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May 20, 2024, 01:29:01 pm

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


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Messages - Serdash

1
I'm just curious as to how many of you that are whining about this actually PLAY 1.3?  It's a very difficult mod, and I think it's one that not "everyone" can play casually and still have fun with.  Looks like a lot of bitching just to bitch.  Also, as Celdia said, is it even worth your time to keep making these threads?

I would also like to note, how many times do any of you visit ID and see a thread made mocking some new release to a patch made over here?  Zero.  (Maybe that's because there's never anything released)  We don't spend half our time scanning your forums for shit we can poke at and give random criticism on without playing it.  Have you even given the new 1.3 a shot and seen that the new tonberry might actually be a good implementation?  I highly doubt it.

Seriously guys.  Grow the fuck up.  It would be different if he was over here posting shit about it and throwing it in your face, but Voldemort isn't even provoking you in any way anymore.

Get over it.
2
It would be a good idea to look at how well you can actually stream live video.  Although for Tactics you don't need the SMOOTHEST streaming.  But it can be flat out impossible on some connections.
3
Quote from: Zaen on November 28, 2011, 06:52:43 pm
I feel no need to do anything else, as by attacking his post, I made all of my points.

Actually you sounded like a cocky, smartassed fool. 

Quote from: Zaen on November 28, 2011, 06:52:43 pmIt's a kind of a work channel where people can go to communicate and share ideas without the distraction of the mostly mindless nonsense that inevitably happens in the main channel. That's all that needs to be said. It's simple, has no draw-backs, and it takes almost no effort to make.


No effort to make, sure, but why bother when it will hardly get used properly?

Here are the scenarios I see.

Social Channel: Channel A
SERIAL CHANNEL: Channel B

Person comes into channel B looking for discussion/asking questions because this is the chat designed for such a purpose and they have been directed there.

The chat has a decent number of people, but nobody knows the answer to a specific question.  Hey, SmartGuy knows the answer!  But he's over in channel A

Person pops into Channel A, asks SmartGuy question, question is answered, Channel B has become useless.

Okay, okay, that's a stretch, how about this?

How often do these serious discussion topics and whatnot come up in chat?  How often are they interrupted or hard to follow because of other conversations going on?

The fact that it's SO easy to make a channel, how about... oh I don't know, make one really quick so you can invite the people involved? 

Instead of making a new channel for a bunch of people to idle in and not talk, or a place that a set of mods have to join every day to make sure nothing bad is happening, just create your own channel if you feel like you're getting sidetracked by other stuff in the main chat?

What if two or three different serious discussions are going on at once?  Is that not the same as having a channel flooded by "dumb shit" that's bothering you in the first place?

Screw the "it's a waste of time" argument.  It's just incredibly UNNECESSARY.
4
Old Project Ideas /
May 31, 2008, 03:16:16 am
Archers are an amazing asset in the first two chapters.  If it wasn't for the fact that there aren't really any other good long range classes aside from a ninja using throw, maybe, they'd almost serve to just stick in that class and never come out of it.

And each unit who plans to go to melee deserves a moment in the archer class, if only to get Concentrate.

Even casters have high demand in this class because... -gasp-  Arrow Guard actually now has a use.

I used Arrow Guard almost exclusively on my priest in thick archer battles, which left him open to swap out a little hp increasing gear for some ma increasing gear, making him that much more of a value to my team.

So yeah, Archers are by no means needing a buff, unless you wanted to run through the whole game as one, in which you're in for a challenge.  Other classes open up which benefit from the skills, though.  A knight running around with charge+20 is a powerful asset.
5
Old Project Ideas /
May 24, 2008, 12:44:10 am
This is just me being picky again, but is it possible you could type up a changelog with the patches you post?

Such as what makes it different from one patch to another?  That way we don't have to like... surf through the entire patch file looking for blue backgrounds.

Or perhaps fftpatcher could be updated to make a text file dump of all changes made or somesuch.  That'd be awesome as well.

It's all for convenience sake, IMO.  Even if it's just a small tweak it'd be worth knowing what's changed and blindly downloading a new version of a patch that may or may not apply to where a person is in the game.
6
Old Project Ideas /
May 21, 2008, 10:32:12 pm
Well, after a wicked hard struggle at Golorand Execution Site, I worked my way up to Queklain.





What a joke.

He casts dark holy, sure, and I believe he has short charge since he pumps it out in 1-2 turns usually.  But once you mind ruin him a few times, it starts hitting for like 52.  Shit my wizard could tank dark holy after a while.

His counter was strong, but only until he was power ruined a few times.  Then once again, my wizard could wade into melee with Queklain and laugh in his face.

It seemed that until I smashed his pa/ma down with ruins, he only THEN resorted to using Nightmare and Raise2, which was hardly annoying due to  the fact that he not only missed a lot with Raise 2, but while I was busy using my knight to ruin his pa/ma, Agrias was Stasis Swording him, Ramza was jumping and hitting him from two spaces with a lance, Mustadio was chillin in the back healing people, and my wizard was pumping out flares at every opportunity, assuming mustadio could feed him Ether fast enough.  By the time Queklain got to spam nightmare and Raise 2, he was almost dead.

The fight had some challenge, sure, seeing as he STARTED OUT dealing 150+ damage with dark holy and physical attacks, but after ruining him a little and beating on him outside of his melee range, he was a complete joke.

Then again maybe it was just my excessive use of ruins that made him easy.  Though I personally found Golorand Execution Site to be much harder than the boss of that chapter.
7
The Lounge / Oi
May 21, 2008, 12:42:26 am
Well, I finally signed up.

Some of you might recognize me from the chat, but I figured I'd sign up since I'm actually playing a patched up version of FFT at the moment, so now you all get to be graced with my presence of... awesomeness.

I look forward to the various discussions and things that all deal with FFT, and maybe even the things that don't.

And... yup, that's about it.  o.o
8
Old Project Ideas /
May 21, 2008, 12:26:20 am
Huzzah!  I signed up!

So I was just talking about this in the chat, but so far v1.3 is amazing.  Hard to start up, but once you get rolling, it's hard to stop.

One thing I noticed was that the spell "Wall" no longer adds protect AND shell, but it's apparently one or the other.  But... it's a single target spell for 12 mp.

I can cast shell and protect on almost my entire party for 12 mp.  Why is wall so... bunk?  If it were a multi-target spell that would make more sense, but right now it looks to be a waste of jp and a waste of a skill slot.  It could be set back the way it was and I wouldn't mind, either.  Just seems like my priest wasted a chunk of jp on something she could do much quicker.

Just a small note of feedback.  All is well so far into the first bit of chapter two.