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338706 Posts in 13864 Topics by 2217 Members
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31  Media / Miscellaneous Games / Re: Dragon Warriors on: October 23, 2014, 03:47:02 PM
I'd buy the fuck out of that PS4.
32  Media / Single-Player RPGs / Re: The Atelier Series on: October 22, 2014, 02:07:45 AM
It's definitely possible in Arland.  I'd argue it's even easier in Totori than it is in any other modern game due to the ease of reproducing items.  The same with Meruru, but it was slightly harder there than Totori, but creation of weapons/armor is easier.  It's also possible in Rorona, but usually only on NG+. The MP isn't an issue, as sleeping for ~10 days fills you right back up.

The key is to create base items en-masse.  You create base, reproduceable items, such as Supplements, with the traits you want, synth the same item into other items over and over, then reproducing the new item with desired traits by Chim or the stores.  The hardest part is getting the order right for which traits pass on to which mid-point items.  This allows you to make multiple armors with the same trait so you don't have to create a new "base" item for every piece of equipment.  It's the traits that are powerful, moreso than the items themselves.

And yes, grinding EXP is definitely the wrong mindset in these games, sans Iris/Mana Khemia I suppose  (belated edit: or when going for "adventurer"-type endings that require you hitting the max level).  A good piece of equipment is worth more than 30 levels (especially in Arland).  In E&L, attack items are extremely broken, to the point of one-hitting everything.

Also, remember that, from the very beginning, Atelier has always been intended to be replayed and these things intended to be done on NG+ unless you're using a guide to maximize item creation speed or are playing E&L with its lenient time limit.
33  Media / Single-Player RPGs / Re: Dark Souls 2 on: October 21, 2014, 10:53:19 PM
Didn't they nerf Climax pretty heavily?  I'm pretty sure they nerfed all Hexes, which is a bit silly considering how much effort you need to put into being able to use them with any decency.  Much more than any other spell or weapon.
34  Media / Game Journals / Re: Dice plays FF7 (Sponsored by Maxx) on: October 21, 2014, 07:00:34 PM
I just realized that, ever since I FFVII was released, I've been making my group a party full of druggies.  Thanks, RPGFan.

No wonder Cloud has issues.
35  Media / Single-Player RPGs / Re: i hope we get this too(WA5) on: October 21, 2014, 06:02:51 PM
Lulu's jig was great.  Not enough to distract but enough to make you look harder.  Despite the obvious goth look to her too (and how some people love it or hate it --- specifically her belt-skirt) I loved her design all in all  and took the idea of a "black mage" to a literal but interesting level... 

I'll be honest: I love Lulu. Everything about her. Her design, her personality, her voice, and so on.  I find her design quite interesting, despite how absurdly ridiculous it is.
36  Media / Game Journals / Re: Dice plays FF7 (Sponsored by Maxx) on: October 21, 2014, 04:36:01 PM
Inflict it by using the item that cures Sadness, which I don't remember the name of at the moment, via the menu.  Despite healing statuses, they act more like Potions and you can use them without having to have the status in the first place.
37  Media / Single-Player RPGs / Re: The Atelier Series on: October 21, 2014, 04:29:30 PM
Yeah, you just need to learn to abuse the system.  In E&L, the different elemental levels introduce new traits to items.  Manipulating the elemental levels to be as high as possible will make the finalized item much more powerful.  To add traits you want takes a bit (a lot) or work and generally requires 20-30 synths for just one piece of armor and the same for each weapon.  Not to mention needing to find the right traits in the first place.

Which, in my opinion, is great. I love making the ultimate equipment.

I'd suggest maybe gooing to GameFAQs and checking the E&L board.  Then searching for "equipment" or "ultimate" or something.  Usually they'll have guides for new people looking to make equipment.
38  Media / Game Journals / Re: Dice plays FF7 (Sponsored by Maxx) on: October 21, 2014, 04:25:31 PM
Yeah, I never heal Fury.  It's a bit riskier, since you take more damage and I believe you might also miss more often? It doesn't seem terribly noticable.  But it makes your limit gauge fill much faster.  You can also induce Fury by eating one of those Sadness-healers - Tranquilizer, I think.

I tend to play the majority of the game with the status.
39  Media / Single-Player RPGs / Re: i hope we get this too(WA5) on: October 21, 2014, 03:28:02 PM
I'm not into facial hair on my heroes.  Ick. Iiiick.  No please. I don't think, in gaming, facial hair has really improved how a character design has looked for me.

On the subject of breast physics, I agree that a little bounce is best, and most realistic. I'm still fond of Lulu's from X most, I think, when it comes to a larger, exposed bust. It's there, as it should be for a woman that exposed, but it's not terrible and bouncy in her average scenes.  You really only see it if she moves her arms and after the battle.

