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Messages - Eternal

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Just so you guys know, I've read your responses and haven't ignored you! I have a long-ish post in response, but I'm super busy until Wednesday night. I'll post my response then! :)

Thanks, everyone, for your feedback! There's a lot to go over, so I'll try and take it one point at a time, please bear with me here.

RRS' posts:

-Templars already are getting an RES and HP boost in the next update, so I'm way ahead of you on that! :P

-The Bard's Rime skill is intended to be a late-game skill, so you won't have access to it when you're using Fencers. To that end, Rime- and the other Bard skills- are still being toyed around with, so it might not even exist in its current state later on.

-FFTA's AI is dumb. It used Lv. 3 Expose to debuff -your- party, but it didn't realize the tradeoff of affecting itself, too. The AI does this a lot, even though I minimized AI stupidity where I could. It does this with Roulette, too.

-Hide is one of many skills that are being given new animations to prevent crashing. Basically, certain abilities call certain animations that- as they were never intended to be on certain races- call sprite frames that don't exist, causing the unit's sprite to vanish and the game to crash. I try to catch as many of these as possible, but it's nearly impossible to catch them all, so I thank you for pointing these out!

-Most elemental absorption is gone from the player's hands, so yes, Ice Shield is acting as it should!

-Earth Heal heals HP, White Flame cures debuffs. All of these changes will be noted in-game soon, since we now have a text editor. Basically, I wanted to remove redundancy in the Elementalist's skillset between those two skills.

-Absorb MP also existed in Vanilla, but it mattered very little there since MP was restored each turn. It's actually one of the best Reactions in the game now because of the MP change. It's acting exactly how it should- it's just that more skills trigger it now. Absorb MP won't trigger if a caster uses a skill on itself, though.

-Paeon is supposed to restore MP, but for the life of me I can't figure out -why- it's not working. Your guess is actually a good one, and one I'd not thought of before. I'll have to do some tinkering with it. As for vertical tolerance, I agree that having a vertical limit is a good idea. I'll play around with that as well.

-Mug will be fixed in the next version. I already know about that one! :P

-Maintenance should also be (hopefully) fixed in the next version- I was also aware of that. It was pretending to be Dual Wield.

-Shieldbearer/Immunity are good-bad bugs. I'm aware of them, but I'm not sure if I want to fix them since it makes them more accessible to the jobs and races that actually need it.

-Chakra will hopefully restore MP soon, but I'm holding off until I figure out why Paeon is bugged.

-Backdraft is actually NERFED from Vanilla. That should give you an idea of how strong it was.

And please, keep posting your thoughts! They're greatly helpful! :D


-All the ability name on weapon bugs have been fixed already for the next update.

-The ultimate goal long-term is to turn Combos into Movement Abilities, but we haven't really crossed that road yet. We're just building the foundation, so to speak.

-Totema have been rebuffed for the next update and are quite useful again!

-Knives on Black Mages and Bows on Beastmasters were experiments to see if people would use them. Not only did they not use them, but it's buggy, so those have also been removed for the next update.

-Mediators and Green Mages are there because GG is a very buff and debuff oriented mod. Mediators add the much needed stat buffs/debuffs to the Moogle race, and Green Mages are the one source of AoE Haste and large-scale Protect/Shell, as well as the only source of Regen-casting in the game. They each fill a vital role that can't really be found elsewhere.

-Enemies will always be a little stronger than your party, otherwise it wouldn't be much of a challenge, especially given FFTA's AI. It gives you a taste of what to look forward to later! :P

-Ultima's MP cost is being revised for the next update, but it -should- be dealing more damage than Gigaflare. That said, Ultima has 2 AoE and ignores allies, meaning you can use it at will without worrying about injuring your party.

-Reavers are getting a new skillset. Eventually.

Spriting / Re: Luiakyn's(Omnir's) Sprites
« on: September 12, 2014, 04:41:23 PM »
Oh my god, these are amazing! Great work!

FFT: Parted Ways / Re: Monsters in PW 2.0
« on: September 12, 2014, 03:54:09 AM »















To be decided.


To be decided.

Spam / Re: Roll to dodge!
« on: September 11, 2014, 03:54:24 PM »
>Construct a shoddily built underground vault to protect against the nuclear blast.

