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3691  Media / Single-Player RPGs / Re: super robot wars topic on: December 24, 2013, 04:13:40 PM
So much for not having SEED representation (then again, having Code Geass R2's Jesus Kururugi hanging out with SEED Destiny's Jesus Yamato should make for some entertaining interplay, nevermind the people who are actually worth watching like Chirico, Heero, Sousuke, and Setsuna getting together to play poker, even Roger Smith wouldn't stand a chance against that must stoic, especially if R-Dorothy jumps in....oh goddammit).

Either way, Oh Hell YES!!! Having Tetsujin 28 (even 80s Gigantor is still incredibly oldskool), the VOTOMs' trashcans on wheels (i.e. Scopedogs), FMP's walkers (which invariably means Bonta-kun), Dai-Guard (the 9 to 5 everyday salaryman's giant robot of choice), Big O (the negotiator's clod hopper of choice), and Godmars (featuring the best of low budget animation) along side Rebuild of Eva (fuck the world, we have giant robots), Gunbuster (fuck the galaxy, we have giant robots), and at least up to Arc Gurren Lagann (fuck the universe, we have giant robots), not to mention everything in between. This just needs Xabungle (diesel powered robots) and something like Braiger (space car) plus squads like Z1 again (so that I can stick Gunbuster and somebody like Arc Gurren Lagann or Aquarion on any flight enabled unit as squad leader to get those two behemoths up in the air).

Of course, if Siliconera is to be believed, then this is just part 1 of Z3. So we probably wont get the 30 Armageddon Pileup that Alpha 3 had (at least until Z3-2).
3692  Media / Brush and Quill / Re: Storytelling discussion- when multiple authors write. on: December 24, 2013, 11:13:52 AM
Aside from the fact that this thread feels like it belongs in Brush and Quill, I agree with the notion of more hands not making light work when it comes to writing. Even when storyboards are involved, unless all of the writers synchronize with each other, its just going to turn into a mess. You've got matters ranging from your example of technical detail to sweeping generalization, to even simple things like where should the story or plot arc end and what plans do writers have with the setting and characters (it would suck if a story of two kingdoms going to war with each other were suddenly interrupted by an orbital strike by an alien race, killing many named and important characters, and demolishing one side completely, leaving the story with either no protagonist faction or an antagonist faction that cannot realistically be combated against by the protagonists without turning into some kind of Arms Race, either way forcing the writers away from the originally agreed upon setting purely for the sake of one participant's indulgence (unless said example was preplanned in which case they either need to turn it around or accept that they just ham-handedly shot themselves in the foot)).
3693  Media / Anime, TV, and Movies / Re: Anime/Manga Journal on: December 24, 2013, 11:00:45 AM
I'm not familiar enough with One Piece to make predictions on most of those, but I will predict that between Robin and Usop getting toy-ified, my money's on Robin. Last I knew, she's the more powerful and thus the more likely to suffer the Worf Effect.
3694  Media / Single-Player RPGs / Re: super robot wars topic on: December 24, 2013, 08:40:05 AM

Z3 announced. For both PS3 and PSVita. A lot of returners from the previous Z titles announced so far with the most notable inclusions being Gundam Unicorn (not surprising being recent and showing up alongside Char's Counterattack), Gunbuster (first time since Alpha 3), Full Metal Panic (not sure if Fumoffu! or Second Raid will make it), Aquarion EVOL (since its a debut, they'll probably play orz straight), and one of the Rebuild of Evagelion movies (not exactly sure which one; hell, I'm not even sure the final movie is out yet).

Notable absences: Gundam AGE (ha!), Gundam SEED (although I wouldn't put it past them for a latter announcement), and Eureka Seven AO (again, ha!).
3695  The Rest / General Discussions / Re: The NEW Game Journal on: December 24, 2013, 06:00:25 AM
Suikoden 3 starts off slow, but the plot is great and the trinity sight system is really cool.

My problem with Suik 3 was that I started with Geddoe instead of like, Chris or Johnathan Taylor Thomas. Which is comparable to only playing the Gus missions in SaGa Frontier 2. I definitely liked its battle system more than 1's, though. Also I remember the map being kind of controversial but I thought Suik 1's overworld was blaeghlaughaghl.

