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Messages - Nyzer

1161
QuoteIs this an unlockable like Ikanigi Shock or did that guy mod the mod?


QuoteA bit of FFT Patcher tinkering
Quotesays yes

:P
1162
Journey of the Five Ch.1 / Re: Suggestions
October 01, 2015, 03:19:47 pm
QuoteNone of the like, 5 people who even know who the CS is will end up telling you if you are right or wrong


I would, but then I'm an evil liar and so I'd only say so to a guess that's obviously so far off base as to be impossible. No, no, yeah, it totally is Queklain/Cuchulainn. Definitely. Or Raiden. In fact everyone is Raiden, just because Elric loves him so much.  :P

If you guys wanna continue the speculation, though, you might wanna continue it in a new topic specifically about that. It's getting slightly out of hand in this one, heh.
1163
Journey of the Five Ch.1 / Re: Suggestions
October 01, 2015, 01:07:05 pm
QuoteMagic Pots confirmed?


I think the only Magic Pot involved in Jot5 so far is what Elric takes in preparation to do some eventing.
1164
Journey of the Five Ch.1 / Re: Suggestions
September 26, 2015, 10:50:16 pm
... Journey of the Furries? Or Yiff-fest Of The Five?
1165
Journey of the Five Ch.1 / Re: Suggestions
September 26, 2015, 02:57:01 pm
I think Elric's already said that there won't be a major number of characters showing up from any one game - and that the three appearing from Legend of Zelda are the highest he's planned for. (There are two cameos from FF7 in addition to the actual two characters present, but given their current status in FF7 it's really doubtful that they'll ever get a bigger role than that.)
1166
Quote from: Tails_Doll_Prower on September 17, 2015, 11:30:37 pm
You're seriously working it through? I'll follow till a Demo is out. I like Final Fantasy Tactics and can't wait to try.


The topic creator hasn't returned to the site since July 15th, it seems. Also, a FFT-2 project would take years of work. Assuming that all events are new, half the sprites/Jobs would be new, the maps are all new, the battles are all new, half the items are new, and someone worked on it for two hours every single day ever -
We estimate that it would take you between 2862.75 and 7712.62 hours to complete your mod. At 2 hours/day, the estimated completion date would be between August 20 2019 and April 9 2026.
1167
Journey of the Five Ch.1 / Re: Suggestions
September 18, 2015, 09:26:33 am
Except Snake's low Fa makes him ideal for going after enemy casters, so it doesn't make him "weak". Snake shrugs off magical attacks that leave Ramza dead on the floor. The only issue then is his low Br, which only impacts one Job and general reaction chance - which aren't nearly enough of a loss to outweigh the sheer strength of his base Job, which is not only a very speedy Job, but has a skillset full of instant, no-MP abilities. And given that there are plenty of jobs that work well with Snake's skillset and stats, as well as a reaction ability that prevents anyone from backstabbing him and doesn't work off Br...

Yeah, sure, it "limits" Snake to a minor extent, but in a way that prevents certain Reactions from just being the default choice for every single character, while also encouraging melee Jobs. You've said before that Invigorate is an overpowered ability, and it's no less potent in Snake's hands than in anyone else's. So why not let Snake be your Knight?

As for not using the base skillsets of the Five - the game's kinda designed around the expectation that you will, which is why Ramza has Ultima and Altima, Dante has several weapon choices that don't even come into play in Ch. 1, Link has arrow abilities that can put a severe strain on his mana during Ch. 1, and Cloud has Omnislash (which, while Unevadable, is often slow enough to not bother using).
1168
It affects the game because you can't just throw extra storage at something. If I go out and buy fifty RAM cards for my computer it doesn't mean I can use them all.
1169
Journey of the Five Ch.1 / Re: Suggestions
September 18, 2015, 12:06:05 am
I don't think the Br/Fa issues that make certain classes less than optimal is a real problem for Snake. Chemist, Knight, Ranger, Rogue, Samurai, Dragoon, Ninja, and Geomancer are all still present. I've also gone through multiple fights in which Snake has had more reaction procs than some of the rest of the Five (lookin' at YOU, Link).

And frankly, given Snake's skillset, you shouldn't NEED to use Full-Life on him. He can pop his stealth camo (by action or reaction), run away, and use Smoke Break if he really needs it. It's exactly the same as in MGS, too: Snake is NOT a front-line warrior.

Jot5 isn't SUPPOSED to have the Five basically act like malleable generics. Their skillsets and stats mean they've all got their own niche to fill. Snake as the speedy, high-move, stealth guy is supposed to be the support/harassment/assassination unit. Maybe he won't be as good of a Barehanded Wizard as Ramza could but it hardly makes him a bad unit.
1170
Yeah, Thieves are always a near-useless Job, I find. At least in FF6 Locke could be a mage and a summoner as well so he wasn't utter trash.

