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Latest Member: NickRansbottom
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4156  The Rest / General Discussions / Re: The NEW Game Journal on: August 12, 2013, 02:20:51 PM
I'm pretty fucking close to being done for good with Xenoblade.

I'm three levels above Lorethia, I've got the party AND the gems the wiki recommended, and I'm just getting slaughtered every time I fucking fight her.

No idea what I'm doing wrong and it's fucking retarded that it's taking me this long to try and beat this boss.

It doesn't help that I'm fighting her in a crossroads surrounded by four pools of poison that my two party members run into EVERY FUCKING FIGHT.

Jesus fucking christ I'm frustrated.

Who are you bringing to the fight and at what level?

Additionally, have you tried equipping some Terrain Defense gems on your allies?
4157  The Rest / General Discussions / Re: The NEW Game Journal on: August 11, 2013, 08:55:12 PM
Projectu Crossu Zoneu: Welp, got my second gameover. This one's more due to some bad planning and some bullshit on the game's part where two of stage 36's bosses procced their Speed *2 skills and effectively got four turns on Chris/Jill i.e. the mission critical unit. It sucks that, unless you've put up a defensive skill on a character, there's nothing you can do to mitigate the damage from a boss's Super, which in this case ate roughly 2/3rds of Chris/Jill's total health. And then the bosses just straight up hit like trucks on top of that so that defending every turn wasn't going to keep me alive. Oh and this all happened just as I was beginning to crack the boss cluster to begin with which means that I had done almost everything else needed to be done for the stage which means I've effectively lost an entire stage's worth of progress. And just like the previous stage, this one was a massive slog as well (fighting massive sacks of HP in narrow walkways with no mass Move +2 skills and almost no Ignore ZOC skills, and you've only got 8 units, split in half to cover both halves of the stage simultaneously, getting brickwalled on everything, and that's not even counting having to open the pods where popping out an enemy costs the unit the rest of their turn.

Seriously, this isn't a bad game, I just can't wait for it to be over and done with so that I'll never have to touch it again.
4158  The Rest / General Discussions / Re: RPGfan Community Quiz Quiz Show! on: August 11, 2013, 08:22:39 PM
I neither won nor got a promotion. ;)

I think you mean Monsoon.

I'll admit that yesterday was not my finest hour.
4159  The Rest / General Discussions / Re: Index (Atlus' parent company) declared bankruptcy on: August 11, 2013, 05:02:23 PM
http://gematsu.com/2013/08/report-j-trust-makes-bid-for-atlus-parent

The epic saga continues....
4160  The Rest / General Discussions / Re: RPGfan Community Quiz Quiz Show! on: August 11, 2013, 12:31:01 AM
A couple of things.

First, congrats Mongoose on your victory.

Second, congrats again Mongoose for your promotion.

Third, Radiant Historia; if only to motivate more people into playing that.

And finally I would've posted sooner, but man alive, have I been having computer trouble today.
4161  The Rest / General Discussions / Re: So... Board Games? on: August 11, 2013, 12:23:59 AM
If Risk Legacy didn't have the "Risk" label, I feel it would be more highly acclaimed by the board game intelligentsia.

It be even more highly acclaimed if they could change the perception that you only get so many games out of the board before you have to retire it and get a new one, because this is not true at all.
4162  Media / Anime, TV, and Movies / Re: Recently Viewed Movies Episode 2: The Vampire Bites Back on: August 10, 2013, 06:42:14 PM
Disney reveals their next big animated movie Zootopia at D23 -- Source: IGN

"Walt Disney Animation Studios revealed their major animated feature film for 2016 at today's D23 Expo: Zootopia.

Director Byron Howard (Tangled) and writer Jared Bush presented Disney fans with a look at the concept art, overall plot, and the complex animal city of Zootopia."


:insert Zoolander joke here:
4163  The Rest / General Discussions / Re: The NEW Game Journal on: August 10, 2013, 04:09:36 AM
^ for VP2

I'd recommend reading about sealstone pouches (http://www.gamefaqs.com/boards/931102-/50836463)
They are very easily missable and not having them is a serious gimping.

I'm about seven years ahead of you there chief. I'm carting 3 Sealstones around right now (for reference I'm only at the end of chapter 3).


Quote
So I don't know what it is about my copy of Romancing SaGa but I'm getting sick of the game crashing every time I try entering the pub in Yeoville

WTF? You're talking Minstrel Song, right?

