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zedprime posted:That's not even a question, FF15 has been in development so long it was originally a FF13 FNC game. Yeah, Versus XIII is The Winds of Winter. FFXII is A Feast For Crows - it's not concerned with the destination, it's all about the journey.
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# ? Jun 28, 2016 03:29 |
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# ? Apr 19, 2024 04:34 |
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And it's also poo poo
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# ? Jun 28, 2016 03:37 |
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Josuke Higashikata posted:Kefka was shown in Dissidia Hey, this reminded me that a high quality rip of Dancing Mad just released: https://www.youtube.com/watch?v=Bktr27ACH4I
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# ? Jun 28, 2016 03:50 |
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Sakurazuka posted:And it's also poo poo well, I disagree, but it's a rare case of another game forcing it down my throat to the point where I don't really care to play it anymore.
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# ? Jun 28, 2016 03:59 |
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Armitage posted:well, I disagree, but it's a rare case of another game forcing it down my throat to the point where I don't really care to play it anymore. Nope, I lost the analogy somewhere. What?
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# ? Jun 28, 2016 04:06 |
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Pyroxene Stigma posted:Nope, I lost the analogy somewhere. What? Day 1 Final Fantasy record keeper player, the amount of 3* FFXII items I pull that were quickly outclassed from that game is staggering, and that's even taking into account that game's got the most items in the 3* pool. I just got sick of seeing FFXII stuff for awhile, that's all. I probably ought to stop playing it at some point. It really is solid for a F2P phone game but at some point you are gonna have to pay to keep up with some of the other players who can beat the big boss monsters.
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# ? Jun 28, 2016 04:09 |
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A terrible dilemma: I really want to play FFXII IZJS right now, but if I do, it'll be too soon to play it again when the PS4 HD version comes out. ...probably. Assuming it's not coming in like September 2017 or something.
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# ? Jun 28, 2016 04:14 |
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Armitage posted:Day 1 Final Fantasy record keeper player, the amount of 3* FFXII items I pull that were quickly outclassed from that game is staggering, and that's even taking into account that game's got the most items in the 3* pool. I just got sick of seeing FFXII stuff for awhile, that's all. Oh, completely forgot about RK, played it for a long while myself. It's mobile Final Fantasy done right.
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# ? Jun 28, 2016 04:19 |
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Pyroxene Stigma posted:Oh, completely forgot about RK, played it for a long while myself. It's mobile Final Fantasy done right. I'm playing it again and it's a great game but drat that dude is right.
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# ? Jun 28, 2016 05:38 |
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jeez louise, I wasn't expecting LIGHTNING RETURNS (WITH NO FRIENDS) to be this hard feels a bit clunky, but I'll be damned if it isn't fun as hell edit: you pretty much have to hope you get one of the Required SBs that cast Wall, Medica, or some type of huge buff to past the later content in RK. it's ridiculous how Wall is more or less mandatory at this point
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# ? Jun 28, 2016 07:03 |
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Lovely Senorita posted:edit: you pretty much have to hope you get one of the Required SBs that cast Wall, Medica, or some type of huge buff to past the later content in RK. it's ridiculous how Wall is more or less mandatory at this point Eh, that seems to be mostly changing, with the switch in focus to using game-specific parties to beat the hardest bosses.
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# ? Jun 28, 2016 07:14 |
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i've been having more fun with brave exvius than RK i think. i like that the focus is more on characters and not having to grind ability uses and weapons/armor is super nice.
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# ? Jun 28, 2016 22:01 |
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Interesting bit of FFXII HD Remaster news that I'm not sure has come up here yet: http://www.rpgfan.com/previews/Final_Fantasy_XII_The_Zodiac_Age/index.htmlquote:When I asked if this version will allow the player to switch classes mid-game, Kato-san said that FFXII director Hiroyuki Ito is currently reviewing game balance, and this would be among his considerations. Though the real bit of news here is the idea that they actually might change gameplay features and balance for an HD remake, beyond just adding super-turbo mode and the boosters they added to the PC versions of the PS1 games. I wouldn't have expected that. I really thought they were just going to upscale things, switch in an HD UI, and call it a day.
