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 1 
 on: Today at 12:30:19 AM 
Started by Lionheart537 - Last post by Lionheart537
Hmm great points again Nyzer. I see what you mean how having a cost helps in ways beyond the obvious. It can make basic classes more viable for endgame, and no one likes brainless strategies like Lightning stab, lightning stab, lightning stab. It certainly does seem like a better way to balance than limiting nonmagic abilities to be weak or situational. I was meaning to take some closer looks at successful hacks while I play around with spriting. I hope the creators don't mind anyone leeching off their ideas.

 2 
 on: July 20, 2017, 11:24:18 PM 
Started by Ansehelm - Last post by Angel
MY Xifanie.

 3 
 on: July 20, 2017, 11:17:48 PM 
Started by Lionheart537 - Last post by nyzer
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On MP I'm still iffy on physical abilities costing mp. It could make them easier to scale and balance with magic.

Have you played the release chapter of Jot5? Even just the first battle can give you an idea of how MP-based physical abilities work out in practice. Spend a bit longer in the game, and, as both Ramza and the Knight job have MP restoration skills, you can see how useful those are as well.

You might think that making offensive skills have a cost is a nerf, but it's quite the opposite. Because those skills have a cost, they can be useful skills, right out of the gate. None of that Throw Stone or Tackle garbage. Nor do they work like vanilla's Holy Sword skills, which are ridiculously overpowered and completely remove the point of having the character Attack (until they Dual Wield anyway).

It's kind of like how Metroid Prime 2 made the extra Beams cost ammo, but also made them very powerful. It feels a lot better than the 4-beam set in Prime 1, where you'd pretty much only ever switch out of the top-damage Plasma Beam in order to take advantage of elemental weaknesses. And in order to facilitate that, towards the endgame, Prime would constantly throw enemies at you with immunities to three of the four beams. And I don't just mean bosses. It wasn't any more fun than it sounds.

Without a cost on the abilities, they either have to be weak/rarely situationally useful/flat out useless, like the entire Squire skillset (and most of the Knight skillset, and to some degree the Monk skillset with how restricted its targeting was), or they end up stupidly OP - like Holy Sword.

 4 
 on: July 20, 2017, 10:38:15 PM 
Started by Ansehelm - Last post by Elric
Xifanie, you're a beautiful person.  Let's take a long walk on the beach sometime - and I'll let you be in my dream if you let me be in yours.  ;)

Kinda doubt her wife would he okay with that, lol

 5 
 on: July 20, 2017, 09:51:32 PM 
Started by Barren - Last post by Shadowstrike
Yo it's been awhile. Count me in too!

 6 
 on: July 20, 2017, 08:04:21 PM 
Started by Lionheart537 - Last post by Lionheart537
Thanks for the reply Nyzer.

On nerfing damage I didn't realize Tactics was so abusable haha. I'll put some thought and research into whether stats, equipment, or formulas need tweaking the most. Probably a bit of each *sigh*

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It's set to use one type of attack depending on the terrain you're on
Leave it to the damn Geomancer to ruin my plans (my least favorite vanilla job). I absolutely loathe the terrain reference system. Hmm I suppose it would recquire some asm to rework a custom reaction skill then, or just scrap this idea.

On MP I'm still iffy on physical abilities costing mp. It could make them easier to scale and balance with magic. If most abilities end up costing MP then mp regen would be very welcome. I'll think on this during free time at work tonight.

I had heard of the term kanji space before. Is it the mysterious Japanese text left about in game? I'll just try to limit text changes to very similar areas then. Thanks for the info!

I saw Monster Tactics had many creative monster reaction skills, so maybe I'll toss out some vanilla r/s/m I'm not going to use and try those.

Could anyone shed more insight on Blue Mage/Monster ability animations? How to share them without graphical hiccups (if that is even a concern).

 7 
 on: July 20, 2017, 06:51:05 PM 
Started by Ansehelm - Last post by Ansehelm
Xifanie, you're a beautiful person.  Let's take a long walk on the beach sometime - and I'll let you be in my dream if you let me be in yours.  ;)

 8 
 on: July 20, 2017, 06:38:42 PM 
Started by Lionheart537 - Last post by nyzer
Some general thoughts.

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In general everything will have higher Hp Multipliers, by 10-15%, and most stats will be slightly altered with stat growths varying between jobs.

Honestly, it's way too easy to get close to 999 damage in FFT as is. Buffing HP wouldn't go as far as nerfing damage output would.

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I am wanting to assign certain, hell maybe most, monster skills to counter flood so that when equiped with cf innate the monster will retaliate with something more interesting than a standard attack.

That's... not how CF works, though. It's set to use one type of attack depending on the terrain you're on, and I'm not sure it can be set to choose from more than one skill per terrain. Even if it could, you'd have goblins casting Flame Attack or something on the correct terrain? Couerls using mindflayer skills? I really don't know what made you think that was a great idea, but it's not. You're way better off setting one or two monster families to have Counter Flood and giving the rest different Reactions such as Bonecrusher, CT Save, etc.

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This one is simple. I just want some experienced opinions on whether MP regen is a good game mechanic in Tactics; whether it be natural and innate 5 or 10% from ASM or through the 'Mist' status provided in other ASM.

I think it is, as long as it's not overdone. Mages really early in the game are nearly useless without a supply of Ethers since they run OOM so quickly. This problem repeats every time they advance to the next spell tier (or they just keep casting the weak version).

Jot5 includes a lot of ways for players to regain MP, and also makes quite a few non-mage abilities cost MP as well. That balances out the MP issue between physical and caster jobs, makes skillsets like Holy Sword less ridiculously OP, and helps keep abilities more useful than simple Attack commands.

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Text editing-what happens to the space?

I believe there's a limit on the overall text space, and a limit on the space for every individual section. Removing the kanji from everything should usually give you enough space to get creative, but I never dove all that deeply into it. I do know Xif had to change some of the load functionality for some text in Jot5, breaking one section up into several smaller ones that all load separately, to fix an issue we came across.

 9 
 on: July 20, 2017, 05:00:10 PM 
Started by Ansehelm - Last post by Xifanie
ARH2 will only be available once Journey of the Five: Chapter 2 will be released, and it will be user-friendly for ASM hackers, but... completely useless for people who are not willing to learn to ASM. I went with that because just about everyone wants their own custom requirements for the ARH.

Are you sure you selected the whole xml data in his sheet? It ends at row 1118. So from A1 to A1118. You can just select cell A1, then press ctrl+shift+down to select it all. You're supposed to just paste it in an empty file as save as whatever.xml, then you should be able to apply it. If it still doesn't work, post here again and I'll look into it.

 10 
 on: July 20, 2017, 04:52:46 PM 
Started by Barren - Last post by Corosar
Count me in. I came up with three ideas but decided on which one to use. I am sending you my team here and in discord

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