Simply put, I'm a mage fanboy. I absolutely hate it when physical classes outshine magical classes- which is what happened in FFT, for the most part.
-You're right- Draw Out, Summon, and Math Skill were amazing- but their classes, not so much. They all seemed fairly frail and the CT for certain spells was way too high, causing them to be midcharged unless you had Short Charge or the like.
I tried the FF6 hack!- Terra can't equip the Dagger she has on at the beginning of the game, which seems to be a bug. This means I might never have Scan!- I like how only the random-ass moogle team has a chance of beating the marshall. This took a lot more tries than it should have since the boss liked to target the only healer in the team with Stop, and unfortunately restarting this battle is a pain.- Magitek armors. They are too overpowered. Mtek laser is a OHKO to both Terra and Locke and you have no options at this point. Restarting this battle takes ages if you don't savestate (I guess I should) This fight was just pure luck, I won by spamming Noiseblaster and... That's it. I got extremely lucky (For those who don't know, Noiseblaster targets your team too here)Overall it's definitely fun, but so far there are a few issues. Most enemies have regular scrubby attacks + one giant pain in the ass attack (Blizzard, Marshall's charge, stop, sleep, Mtek laser for example so far) which makes randomness a big factor during battles.Edit: And it makes some battles take longer than they should. Leafers have 100% sleep and like to use it -> Extremely long but not difficult regular battles.
I told you how mc is the best right? Because mc is the best.
-Regarding HP Growth/Multipliers... this is admittedly my weakness. I'm really not good at balance. This is further hampered by my indecisiveness about whether to maintain levelling (which I'll address below). For now, my primary concern is making sure skills work- growths/multipliers can be easily tweaked later and will likely be changed a ton anyways during playtesting.
As far as choice paralysis is concerned, you absolutely hit the nail on the head. That is my single biggest fear right now is that people will patch the ISO, boot it up, beat Orbonne, look at all the new jobs, skills, and items, go @_@ and never pick it up again. I'm really not sure what to do in that regard, other than put a HUGE disclaimer beforehand about trying out all the new skills and such.
Mmm, I don't agree with this. Black Mage is THE class you go to for any sort of magic-carrier because of its obscene MA multiplier, no question asked. The other carrier is Geomancer, which you can class as "Physical" maybe and that one is debatable amongst a number of people.
They all seemed fairly frail and the CT for certain spells was way too high, causing them to be midcharged unless you had Short Charge or the like.
The physical carrier in Vanilla is Ninja, not Geo.
Casters really have the better skillset and class unless you want to bring in Orlandu or something.
Quote from: TigerKnee on May 17, 2011, 04:04:32 PMCasters really have the better skillset and class unless you want to bring in Orlandu or something.Even with Orlandu, almost every magic skillset has more versatility than All-Swordskill. Granted, no: Black Magic doesn't, but even Summon has stuff like Golem, and the number of versatility moves in Yin-Yang, Time, and White is...actually pretty ridiculous; like more than half of the powerful effects in the game are largely restricted to those three skillsets (and Mathskill).Most of the rest of the game is just...damage, or unique but very weak effects (like Battle Skill). Orlandu's got power, and some versatility, but even if Holy Swordsman was a generic class replacing Knight, sure, it might replace your damage dealers (although mages probably outclass until chapter 3) but I'd still expect quite a bit of mage use for Haste/Protect/Shell/Raise/Faith/Quick, and maybe still Demi/Life Drain on bosses.
Quote from: metroid composite on May 17, 2011, 04:22:25 PMQuote from: TigerKnee on May 17, 2011, 04:04:32 PMCasters really have the better skillset and class unless you want to bring in Orlandu or something.Even with Orlandu, almost every magic skillset has more versatility than All-Swordskill. Granted, no: Black Magic doesn't, but even Summon has stuff like Golem, and the number of versatility moves in Yin-Yang, Time, and White is...actually pretty ridiculous; like more than half of the powerful effects in the game are largely restricted to those three skillsets (and Mathskill).Most of the rest of the game is just...damage, or unique but very weak effects (like Battle Skill). Orlandu's got power, and some versatility, but even if Holy Swordsman was a generic class replacing Knight, sure, it might replace your damage dealers (although mages probably outclass until chapter 3) but I'd still expect quite a bit of mage use for Haste/Protect/Shell/Raise/Faith/Quick, and maybe still Demi/Life Drain on bosses.I would argue that the versatility provided by All-Swordskill is more useful than the versatility provided by magic. Being able to damage an enemy and break their gear, or drain a ton of HP/MP, or hell- even the statuses provided by All-Swordskill- are more useful than almost anything magic can do. This is admittedly in part due to the gear Orlandu has, but I'd say he's not less versatile than most of the mages (with the exception of the Calculator). Just my two cents.