Spam / Re: Roll to dodge!
« on: September 10, 2014, 02:43:06 AM »
>Cast Blind2 on Spam.

Hey RRS, thanks for the posts, and welcome to FFH!

I'll begin by addressing the tweak patch: I'm familiar with it and have no problem with it, but I didn't alter the starting team because I like how balanced the starting jobs are to begin with. They each cover a niche that's useful in the early battles. I always considered changing up Warrior to Monk and Soldier to White Mage. It's not something I've given a lot of thought to though, honestly.

As far as the listed disadvantages are concerned, they're pretty valid. That said, raising weak allies becomes easier as more defensive skills are given to you. Protect, Shell, and Reflect are all very helpful. Enemies having more abilities than you is intended: it makes you look at battles differently than being able to just brute force them as you could in Vanilla FFTA.

Clan Dip is optional superboss material, as stated in the changelog, as reference to how terrible they were originally. Take 'em on for fame and glory! :P

Thanks for the feedback about Moogle Lance! I'll fix that ASAP!

And thanks for all the feedback- it's very helpful! Let me know how your playthrough goes! :)

Spam / Re: Roll to dodge!
« on: September 10, 2014, 02:09:09 AM »
>Serve Spam to Dome to teach him what Spam is.

FFT: Parted Ways / Re: PW 2.0 Special Jobs
« on: September 09, 2014, 02:24:10 AM »
(Given they're conspicously asbent from this list, I'm guessing that Rad/Ladd, Alicia, Lavian, Boco and last and certainly least, Cloud are getting replaced. Technically, I suppose Cloud is the only "actual" special character, but still.

Regardless, I'd be completely fine with that.)

That said, I have to admit that I'm a bit surprised you're keeping Byblos. He's honestly the easiest special character to replace or outright axe given how late he appears. I know you said that you haven't decided anything about him exactly, but are you at least planning on moving up his availability a tad?

I'll use spoilers here as well like in the generic Class thread even though this post isn't going to be anywhere near as long as my commentary in that thread. For one thing, I don't really have much to say about Agrias or Meliadoul or Reis or Gerard. For another thing, there are far fewer classes.

Then again, when has that ever stopped me from being a blathering blatherskite? (Answer: Gizmoduck never.)

Given Reis does have Dual Wield, perhaps you could Cid innate Two Hands/Doublehand (if you haven't already) since I don't recall any of your generic class having that either. Shrug.

Oh, and I just realized: Is there a reason why Ramza isn't on this list even though he's technically a special character?








Ramza will likely be a Mediator, much like his PW 1.0 self.



FFT: Parted Ways / PW 2.0 Special Jobs
« on: September 08, 2014, 12:50:49 AM »
Special jobs in PW 2.0 are shades of their Vanilla counterparts, but with a unique blend of general PW insanity, with each unique job fitting a unique role or gimmick.










Exact details to be yet decided.


Exact details to be yet decided.


Thoughts are welcome as always!

FFT: Parted Ways / Re: PW 2.0 Job Rundown/Ideas (Insight/Feedback Welcome!)
« on: September 07, 2014, 08:35:48 PM »
(I think I'll avoid using Sentinel with Ninjutsu secondary when [read: if] I get around to playing this just to be contrary. Speaking of being contrary, I'll probably try to use female Harbingers with high magical aspects just to due to your response there regarding Break and Break accessories. Well, that and the vague chess motif. Dark Queen, ahoy!

Similarly, I'll also probably try to use Corsair a lot despite my luck normally being horrible just because, as utterly terrible a class as it was, I found Gadgeeter a type of masochistic fun.)

Damn it. I had wanted to respond to this as soon as I saw it, but obviously my lazy ass didn't get around to doing that. As such, I'll make this a point-by-point reply instead of trying (and likely failing) to be "concise".

Regardless, I appreciate the quick response given all that I threw at you.
















@Selius: That topic is also coming in the near future. I'll just say this: Beowulf will be your new favorite. :P

@Aiolon: AoE items aren't possible at the moment (at least, without heavy ASM), so that won't be happening, and it steps on the toes of other skills. And Poaching, while useful, is far from necessary. The only Alchemist Items that won't be able to be bought are Chocobo Feathers, Elixirs, Malboro Tentacles, and Spider Silks. Phoenix Downs are very expensive, but can be purchased.