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# ? Jun 28, 2016 22:24 |
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Harrow posted:Interesting bit of FFXII HD Remaster news that I'm not sure has come up here yet: http://www.rpgfan.com/previews/Final_Fantasy_XII_The_Zodiac_Age/index.html Still, considering there are 6 characters and 12 jobs, being able to give each character 2 would be nice for keeping your options open and would still require the same preplanning present in the original IZJS. Considering how much extra time you would likely need to invest to keep them up to par, I doubt you'd have the time for more than one or two extra jobs anyway.
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# ? Jun 29, 2016 00:33 |
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Yeah, especially if they kept LP separate per job, I think the amount of grinding investment it would take to raise more than one would be a real pain in the rear end until the late-game when you can kind of just rake in LP like it's nothing. If they do let you switch jobs, I hope there's a catch-up mechanic, or if everyone has a secondary job then their "inactive" job gets half LP or something.
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# ? Jun 29, 2016 01:32 |
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I think the realistic option is to bump up LP gains just a bit, and keep job gains completely separate. The end result will be a bit of extra time spent grinding LP if you want to keep a few jobs up to par, and considerably less grinding if you're just blasting through the game with one job per character. It's a win for both camps.
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# ? Jun 29, 2016 02:19 |
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CeallaSo posted:I think the realistic option is to bump up LP gains just a bit, and keep job gains completely separate. The end result will be a bit of extra time spent grinding LP if you want to keep a few jobs up to par, and considerably less grinding if you're just blasting through the game with one job per character. It's a win for both camps. Yeah, in the original release it was pretty quick to max out your board with 2x LP accessories. I like this idea!
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# ? Jun 29, 2016 02:33 |
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Harrow posted:Yeah, especially if they kept LP separate per job, I think the amount of grinding investment it would take to raise more than one would be a real pain in the rear end until the late-game when you can kind of just rake in LP like it's nothing. If they do let you switch jobs, I hope there's a catch-up mechanic, or if everyone has a secondary job then their "inactive" job gets half LP or something. It's super easy to get some of the double LP accessories really early in the game and you get LP even if you're not in combat so there's no real reason to keep LP separate other than to force people to grind maybe 20% more. EDIT: Wow you get one from a Rank 2 hunt in the Ozmone Plain and another from the Patient in the Desert sidequest chain. Those are kind of super easy to snap up. ZenMasterBullshit fucked around with this message at 03:05 on Jun 29, 2016 |
# ? Jun 29, 2016 03:01 |
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Yeah, keeping LP separate would be a pain in the rear end, I agree. I'm mostly kinda floored that they're actually making gameplay/balance changes for what I thought would be a straight-up HD port like X/X-2 were (they were, right?). I know one thing people noticed from the E3 2016 demo was that the first rank Black Magicks like Fire are single-target now, when they were AoE in IZJS (and single-target in vanilla). No clue if that's going to make it to release or what other changes they might do. My secret hope is that they buff Machinist's "playability" to some degree. It kind of sucks right now because guns shoot so slowly. Even if they just lowered the damage per shot but increased the attack speed I think it'd be a better class. Last time I played I made Balthier a Machinist and there were plenty of battles where he never even got to shoot because everyone else killed each target faster than he could charge his attack. That RPGFan interview confirms they won't change Balthier's extra-long gun-firing animation because apparently it's on purpose that he's the worst with guns for animation reasons
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# ? Jun 29, 2016 03:14 |
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No IZJS job is genuinely bad, but it is possible to entirely miss access to certain abilities or spells without foreknowledge. Being able to swap between jobs could be interesting but the swap would have to fully deactivate the previous job, with no abilities/stats transferring over. My last FF12 playthrough I used an editor to swap everyone between two (usually complementary) jobs every so often, and the effect of having 2 jobs worth of combined licenses completely stomped any difficulty curve the game had.