I need to get back to this when I quit being burnt out on RPGs.

It doesn't help that the game loves to stack fights against you. But yeah, at least going through Chris and Hugo's introductory chapters helps in getting a grasp on what Geddoe is up to since he's basically the middle man in the conflict between the other two.

Home stretch in Ys Origin.  Between last night and earlier tonight I took out sand monster, giant mantis, trident girl, wizard skank, and halberd guy (had a save right before sand monster).  Pretty sure there's only one boss left, but I'm supposed to head over to my neighbors' to watch pro wrestling.  Might finish it tomorrow.  Using Yunica, playing on Hard. 

Man, that Sand Monster boss sucks all kinds of balls when playing on a keyboard. Same with that other boss you have to climb on top of to hurt its weak spot much earlier on (so much so that I haven't bothered to fight that guy in my Hugo Lunatic run).

Woot, big KanColle update!  There's a new large ship construction option so Yamato is buildable!  And there's a Christmas event crossover with Arpeggio of Blue Steel in which you can get I-401!

...nobody cares, do you...

I want to build the Yamato. =[

Are you going to get her and her entourage punked by a couple of Tincans and six Combustible, Vulnerable, Expendables (and a shitload of planes)?
3696  Media / Game Journals / Re: Final RPGFantasy VI on: December 24, 2013, 05:43:35 AM
I think this thread's been suplexed given how derailed this has gotten.
3697  Media / Single-Player RPGs / Re: Ys (IV) Memories of Celceta on: December 24, 2013, 05:41:37 AM
Since I can see so much love for the series I'm thinking of asking for an opinion.
I'm traveling right now and I'll be leaving the USA tomorrow and I was playing Ys Origin right before leaving and even thought I haven't beat it yet I can say I'm having a blast with it.
Do you guys think I should invest in Celceta right away?
Of course I want it but I got so many games this trip I'm really considering postponing it.
I got Tales of Xilia, Link between worlds, Etrian Odyssey millennium girl and even pokemon x which I didn't want but ended up getting as a gift.

Basic question, do you guys think Ys of Celceta should skip the long line among those mentioned games?

I'll say this much, Xillia should be at the bottom of that list, no question.

Otherwise, tLoZ:aLBW is a great game but a short one, it won't tide you over for more than a week if you play conservatively, or two days if you go flat out and know what you're doing.

EO:MG and PokeX are both good time sinks for their respective genres. But inversely, you'll have to put a lot of time into them before you can finish either.

So Celceta should probably go between aLBW and EO:MG if you want to get through as many games as possible during this trip, or bring EO:MG and PkmnX with you if you're just looking for something to tide yourself over until you get back (plus its always better to travel lighter where possible).
3698  Media / Single-Player RPGs / Re: Are turn-based console RPGs officially dead? on: December 23, 2013, 03:40:04 PM
Aeolus, I don't feel that any of the changes you suggested are really addressing the core problem, namely the lack of depth and complexity.  Maybe the changes you suggest make more logical sense, but I don't see them fundamentally changing the way the game is played.

Let me give an example of the sort of thing I was thinking of.  Status effects don't necessarily have to be big things.  Let's imagine introducing a 'stunned' status.  Certain big attacks could have a chance of leaving an enemy stunned for a short period of time and as a result they could be more vulnerable to a follow-up attack.  But this is still being done with an attack so you don't feel like it's a complete waste even if the status doesn't take.  Anyway, a stunned enemy should take more damage from another attack and probably lose the chance to dodge it.  This introduces the opportunity to make types of attacks that are particularly effective against stunned enemies, for instance another character could have an attack that does a lot of damage but has a low hit chance normally.  It might not be a good attack to use against an able-bodied enemy but if you get the chance to use it against somebody who has already been stunned then suddenly it seems like a great thing to do.

