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The straight up BEST Final Fantasy

Might as well respond to some earlier stuff here

post=91939
A lot of us weren't 12 and naive when FF7 came out. Many of us had been playing RPGs since the NES days, or at least SNES. By the time the PS1 and FF7 were released, we were all jaded supercool RPG playas and were unfazed by the style-over-substance gameplay.

Word.

What does this even mean, materia was the system with the greatest depth potential in the series so far (competing with V's jobs fairly closely though). Style-over-substance would be something like FF4 where you get characters that get a basic attack as their only offensive move.

I remember reading a topic on another forum with a few hundred posts of people discussing (civilly, it was a good topic) trying to find plot holes in FF7. They found none.

The story could use an improvement in exposition definitely, but plot holes? Can't really find anyway! I challenge anyone to try.

President Rufus shows quite a bit of interest in getting Cid's plane, Tiny Bronco...and why, exactly? The Shinra Army has the Highwind and a number of other airships, come on. That plot point is pretty much indefensible and something they'd have to rewrite entirely in a remake.

The straight up BEST Final Fantasy

Evil church, truly the pinnacle of original RPG storytelling

The straight up BEST Final Fantasy

That doesn't even make sense in any way shape nor form. >_>

The straight up BEST Final Fantasy

Mafia HQ: Game Mod Applications

Survival Mafia has ended in a PREDATORS (Mafia) victory.

Survival Mafia

Potential three scum in a game of 9, the potential third being triggered if town lynches RIGHT?



It would have been a really uphill setup for town even if they tried to win.

Magic and Mana -- To use MP Pot, or not to use MP Pot; which one?

To the contrary, that just makes the player resort to the boring option and spam basic attack.

I like MP recovery to be abundant and the actual -challenge- factor of the fights to be ramped up. The turn cost of using MP healing in a tough fight should be a bigger concern than the monetary cost.

FFT 1.3

Fair enough, if difficulty is the thing you look for 1.3 will provide more of it. LFT is plenty challenging if you don't grind because of the JP cost balancing - however, you can still grind your way to ubersetups if you so desire. (It seems like 1.3 takes preventive measures against spending time to become more powerful) Beowulf's sidequest chain and the optional Deep Dungeon take the gloves completely off and assume you have mastery of the game, mind.

EDIT: Heck, LFT has a 9999 JP Noncharge available. This is obviously not meant to be gotten in any kind of normal playthrough, but it's there if you want to experiment on how badly things can go splat.

The Black Mages

Hit and miss with more hits early and more misses later.

FFT 1.3

1.3, mm? Well.

This is definitely a difficulty hack. By removing options and making things hard as hell, it probably caters to the hardc0arest of the hardc0ar and forces them to build a team in exactly the One True Way. Removing things like Foxbird...oh, come on. Foxbird isn't even that good.

Anyhow. Apologies, but I need to make a counterplug here.

LFT

LFT has three main goals:
1. To improve the usability and balance in all aspects of gameplay. (classes, items, etc.)
2. To reduce the necessity of grind and other tedious aspects of the game. (faster JP gain, easier class unlocks, better poaches, etc.)
3. To streamline the game's difficulty so that it remained challenging to a well-versed player of FFT, without forcing optimization or extraneous leveling. (Special care has been taken to make sure that all SCCs are still possible.)

Furthermore, to accomplish these goals while keeping things fun was readily kept in mind. An all too easy trap to fall into is the idea that everything has to be made hard when fan-made.


As far as what was deemed "broken" and what wasn't, the ease at which something could be abused was heavily factored into any balance changes made.

(...)

Whenever possible, though, options were either refined or moved in difficulty to acquire, rather than removed from the game outright.


It's no secret that I'm a huge fan of this kind of design philosophy. LFT comes close to making any kind of setup viable and rewards experimentation with its improved JP gains and rebalanced costs. It rebalances everything - classes, skills, monsters, weapons.

In fact I don't like original FFT that much because of its completely terrible class balance and lack of challenge but have been enjoying LFT greatly so far (middle of Chapter 2). Enemies fight back but not insurmountably so and things like innate Ignore Height Archers are just so much fun.

Apologies if I sound like too much of a shill, but I really like it, so there ya go.