TIREAR'S PROFILE
Tirear
0
Search
Filter
FINAL FANTASY: RECORD KEEPER
The first ultimate nightmare used a powerful attack if you didn't do enough damage in a few turns, but push through with reasonable mitigation. The second ultimate nightmare used an unmitigatable attack, and added a medal requirement to announce that the attack could be prevented. This is a good way to introduce a new mechanic.
As for the 'four cones till ultimate attack', that had an actual countdown. You can't get much more obvious than that short of having Mog explain the whole thing.
If you think you need to literally read the code to figure the fight out, I recommend reading about some of the boss mechanics mmo players have discovered.
As for the 'four cones till ultimate attack', that had an actual countdown. You can't get much more obvious than that short of having Mog explain the whole thing.
If you think you need to literally read the code to figure the fight out, I recommend reading about some of the boss mechanics mmo players have discovered.
FINAL FANTASY: RECORD KEEPER
If anyone is still waiting to see if they buff the FFT banner, now is probably the time to pull. They gave all banners an increased chance of 5star gear, and if player reports are to be trusted, they may have accidentally dedicated the rate increase to Valiant Knife (Locke's SSB). I'm guessing it will be replaced with increased chance of shared SBs or statsticks, so if you are planning on pulling it is probably best to do it before the bug is fixed.
This also applies to the ffvi banner.
People are reporting an average of 1500 greens per full run of the ++. That works out to a quota of 15 stamina-hours per day, but we should get double greens in 3 days, so it is more like 10 stamina-hours per day.
FAKEEDIT: or a ninja could tell us we don't need 35k greens
This also applies to the ffvi banner.
author=Cecil_Beoulve
What are the chances of us getting all 35k greens we need for the limited exchanges that end in a week?
That's 5000 greens a day. I've only got 1000 after finishing my stamina out on the lower stamina dailies.
People are reporting an average of 1500 greens per full run of the ++. That works out to a quota of 15 stamina-hours per day, but we should get double greens in 3 days, so it is more like 10 stamina-hours per day.
FAKEEDIT: or a ninja could tell us we don't need 35k greens
FINAL FANTASY: RECORD KEEPER
author=LockeZ
Belias went down first try because my party is awesome now. However, what the FUCK is up with the medals on that fight? Mastery is absolutely not happening. I'm not even convinced it's theoretically possible.
I had Yshtola die right after refreshing wall, and the rest of the party ended with a sliver of health, but still got mastery. The new medal requirements are incredibly generous.
What accessories are you using? I brought all my death resistance accessories, and it resulted in several misses. That probably saved me a damage medal by itself.
Using Chance well in games
author=LockeZauthor=CrystalgateAnd yet when I make enemies that take more than 3 hits to kill, in order to actually accomplish this type of gameplay, I get people screaming at me that my battles take forever, and player/enemy HP both need to be halved to double the battle speed, and that the game is completely unplayable because battles take more than a minute each.
it works better if the game is set up so that it's multiple rolls that matters rather than single rolls in critical situations. Over a hundred attacks, if you have 30% evasion, you can expect to evade somewhat close to 30 attacks and that way conserve healing.
Number of hits need not be proportional to battle length. I seem to recall the idea of a single attack command representing multiple hits being used in jrpgs at least as far back as the original Final Fantasy.
The Legend of Zelda: The Last Hero
author=Ratty524My big shield was eaten twice, so that setting definitely didn't work.
It's weird how your big shield disappeared, as I remember setting that item to not be eaten by Like Like type enemies. Did you save your game after dying?
author=SolitayreI was stuck in that same spot for a very long time too.
I seem to be stuck in the Cliffside Temple.
I've tried bombing every wall, pushing every block, killing every enemy, etc. But I can't seem to find where this last key is...
I'm pretty sure the wall I'd forgotten to bomb was in the room to the left of the entrance to the dungeon.
I also never managed to find the dungeon map. The dungeon is a pain to search because there are no bushes near the entrance to replenish bombs.
The Legend of Zelda: The Last Hero
I think I found another way to get stuck.
In other news, I have defeated Ganon... and am apparently still unworthy of wielding the Master Sword. Did I miss a quest somewhere?
If you dodge the tornado created by the whistle, it won't let you summon another one until you leave the area. Not normally a problem, but there is a heart piece in an area with no exits, requiring the flute to enter or leave. Mess up your teleport and there is no way out.
In other news, I have defeated Ganon... and am apparently still unworthy of wielding the Master Sword. Did I miss a quest somewhere?