Hold your disc up to a strong light source and see if the foil layer's eroding maybe?

Tried that, noticed nothing out of the ordinary. No scratches or anything.

My three suspicions are that a) the secondhand Slim PS2 I'm playing on is a piece of crap (I noticed the controller that came with it was acting up so I'm using my old controller from the PS2 I got out of Best Buy several years ago), b) I REALLY need to set up shop in a more well ventilated room (my current mancave gets stuffy in a matter of seconds when I shut off the fans; these are cheap and noisy fans and I can't hear shit when I'm playing video games with them on), or c) Sony consoles need a lifetime warranty (because seriously, I've gone three for four on crapped out Sony consoles, they all have exactly the same problem of overheating and causing the game to freeze spontaneously, whereas only my SegaCD has given me trouble, and my NES (but who's doesn't?)).
4164  The Rest / General Discussions / Re: The NEW Game Journal on: August 10, 2013, 02:46:21 AM
So I don't know what it is about my copy of Romancing SaGa but I'm getting sick of the game crashing every time I try entering the pub in Yeoville, so I've decided to put the game on the back burner for a bit and play something else. In this case I've decided on Valkyrie Profile 2 because, if I can actually stick with this game enough and not get pissed off by all the arcane bullshit that every Tri-Ace game loves to pull, I'll have gotten rid of one long standing game on my backlog (fucker's been on it since 2000 and six).
4165  Media / Anime, TV, and Movies / Re: Final Fantasy Kickstarter on: August 10, 2013, 01:29:22 AM

After MOM, they can have her for all I care.

That said, Nintendo's gonna shoot them down faster than Other M's final boss (not Phantoon or the Metroid Queen; the "final boss").
4166  The Rest / General Discussions / Re: Random and Amazing Pictures, Please! on: August 09, 2013, 04:47:15 PM
Wrong line of work?


Looks like even Ronald needs a second job to afford being in poverty. I guess even corporate mascots are getting short changed by this economy and their corporate overlords.
4167  Media / General Games / Re: Xseed localizing Senran Kagura Burst on: August 09, 2013, 09:20:21 AM
http://gematsu.com/2013/08/senran-kagura-burst-coming-to-europe-in-early-2014

Hey Europe, guess what you're getting?


Edit: Should add that yours wont be digital only like ours will be.
4168  The Rest / General Discussions / Re: Random and Amazing Pictures, Please! on: August 09, 2013, 09:00:46 AM




That Krillin logic one was posted a page or two ago.

Also; daww.
4169  The Rest / General Discussions / Re: Things players think are bad but really aren't on: August 09, 2013, 05:11:43 AM
- Points of no return / permanent changes to the gameworld/characters
- Save points
- Overworld maps
- Random (unavoidable) battles

All of these things, if you had asked people back in the 90s whether they were good, would have gotten a universal "NO", but now that we've all experienced games without them, what do we really think about them?

- Points of no return look bad on paper because they take away something from the player... indeed, they may end up making the game stifled, and that certainly isn't good. But it also keeps settings from getting old, and really makes the earlier sections of the game special and not simply a "more constricted version of the endgame", it makes players want to come back and replay the game, because the beginning areas are lost to them.

The thing about points of no return are that they're a method in which an RPG can demonstrate the progression of time. The problem though is that RPGs suck at incorporating the element of time into a game, mostly because of the fact that grinding is a core element of RPGs and that takes time and introduces a shit-ton of variables such as the rate of growth compared to the number of battles fought, the luck of the player in terms of proccing lucky item drops or recruiting monsters or even the more lucrative fights in a given area versus the less so, and the skill of the player in terms of being able to finish fights quicker than others or managing to powerlevel utilizing shit like peninsulas of power or daring to cross over the bridge into higher encounter territory earlier than expected or making a beeline to the abilities that improve the rate at which you grow over other abilities first and so on.

In any case, RPGs have only explored about four different methods of incorporating time into their game and all of them have their issues.

-First is to either limit the number of battles one can fight or base your progression on said number. The SaGa series is infamous for using this method by incorporating an Enemy Rank system where increasing the rank improves enemies but its also determines which quests and events are open and which should close. One problem though is that accidentally fighting one too many enemies can set you over the limit of potentially important quests or even the quest you're on thus booting you out and only telling you to have a nice day. Another problem is that you're stuck having to fight only more valuable enemies as lesser ones only exist to waste your time. And finally there's the problem of keeping the player up to scale with enemies if level ups are to bad to use to keep up with enemies.

