A new version of FFTPatcher is available! (0.492)
Started by Timbo, June 15, 2016, 08:52:49 pm
Quote from: Jack of All Trades on June 15, 2016, 08:52:49 pmList of Questions for community feedback:What do you think are the original game's missed opportunities?Out of all of the innovative features created by the community here, which would you like to see implemented? What would you like to see changed or eliminated?Since Plus and 1.X are taken, what should I name this patchHow do you feel about the Magic Guns are they worth keeping?
Quote from: Emmy on June 15, 2016, 11:23:31 pmBy new script, do you mean new story? That by definition makes it not a vanilla mod. But that's OK. I'm more interested in something that strays away from vanilla scope.Answers for your questions:1. I think the biggest missed opportunity in vanilla is the lack of variety in encounters. They made lots of interesting classes that see little/no use out of the ai. Why are we still fighting archers and knights in ch 4? The other biggest missed opportunity is making use of the arena style functionality (enemies that are enemies with each other as well as you). If they used that at all, it would partially solve the other issue I mentioned.2. Don't limit yourself to just one hack people have made. To give you an idea, my mod uses over 90 separate ASM hacks (and counting, since I'm looking for ways to use space/abilities/etc that I'm currently not using to practice learning ASM and to make the game more interesting). Just make sure that whatever you use doesn't conflict with each other.3. Without knowing what your scope is, it's hard to answer this question. Since you mentioned balance, one of the biggest balance issues in vanilla is charge time of spells vs. how much speed is attainable by characters. I've fixed this in my mod with a hack that freezes speed growth and limiting the amount of speed granting items that the player has access to, along with fixing ct of spells such that everything is worth the action to cast. Another approach, if you'd like to keep speed growth/items, is to use the hack that modifies CT (Actual CT of spell = CT in patcher - MA iirc).4. Don't settle on a name until you have a better defined scope for it. If you're changing story, you might want a name that implies a whole new game altogether.5. Depends what your focus is. I think the vanilla style ones are somewhat redundant with each other, but if you emphasize enemy absorb/null/weak elements they could be better.
QuoteList of Questions for community feedback:1.What do you think are the original game's missed opportunities?2.Out of all of the innovative features created by the community here, which would you like to see implemented? 3.What would you like to see changed or eliminated?4.Since Plus and 1.X are taken, what should I name this patch5.How do you feel about the Magic Guns are they worth keeping?
Quote from: Xifanie on June 16, 2016, 08:06:16 pmYay! Another vanilla mod! We really needed that.
Quote from: Jumza on June 16, 2016, 08:59:40 pmThat aside, I implore you to try and learn eventing when you're ready to take your mod to the next level. It's not as hard as you think, and you don't have to do it until you make significant progress otherwise if you don't want to, but it will really make any mod 1000% more attractive for prospective players.
Quote from: Emmy on June 16, 2016, 10:07:19 pmIf you're wanting to change that, you'll still need to learn basics of eventing because every place where people talk requires new text. Adding new side quests would also require learning eventing.
Quote from: Emmy on June 16, 2016, 10:07:19 pmAs for the text, honestly I've seen the vanilla text enough to not really have an opinion on what you do with it. Feel free to rewrite the story entirely if you want. To me, that should be secondary to gameplay and not the other way around. Especially if you're not wanting to do much with eventing.
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