In truth, to be realistic they probably should have bounced more, but eh.  It probably would have been too much, then.
40  Media / Game Journals / Re: Dice plays FF7 (Sponsored by Maxx) on: October 21, 2014, 03:18:47 PM
So you guys change Aeris' limit break? I just keep her infinitely with Healing Wind.
Free heal.

I give her the one that sacrifices her Limit to boost everyone's to max.  I think it's her second level 2 one?

It's just too bloody strong, especially if you keep her in Fury status and she can do it if she gets hit twice or so.
41  Media / Single-Player RPGs / Re: The Atelier Series on: October 21, 2014, 03:17:03 PM
Nope, that's how it was.  I did that too, and on my very first playthrough as well.  I had all of my ultimate equipment synthesized about 3 months before the time ran out, too.  It was even more prominent on the second playthrough.

There was something very wrong with E&L's balance.
42  Media / Single-Player RPGs / Re: The Atelier Series on: October 21, 2014, 02:33:28 PM
Yeah, they clearly tried with E&L with how it went from the 3 month plan at first, then later gave you an entire year to run around and do whatever you want.

In my opinion, it didn't work.  It was just too lenient, even during the "management" parts.  Then the last year was basically a "let's burn time!" year without any real point to it other than two or three story events.  I'd rather them just stick with one or the other so that both gameplay styles don't suffer.

And to be clear, just because I'm whining about how the series has changed doesn't mean I don't enjoy the newer games.  Admittedly I didn't like E&L, but I adored Ayesha. And I might have been annoyed by the overt moe by the time Arland ended, but they were still great fun.
43  Media / Single-Player RPGs / Re: The Atelier Series on: October 20, 2014, 09:13:41 PM
Ah I need to order my Shallie artbook.  Thanks for reminding me, Dice.

And ah yes, you're right, it does seem that Violet did get a PSP port.  My mistake, I suppose.  I don't know about the sales, I suppose I could look  them up, but to be honest it's not really worth it.  If it didn't sell, I suppose it just says that the "traditional-only" fans aren't particularly numerous, which is a shame, but understandable.
44  Media / Single-Player RPGs / Re: The Atelier Series on: October 20, 2014, 05:20:37 PM
I think you're right about E&L's characters, Tomara.  Maybe given more scenes with them I'd have liked them a bit better. 

And that's fine Dagas, it just shows the difference in fan preference that I was illustrating above!   I play the series for entirely different reasons!
I prefer the more management-heavy Atelier with less sugary, but not all dark and broody, characters.  Annie's my favorite heroine in the series, though I can admit she is not the best.  I enjoy her because she's a very flawed and shallow heroine at first. 

I think your "walk in the park" comment is a consequence of the modern path the games have taken.  The earlier games, while easily inferior in Alchemy, were definitely much deeper titles that required very strict management of resources.  Certain endings are close to impossible to get without knowing exactly what you're doing and going for them right from the very start.  And this is what I enjoyed.
45  Media / Single-Player RPGs / Re: The Atelier Series on: October 20, 2014, 03:44:31 PM
There are plenty of people who love all or most of the games in the series. Atelier is going more Final Fantasy in route with its different styles than Dragon Quest's consistency.  And, just like FF, people are bound to favor one game or style over another.

The issue is that in Japan there's a pretty big split in how perception of Atelier has progressed. I believe I had a pretty big rant about it earlier in the thread, but the basics is that the series genre and tone have changed drastically since Atelier 1-6, Marie-Violet, and, has on a whole, been (forgive the slang) "casualized," and Shallie removing the time limit entirely is basically the furthest step from what Atelier originally was and represented, which was a management-heavy title with light RPG elements, great characters, an interesting world (how many other series are based on the German renaissance?), good music, and a light, fun attitude.

This is an issue for Atelier because it is so niche.  FF can keep, even gain fans, by changing genres, but Atelier needs its core fans.

It's going through growing pains, especially now that TemcoKoei owns GUST and wants it to appeal to a wider audience.  Especially after Totori's surprise popularity and Totori was a huge step in the "less management" direction.  They haven't been able to emulate Totori's popularity yet, even with Meruru, which is objectively superior, from a gameplay perspective.  

The problem for the traditional fans is that the re-release of Judie on the PSP might have sent all of the wrong messages to GUST about what they want in the series.  Judie is generally considered to be one of the worst games in the series, though it does have its fans; if they had gone with the superior Violet, conversely considered one of the best, the sales might have been better and showed GUST there is still a market for the older-styled Atelier titles.

Edit: For all my rant, I also like that they switch out styles.  I personally found the moeblobs in Arland to be a bit grating by the time Meruru hit, for example, and enjoy the darker tone they went with Dusk.  If every game in the future had E&L's characters, I probably would drop the series.
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