Ah thanks for the response. I'll probably tinker around with it a bit more later today. That really depends on if things go my way today or not. With that being said I did that write up while about to pass out at my computer, so I'll need to probably examine it again when I have time.
I doubled checked some of the things and you were right. The Mog Knight in that battle does have half MP, I don't know what the hell I was seeing last night. I blame the fact I was exhausted.
Also I understand the logic behind what you wanna do with speed, I'm just curious to why it would drop to 1? Wouldn't it be better to place it higher than even having armor in the first place? I assume that just encourages to use it though I suppose.
Yeah, I assume most of the issues I'm having right now is just having everyone really low level. I'm usually use to having stats to pad what my expectations are for what I was assuming was 'higher' tier job classes. I'm trying to judge everything on it being useful "now" instead of taking account of it down the line. It's hard to take into account the whole thing at the start, but, that's why I'll definitely be playing more either today or tomorrow. The most difficult thing I really see for the mod though is making things usable at the start? I know I felt very overwhelmed at the start since I wasn't really sure what everything was or how I would even use it. Money is a limiting factor in that case and it can be hard to evaluate what they'd want at the start.
In a way, I almost think your mod would work better in FFTA2 in some ways. Since you can lock off progression to different jobs through the missions. Not that you can't make this work, but, just my two cents on the matter. Anyway, I'll post here again later, I'm looking forward to continuing my playthrough. Any ETA on the next version?
I doubled checked some of the things and you were right. The Mog Knight in that battle does have half MP, I don't know what the hell I was seeing last night. I blame the fact I was exhausted.
Also I understand the logic behind what you wanna do with speed, I'm just curious to why it would drop to 1? Wouldn't it be better to place it higher than even having armor in the first place? I assume that just encourages to use it though I suppose.
Yeah, I assume most of the issues I'm having right now is just having everyone really low level. I'm usually use to having stats to pad what my expectations are for what I was assuming was 'higher' tier job classes. I'm trying to judge everything on it being useful "now" instead of taking account of it down the line. It's hard to take into account the whole thing at the start, but, that's why I'll definitely be playing more either today or tomorrow. The most difficult thing I really see for the mod though is making things usable at the start? I know I felt very overwhelmed at the start since I wasn't really sure what everything was or how I would even use it. Money is a limiting factor in that case and it can be hard to evaluate what they'd want at the start.
In a way, I almost think your mod would work better in FFTA2 in some ways. Since you can lock off progression to different jobs through the missions. Not that you can't make this work, but, just my two cents on the matter. Anyway, I'll post here again later, I'm looking forward to continuing my playthrough. Any ETA on the next version?