Now let's add another wrinkle.  I said it should take a 'big attack' to cause stun.  Well, let's make that actually mean something in the game.  A big attack should leave the attacker vulnerable for a short period of time.  Not as bad as being stunned, but let's say there's a short 'guard down' period because they just make a giant swing with their big hammer or whatever and can't readily defend themselves.  You might want to have yet another character cover them during this period to reduce the chance of being counterattacked.  So instead of just whacking the enemies with each character's best attack every turn you have to coordinate the actions of three different characters to maximize their abilities.  But the end result should be (if it's balanced right, anyway) more effective than each character acting individually.  Now introduce a stamina mechanic or something similar to limit how often these special abilities can be used and you really have to start thinking about when to use them.

And let's talk about magic for a second.  Anyone in the process of casting a spell should have a similar 'guard down' status at the very least.  Furthermore let's take a page for D&D rules and say that there should be a possibility of interrupting spell casting if the caster takes sufficient damage during the casting period.  There's another area where a cover type ability would be genuinely useful, to make sure your casters can actually cast.

None of this really demands dramatic changes in the mechanics of play, but having these abilities that interact with and complement each other dramatically increases the complexity of play.  That's what the goal ought to be.

So in other words, do what Xenoblade did but take it one step further and add in interrupts.
3699  Media / Game Journals / Re: Final RPGFantasy VI on: December 23, 2013, 09:00:19 AM
Well, with a 6 character limit for names, yours didn't fit =/

Will you be utilizing the Renaming Card to get more Fanners in?
3700  Media / Single-Player RPGs / Re: Are turn-based console RPGs officially dead? on: December 23, 2013, 05:05:26 AM
No. They still have their 40 seconds of dramatic camera panning battle intros. At least FFVII wasn't really too bad about it (not as bad as VIII and IX were).

Have you thought of something that's better than your described "puzzle boss", because honestly that's the best I can see RPGs doing (although you can do those poorly by giving them instant death moves etc, the best puzzles at least give you a chance to figure them out instead of making you reset the game 6 times).

Yes, it's called being a strategy game.

The main difference I see between real strategy games and RPG "puzzle boss" type encounters is that a real strategy game requires you to think more than one move ahead.  You don't need to only consider the immediate situation but also how you're going to be setting yourself up in the future.  "Puzzle bosses" don't really demand that.  You just need to know that when the boss does X you need to do Y and that's it.

So how do you do that in an RPG?  For one thing you could have meaningful buffs/debuffs/status ailments.  You could also experiment with variable cool down times for different moves so for example a big attack might leave you vulnerable for a length of time so you actually have to think about when to use it.  And for the love of god make healing actually take some effort.  Make it take time instead of being able to restore the entire party from 1 HP to full health with a single spell.  A corollary to this is that bosses shouldn't have attacks that take the entire party from full health to one 1HP in one unavoidable hit unless you just want the game to become an exercise in frustration.  And in general resources should be limited so you have to be careful about when to use them.  The biggest problem I see with most RPGs is when there are little to no consequences for just spamming your best attack all of the time.  If there are no consequences for that then there's no reason to do anything else and of course there's no strategy.  The end result is just a contest of numbers.

But moving away from RPGs for a second, if you're claiming that turn-based games in general can't do better than "puzzle boss" type challenges then as a fan of turn-based strategy games in addition to RPGs I think you're friggin crazy.  The real question that we should be asking is why are so many RPGs lacking the elements needed to offer strategic challenges.  Why do they need to resort to petty "puzzle boss" type tricks in the first place?

I agree with the notion of doing something to fix status effect spells. Namely, by getting rid of those "high-tier" status effects like Death, Break, Stop, and Frog/Pig/Mini, making stuff like Poison, Sleep, Blind, Berserk, and Silence more effective, putting short time limits on how long status effects last for before wearing off naturally, and reducing the methods of healing them.

-For Poison, make it do more damage but wear off naturally after a couple of turns so you can't just stick it and forget it and let the DoT melt through the HP of brick shithouses and HP marshmallows.
-For Sleep, let it last for like one or two turns at most and serve as an interrupt rather than just Sleep then nuke with Magic (I mean, I'm pretty sure getting hit with a Fireball to the face will wake anybody up just as effectively as a Sword to the face would).
-Blind should drop accuracy by a shit ton, maybe make skills or equipment allow you to mitigate the loss of accuracy from Blind but don't block it so it can always remain an option.
-Berserk should change an enemy's skill set or your own when afflicted by it but not limit you to only attacking and maybe merge its effects with Confuse so the afflicted's attacks can either go toward their opponents and/or their allies (maybe even force them to burn up strong attacks with friendly fire off or something; there's a lot you can do with Berserk to make it far more meaningful than what Final Fantasy ever did with it).
-And Silence should shut down spells as usual and maybe turn on friendly fire from Blind allies.

