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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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 1 
 on: June 27, 2017, 08:42:28 PM 
Started by PX_Timefordeath - Last post by Argy
FFT Arena 141a Truelight (Icicle Volt) vs Barren (I Like Books)

https://www.youtube.com/watch?v=pjUM1VPuXbY


 2 
 on: June 27, 2017, 06:11:16 PM 
Started by Koruten - Last post by Koruten
Quote
First things first, just singling out a few classes with no context of what you want to do with the rest of the classes/game in general is meaningless.  Something can be "balanced" on paper and completely useless in practice.  For example, a skillset like vanilla's Oracle becomes balanced on paper but useless in practice if regular enemies die too easily to make status effects worthwhile and bosses are given blanket immunities.  So your first step if you're going to try to balance vanilla's classes (or any mod's classes, if you want the game to be more than just "punch shit") would be to scale the game such that non-damaging moves are worth the action to use. Assuming this has been done:

This is fair. I understand that it wouldn't be the best idea to single out certain jobs with the idea of 'balancing'. This is mostly just a brainstorming topic that could potentially become more? Testing different ways to change certain classes to be more viable or more entertaining is something I think would be cool to try. And yeah, the game is mostly "whom ever can dish out the most damage in the least amount of time would win" and that's probably it's weakest point in it's genre of tactical rpg games (even though I love it to pieces and think it's the best in it's genre).

And of course, everyone has different personal ideals of what a class should play like. I can understand that maybe the devs intentionally wanted the Bard / Dancer classes to play their roles in the corners of the maps with their moves on repeat, but in my opinion I feel like it was a poor design choice and could have been designed a bit better. (I'm no professional game designer though so my opinion is not worth much I suppose). While I get that changing them in this way would make them play similar to another mage class, I feel that with the right changes it could be still it's own unique class and play more dynamically with the team instead of sitting in said corner.

 3 
 on: June 27, 2017, 05:55:11 PM 
Started by Koruten - Last post by Emmy
First things first, just singling out a few classes with no context of what you want to do with the rest of the classes/game in general is meaningless.  Something can be "balanced" on paper and completely useless in practice.  For example, a skillset like vanilla's Oracle becomes balanced on paper but useless in practice if regular enemies die too easily to make status effects worthwhile and bosses are given blanket immunities.  So your first step if you're going to try to balance vanilla's classes (or any mod's classes, if you want the game to be more than just "punch shit") would be to scale the game such that non-damaging moves are worth the action to use. Assuming this has been done:

Calculator - Most mods (including my own) outright replace the class.  However, if you want to attempt to balance it, your best bet will take a bit of asm work.  Make the game choose skills for Math Skill from a single skillset instead of everything flagged with "math skill."  This will improve the ai's processing speed when using math skill and make it easier to balance what can be used.  If you can also attach a CT or MP cost to calculating, this'll be even better.

Bard/Dancer - The main draw to these classes and uniqueness comes from being able to sit in the corner and target the whole map.  While you personally might not like that playstyle, be careful of making their playstyle too functionally similar to more standard classes like Priest or Knight.  Getting rid of speed and CT affecting songs is recommended if you want to balance it better. 

 4 
 on: June 27, 2017, 05:52:33 PM 
Started by Barren - Last post by Heroebal
New adjustments to "KO Corral"


 5 
 on: June 27, 2017, 04:12:39 PM 
Started by Holy Knight Wiegraf - Last post by Holy Knight Wiegraf
Hi people!

Personally, i have fftpatcher open together with fftactext and i am always looking up the entry numbers of the skillsets. (or whatever I am editing) and i thought:

It would be helpful (in my opinion at least) to have another column in fftactext which shows the hexadecimalnumbers next to the decimal numbers. That makes things easier for the user to identify the entries he is looking for. From my experience with Java, that is something not too difficult and helps a lot because we dont have to have a calculator open all the time.

What do you say?

 6 
 on: June 27, 2017, 03:41:57 PM 
Started by Koruten - Last post by Koruten
I think we can all agree that some jobs in FFT are really overpowered and some go mostly underused because they might just not be fun to play or don't play well at all. I'm mostly going to talk about Generics and avoid Unique classes. I'm also not going to talk about the added jobs in the PSP version. They are their own pool of broken. (Yet somewhat fun)

I understand that ideally, it'd be impossible to balance every class to make them all equally favorable. A lot of classes are one-trick ponies or just gimmicky.

Some suggestions / ideas I've tested that could work to make them more enjoyable / balanced

Overpowered / Widely Used
Calculator

Underpowered / Rarely Used
Bard (done)

Dancer (done)


I want to know your thoughts and possible ideas that could go with this. What jobs do you think are overpowered / underpowered and what do you think could be done to balance them. I'll be adding more myself when I get around to testing out different ways to balance some classes.

 7 
 on: June 27, 2017, 01:06:00 PM 
Started by Dokurider - Last post by Dokurider
If you never use Golem and remove it from the game (and you want to optimize) how much code could you cut out of the game?  And your list isn't correctly formatted.
Oh thanks for the catch.
It might make the AI think cycle go a touch faster, I'm not sure at all. I think after I take a look at how the Song/Dance/Math AI works. I'll probably start optimizing the AI.

 8 
 on: June 27, 2017, 07:52:25 AM 
Started by Dokurider - Last post by nitwit
If you never use Golem and remove it from the game (and you want to optimize) how much code could you cut out of the game?  And your list isn't correctly formatted.

 9 
 on: June 27, 2017, 01:08:27 AM 
Started by Chronosplit - Last post by Chronosplit
ShadowOne333 updated Trainer De-Green to version 1.1, intros and credit images are now accounted for.

 10 
 on: June 27, 2017, 12:26:22 AM 
Started by Elric - Last post by Hyraldelita
Twinees, i knew it would be impossible since laharl and Etna are Gag character^^ i just wrote them cause i like them a lot ahha

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