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Final Tear 3 remastered

After consulting with one of my knowledgeable players, we've going to implement these changes to enhance gameplay regarding the infiltration at Sanaria. Firstly, a savepoint will now be available at the onset of the first part of the infiltration mission, right as you enter the castle, allowing for reloading and retrying. Secondly, the savepoint in the second part will be removed, and if caught during this section with the blind lizards, players will put back to the first part. Additionally, the Storm Orb will be relocated to the second part of the infiltration, and players can no longer skip the event if caught multiple times. These adjustments are aimed at reducing frustration while preserving an appropriate level of challenge. These changes will be implemented in the next (ToE 1.01) update.

See the changes list below for more details:

http://final-tear.nl/downladft3.htm

Final Tear 3 remastered

author=DBAV
author=FinalTear
author=DBAV
author=FinalTear
author=DBAV
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
Are you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.

As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.
Players want the orb so they want to succeed the infiltration, having the option to skip it an lose the orb is not an option and having to repeat the whole event leading to the infiltration is a chore.
Your puzzles in general (up to the pyramid as far as I know) have nothing to do with the game, add not 0 but even negative fun to it so players wanting a walkthrough shouldn't surprise you, that's the reason I dropped this game earlier because puzzles were annoying.
I forgot to mention the abomination that is the purple roofed house, even if it's for a few elixirs and whatnot, losing hours of your life reentering the area just to see if you happen to magically be on the time-frame it opens is frustrating.
Ok, but what do you suggest then other than putting a save point at the first infiltration. Move the orb to the second part?

Your point of the purple roofed house is reasonable. But it has been changed some time ago in a way that it gives an indication how close you are. So it will now only take a few seconds each time you check. I suspect you played that part before that update was implemented.
Include a save point at the same corner you move after entering the castle, that should reduce frustration notably, the infiltration itself is not difficult and can be done by anyone after a few tries so no need to change anything else but the process to retry can kill your mood to play the game.

I don't know what did you change about the purple roofed house, when I reached it before the whole process of being allowed to access withing a certain time-slot looked idiotic, a massive waste of time that made me think I'd rather do one of your puzzles....

I can't stress enough the importance of providing the solution to your puzzles in a document, even good puzzles can be annoying if the theme is not your forte and yours are pretty bad, they don't fit the atmosphere of the game at all and seem random math problems blocking your path, if someone finds it fun good for them but I don't.
Ok I will take it in consideration

Final Tear 3 remastered

author=thedarkdreamer
howz this game doing
i still wanna take those silly voices out of the game
that's me being a critical pup though (dire pup damage) lol

Those voices were removed quite some time ago. You can download a copy at final-tear.nl. Please note that there is currently no download available here on rpgmaker.net.

Within a few weeks a new version (1.01) will be released as well.

Final Tear 3 remastered

author=DBAV
author=FinalTear
author=DBAV
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
Are you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.

As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.
Players want the orb so they want to succeed the infiltration, having the option to skip it an lose the orb is not an option and having to repeat the whole event leading to the infiltration is a chore.
Your puzzles in general (up to the pyramid as far as I know) have nothing to do with the game, add not 0 but even negative fun to it so players wanting a walkthrough shouldn't surprise you, that's the reason I dropped this game earlier because puzzles were annoying.
I forgot to mention the abomination that is the purple roofed house, even if it's for a few elixirs and whatnot, losing hours of your life reentering the area just to see if you happen to magically be on the time-frame it opens is frustrating.

Ok, but what do you suggest then other than putting a save point at the first infiltration. Move the orb to the second part?

Your point of the purple roofed house is reasonable. But it has been changed some time ago in a way that it gives an indication how close you are. So it will now only take a few seconds each time you check. I suspect you played that part before that update was implemented.

Final Tear 3 remastered

author=DBAV
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.

Are you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.

As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.

Final Tear 3 remastered

author=Antilurker77
holy shit dude, you really didn't notice

30 x 1.25 = 37.5, which 2k3 truncates to 37
37 x 1.2 = 44.4, which truncates to 44

why should anyone trust that any of your ridiculous systems even work when you can't even do basic math?

I've developed my own damage formulas that randomizes damage across various tiers I've created. Regardless, I've reported your behavior and put yuu on the ignore list. I won't tolerate this unwarranted offense from you.

Final Tear 3 remastered

author=Antilurker77
never mind all the typos, did you seriously not notice that your math is completely wrong?
Sure, if you want to be a nit picker... the actual damage inflicted is subject to numerous variables, such as the round clock system, the monster's defensive capabilities, and the randomness involved in the damage calculation, the system only able to calculate full numbers..etc. That's why I wrote around x amount damage. But I see that the 54 example can be seen as a bit off so I adjust that.

Final Tear 3 remastered

author=Antilurker77
this game lmao

What's your point with this? Providing constructive feedback adds value to the conversation. Let's aim for productive dialogue by offering insightful comments...

Version 1.12A will be released end of this week

Now it is :P

Final Tear 3 remastered

author=DBAV
I find the Round-Clock system mildly intrusive,annoying and unnecessary but kudos to your other systems!


Do you have some suggestions to make it better?