FFT: Parted Ways / Re: Monsters in PW 2.0
« on: September 07, 2014, 08:03:09 PM »
Flans will have Innate: Defense Boost (and maybe Always: Protect) to simulate their high physical Defense. That said, magic won't just flat out kill them. Each Flan has Slime, a 3 Range skill that deals damage and may inflict Silence, meaning they're still a threat. The Flanitor's Rescue heals its own HP and the HP of surrounding allies in a large AoE, whereas the regular Flan's Pacifying Shock can deal ranged damage and inflict Stop. They each have a way to shut down magic, meaning they can become very dangerous very quickly. They won't be elemental Flans, namely because I'm trying to cut down on elemental weaknesses on monsters in general to make them more appealing to use. That said, elemental weaknesses on monsters won't be totally gone because that's a ridiculous kick in the teeth to canon.

@Aiolon: Believe me. Behemoths will still one-shot your units if you let them get close without Protect/Defense Boost. It's also funny that you comment on Gil- the Gil System from PW 1.0 is staying in 2.0, but with a twist. If you want Gil, you'll need to find Denmada, which can be acquired by beating story battles or- newly- Treasure Hunting or beating Demi Marks- which was something I wasn't going to get into until later, but I may as well now.

Demi Marks are simply normal monster enemies, but they're Party Level +X, have ??? stats, and are Immortal status'd, meaning they're effectively bosses. Each monster in the game will have a Demi Mark version, and they can be rebattled. Demi Marks drop Denmada, meaning that if you find yourself short on Gil, you'll need to battle them to acquire more. This makes having Maintenance/Safeguard crucial- having broken gear will set you back a lot of precious Gil. That's why Maintenance/Safeguard will be only 50 JP on the Freelancer job. In battles against Snipers, it's very helpful.

On a related note, all Poaches are 100%, meaning monsters effectively only have one Poach now. Poaching is also a great way to get Gil as of Chapter III. Poaches are also the best way to handle Undead. Afterall, it can't get back up- and they always will- if they're removed from the field!

FFT: Parted Ways / Monsters in PW 2.0
« on: September 06, 2014, 02:48:47 AM »
As with PW 1.0, each monster in its family will fill a unique role that sets it apart from its family. PW 2.0 revives that concept, with a bit more flair.

As with PW 1.0, there are new monsters:


The following monsters have been removed from player access:


Don't fret! Behemoths, Ahrimans, and Minotaurs will return as Lucavian allies, with buffed stats and skills.

Monsters in PW have high HP and can survive many blows if they aren't debuffed, making them potent threats. Some monsters can be jerks (like Werewolves that can use Taunt/Berserk and have Hamedo), while others focus on healing (such as Flanitors and their Rescue/Esuna abilities), and others who focus on buffing (such as the Adamantoise with Protect), and others on debuffing (such as Ghouls with Curse). Monsters are also gaining the added perk of Innate: Omnicasting (Non-charge), meaning their spells will be able to go off instantly, giving them a tactical edge.

In addition, Gerard the Beastmaster will also be returning in Chapter I, and he will be the sole source of getting monsters onto your team with his Tame ability. Having Gerard stand next to a monster will unlock their Beastmaster skill- often a potent spell that can greatly help, especially combined with innate Non-Charge.

Further details to come later in the week!

FFT: Parted Ways / Re: PW 2.0 Job Rundown/Ideas (Insight/Feedback Welcome!)
« on: September 05, 2014, 06:57:21 PM »
I'm waiting to see how many people will abuse Sentinels with Ninjutsu secondary. :P

FFT: Parted Ways / Re: PW 2.0 Job Rundown/Ideas (Insight/Feedback Welcome!)
« on: September 03, 2014, 04:19:17 AM »
(It's great to see you working on this again, Eternal.)

This even if I never got around to playing the original like with most other people's hacks unfortunately. I really need to fix that situation....

Still, it's always nice to see someone around here getting things done, especially given that I never can seem to do so myself. I'll skip the usual solipsistic pity party though as I've quite a lot of questions to ask and long-winded comments to make as per usual.

