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May 19, 2024, 06:39:28 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 - EpicSolidSnake

21
Dome, the items called *Stuff* could be changed to gems names...it would make more sense lol.

Unless that Stuff is form link...
22
1.Minor bug but...


Delta class got the worng description.
Same thing if you check his *Guts* *Squire job command*


2.Aslo, knifes say it give +1 speed but there don't give anything.
Maybe you forget to rechange the descrpition ?

3.Wy Ramza class only have 2 jump?  :|

4. Don't move don't last long eneuf....it wear off before the person having it even got his turn...wtf.

5. HAHAHA i love how the Panters go crasy if you hurt em and there use Speed Up reaction + the sound effect. Seems there get Angry for getting hurt. Nice one.  ;)

6. Problem here...


7. So many bugs!


8. Gee! That desert battle totally raped me....and there were only 2 skeleton and an bird...the skeleton keep using Thunder soul and doing around 100 damage(Current level is 8) (Instant death for me...) And that bird...i cant even get close to it...and he keep using his wind attack over and over, dealing 70 damage each time and stays away form me...using knights vs those birds is suicide...Birds need a range nerf...badly.
23
Quote from: Dome on March 02, 2011, 03:54:01 pm
No love for my release? ç_ç


Hey, give me a chance to DL it frist :P
Alright, time to try this.
Say, given the popularity form dinosaur vids, i think recording will be a waste of time...

Anyway, if i find anything usual, id just post a screen shot later on.
24
Quote from: Dome on February 27, 2011, 07:26:50 pm
Rad is a red mage, and Alicia and Lavian are Onion knights
Monsters? I've tried to rebalance them without making them useless or OP...


Glad to see your almos done with the frist full version!
Id try to help you balance the monsters once the next version is out. (Say, is the blue mage in the game yet? it will make the monster chalenge more fun :) )
25
Quote from: Dome on February 25, 2011, 08:14:51 pm
Wait to try it before saying it sucks, trust me ;P
Remember: Stats alone don't make a unit


Guess id just wait and see. :)
26
Quote from: Dome on February 25, 2011, 01:10:49 pm
Ok, thanks a lot EpicSolid snake for the input
Edited the first post
Any feedback/suggestion?


The ghost is rather useless now...poor stats, lame attack...
Now that i think about it, the Ghost could be the *Orable* class of the monsters, you could give his status attack skills a buff somehow...since the ghost depends on status attacks quite a bit to stand a chance vs other enemies.
27
To think this 6 minute event took mouths to do...youch.

It was fun and interesting to watch. :)

But for the sake of seeing this projet completed someday...try to keep the scenes simple, so it won't take mouths to make ONE Scene...(At this rate it will take over a year to complete the cutscenes alone...and by then, the chance that you give up on the projet is huge.

Don't get me worng, this was a great scene you made.
Just...don't try TOO hard on em...i don't want you to give up your patch.
28
Quote from: Dome on February 24, 2011, 11:45:50 am
Monsters will have fixed growths in 1.4 (8 Hp/10 Mp /100 Speed/30 Pa/30 Ma) (Also, remember that every monster of the same family will have the same stats, only the skills are different)



I need a lot of help with those xD

Just remember, 10/10 Hp will give 999 Hp to the monster at level 99
If you need any info about monsters, just ask


Here is my sugestion :

