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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.

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.

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=LockeZ
author=Crystalgate
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.
And 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.

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.

[General Design] What is the worst implemented/thought out system you've encountered?

author=LightningLord2
author=Tirear
author=LightningLord2
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 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.

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.
There'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.
When 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.
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 as much more a part of the game as standing off grid from a door so that additional enemies cannot hit you with ranged attacks or jumping into a teleportation trap to escape from a dangerous foe.

[General Design] What is the worst implemented/thought out system you've encountered?

author=LightningLord2
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 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.

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.

Out Of Control Cops - A Serious Problem In America

author=CAVE_DOG_IS_BACK
Eric Garner - 44. Suffocated to death by multiple NYPD officers for the crime of selling loose cigarettes. The pigs responsible were not indicted by a grand jury.


I don't agree with this. he suffocated, but it was caused by a litany of health conditions he had that were triggered by the cop who subdued him. I definitely things escalated to a physical takedown way too fast, but I can't really say the cop was at fault either. If the cop did use a chokehold (constriction of airway,) it was for about 3 seconds. He definitely shouldn't have done this, but I would say it was emphatically not the reason Garner died, either. you could have probably slapped him on the back and his heart would have exploded.

There are laws for this. If, as in your hypothetical, the cop had slapped Garner and that caused the death, he would be in the clear since slapping someone in the back is not wrong (to my knowledge). But randomly strangling someone for 3 seconds is clearly wrong, so the consequences being increased by rare and unknown medical conditions is not a defense. He ought to be held fully responsible for Garners death.

What good Maker games did you find that was only listed in certain places?

author=kentona
what's the name of that game that is a suidoken clone that everyone goes on and on about, but it's not on RMN at all? Exit Fate?

http://site.scfworks.com

"Fatal error: Call-time pass-by-reference has been removed; If you would like to pass argument by reference, modify the declaration of do_action(). in /home/sfloriss/site.scfworks.com/wp-content/plugins/file-gallery/includes/attachments.php on line 710"


....so hopefully this is just a temporary error, or else someone has downloaded the games to share. welp.


His downloads are still available at http://www.scfworks.com/files/, its just the nice looking site that linked to them that isn't working.
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