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Messages - Desocupado

1
New Project Ideas / Re: The Golem War (Name Pending)
November 25, 2021, 02:30:20 pm
I'd advise you to have smart battles - people need to grind to compensate suboptimal build choices. It's much healthier to have this as an option rather than force to restart the story.
This is specially more important if you make new classes, abilities and change encounters and enemies.

The idea of having the game balanced around a specific level, like 50, can work adequately, even if the optional content (like deep dungeon) is 50+. I'm saying that having unbalanced gameplay at higher level can be interesting.
2
Completed Mods / Re: FFT: Spirit of '98
March 01, 2021, 08:57:29 am
Isn't the JP scroll glitch simply a cheat? Any particular reason for "needing" to block cheats?
3
Completed Mods / Re: Auto-SCC Patch
September 15, 2020, 11:00:02 am
Is it possible to mod on top of this mod?

I'd like to change some class abilities around,shop availability, battle formationsand some items. And perhaps replace calculators and some other job.
4
Completed Mods / Re: Mod Index
September 13, 2020, 07:18:50 am
Then rework would mean "job replacement". Full rework would be full job replacement.
5
Completed Mods / Re: Mod Index
September 12, 2020, 02:42:03 pm
I'd suggest full job change mods to have a specific mod type for that.
In fact full job replacement and partial job replacement would be more descriptive.
6
Completed Mods / Re: FFT: Spirit of '98
September 11, 2020, 10:00:36 pm
I would suggest swapping charge and battle skill. Makes more sense for each class. Power and mind break are also a bit useless compared to attacking.even more so because they don't scale up.

I'm surprised you didn't mention ethers. They are underwhelming by default. I'd add some mp recovery on elixir.

Both mediator and oracle are quite underwhelming by default as well.

In hindsight ramza would make a good mediator replacement.
7
You get some additional ground for strategic battles if you remove cristalization, remove mp recharge and limit Rez more.

Conditions can be nerfed, combined and changed too. Imagine having death sentence + quick and haste (i.e. desperation). Stop plus protect, shell and reraise.
Sleep as don't act, move + regen and haste.
8
PSX FFT Hacking / Re: ASM Requests
September 06, 2016, 05:54:04 am
How about changing reaction trigger rate to be independent from brave.
I see all critical XXX as having 100% trigger.
Some others too like distribute and damage split.
9
In a sense even FFT has it.
All you need is to put some better randomize-able triggers for instance battle X could have several units of very different functions (archers x phalanxes).

You can also put random elements i.e. map x can have a bridge, a windmill or a shallow lake. Or a broken merchant cart.

Look at Diablo 2 map generation if you can. Dungeons are composed of variable map pieces that connect in different ways and have some variation in themselves.
10
Help! / Re: Balancing CT and Speed Growth
May 15, 2016, 10:09:40 am
The actual value of speed affects abilities like speed ruin (losing 1 is worse when your base speed is 6) and jump (starts at 50 ct, i think)
11
Quote from: Toshiko on September 16, 2015, 11:12:36 pm
FFIX is the exception. If not for Zidane's stealing, Vivi, Garnet, and Eiko (most OP character) would be completely freaking useless. If you just make it a habit to steal, you keep Vivi doing huge damage, and Eiko terrorizing the enemy fields (while Garnet sits envious).

Actually thief is better on FFT due Steal heart being fairly useful and stealing removing equipment from enemies (it doesn't do so in other games). (tough I'd prefer if he add charm as a reaction in melee)
That being said, facing steal (and by extension equipment break) is not fun in random battles.
I think there was a hack that made your lost equipment goes to fur shop instead of being lost forever - this solves several issues with these skillsets.

If you can hack the formula, something like 100% success from behind for people in Thief class (maybe with a small ct) it would lead to a more fun mechanic, instead of forcing the old incapacitate and steal (elmdor dry) plan.
12
Do you really need the following jobs?

  • Squire - weak skill set, boring start of the game
  • Geomancer - unreliable skillset
  • Mime - OP if used correctly, not usable by the enemy
  • Thief - unreliable skillset, causes players to reset if something important is stolen


I'd suggest removing those, and making Knight the starting job.

Battle skill is a troublesome skillset, due breaks being either OP or causing people to reset a battle.
I'd suggest having charge instead of Battle Skill.
13
Good - Sign +-4
Bad - Sign +-3
Special Sign +6 (opposite)
14
Final Fantasy 5 battle against the 4 crystals :P (and perhaps our favorite evil tree, Ex-Death)
15
Random battles at the beginning are way too hard... Nintendo hard.
Maybe less enemies is in order. (from 6-11 to 4-7) i.e. they don't outnumber the player by so many units

Or maybe the characters could start with a bit more job xp (a couple of classes unlocked)
16
The Lounge / Re: Now Playing
January 17, 2013, 08:19:30 am
I'm back to the old NWN 1 - Higher Ground - Persistent World Mod

It feels quite cool with the character building and interesting items/areas.
If anyone's interested go to http://wiki.hgweb.org/wiki/Getting_Started

17
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
September 21, 2012, 09:22:22 pm
We really could use a rename feature for stuff inside the patcher.
(i.e. let me rename the displayed name on the patcher, so skill 002 isn't referenced as "Cure 2/Cura")
18
New Project Ideas / Re: Game of Thrones and Ninjas
September 16, 2012, 11:01:43 pm
Well... For simplicity-sake you can limit yourself to a particular point of view, let's Say Rob Stark story, or even the Stark house (while they last :P).
But, why don't you just buy a professional GoT game, or read the boos/watch the show instead?
19
Another option is: 1 vulnerability and two resistances (itself and the "prey" elemental)
• Water Class: Halve Fire Water / Weak: Ice
• Fire Class: Halve Earth and Fire / Weak: Water

Elemental wheel: Earth -> Lightning-> Ice-> Water-> Fire-> Earth

Using this system, a higher tier class could get a secondary elemental - adjacent to it in the elemental wheel for simplicity:
Water+Ice: Halves Ice Water Fire / Weak to Lightning / Neutral to Earth
Water+Fire: Halves Water Fire Earth / Weak to Ice / Neutral to Lightning

(purple to red and red to blue arrows are inverted in this image)
20
This:
Earth Lightning  <-- Ice --> Water Fire
• Water Class: Halve Fire and Earth / Weak: Lightning and Ice
• Fire Class: Halve Earth and Lightning / Weak: Water and Ice
and so on.. 
Like Rock Scissors Paper with more than 3 elements: (look at yellow and green - there are two wrong arrows connecting to red circle)


Just one strength and weakness makes neutral damage too common.