Prepare for trouble. And make it...dry. (This got so long I'm going to have make spoilers for my own paragraphs. Great.)

Too long feedback over, I have to say it's a bit weird to realize belatedly that in addition to the usual patch casualties of Charge, Throw and Math Skill, you also completely got rid of Monk, Thief, Mediator, Samurai, Mime and Summoner. Pretty much every other patch on FFH so far has kept some version of at least one of those for generic use, so seeing them all gone already makes this rather different from other patches. Conceptually, things look much more well-defined than the initial version as far as classes and statuses go. That's hardly surprising given the first (umpteenth) draft of anything tends to be mediocre at best.

*points to own threads*

Good luck with all this. I'm sure I'll bother you again later after your eyes have recovered from this hideous abuse of them (if they ever do).




















Skills that'd be useable via Gossip are listed in the first post now.

Freelancer skills are as of yet still fairly undecided, so they'll be being played around with a lot between now and release.

1-How will the Bio sapping and poisoning work, is the sapping very weak or is the chance to poison very low? cuz otherwise its very overpowered.
2-Is all the corsair status inflicting skills 50/50, is there any diferent chance percentages patterns like positive 35/65? does the targets' evasion and the caster's accuracy change any of that?
3-What would be the 16 Talk Skills be and their chances of happening? (if decided)

That ninja skillset sounds nice but as i know ninjas they re more about stealth and backstabbing. Perhaps that ninja skillset should become another class and ninja should be a stealthy class with hide, instant kill skill with low accuracy etc, blinding the enemy, something like Solid Snake from Jot5, but with throw, idk. Also they maybe should have knives too.

1) Bio will deal 10% damage to an enemy each time it goes off, with a 20% chance of inflicting Poison. It'll go off every 4 CT or so (I have yet to work out the exact numbers for it), whereas Bio II will probably do 20% damage each time it goes off, with a 20% chance of Poison.

2) Corsair skills will be a flat 50/50 rate. It won't be modified by evasion or accuracy.

3) It'd likely be 1/16 chance of each Talk Skill. Again, I haven't decided on the exact numbers, but that's what I'm feeling comfortable with.

4) In regards to Ninja, I wanted to make them different from how others perceive them. I noticed in FFT Arena that every time someone makes a unit with high Move, the unit charges forward, gets surrounded, and dies. I was inspired by that idea and decided to apply it to a job, albeit a job that wouldn't die. Ninja are all about stealth and sabotage, and by being able to easily dodge attacks and counter with mass debuffing, I believe it fits the bill rather nicely. :)

Throw will be in PW 2.0 as Gil Toss, and a special character will be getting it.

FFT: Parted Ways / PW 2.0 Job Rundown/Ideas (Insight/Feedback Welcome!)
« on: August 31, 2014, 01:25:01 AM »
PW 2.0 will feature mostly returning jobs from PW 1.0, although heavily rebalanced and modified. I had a ton of new jobs planned, but it just felt right sticking with most of the jobs from PW 1.0, so I've decided to build off of those. In the meantime, I want to outline the basics of the generic jobs you'll see in PW 2.0:




















Well, that's all for generic jobs. Any feedback is welcome... I'm mostly posting this here as notes for myself, lol.


Not listed above, the new statuses:

Curse: A unit has all of its buffs dispelled, and cannot be buffed again.

Veil: A unit has all of its debuffs dispelled, and cannot be debuffed again.

Imperil: A unit is weak to all elements.

Gossip: A Gossip'd unit cannot attack, and can only use 1 of 16 random Talk Skills against random units.

Skills that could be used through Gossip:

Introduce Yourself! / Re: Yo, new here !!
« on: August 27, 2014, 12:58:03 AM »
Hey Break, welcome to FFH! Nice to meet you! :)

FFT: Parted Ways / A Preview: Quinn
« on: August 20, 2014, 01:24:10 AM »
Quinn is but one of a handful of new characters that will be introduced in Parted Ways. Who is she? What's her relation to Kletian? What is her motivation? Will she join the party? Find out later!

Thanks to Elric for helping me with my (currently awful) event editing! I'm quite aware of the spacing issue in the one screenshot and the arrow pointer issue. Those are being fixed right now! :)

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