Chocobo : HP 5  MP 5  SPEED 6 PA 5 MA 6 (Jack of all trades)
Goblin :    HP 6  MP 3  SPEED 6 PA 7 MA 4 (Good warrior and all. decent speed.)
Bomb :     HP 4  MP 6  SPEED 5 PA 5 MA 7 (Good at normal attacks and magic attacks, closer to the wizard class)
Panter :   HP 7  MP 2  SPEED 8 PA 6 MA 4 (Acts fasts and have decent HP)
Squids :   HP 4  MP 8  SPEED 5 PA 3 MA 8 (There should be a good spell caster..at less, for a monster.)
Skeleton : HP 8  MP 1  SPEED 4 PA 7 MA 5 (You could call em the *Knight class* of the monsters.)
Ghost :    HP 4  MP 4  SPEED 7 PA 4 MA 4 (Lower overall, but faster that most.)
Flotibal : HP 2  MP 10  SPEED 6 PA 4 MA 10 (Those guys should have the best MA but low HP)
Jaravis : HP 4  MP 4  SPEED 9 PA 4 MA 5 (Weak overall, but very VERY fast.)  
Uribo : HP 1  MP 7  SPEED 7 PA 6 MA 7 (Decent stats all around, but very low HP)
Woodmen : HP 8  MP 8  SPEED 2 PA 7 MA 7 (Good stats all around, but poor speed.)
Bull Demon : HP 7  MP 1  SPEED 5 PA 8 MA 3 (A warrior really)
Morbol :  HP 6  MP 4  SPEED 4 PA 6 MA 6 (Not sure about this one.)
Behemot : HP 10  MP 2  SPEED 2 PA 10 MA 2 (Best attack and HP. But poor for anything esle)
Dragon : HP 9 MP 3  SPEED 6 PA 7 MA 6 (Decent stats overall)
Hydra : HP 8  MP 5  SPEED 5 PA 7 MA 7 (Good stats all around.)
29
Say dome, you say this before : 

4) I want to keep the instant spells something related to the class, and comet, while a good idea, doesn't feels something casted by the Time mage...For the moment, Freeze will stay

...Think again, the time mage in FF5 can actually use comet, id say comet would fit the Time mage perfectly.
30
Quote from: Eternal248 on February 24, 2011, 06:06:14 am
Spin Fist and Wave Fist being Wind elemental strikes me as being a buff, actually, since Wind can be boosted, and I don't recall many items that reduce/nullify/absorb Wind damage.


True...so basiquely the changes will make the monk stronger, but can't be a support character anymore.
Alright guys, bring out the white mage skills.
31
Quote from: Dome on February 24, 2011, 04:36:10 am
Ok, changelog so far, or stuff I'm working on for the next release:

1) Boco already IS a special character
2) Rad will be a red mage
3) Alicia and Lavian will be specials, but I don't know what class (I was thinking the Onion Knight class?)
4) Bard and dancer will be fused into a single class, which will require "5 mediator" and "2 samurai" to be unlocked: It will have both the abilities of the Bard and the Dancer, but the range will be nerfed to 5 panels around the caster and 5 vertical range (Performer will be the name?)
5) Fixed all bugs listed so far
6) Guns reworked a bit
7) Frog and Poison moved to the Oracle class
8) Almost every caster got a 0 CT spell
(Priest: 30 MP range 4 single panel instant heals 33% of Hp, costs 30 Mp - 500 Jp)
(Black Mage: Flare got reworked. Now it costs 700 Jp - Range 4 single panel costs 40 Mp Y = 20, same black magic formula)
(Time mage: Got a custom spell named freeze, 500 Jp to learn, Range 4 50 Mp one panel, inflicts don't move and slow on the target, same Hit% of stop)
(Oracle got a reworked posion spell: It works the same as 1.3, but it's instant, costs 30 Mp and 500 jp to learn)
9) Tiers system and fixed growths (10/10/150/50/50) will be implemented
10) Lowered jp costs here and there, now EVERY class should be able to unlock at least 1 ability when it's unlocked

Think something is stupid/should be changed? Speak now xD

1) I hope he will be helpfull once i start my monster LP...if not you will die an horrible death!  :evil:

2) Okay, it could work. But be sure to give somewhat higher magic power to him that normal cause he is a MALE...at less, just for his special class.
So it means that the sage will become a Blue mage istend? It should help me in the monster challenge LP later on....maybe.

3) Onion Knight? Need more details on that one, cause this is rather a class  that improve if you master other one...i think. What kind of skill exatly you want to give em?

4) Hmm...this could lead to AI abuse...you could use a dancer move and force the enemy back form the area of effect...idk.

5) Great!

6) Bang! Oh yeah! It feel better wen i fire it! (Gonna use it to kill ya if BOCO is not good eneuf  :twisted: )

7) Ok for me.

8) Priest : 33%? I don't know...only units with high HP will benefit for this...and the MP cost seem a little high for me.(I know it is instant cast but..it cost more that cure 4! and 33% is not that much...id say reduce the cost or higher % to about 40%.) But the JP cost is fine.

Black Mage : Im neural on this one.