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# ? Jun 29, 2016 03:19 |
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For the most part, the only way to screw yourself over in IZJS is to either pick a bunch of duplicate jobs, or pick only jobs with like no access to white magick. Otherwise, you'll get through with minimal effort, though Trial Mode is quite a bit more demanding than the main game. Even Yiazmat can be taken down with drat near any job composition, depending on how long you're willing to let that take. Time Mage and Machinist could use help, though--they're the only two jobs pretty much everyone seems to agree are lackluster. Machinist is outdone by Archer in all ways (except that you can get really strong guns early and the Machinist leap-frogs Archer in the mid-game as a result), and Time Mage is fairly easily replaced by farming Hastega Motes for an hour. (Having a Red Mage helps, too, because that job gets Disable and Immobilize, the other two reasons to have a Time Mage.) So I hope those get some buffs. And yeah, swapping jobs would have to be a complete thing, unless they're entirely rebalancing the game around everyone having a main job and sub-job at all times (which would be cool, but I don't expect that even a little bit).
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# ? Jun 29, 2016 03:30 |
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ZenMasterBullshit posted:It's super easy to get some of the double LP accessories really early in the game and you get LP even if you're not in combat so there's no real reason to keep LP separate other than to force people to grind maybe 20% more. Patient in the desert you have to do perfectly, up to and including not selling a hunt reward you have no reason to know will be important later. Sure, its still piss easy to get when you know what is up, but you gotta know that quests tricks.
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# ? Jun 29, 2016 03:40 |
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And IZJS changes a lot of quest rewards, shop items, etc. I think it's harder to get the LP-boosting accessories in that version.
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# ? Jun 29, 2016 05:06 |
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Schwartzcough posted:And IZJS changes a lot of quest rewards, shop items, etc. I think it's harder to get the LP-boosting accessories in that version. Nah, the LP boost items are still fairly easy to get your hands on, and honestly, you really only need one to destroy the games difficulty curve. Nihapaloa though, that they made way, way way too late game to enjoy. You have like, three hunts left by that point.
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# ? Jun 29, 2016 05:24 |
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Barudak posted:Nah, the LP boost items are still fairly easy to get your hands on, and honestly, you really only need one to destroy the games difficulty curve. I think you can still get it through the Bazaar by, like, the first time you get to Mr. Bur Omisace. All the hardest hunts are still left at that point.
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# ? Jun 29, 2016 05:39 |
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Don't think there is a deciated megathread for the Mana series, but I bought Adventure of Mana on the Vita, and man I am loving it. The Hud is a little busy due to having the option to use the touch screen still, but it a really great remake of Final Fantasy Adventure. Which is good, because I really hated Sword of Mana, the OTHER remake of that game.
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# ? Jun 29, 2016 05:45 |
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Barudak posted:Patient in the desert you have to do perfectly, up to and including not selling a hunt reward you have no reason to know will be important later. Sure, its still piss easy to get when you know what is up, but you gotta know that quests tricks. So maybe I'm just beaten by too many RPGs at this point but I never had an issue with that because I never sell any unique loot or my last of any specific item.
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# ? Jun 29, 2016 06:18 |
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Yeah but it's categorised as Bazaar loot, the vast majority of which you're explicitly supposed to sell and has no other purpose.
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# ? Jun 29, 2016 06:41 |
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Rirse posted:Don't think there is a deciated megathread for the Mana series, but I bought Adventure of Mana on the Vita, and man I am loving it. The Hud is a little busy due to having the option to use the touch screen still, but it a really great remake of Final Fantasy Adventure. Which is good, because I really hated Sword of Mana, the OTHER remake of that game. Mind going further into how it is? Doubt I'll get to play it myself, and as someone else who also wasn't a fan of Sword I'd love to hear how a second remake of FFA does things better.
