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Messages - SWFFT

1
All Katanas available from Ch3 start? Then that also means all Draw Outs available from Ch3 start? Does that mean you're going to make all Draw Outs have equal damage equations?

Also, I liked having Chiri in there since the Samurai seems more like an offensive job than supportive. So, making the rarest & final katana/draw out being a supportive one (Masamune) as opposed to a destructively offensive one (Chiri) seems out of place. If you want to keep all the elements in there for the rest, to me it'd make sense for the final Draw Out to be non-elemental (since there's no reason to favor one element over the other), but make it noticeably more powerful to compensate?

Although maybe I missed it...are all Draw Outs completely changed as well?
2
Is there any reason the Katana elements were chosen the way they were other than the animation colors (as in, the type of elemental enemies you'll encounter as the katana becomes available)?
3
"2 or 3" seems good, like with the Ice/Lightning/Fire split with the swords. But "2 or 3" seems very different from "all 9" (katanas). Not sure if I follow your logic...doesn't it make more sense to have the Samurai unlocked by the time Katanas are available? In which case, to me, it seems weird that your Samurai will never have a stronger weapon from the time you unlock him/her to the time you are completely finished with this patch (since even the final rare katana, in this case the masamune, is no stronger than the Asura).
4
In my humble opinion, I wish there all the Knight Blades didn't have the same WP as they seem much less unique to me. You don't get the Ragnarock until the very end, so I wish it had something more compelling to make you want to use it in the final battle. I guess I also always liked to think of at least 1 Knight Blade as being the most powerful, so I was surprised that the Chaos Blade has no higher WP than the Defender.

Similarly with Katanas. As you progress through the game and get to unlock more Katanas, I'm a little disappointed that they always all have the same WP (I don't understand the legendary Masamune having the same WP as the Asura Knife, for example). Also, could you expand on dropping the Chiri for being unnecessary? I know I never used it for fear of breaking it, but it's such an awesomely destructive Draw Out that I like seeing it being used against me.
5
Yeah, I know 5.1 has all the jobs and abilities unlocked, but I'm not interested due to the random aspect of the enemy's equipment. I guess I should just look into making my own patch.
6
Ugh, just started playing and missed the part where the abilities still cost their normal JP (I thought this patch had all jobs/abilities unlocked from the beginning, I guess that's unique to 5.1? I thought starting with all jobs/abilities was going to make it less boring in the beginning :/).


Hmm...I wonder if I'm in a small minority that finds it boring having so few jobs/abilities/items (always found the game a lot more fun toward the end)? When I first heard about WOTG I misinterpreted what it was--I thought it was all enemy jobs having 2x stats, enemies having all jobs & abilities unlocked, and enemies always with all items available (so always smartly equipped with Deep Dungeon rares and what not). On your side you get the same perks except w/o the 2x stats. Anyone else think that would be really fun, or would it be too easy?
7
The Lounge / Thoughts on WotG Classic vs 5.1?
July 08, 2012, 04:30:19 pm
I'm in the mood for another FFT challenge after completing 1.3 last year, and since it looks the new version of FFT+ is probably quite a ways away, I'm looking at giving WotG a go.

I noticed Jon posted two versions in this forum. I was just wondering what people's opinions were of the classic vs this new 5.1 version? Thoughts on if one is more "stupid difficult" instead of "challenging difficult" than the other? If there is one that people found more fun than the other? I'm a little turned off by the complete randomness of the equipment that the enemy can be used (feel like it'd lead to a lack of consistency in difficulty and can break the game if you happen to get lucky, or can make it easy by spending all of your time using steal/invite to get all the rare items in the very beginning).

Thanks a bunch!
8
Celdia's Complete Patch / Re: CCP - Discussion Topic
April 22, 2012, 12:03:17 am
Is there a proper FFT image size or file format needed for this patch? For some reason ppf-o-matic keeps crashing (well, after 5 minutes it's still trying to apply the patch, so I'm guessing it's not responding...) when I try to patch my .bin/.cue :/

EDIT: Got it working! Guess it just takes a REALLY long time on my computer...
9
Celdia's Complete Patch / Re: CCP - Discussion Topic
April 21, 2012, 11:29:00 pm
Super excited about playing this, but I have a question -- do you recommend patching this to vanilla FFT or patching it on top of "FFT: Complete"?
10
I posted this elsewhere (maybe incorrectly as this may be the more appropriate location), but how many chapters are you guys projecting?
11
So, how exactly does the difficulty of this patch compare to 1.3 (just finished 1.3, so I'm used to that level of difficulty/challenge at the moment)? I've been reading that 1.4 is generally easy for the most part and its the side-quests that are still challenging (in which case it seems cumbersome to have to make it almost all the way through Chapter 4 before you get to any challenging battles...)? Lastly...what was the rationale for removing Move +2/3 & Teleport? :(