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Messages - mocliamgtaa

1
FFT+ / Re: Moving forward 1.02
December 20, 2014, 04:47:38 pm
Quote from: LordMagus on December 20, 2014, 01:23:28 pm
So wait, you think relying on "luck" isn't fun, but you want the move-find item locations to be randomized?  Most people skip move-find items as they are already for being a pain in the ass, and now you really want to have to search every panel of a field every time you play to make them work, because the guides no longer apply?  Aw hell no, that sounds like the most boring, frustrating thing ever.


The point is that any replacement system would be better than the current move-find item.
2
FFT+ / Re: Moving forward 1.02
December 20, 2014, 08:04:26 am
I think that relying on luck isn't that fun, for example stealing. With determinism you could roughly know whether you can pull something off or not, instead of trying a battle 10 times waiting for a lucky moment. With break attacks, if breaking took 2 hits, you could then end up in situations where you want to retreat some specific unit away from the opponent knight.

ASM hackers exist, and there are specialists of hacking this game on these forums (if anywhere), so most things are possible (though for some you might have to sacrifice bytes of other functionality). That is also to say that if there are "impossible" things that would align well with your vision of FFT+, it might be a good idea to list those impossible things for potential hackers to see. It is good to separate what your vision is from what is technically possible (because you might evaluate possibility wrong from the asm point of view).

Propositions are one things that might have potential for alteration. For example to bind find-item functionality to them somehow (instead of field).

I think there might not be other projects that aim to somehow keep the game close to the original (how much does this try to do that at this point though?) and have chances of being completed. So good luck with 1.02 in any case.
3
FFT+ / Re: Moving forward 1.02
December 16, 2014, 05:23:24 pm
I never finished the original and I think I'll try this one at some point instead. I don't know everything about the game, but I'll still offer some thoughts.

I assume there are no degenerator traps?

I never enjoyed the idea of having items hidden on certain tiles. What would you think about randomized move-find tiles (or trap tiles)?

About stealing and breaking equipment, what would you think about doing that deterministically? That is, to steal from an opponent (or vice versa), the command should be issued a total of N times, and it would be successful only at N:th time.

About "random" encounters, one way to balance grinding would be to add a bit of determinism there as well. For example, encounters triggering only N times before next story progression.