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# ? Jun 29, 2016 08:16 |
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Whenever I remember XII, my mind always drifts to imagining Penelo + Vaan being relegated to lugging around a big rear end chunk of Sandalwood so the cool ones can go wherever they want in Archades.
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# ? Jun 29, 2016 09:18 |
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AlphaKretin posted:Yeah but it's categorised as Bazaar loot, the vast majority of which you're explicitly supposed to sell and has no other purpose. Especially bad if you do understand the bazaar loo system requires you to sell new things to it to unlock gear so you just assume it'll give you something good down the road when in fact it does nothing. Not selling the last of anything out of paranoia is bad game design and I've been hit by it but when games introduced "this is vendor trash" section to inventories I fell for it all over again as several games do this.
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# ? Jun 29, 2016 15:00 |
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Mega64 posted:Mind going further into how it is? Doubt I'll get to play it myself, and as someone else who also wasn't a fan of Sword I'd love to hear how a second remake of FFA does things better. Adventure of Mana for the most part a faithful remake of the original GB game with 3D graphics with a new script, but added some quality of life features so it not just a better looking gameboy game. It has the ring system from Secret of Mana for equipping, along with three shortcut buttons to set weapons on, which is useful when you need to cross a gap with the whip and then want to go back to the sword. Sword of Mana changed things too much, throwing out all the Final Fantasy referneces like the Chocobo, while trying to make the story seem deeper. But trying to change a simple Gameboy plot game made it fall on it's face. There is just so much wrong with the changes to the plot, as it made everything melodramatic, but gets to the point of parody after a while. You give a big speech to avenge your friends to the Dark Lord in the game, but when you fight Julius, you give a big speech to avenge those people, including the Dark Lord and other villain you killed. Also I didn't really like the art style Sword of Mana had. I never really care for the look from SD3 and on which Sword of Mana now used. Which compared to Adventure of Mana and Secret of Mana more simple style.
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# ? Jun 29, 2016 16:09 |
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Recently saw the FFXV trailer after not playing a Final Fantasy game since XII, and I was just wondering how did this happen?
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# ? Jun 29, 2016 16:15 |
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Magic
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# ? Jun 29, 2016 16:18 |
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MY ABACUS! posted:Recently saw the FFXV trailer after not playing a Final Fantasy game since XII, and I was just wondering how did this happen? We have sinned
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# ? Jun 29, 2016 16:19 |
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MY ABACUS! posted:Recently saw the FFXV trailer after not playing a Final Fantasy game since XII, and I was just wondering how did this happen? It usually requires a lot of programmers and artists. They work together for a while and then they release the video game for you to buy and play and, hopefully, enjoy.
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# ? Jun 29, 2016 16:19 |
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Y'know, thinking about it, it's not that hard to trace the combat system's evolution from XII, through XIII (especially Lightning Returns), into XV. There are some leaps in-between but there's a definite through-line there. It even looks like it's going back to XII's exact hunt system, right down to the monster wanted posters. Unless we're talking aesthetic/setting, in which case I'd say you could look all the way back to FFVIII. Harrow fucked around with this message at 16:27 on Jun 29, 2016 |
# ? Jun 29, 2016 16:25 |
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You know, it's not Vaan and Penelo's fault they're street rats and can never be as cool as bunny girl, suave pirate, war hero, and princess.
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# ? Jun 29, 2016 16:28 |
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You can also look to some of Tabata's other games to see influences in combat - he seems to like heavy gravity and realistic movement, whereas someone like Nomura prefers more floaty combat.
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# ? Jun 29, 2016 16:29 |
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# ? Apr 19, 2024 04:34 |
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As I watch some of the E3 2016 gameplay presentation, I'm even more convinced that if FFVIII was made today, it'd look a lot like FFXV. It even has a system where you gain magic by drawing it from the environment (but now you can also customize your spells, which is neat).
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# ? Jun 29, 2016 16:32 |