Time Mage : Don't seem that userfull...and very unreliable...and cost way too much MP....very UP if you ask me...i for one, id never depend on it.

Oracle : 30MP for poison? Don't you think thats a little too much? Aslo the JP cost should be a bit lower...

9) This is bad...so bad it is good. (:P)

10) ...nothing to say here.

Thats it.
32
Quote from: The Damned on February 23, 2011, 01:04:00 pm
20 CT? ...Are you serious? Even Meteor doesn't charge for that long. Congrats. Self-Destruct goes from potentially overpowered and braindead to completely worthless and taking up space. (It forces you to give Bombs Non-Charge, otherwise Bombs suck completely then.)


Ahh...i meant 20 SPEED not CT xD

That would be 5 CT not 20. (Sorry for confusion lol, but anyway, dome don't seem to want to add it anyway.)

*Form Scearcely*

3 options for red-mage special

rad: detailed above, he needs a role, and in vanilla he's a squire with some oracle tricks which leads right into redmage(ffxi's version) and he arrives early enough for the skill set to be worthwhile.  This is my vote 

***This would fit***

agrias:  its a stretch, her true class as far as ff history would be concerned would be paladin(her vanilla whitemage levels) but again as far as FF lore, redmages were knights that ventured into the magical at the cost of physical ability, and a redmage would be the 2nd choice as a guardian knight behind a paladin(and being the 2nd choice would explain why she sucks so hard at it) again, joins early enough for skill to not be outclassed

***Agrias would become a paladin? Kinda fits but...wy not make one of the other girls be paladin istend?***

beowulf:  no question its where he fits to keep him from doing a tapdance on oracle's feet, but he's a chapter 4? character...

***I could say oracles need a buff to there status attack skills,id say an much higher % for most of em to make em more userfull and reliable to use. Not all of em but most of em.***

for the twins... the old darknight sell out would fit for them.  could do the darknight(knight with black magic) paladin(knight with white magic) dichotomy as well.

***Dark Knight is used by gafgarion aleardy, we would need to change his class name. Black Knight could fit that role for knight skills and black magic combined...or maybe not.***

Another thing, jumping on dancer/singer hate.  drop those two classes completely(even getting rid of the performer idea) and make the twins a "swordsinger" and a "bladedancer" give each a reduced version of the appropriate skill set (the status songs have to die, as well as the speed ones[ct and sp], neither can be balanced) and then throw in some instant PA based ranged attacks.

***Even if id like em to be changed completely, i don't think dome will ever change em.***

of course now you gotta figure out what to replace bard/dancer with, but you're down to just 1 needed class instead of 3

+1 to boco needing a boost, even if it makes chapter 1 harder, sad 2 of the hardest vanilla fights are in chapter 1(dorter and windmill)

***+2 He could be the white chocobo class istend...making him a special character you can't get anywhere and with that great color too.
...Not gonna hapend heh ? Oh well... Anyway, he could use a buff to his growths to be more userfull later in the game...maybe even a bit higher base speed.***
33
Quote from: Dome on February 23, 2011, 04:41:06 am
Monsters have already been changed:
Every monster of the same family has the same stat, and the abilities have been modified to make them useful
Every monster tier is worth using, and not outclassed
Btw, I'm still balancing the stats of the monsters, so I suggest to wait before you record a monster-only challenge


Alright.

Id wait after the next update or the one after that in that case.
Anyway, i am looking foward to help ya balance em. (I want em to match most humains character later in the game powerwise.)
I could aslo help with the monster skills, see if there is anything useles, OP or UP.

Anyway, after you did the balance to the monster stats frist id help ya.

Looking foward to help ya later on.
34
Quote from: Dome on February 23, 2011, 04:42:25 am
Guys, what do you think about the idea of turning Rad, Alicia and Lavian into special characters?


This will give me a reison to NOT ban em out right away after i get em...i always unequip em and use Ramza's ban hammer on em usally.
Good idia, maybe there could be worth the 3 slots there using....for once.
35
Quote from: The Damned on February 23, 2011, 01:33:48 am
No, you can't have Self-Destruct on a Blue Mage in FFT unless you make revival EXTREMELY hard in your patch. And I'm saying this as someone who gave my Blue Mages (a nerfed) Bad Breath when people tend to think that's overpowered.

