have over the Nohr but giving them the same kind of negatives Nohr has wouldn't make much sense.
  11. Have you taken a recent look the RD animations though they're kind of bizarre in the way they try to avoid clipping. Capes, Robes and Hair only bend outwards and upwards and come to a dead halt hovering away from the body, characters ontop of mounts only move slightly when attacking, Pegasi are twice the size of the Fates ones to accomodate someone holding a lance between the wings and the attacks of most classes are minimal in movement(compare the Halberdier attack animations to the Fates Lancer). The designs and the animations took a hit just to avoid clipping. I'd honestly say the 3DS models and animation ones are actually a lot better despite being on a less powerful system as a result of not worrying about clipping.
  12. I 've been thinking about it and it seems the reason the Dark Falcon Wings don't show up is because when Daniela reclasses to Dark Falcon she's still riding the Strategist horse. I'm guessing it's an oversight where she's uses the Strategist model with the Dark Falcon animations.
  13. Kunai Breaker is actually a life saver on the chapter on Lunatic where every enemy with a debuff has Negative Chain otherwise the mutliple Elite Ninja debuff your units into oblivion.
  14. From my Lunatic playthrough of Nohr I'd say even though she doesn't have a personal weapon Camilla is the arguably best character for the vast majority of the campaign and is still an extremely strong character towards the end. Additionally I can't tell exactly EXP-wise she's not treated as being promoted at level 20 but probably quite a bit lower she gains quite a bit more EXP at level 4 promoted than Xander does so she'll have a level lead on most units. She's not brilliant with tomes and her magic stat won't get that much higher but her starting magic is pretty decent and she's much faster than your other Magic users when she joins, I found she's fine with a tome up until the enemies start becoming promoted. While Xander could potentially double at 1-2 range with a physical weapon it's something that is rarely going to happen given his very low speed, he'll reach ~20 speed at level 20, his sword is really good but its ability to double is almost superfluous. Also her personal skill in addition to her high move and mobility and the wyvern knight's Cut through and the Revenant's Knight Deadly Breath is also really good with good positioning. being able to deal AoE damage to enemies(Deadly breath), reposition herself and them(Cut Through) while being able to boosting adjacent characters attack by 3(while having a massive attack stat herself for dual strikes) is incredibly useful.
  15. Durability also ensures you can't really be sure whether you are using the weapon effectively in a playthrough. I've said in another thread that durability is a system that can convince players that's it's not the right time to use a weapon even when it is the right time. When a situation presents itself where a rare and powerful weapon might be appropriate there's always the doubt that it's still not the right time and that the best time to use it could be later in the game hence how so many players end up with the rare weapons rotting in storage for a "better time" that doesn't even come. With Fates drawbacks to weapons you can determine when it is the right time to use the weapon because it's based entirely on the current chapter and not on unknown future chapters. Having played Fates my run through of Conquest on Lunatic I've been able to compare drawbacks and durability's impact on my playstyle at the same time due to staves having durability. Even though I've play a lot of Fire Emblem games I wasn't able to determine the right time to use the Draw Stave(2 uses) and Vanished Disaster(the rescue staff, 2 uses) the latter has been been hanging unused in my storage since chapter 9 whereas for all the regular weapons this issue doesn't exist, though I don't believe staves should have infinite uses. I think it'd be more accurate to call the system that will make a player doubt using a weapon based on unseeable future events a nuisance.
  16. I'd really disagree. The point of durability in Fire Emblem was to make you think about using weapons "at the best time". However unless you know the game like the back of your hand it's a flawed concept through the doubt created by it. Especially on a first playthrough. If you encounter a situation where a weapon would be suitable you won't be able to tell whether there's a better situation down the line to use and on the otherhand if you conserve weapons you can find the rare weapon you only had one of is now buyable at ~1,000 gold and you can get as many as you want. The best time to use a weapon could present itself yet due to durability a number of players wouldn't use it because there's always the doubt that there could always be a better time to use it. Fate's on the otherhand is more clear. You can determine whether or not a certain weapon you own is worth using at any time. The debuffs, stats(e.g. might and hit) and penalities for the indiviudal weapons let you deteremine when you should/shouldn't be using a weapon because the outcome of the current battles in the current chapter are all that need to be taken into account, you don't have to guess whether using an Armourslayer in chapter X will mean you won't have enough uses for chapter 1X or 2X . Between Fates and systems with durability, durability is the only one that can convince players that's it's not the right time to use a weapon even when it is the right time. I think there's a much better case to claim durability that is the worse mechanic. Though that claim will obviously meet a lot of resistance considering how many entries of the series the mechanic has been in.
  17. Corrin is part of the bloodline as Mikoto being queen meant that Corrin is actually part of the Hoshido royal family.