Quote from: Grefter on May 17, 2011, 08:57:21 AMI told you how mc is the best right? Because mc is the best.Nah, it's more that I have years of exposure from my job and from attending 7 GDCs. There are people who kick my ass at game design; I work with some of them--it's awesome. I love getting my ass kicked.
Well...hmm. Here's a radical concept that I've considered in the past: Consider having less than 20 classes....I don't think it's a coincidence, then, that WoW has exactly 7 classes to choose from at the start of the game (and, what, 5 races per faction?) Furthermore, what's one of the most fun things to do in FFT challenges like SCCs? Choosing what hat to equip, and choosing what robe to equip. In the case of both hats and robes, there's...4-5 good ones that you'll be choosing between at most, and different ones are good in different fights.
1) Terra's Dagger has been fixed in the updating I'm working on. Knew about it for a while but kept forgetting to fix it. >_>2) Each team generally has to work together now to beat all the enemies. Using Locke and Mog to steal and clear out the enemies respectively to prepare the all-NPC Moogle team for Marshal.3) Magitek Armors have been nerfed in the update I'm working on. 4) Leafer's Leaf Dance has been made evadeable now.Glad you're enjoying it! Keep up with the updates! ^_^
Also holy shit it has been like 7 years now? Time flies. I forget how long you have been in the industry for. Now I feel old and unfulfilled again.
Definitely not a coincidence, it really helps to be able to gauge what a class or player is likely to do at a given time based on their class in both PVE and PVP with group make up and combat in WoW. Not only that but there has been recent discussions about the number of spells in the game and abilities that are used in core rotations and whatnot. They have said they thing the rough floating point for number of skills you should have to use at high frequency is 4. Now given that the magic number for short term memory is 7 that seems low so people bitch and moan about making the game easy mode for casuals, but that is ignoring stuff like movement, keeping an eye for boss abilities, using situational abilities that are good for that fight (dispels, interrupts, or just straight up obscure technical play) and where your allies are given how massive a component of WoW PVE you and where you are in relation to other players is for so many encounters.Then of course we have the much better poster child for good design tm. TF2 floats at the top end of the scale at 9, but given versatile roles and map types you aren't likely to run into all 9 at once. You have to only juggle a certain amount of data at a given time and it does make for a fairly quick learning curve for a game that seems like it should be much harder to handle than TF2 is (ie see how much of a pain in the arse it was to learn all those same 9 classes in TFC!). It is all of course magnified by how much Valve put into making everything so iconinc.
I've noticed this playthrough that this game's plot is really random and inconsistent. I just took it for granted before, as it was one of my first RPGs.- Moogles ex machina out of nowhere to help you- Random martial arts rivalry plot that gets resolved immediately- Random phantom train that leads souls to death- Giant talking octopus out of nowhere- Sabin leaves the party because he does an insane suplex jump to that octopus- For some reason Locke is so awesome he can guess a password without any hints- Bad guy is a clown- Random girl can suddendly be an opera singer. The tricky part is remembering the lyrics- Opera out of nowhere, for that matter- Dude attacks people with dices and slot machines- Dude watches everyone he knows and loves, including his wife and his son, die before his eyes, then becomes comic relief 3 minutes later
Whoa, holy hell, for some reason I didn't get an e-mail regarding all of these replies! Sorry about that.I'll address all your points in a bit. (Food time!)
...and yet, people take the Opera as a moment of FF6 for HIGH CLASS DRAMA, which is just grating. Ok, the scene is stylish (mostly for its unique merits), but stylish does not make drama, it jsut makes it "cool and memorable." The scene is not an integral part of FF6, and the Opera itself does little for the characters in question. It was clearly a humor toned sequence overall, but no wait, THE OPERA ITSELF IS SUPER SERIOUS THEREFOR THE SEQUENCE IS SERIOUS!...uh, ok, so I guess FF9's early game Shakespeare Knock Off section must be entirely serious too cause I Want To Be Your Canary is a serious play; nevermind all the ridiculous stuff going on the side, including Steiner's poor acting, THE PLAY IS SERIOUS THEREFOR THE SEQUENCE IS!