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Please make backups of all your saves. Please copy the backups off of your computer, like on Dropbox or something. I really want to see you finish this LP. Thanks for showing it off.
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# ¿ Dec 3, 2012 05:27 |
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# ¿ Apr 23, 2024 19:22 |
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Four members? Teenage Mutant Ninja Turtles Anyone know how FFT 1.3 Content stacks up against LFT?
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# ¿ Dec 3, 2012 21:44 |
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Mage Can't wait for the real bullshit to start!
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# ¿ Dec 4, 2012 04:40 |
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Dr Pepper posted:There's a stupid change right there. FFT Vanilla made some inroads to this, but in my opnion FFTA does the best job of giving the player useful status effects. The only immunities are through gear (which you can see) and boss status, so most monsters are always vulnerable. There is no one "status job", status effect attacks are spread among jobs pretty well. Plus there are a bunch of damage+status attacks, so even if the status misses it's not a big deal (Dagger, Charmshot, Beso Toxico, etc.) Plus FFTA has one of the best status classes in the series, the Juggler!
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# ¿ Dec 11, 2012 16:22 |
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J. Alfred Prufrock posted:LAST SONG
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# ¿ Dec 14, 2012 04:27 |
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Rabbi Raccoon posted:Peco! I am seconding Peco. Shakespeare can eat
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# ¿ Jan 15, 2013 03:12 |
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Nakar posted:Maybe Ramza is just a bloodthirsty serial killer. I mean, the dude's a EDIT: ^^^
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# ¿ Jan 17, 2013 19:01 |
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Heavy neutrino posted:^^^ This is one of its greatest failings. It pisses away a lot of turns by sacrificing CT when it doesn't need to, and units hit by Don't Act will run towards a corner, effectively disabling them for longer than need be. I've wondered if it wouldn't be worth an SRPG's designers to apply slightly different AI rules to different units/teams. You could have a stupid setting, which would be great for trash mobs or unimportant story battles, where the enemy does dumb things like sub-optimally place units and not pay attention to counters. Critical story battles and boss battles could have tighter AI, where they'd move better and never fall sucker to abilities like Hamedo, for example. Anybody who's done game AI wanna weigh in on how feasible that is?
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# ¿ Jan 21, 2013 21:03 |
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Archael posted:As for more complex AI settings, those don't exist in the game. I'm not sure how feasible it would be to add them. ...of which FFT still seems to be one of the best if not THE best. I really credit the flexibility of the class system for making this game so much drat fun to play. That sort of thing doesn't get duplicated often enough (I would be happy to be proven wrong).
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# ¿ Jan 21, 2013 21:24 |
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MagusofStars posted:How does the other option go in 1.3? Is it also a "bum rush" style strategy due to glass cannon enemies or does it play out differently?
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# ¿ Apr 20, 2013 00:14 |
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Schwartzcough posted:Look fine to me. Where do you get all the Barrettes again? Is it still the rare Red Chocobo poach? Uugh, time-consuming.
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# ¿ Jun 3, 2013 03:52 |
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# ¿ Apr 23, 2024 19:22 |
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One thing I enjoy in video games is when I have access to something really potent, even gamebreaking, and it's up to me whether or not to use it with no in-game penalties either way. That's how I see Cid in FFT - a free bazooka to gleefully dominate the endgame with if you like. I definitely overused Cid my first playthrough of FFT, but in successive playthroughs I traded him out for characters I'd developed for longer, like Agrias and Mustadio. I also did atypical stuff like make Ramza a caster instead of a physical fighter. That's one of the great things about the game, it's a toolbox of gamebreaking abilities you can mix and match or even ignore entirely. That's one thing I think FFXII lacked, in fact. The entire time I played I never felt like my characters were never capable of anything impressive or even all that powerful, so it feels weird to me that it was made by the same guy. Admittedly I may not know the ins and outs of FFXII like I do FFT.
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# ¿ Jan 21, 2014 05:00 |