Meanwhile you don't need to completely throw away stuff like Death and Petrify since you could make those more story based. A certain boss fight might end with a sudden Petrification spell that would knock out a character or two at the end of the fight, and now suddenly this event has suddenly necessitated a sidequest to fetch the means of undoing such an effect, and maybe if you fight that particular fight well enough you can avoid the need for that sidequest. And perhaps make Death both harder to deal with, but also make it harder to be afflicted by it (although I'm not exactly married to this idea). Either way, just by fixing status effects, RPGs in general could really benefit from it.
3701  Media / Game Journals / Re: Final RPGFantasy VI on: December 23, 2013, 04:13:29 AM
You know, I just can't see Eusis hanging out with just AgentD and Klyde Chroma.
3702  Media / Single-Player RPGs / Re: Fire Emblem 3DS on: December 23, 2013, 04:01:57 AM
So today's M&M's birthday. She got
her brains scrambled. At least she walked away from certain Disney Death (albeit not as well as other victims of Disney Death).

Also, if you haven't figured it out by now, M&M stands for Emmeryn, Chrom and Lissa's older sister and Ylisse's former ruler before her long walk down a short (but tall) rock spire in the middle of a barren and rocky wasteland back in chapter 9. She must have taken some Vaxasplat (a proud product of Prescott Pharmaceuticals) beforehand. :P

Anyways, despite her handicap, M&M's still a great Staff Bot (losing out to a female Avatar as well as Lissa's and Maribelle's vastly superior availability). Her +4 Magic cap modifier can only be matched by a Magic focused Avatar taking only Strength, Skill, Speed, or Defense as a penalty, and her closest Gen 1 competitors are Miriel, Tharja, and the Shadowgift user. Unfortunately on top of that is not a hell of a lot else since almost all post game characters only have a +2 to their overall stat cap modifier so she's eating hefty -2 Strength and Defense penalties with only a paltry +1 in Speed and Resistance to offset those.

That said, her class spread is almost pure staffbot as she gets the Cleric, Troubadour, and Pegasus Knight class trees (and since she's female, she can also get the Bride class from DLC), missing out on only the Trickster class for staff access. And with that said, despite only having 8 classes to choose from, she has the skills of a full 9 classes thanks to coming built like a Sage raised from a Mage instead of a Cleric/Priest (i.e. she's sporting the Mage's Magic+2 and Focus skills by default despite not actually having access to the class in question). Of course she could also moonlight as a Rally Bot instead by taking Rally Love, Rally Movement, Rally Speed, Rally Magic, and either Rally Luck or Rally Resistance. Or she could go on the offensive as a Dark Flier or Valkyrie with Tomefaire, Magic+2, Support Boost+, Galeforce, and either Miracle or Renewal.

Either way though, she'll make for a great Rally and/or Staff Bot since she can't support with anybody beyond the Avatar and their possible child together like all post game characters are want to do, hence nobody wanting to pair up with her. Unfortunately, like most childless parents, she really doesn't offer Morgan anything beyond her +4 Magic cap modifier and there is a better way to get an even higher Magic cap on a male Morgan through Ricken!Laurent.

Basically, like most other post game character's, M&M doesn't have a job that can't be filled by other/better characters and her child bearing prospects are dismal at best, however, she's still useful as a pure support unit if nothing else which is more than most post game characters can offer. Actually, she's the closest this game gets to a pure Gotoh archetype (except for the whole post game thing; maybe she's more akin to Nomah in that she comes super late and isn't quite good enough to be a crutch character but can still be a decent Support Bot if you're really hurting).
3703  Media / Single-Player RPGs / Re: Things you can’t bear in RPGs on: December 22, 2013, 05:29:28 PM
Holy thread necromancies Batman!