[General Design] What is the worst implemented/thought out system you've encountered?
author=LightningLord2When I said find a weak enemy, I meant find an enemy so weak that you can handle it being buffed. It's a potion of speed, not a potion of godmode. In fact, I seem to recall giant lichen doing 0 damage in nethack.author=TirearThere's no safety in doing that tactic - it could be a Potion of Haste, meaning that the otherwise weak enemy will now completely wreck you.author=LightningLord2The games that do it well do have player agency involved. For example, instead of saving unidentified potions for a situation where you need a good bonus to survive, maybe you can find a weak enemy and throw the potion at it. If the enemy dies, you have identified the potion of instant death and have less to worry about when drinking unidentified potions. If there is no effect, you have greatly narrowed down the possibilities and should be able to survive testing one yourself after taking appropriate precautions. Experienced players will even pick up on minor clues, such as that this potion is unlikely to be the rare potion of instant death because I have found 3 of them already.
It doesn't help that the item's effect is for all purposes completely random, meaning that there's no player agency involved in using it..
The downside is that many players decide the ID game is too complicated for them, and read guides so that they can play the other half of the game. Maybe it would make sense to have an 'easy' mode where all items come identified. But the ID game can be quite fun for those who have the patience to figure it out on their own.
Also, it's entirely possible for you to be unable to find another potion of that kind, meaning that you could lose because you wasted an item you needed at this moment.Yes, you sometimes have to pay a cost to identify items. Similarily you pay a cost any time you use consumables to raid a vault instead of moving on to mandatory areas, or spend your gold on a potion of healing instead of more food, or use a scroll of enchant weapon now when you might be about to find an artifact that could use it more. Deciding when it is or is not worth paying the price is
[General Design] What is the worst implemented/thought out system you've encountered?
author=LightningLord2The games that do it well do have player agency involved. For example, instead of saving unidentified potions for a situation where you need a good bonus to survive, maybe you can find a weak enemy and throw the potion at it. If the enemy dies, you have identified the potion of instant death and have less to worry about when drinking unidentified potions. If there is no effect, you have greatly narrowed down the possibilities and should be able to survive testing one yourself after taking appropriate precautions. Experienced players will even pick up on minor clues, such as that this potion is unlikely to be the rare potion of instant death because I have found 3 of them already.
It doesn't help that the item's effect is for all purposes completely random, meaning that there's no player agency involved in using it..
The downside is that many players decide the ID game is too complicated for them, and read guides so that they can play the other half of the game. Maybe it would make sense to have an 'easy' mode where all items come identified. But the ID game can be quite fun for those who have the patience to figure it out on their own.
Resonate ~call out my angel~
In the first area with enemies, I crashed the game trying to figure out if there was another area off the right side of the screen. Hitting enter while facing the edge of the area consistently produces the following error:
Script 'Quasi Movement' line 587: NoMethodError occurred.
undefined method '' for nil:NilClass
This is in version 0.9.1.1
Script 'Quasi Movement' line 587: NoMethodError occurred.
undefined method '' for nil:NilClass
This is in version 0.9.1.1
Red Syndrome
author=NeokI already restarted with the same version and couldn't reproduce the problem.author=TirearOkay, I uploaded a new version that removes the exclamation bubbles enemies get when they detect you. I think that's what's causing problems. Could you give it a go and see if that fixes things?
Upon seeing the first touch encounter I backed off to plan, and the game crashed with the following error:
Script 'Sprite_Character' line 190: NoMethodError occured.
undefined method 'x=' for nil:NilClass
Overall a fun game. I was at level 10 when I finished,and had no trouble against any enemies except for the first boss. Despite exploring the whole map to get all skills I still was down to 10 hp when I beat it. I'm not sure if this means the first boss is too hard, or my strategy was just poorly suited for that one fight. I'll have to start a new game and try something different.
EDIT: After many attempts I managed to reproduce the issue once in the old version. A similar number of attempts failed to reproduce it in the new version. Not the best sample size. I do hope you can fix the issue, because I liked the exclamation bubbles.
As for the first boss, I think I only cut it so close because I was under-leveled (4). Still, when I restricted myself to the skills available without leaving the quadrant, I lost with 98 hp remaining on the boss (I was level 6). There isn't much room for variance in strategy with only 6 skills to choose from, so unless all players are expected to bypass the boss at first, I think it needs to be toned down a bit.