  18. When you forge a weapon you need two copies of the same weapon including the forge level. So to get an Iron Sword +2 you need to forge 2 Iron Sword +1's or 4 regular Iron Swords.
  19. Having two or three separate routes each leading towards the same confrontation doesn't rub well with me and with what they've got going for the gameplay and differences between campaigns, a single one would ruin that part of it. Story-wise when there's mutually exclusive paths I don't see the desire to always want to knock off big bad as the final boss in the same kind of confrontation at the end of all routes while considering the possibilities and endings were you don't kill it off as incomplete(regardless of writing quality). There's tendency for RPGs with choices(probably to appease everyone avoid this "complete route" argument), games proposed to have a variety of possibilities to just end up converging towards a single end(or rarely diverging regardlss of what you do) making what occured inbetween seem rather arbitrary. When it comes to choices I think it's more interesting to see "where will this choice lead?" rather than fret whether or not you'll get to face the "true final foe" in choice X, Y and Z or making a big deal whether what you picked was the "really real canon this actually happened" route rather than just one of a number of possibilities.
  20. I believe it's likely -4 might and -10 hit. The Beast Slayer(10 might 85 hit) deals 4 less damage and has the same hit as the Steel Lance(10 might 75 hit) when fighting non-beast enemies.
  21. Any ideas of what this skill's description reads? I came across the icon and realized I don't think there's been an english description/translation of this one. Edit: whoops ignore that last one just realized I hovered over evasion not the skill, here's the actual screenshot: https://d3esbfg30x759i.cloudfront.net/ss/MlWA77zIFQ4dusXjTY
  22. Multiple debuffs will activate simultaneously however multiple debuffs to the same stat don't add together. The game just applies the larger debuff when two debuffs to the same stat are applied simultaneously or if the enemy already has a debuff to a stat a new one will override an existing smaller debuff with a larger one but will remain the same if it's lower. e.g. Asyura with Fight Dirty(-3 STR, - 3 SPD) wielding a Bronze Kunai ( -1 SKL, -1 SPD, -2 DEF, - 2 RES) would inflict (-3 STR, - 1 SKL, -3 SPD, -2 DEF, - 2 RES), the effects both activate but the overlapping speed debuffs only counts the -3. There is an exception though, atleast some of the Self-inflicted after battle debuffs like from the Silver Weapon stack so attacking a lot with the Silver Weapons will reduce STR/SKL significantly.
  23. Destiny isn't comparable. That's Activision selling a handful of missions and quests for £20(since Activision think $20 is the same as £20) in a game that was already lacking content and most of the DLC obsoletes earlier content or adds a grind to upgrade old rewards. Destiny's DLC is structured to maintain and profit off the game's structure as a perpetual grind, it's pretty much a front to sell you the only way to "keep up". Fates isn't like that, hell the only part of the game(My Castle Battles) that could create that kind of scenario allows you to play on even ground and reward yourself with skills and characters from the route you didn't play. Whereas for Fates the DLC routes roughly translated to £10 when I bought it, you get a 2nd campaign where all the unique chapters and sidequests you don't also get in your first choice are still longer than multiple Fire Emblem games that sold for 3-4 times the price. Despite recycling of assets and short campaign length people were happy to pay full price for Sacred Stones or in Japan I recall 1.5x SNES game price for Mystery of the Emblem(SNES). In Fate's case it seems people are simply getting angry at the method they choose to sell the individual games/campaigns or believe the initial payment should give them right to everything IS produced no matter what quantity regardless of what Fate's pricing model offers.
  24. Character stats don't boost pair ups bonuses and supports rank bonuses are smaller and aren't +1 to each stat that the class provides. For example the difference between no support rank and up to S-rank for Silas as a Great Knight is: No Support : +2 STR, +4 DEF, +1 MOV C-rank : +2 STR +1 SKL + 4 DEF, +1 MOV B- Rank: +3 STR, +1 SKL, +4 DEF, + 1 MOV A-rank : +3 STR, +1 SKL, +1 SPD + 4 DEF, + 1 MOV S-rank : +4 STR +1 SKL + 1 SPD, +5 DEF, +1 MOV If you want to compare to Awakening Frederick at base level with no support rank provides: +4 STR, +1 SKL, +1 SPD, +4 DEF and +1 MOV which is better than Silas provides at A-rank.(Though I noticed Arthur as a Great Knight at A-rank provides +4 STR and no SPD so the support rank bonuses for each rank may vary from character to character even within the same class)
  25. I think it's really good for the defensive bonuses especially on the Nohr Route when Corrin learns Draconic Curse(as it activates from any combat even if Corrin can't counter), pair someone up with Corrin and he/she can tank a number of enemies even on Lunatic and render them much weaker to wipe up on the following turn. If it didn't have its limited attack range and inability to double it would probably be close to game breaking.
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