|
On October 12 2014 10:31 Cixah wrote: Soniv.
I got to go backstage an meet the guys in the band. Jelly? I'll post pics when I got home. The blade is awesome up close :3. which band?
|
|
|
On October 12 2014 10:31 Cixah wrote: Soniv.
I got to go backstage an meet the guys in the band. Jelly? I'll post pics when I got home. The blade is awesome up close :3.
Incredibly
|
On October 12 2014 09:13 Slayer91 wrote: you give me cancer sufficiency
8 was legit bad. I really don't see any redeeming qualities of it. Like, monsters leveling up with you kind of bad. Who the hell came up with that idea?
X-2 is underrated but it's an OK game. A lot of people fail to understand that X-2 is a light hearted game. X-2 does have a very interesting system with its combo system and a fairly big step forward for the franchise.
|
I don't see anything wrong with monsters leveling up with you. Seems pointless to powerlevel just to win the game. I didn't notice it though.
By far the most jarring criticism is that the draw system is really really dumb because its just a time sink. Other than that I don't see anything else wrong with it.
Maybe less non-story shit to participate in? I know X-2 was supposed to be light hearted and the combat in 8 wasn't the best but everything else was great.
|
On October 12 2014 10:56 Slayer91 wrote: I don't see anything wrong with monsters leveling up with you. Seems pointless to powerlevel just to win the game. I didn't notice it though.
By far the most jarring criticism is that the draw system is really really dumb because its just a time sink. Other than that I don't see anything else wrong with it.
Maybe less non-story shit to participate in? also the story was juvenile and really poorly constructed. the squall was the worst designed character of all of them, unfortunately because there are some legitimately good characters in the game but almost none of them are the main characters.
the best part of the game was Laguna and the card game.
|
The card game was the worst. Like who gives a fuck about the card game. It's supposed to be Final Fantasy.
And yes the Draw system. Totally forgot about how much I hated that.
|
Im streaming if people are bored
twitch.tv/ghandieagle
|
On October 12 2014 11:08 Sufficiency wrote: The card game was the worst. Like who gives a fuck about the card game. It's supposed to be Final Fantasy.
And yes the Draw system. Totally forgot about how much I hated that.
I loved Triple Triad.
|
United States47024 Posts
On October 12 2014 10:56 Slayer91 wrote: I don't see anything wrong with monsters leveling up with you. Seems pointless to powerlevel just to win the game. I didn't notice it though.
Leveling up in JRPGs is largely a matter of creating the illusion of player advancement. Enemies leveling up with you breaks this because it makes advancement seem pointless.
If you want to prevent powerleveling, it's generally more sensible to just design the game with a finite number of encounters rather than still having unlimited encounters but making leveling pointless. This also lets you design fights for a specific level range which you expect the player to be in, rather than the encounter having to be scalable for any level 1-100 (which generally just results in poorly designed fights).
|
To me leveling is almost completely pointless in JRPGs aside from gaining new skills, since as you level up you meet stronger monsters anyways. There's no real feel of progression unless just gaining numbers feels like progression. On the other hand, a good JRPG gives you skills which really affect combat and make you feel like you have more options.
|
United States47024 Posts
On October 12 2014 12:10 Dark_Chill wrote: There's no real feel of progression unless just gaining numbers feels like progression. Hence why I said the illusion of progression.
For a lot of people getting bigger numbers does feel like progression. WoW and Diablo as games are fundamentally built on that idea.
|
By that argument pretty much every game has only an illusion of progression.
|
United States47024 Posts
On October 12 2014 12:16 Sufficiency wrote: By that argument pretty much every game has only an illusion of progression. Well, no. The contrast is with actual progression where the player actually improves a skill toward beating the game, rather than the illusion of such through a player's character having bigger numbers. The rewarding feeling of advancement is one that a lot of games play off of, and most use a combination of real advancement vs. fake advancement. You have to get better at the game AND your character improves.
Power-leveling simply allows a player to advance without actually improving any real skill and instead just purely increasing their characters' numbers. Scaling encounters are a way for the developer to combat this by preventing the player from making any real headway through power-leveling. However, again the biggest problem with scaling encounters is that it puts an incredible burden on encounter design. If you're going to have level 1-100 versions of every fight, then the burden is on you to make every version a reasonable challenge for the player. Across every encounter in the entire game, this is basically an impossible task for the designer, especially because the power level of the player is very much non-linear given how things like new skills, items, etc. influence their strength in a non-straightforward way. It is much easier to have a finite number of encounters in the game, and then design encounters for the level range in which it must be feasibly met by the player, rather than having to scale every encounter to a lot of different levels of player power.
|
On October 12 2014 11:49 Gahlo wrote:Show nested quote +On October 12 2014 11:08 Sufficiency wrote: The card game was the worst. Like who gives a fuck about the card game. It's supposed to be Final Fantasy.
And yes the Draw system. Totally forgot about how much I hated that.
I loved Triple Triad.
I actually own a bunch of irl triple triad cards lol I can't remember where I got them (they are the japanese version not sure if us exists) but yea. kinda pointless since I have nobody to play against but the collector in me can't help myself sometimes
also 8 was really good in pretty much every aspect but the battle system, and despite it being bad you could get some pretty epic fights using Draw>cast there were a lot of things about that game that were mind blowing at the time of release, the graphics, the FMV movies just happening mid gameplay, that wasn't something that games could do before that game came out.
also Laguna was cool but Irvine was the best character pls px
|
On October 12 2014 12:21 TheYango wrote:Show nested quote +On October 12 2014 12:16 Sufficiency wrote: By that argument pretty much every game has only an illusion of progression. Well, no. The contrast is with actual progression where the player actually improves a skill toward beating the game, rather than the illusion of such through a player's character having bigger numbers. The rewarding feeling of advancement is one that a lot of games play off of, and most use a combination of real advancement vs. fake advancement. You have to get better at the game AND your character improves. Conceptually power-leveling simply allows a player to advance without actually improving any real skill and instead just purely increasing their characters' numbers. Scaling encounters are a way for the developer to combat this by preventing the player from making any real headway through power-leveling. However, again the biggest problem with scaling encounters is that it puts an incredible burden on encounter design. If you're going to have level 1-100 versions of every fight, then the burden is on you to make every version a reasonable challenge for the player. Across every encounter in the entire game, this is basically an impossible task for the designer, especially because the power level of the player is very much non-linear given how things like new skills, items, etc. influence their strength in a non-straightforward way. It is much easier to have a finite number of encounters in the game, and then design encounters for the level range in which it must be feasibly met by the player, rather than having to scale every encounter to a lot of different levels of player power.
Most RPG games do not have the kind of mechanics built into it that allows the kind of "skill progression" you are talking about. "Skill progression" is not even why people play RPG games.
|
United States47024 Posts
On October 12 2014 12:28 Sufficiency wrote: Most RPG games do not have the kind of mechanics built into it that allows the kind of "skill progression" you are talking about. "Skill progression" is not even why people play RPG games. I don't disagree with that.
What exactly was your point?
|
I just like feeling like a hero, i even wear a cape while i play.... Unless its D3 then I grab my clothes that have cuts and rips all over because I feel like a hulking badass and go HAM on everything.
|
What the fuck am I supposed to build on Sven? i've literally tried everything :< but if you get even a little behind he feels completely worthless.
|
United States47024 Posts
Depends a lot on the game and the teamcomp.
|
|
|
|
|
|