-Second is to passively imply it. Dragon Quest V did this with its story by carefully pacing towns and dungeons in such a manner that by visiting the next town, you would hear someone talking about the time of year or you'd see your wife collapse near the end of a dungeon leading to the next kingdom where you learn that she's not only pregnant but nine months pregnant when you just got married two major towns ago. Probably the least intrusive means of incorporating the element of time but its also probably the easiest to screw up. For instance if you don't properly pace the changes in time leading to situations where upon the player passing through a doorway can go from hearing about a couple that's soon to be married to a couple that have broken up because their marriage just wasn't working out. Likewise if you're careless about updating the commentary leading to people in the first town still talking about you having to prove yourself in the local "Be a man" trial even though you're decked out in Legendary Hero equipment, found out that you're the long lost Prince, and are a dungeon away from saving the world. Or you could run into the other extreme where its only been a week since you started your journey even though your account history shows that you've spent a cool million on Inn expenditures having stayed over for 90 or so times (to be fair to the account history most of that million is due to the typical adventure based inflation jacking up the prices of later Inns to well over 5000g a night).

-Third is to actually use time to determine the time with an ingame clock or something to that effect. Majora's Mask, FFIX, and Suikoden II are examples of games that track the passage of time for events and quests. The main problem with this that it adds a sense of pressure that most RPG players do not want to deal with, especially when they're talking about having to restart a 50 hour JRPG from the beginning in order to see/do everything. Even in games like Majora's Mask, which provides many outs and shortcuts to make resuming progress fairly easy, many players just simply cannot deal with the thought of having to restart, because they will either A) not know about them, or B) fail to plan ahead and enter into a dungeon with about 6 hours of ingame time left on the clock. And even if you don't set a hard time limit to get things done in, if you're a minute late at starting a side quest you'll either have to either wait for the clock to roll over or reload to the last save, depending on the situation. Although if you find that your save file no longer has the time left to make it before the deadline then there's a good chance that you're fucked and have to restart from scratch. Moreover if the time limit is too strict you're probably playing by guide and constantly watching the clock in the hopes of getting enough experience, currency, loot, and quests done before you have to move on, often times just straight up speed running to make it to the next save point in the least amount of time, all the while hoping that you don't cut too many corners and wind up in an unwinnable situation where the only solution is to go over the allotted time to grind up and dash your current chances at making it under the limit.

-And fourth is with dramatic changes that might as well be called points of no return. Timeskips, exploding cities, merging worlds, reaching the cutscene at the end of the current hallway, exploding continents, exploding nukes, massive earthquakes, massive floods, drifting on ship wreckage, changing disks, and so on. The most common narrative device used to advance the game is the dreaded point of no return. Often times there will be a sequence that ends with a massive change that alters everything (or at least your current location) and everything from before is lost and gone for-until you restart the game. Unfortunately, said sequences tend to not announce themselves until they're well underway and you can't back out of them. Other times, you find there's something else that needs to be done that can only be done before the skip, and its a royal pain in the ass to do. In some games, like FFs X and XIII, your view of the world is so narrow and focused that, even if the sky cracks and falls onto the ground like shards of glass, you'd only see the effects of this for about one area at most if at all. The biggest problem though comes from how far into the game it occurs at and how much does it close off. The longer the game waits, the more the game can potentially say no means no. In games like FFV and VI you can revisit many of the towns and cities from before the cut off point, and in fact, get to do more in some of them than before. And in games like Illusion of Gaia you lose over half the game to cut off points but aside from missed Red Jewels and Herbs you aren't missing much (Freeja and the first two Mystic Statue dungeons are the only big losses). But in games like FFVIII and FFIX, you lose access to almost everything aside from the final dungeon, a couple of side quest areas, and an extra couple of endgame sidequests added upon hitting disk 4.

The tl;dr is that conventional RPGs have a hard time incorporating the element of time in them and the current options available to fixing the problem are complicated and imperfect at best.
4170  The Rest / General Discussions / Re: RPGfan Community Quiz Quiz Show! on: August 09, 2013, 12:34:17 AM
And the questions are done!

Who wants to be the very best, like no one ever was?

Do I get to understand the power that's inside?

If your heart is true, courage will pull you through.

Make one wrong move and it'll kick your grass.

Its the grass we must defend.


Additionally:

What's this!? Question is evolving! Congratulations! Your Question has evolved into Quiz.
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