I'd suggest folding FFTA's Archer/Sniper into Thief; having a small number of offensive debuffs (and maybe bows) would work decently well. That leaves the FFT Archer free to become a Blue Mage or something.
1171
You need to move sprites like Balmafula over to the Celia & Lettie slots, then replace the Balmafula character in every ENTD she appears in. Or you cut down on the Agrias etc. duplicates.
1172
Well, you can rush to late tier mages or Monk/Rogue/Samurai and have them be usable, but you NEED to have SOME of your Five stay at the second tier (or even their base Jobs) or you won't have enough abilities to fight effectively as the game goes on.
1173
After being renamed and raised as a Deathknight in WotL, Algus ("Argath" in WotL) has plenty to repent for before his ghost can move on to his final rest. In the spirit of sticking to his inconsistent name, he now calls himself "Ahhgorf".
1174
That, or people tried to rush to advanced Jobs without setting up some characters as any of the second-tier ones. Knight and Priest are amazing support Jobs, and even if they are early tier, they're worth having some of your characters Master instead of trying to advance onward.
1175
Journey of the Five Ch.1 / Re: Suggestions
September 16, 2015, 01:43:10 am
Quoteman as i assume that all of you have played FFT A LOT, i assume that % for computer are much more meaning less, he doesn't get game over, and i can tell with absolutely NO DOUBT that the % to dodge and hit attack balance for the computer is totally weird, first of all the computer already know the damage he will do to your unit without checking so he doesn't really need to decide who to attack first second, it might be my impression? but after nearly 20 years that i keep playing this game i'm pretty sure computer counter way more then you do with the same brave, they break your equipe more with the same % , and evade more...  and again it can be my impression, since is just % but this happened always in all playthrough and for 18 years, so i really can't say having advantage by raising brave for counter ability is a bad things, it actually makes you lot less nervous. (or at least me XD)


You think the computer has different odds from the player? In my experience with any FFT game, this simply isn't the case, save for enemies that are supposed to.

QuotePlus the computer doesn't really care when he got hit or not, i'm not telling this because i want the brave faith to be raise permanently, i respect your decision if that is what you decided, but except a couple of skill wich doesn't rely on brave ALL the other counters are brave % based.


That's been the intent since the release of FFT. The problem is that they couldn't be bothered to find some way to make low Br useful in any way, so having permanent Br alterations ended up with everything with maxed out Br. The fact that four of The Five (and Agrias) come with high Br helps offset the issues you might otherwise have to deal with (lol randomized generics for half of FFT), and the last of The Five (Snake) comes from a game series that encourages stealth and tactical takedowns instead of blindly shooting things up. I'm not sure if you actually have any experience with MGS but one of the bonus objectives I've seen repeatedly in the series is to beat the entire game/mission without a Combat Alert. In short? It suits him.

QuotePlus the fact that you can't raise faith permanently means that if you have a bad relationship with Signs'  for example Link with cloud, and you try to resurrect him or cast some other spell, well good luck, you'll need 5 turn to cast a protect or you see your char cristallized after you casted 5 resurrection that missed, this mean that you HAVE to bring someone with items in case cloud die, if you decided to have link priest.


For one, Ramza. For two, Invigorate. For three, monk. For four, Focus Bracers. So no, you definitely don't need to bring someone with Items in that scenario.

QuoteIn my eyes, this is pretty much a "play this way" way of see things, more then anithing, you don't like snake class? you want to make him another class? Sorry you can't ! cause he's brave is low, so forget to rely on counter ability, stick him all the game and all the classes with the same counter ability.
QuoteBullshit, I used Snake as a monk for a long time.


So did I. And I used him with Regenerator as his Reaction. "Not optimized for monk" doesn't mean "useless as monk".

Never mind the fact that there are plenty of jobs Snake's good at in Ch. 1, and would be good at in Ch. 2 (when the equipment for those jobs opens up). Knight/Ranger/Rogue would all work well with his base class, and Dragoon/Ninja would be even better. Not to mention - especially if you've had issues with keeping Cloud alive, why would you not have someone as a Knight with Invigorate and Sacrifice? There are many drawbacks to only having a single healer/rezzer on your field. What would you do if someone got a Paralyze off?

QuoteAnother reason is, you want to do it for balance? sorry but this doesn't make much sense either, since you have another 36234642624 ways, to make the game lot easier with combination of skill/classes.


But it is the method that was chosen. And, I mean, you want to have one of the core balancing points removed from the game after it's already had years of work on it? That would be nowhere near as simple as you seem to think.

QuoteSo is reaaally really up to who is playing to decide if they want an easier gameplay raising faith/brave lowering it, or not , don't you think?


The Grand Theft Auto approach of in-game cheats allowing mechanics to be bypassed is rarely used in most other games for a reason.

QuoteIs like playing orlandu full speed equipe and strenght build, or "don't use orlandu" it's a choice which is up to the player, but if you take off the choice, in my point of view is like "you have to play this way, it doesn't really matter if you like it or not" XD


Orlandu is a terrible example, because he is an absurdly broken character you get during the main storyline. Again, this is not a common tactic for most game developers. You won't find an "easy mode wreck face" option in most games, particularly ones like Jot5 which are designed to be difficult. This is the same reasoning behind the removal of Arithmetician. Facerolling through every encounter, using overpowered characters as crutches, is not enjoyable gameplay.