It's way too easy to abuse Self-Destruct, especially on a human and with Phoenix Downs still around.


Most of the blue magic skills will probably have a CT anyway.
Try using self destruct at low HP with a charge speed of 20...very hard to pull off before an enemy throw a stone and kill you mid charge.
Many enemies have ranged attacks anyway, so i don't think you will be able to use it that much anyway. Even Reraise may not help that much.
36
Quote from: RavenOfRazgriz on February 22, 2011, 08:59:41 pm
No one said the skillset wouldn't be useful.  The argument is that it's redundant.  There's a big difference there.  Again, see something as simple as a Geomancer with either White or Time Magic.  That's 99% a Red Mage right there, Geomancy playing the role of low level Black Magic, the secondary covering the support aspect of things, and the class' equipment and multipliers covering the mixed warrior base.  The entire argument is that Red Mage is a redundant class under your current schema and FFT's design makes such versatility within a single set completely unnecessary.


This.

We want a class that don't do what the other classes aleardy does...something more unique will be more fun overall.

But yeah, id take Blue Mage anyday. But if we chose that class, what skills it can learn...?

Oh course most of us have a general idia about this, *Goblin punch* *Self Destruct* *White wind*(Could change the choco cure skill to white wind or something) *Big guard* would be a weaker version of the Mbarrier,could work like ramza stream skill,but can be used on others units.) and maybe even the melt,Quake and tournado spells. (I love those effects, too bad you never really see em normally...i never saw em in vanilia...untill i find this site years ago.)

But...what about chocobo meteor/esuna, or even some of the skills the trees have? Or maybe even Triple thunder and Dark Holy? (Okay...maybe a bit too much OP i agree)
Theres so much skills that could fit for blue mage...really.

Beside...the blue mage class will gives you more reison to invite monsters on your team...and using monster skill and try that hidden skill,maybe it will be useless....or maybe you will see an great skill to learn.

If you even made the blue mage, id be sure to try it out and test it for ya.
Id aslo use monsters to compare the skills form the blue mage and the original monster having it, to see whats OP or UP.
37
Say dome, will you change the monsters in the game somehow?
Cause id like to do an LP of your demo and only use monsters for most of the game. (Low-mid levels)

Cause i like using monsters AND id try to find imbalance for em.

Tell me if your gonna change a few of em before i do it. If so id wait a bit.

Ah...the LP will be in french (..yes...im french.. :roll:)
No worries, id take the time to translate em, no troble here.

Oh yeah...what program do you use dinosaur?
Just wondering.
38
Quote from: The Damned on February 21, 2011, 08:29:52 pm

If any class is broken, it's still Monk.


Monk could be changed to an other warrior class with new skills....of course most people likes using Monks so i don't think it will hapends, even for balancing issues.
39
Quote from: Dome on February 21, 2011, 05:24:33 pm
Sorry, 4 as speed of the time mage was a typo, thanks for pointing it
Fixed



The Time mage don't seem very...good in this info...even MP are *Meh*
3 for MA? even a squire got better magic power that the Time mage... :/ (In fact, i think squire got too much of it)

I think 6-7 for MA and 7 for MP would be better for time mages..
40
Quote from: Dome on February 21, 2011, 05:59:08 pm
Which class is broken in your opinion?


Id say Dancer class is quite broken.(Most dancer skills too.) Bard is somewhat broken too, but less that dancers.

A few nameless dances are usally eneuf to turn the entire battle in your favor. (Unless you face immortal enemies, but im guessing most of em will become back to normal in your patch.)

And the Dancer seem to stand out more by instantanly randomly turing enemies into frogs, silence on casters and blind on knights and even slow em.
Aslo saying that the AI will try to cure em using items, istend of killing one of your team, there sometime would heal the mage having darkness on it, completely wasting a turn

And it may get used 2-3 times in an row sometimes...and thats just insane.

I once turned the entire enemy team to frogs with the dancer alone...

Not sure about the bards...
But personally, id like a totally new class...(A class that can support the team, using about the same kind of skill that the bards has, but istend of performing, it would be instant cast. (And cost MP) And don't taget the entire map.

Same thing for dancers, but there are many classes that can add harmfull status at enemies and disabling em aleardy, it should change to a role that is less common....