Right now, I'm not too sure. My time playing RPGs have been cut back generally speaking and recent stuff like Xenoblade did a lot to address some of my long standing grievances with the genre. Honestly, this generation hasn't been nearly as bad as the last generation was about RPGs. Of course we're not getting as many as before due to developers going toes up or fleeing to mobile devices/browser games, and even big devs like Squeenix have really fallen behind, especially in regards to Final Fantasy and Dragon Quest.

I guess I could always say that there needs to be fewer CCG based RPGs since they're not really RPGs.
3704  Media / Anime, TV, and Movies / Re: Anime/Manga Journal on: December 22, 2013, 05:12:34 PM
Biggest Disappointment:
Kill La Kill
Barebone story, so-so animation, unlikable lead character and just overall boring. The only thing the show ever had going for itself is the TTGL name.

I won't defend the fact that it was probably one of the most disappointing anime of the season since, while it is good, it is not as great as the names attached suggested and the hype built up for it didn't help either (as there was a ton of that). But barebones story? Whatcha' talkin' about!? The show's got like five different factions running around/competing with each other at this point (assuming the blonde-haired girl recently introduced is on her own side, since she seems more of the assassin-for-hire archetype rather than a high-level minion type like the big guy from Nudist Beach is) and a sixth side is on the way once this field trip to the western front (for fun and conquest) kicks off. As for the so-so animation, I'd say its about on par with TTGL. Especially the fight scenes as they're kinda chaotic, not particularly detailed, and very much over the top. And the lead character is your typical martial arts movie protagonist in every way (outside of donning Magical Girl Power Armor, wielding a sword, and being the son daughter of not-Shin Mazinger Z-hen's Professor Kabuto (another anime I've got to get around to watching one of these days)).
3705  Media / Single-Player RPGs / Re: Are turn-based console RPGs officially dead? on: December 21, 2013, 10:49:19 PM
How many turn-based RPGs prior to like 2003 actually required planning and strategy?

I would argue that the planning and strategy in most tradition RPGs was never about individual battles but rather the larger picture of managing your resources.  Do you have enough supplies to make it through the dungeon, do you want to waste your MP on a big spell here or save or for later, etc.  Even questions like what to spend your limited money on.  There are certainly many old games that required planning on that level, particularly ones in which what you could carry was limited (if you have 99 ether potions on you then that kind of eliminates a lot of the challenge...).

I think it's modern games with their HP-and-MP automatically recover mechanics and of-course-you'll-have-enough-money-to-buy-everything-not-nailed-down game balance that have ruined a lot of this...

Ehhh I can't think of any RPGs where comestibles were both really necessary and expensive enough compared to the money you get so that you'd have to budget.

And even then, it's less a case of the player needing to budget and more a case of the player needing to grind.

It's like in Odin Sphere, where you had the dark levels/levels that did constant damage. You'd need a certain number of counter-potions to get through those and it wasn't a case of planning or carefully budgeting your item usage. There was a hard minimum quantity you'd need to progress, you'd need to grind vegetables till you got them, and the whole thing just served as a really time wastey lock on progression.

Actually, FFs 2-5 were like this to a certain extent since Phoenix Downs were expensive as heck early on (like 30k instead of 300 apiece) which led to some of the early game challenge since you couldn't just toss revives around like candy. And even when the Life spells started rolling around, having a couple of Phoenix Downs on hand was still useful in case your Staff Bot went down. Also FFs 2-4 had really limited inventory space due to a really small inventory screen and the fact that key items would usually clog up that screen (and in FF2, items didn't stack, making space a true premium in that game). Of course, once you got regular access to the Fat Chocobo, inventory management became almost entirely about busy work of having to either schlep it all the way back to the FC to off load your loot or sell them for some quick but meager cash.

Of course by FF6, all of this was all out the window since you never had to worry about anything resource wise (except for maybe Holy Water of all things since there wasn't anything spell or command wise that could replicate its effects). Your Bag of Holding inventory was truly infinite, aforementioned items were cheap and easy to come by (Tinctures were the only thing resembling expensive when you first see them at 1500 a pop, but they're useless for almost the entirety of the game), and MP wasn't an issue at all due to personal skills not taking any up and Shiva and Osmose showing up shortly after you unlock magic for everybody.
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