QuoteP.S most of the time you're out numbered by enemies, and they got powered up with counter and skill (that previously they didn't have, which is perfect cause it's lot more fun this way..), so i really can't see any harm in letting people raise faith/brave if they want!


But these enemies don't have anywhere near the versatility of the players. Once you get your Five away from base/Chemist jobs, and start gaining some JP, you can stomp all over most of your opponents. And even in just their base jobs alone, Snake can activate his stealth camouflage and block enemies' paths or just attempt to Assassinate them from stealth, then run five spots away if he misses; Ramza can throw down some unevadable AoE damage; Dante can regen up and hit enemies from the far side of a wall; Cloud can Immobilize and then Omnislash enemies; and Link can keep everyone's MP up in between the occasional Song of Time if enemies close in. These are all tactics and/or abilities that your enemies won't use and/or don't have access to.

QuoteI find that the unique base classes bring a real charm to the game from the outset and I would hate to see it changed to squire.


I've a strong feeling that she's being sarcastic :P
1176
Journey of the Five Ch.1 / Re: Suggestions
September 15, 2015, 11:58:03 am
It's not permanent because it kind of ruins most of the point of Br/Fa in the first place. In vanilla, everyone just stacks 97 Br except your dedicated treasure finder, then you maximize your casters' Fa while minimizing it for most of your melee. Then the absurdly high Brave guarantees reaction abilities.

With it the way it is, you're coaxed towards some more diversity. For example, Snake is better suited to Jobs and Reactions that don't rely so much on Br/Fa. It makes Keen Senses much more useful for him than other characters.

It also makes the abilities that affect Br/Fa in combat useful for more than just optimizing your newest special character. If you want Cloud to shrug off magic damage, you have to hit him with the proper abilities during the fight instead of just chain Stopping an enemy while educating him about evolution for fifteen turns.
1177
Journey of the Five Ch.1 / Re: Bug Reports
September 15, 2015, 11:49:25 am
Yep, I tested this out. Quake was supposed to be castable anywhere along the line, so the caster could choose like 3 panels away and not hit themselves, but it wasn't working that way in practice. Elric's fixed it up and I think increased the vertical to 1 instead of 0 (or at least he was considering it :P) so in the rerelease it should actually be a usable skill.
1178
QuoteAlso, I don't believe anything unless I see it.


And that's largely because of his experience with people who want to make mods.

QuoteFFXII I always got the impression was not actually in the same world but a different but similar one as there are a lot of differences between the two games that contradict each other mostly with the names of the zodiac lucavi.


I'm pretty sure it's been confirmed to be the same world, and that the WotL translation matches the names. The only world that definitely isn't the same in the Ivalice games is Mewt Randall's custom-built Ivalice in FFTA; it pulled beings from both FFXII-era Ivalice and modern-day St. Ivalice to make an entirely new one. It's even debatable as to whether Ivalice/St. Ivalice are different worlds or just different eras within a single world.

There is a difference of hundreds of years between XII and FFT; any inconsistencies could simply be handwaved away with the loss of knowledge over the years.

Quotea complete retelling of FFT

QuoteMy biggest problem is figuring out which animations are ones that cause graphical bugs


o_O

Compared to everything else you'd have to do, that's a minor issue at worst. Not using certain EVTCHR animations wouldn't be nearly as difficult or as tedious as completely reworking a majority of the Vanilla events and battles and text within and making sure all of the above work properly, because they sure as hell won't the first time.
1179
The Lounge / Re: Kon'nichiwa :)
September 11, 2015, 04:07:40 pm
Yep, to touch upon what she said about WotL, I'll quote myself from another introductory topic made today:

QuoteThe modding community here also hates modding WotL because WotL is, itself, a largely patchwork mod that's roughly forced to emulate in PSP format. For a lot of the more complex work possible with the PSX version, it would either have to be redone completely from scratch or is simply, flatly, impossible because WotL is fragile compared to PSX. It's a lot easier to make WotL unplayable than it is for FFT. Then, on top of that, a lot of the aspects of the new WotL content are basically untouchable by any current method of modding FFT.


The FFTPatcher and a few other utilities work just fine for WotL; things like a playable Balmafula or custom sprites are absolutely possible. But Jot5 would be more or less impossible if they'd tried using WotL for it, because WotL itself is basically a mod of its own duct-taped over basic FFT. The stuff that was always easy to edit in FFT (which is what the Patcher Suite covers) was edited/untouched the same way for WotL, more or less; anything else has either been drastically changed or now has so much depending on it that trying to mess with it causes the game to become unplayable.

For people who mod the PSX version of FFT, trying to mod WotL would be like going home at midnight with no light, all the furniture's been moved around, and there are now several tons of concrete on the roof, so putting too much pressure on the walls can cause the whole damn building to collapse on top of your head.

But if all you're after is the more basic stuff, then it's perfectly doable.

Also from that other topic:

QuoteThere is also a patch to fix the slowdown for WotL's spells
1180
Journey of the Five Ch.1 / Re: Re-Release Info and Changes
September 11, 2015, 02:53:41 pm
QuoteI assure you, he's kidding, Raiden will never be in Jot5


and thus the chance to put in an April Fool's release version with Raiden in Snake's place was forever ruined