Beta Testing - Feedback
#41
09 February 2015 - 05:41 PM
- Will you make Mistman available for battle has well?
- Punk chip be available without hacking?
* I would like to collect all the chips without cheating
- Will Ground Style be available?
*I'm a completionist... I would like to get all navicust programs...
I never finish BN3 back when I was a kid (did defeat Alpha but not all the post stuff). I most likely will wait until you finish this, the normal game is so easy is not even funny.
Good Luck
#42
09 February 2015 - 06:10 PM
Ken, on 09 February 2015 - 05:41 PM, said:
- Will you make Mistman available for battle has well?
- Punk chip be available without hacking?
* I would like to collect all the chips without cheating
- Will Ground Style be available?
*I'm a completionist... I would like to get all navicust programs...
I never finish BN3 back when I was a kid (did defeat Alpha but not all the post stuff). I most likely will wait until you finish this, the normal game is so easy is not even funny.
Good Luck
Howdy there! Glad to hear you're interested about the project. I'm working on it right now. I'll answer your points in order.
-I've already made a modification on FolderBack to balance it: You can only use it once per battle. After you use it, it won't appear again for the rest of the battle. This way, it opens up lots of doors for many strategies (like NavyRecycle), without being as broken as it was. Btw, I did choose Blue because of FolderBack I simply love the idea of that chip, and always wanted to see that modification on it.
-MistMan? Maybe... You tell me, check this teaser video I posted the other day! http://www.insanedif...0-teaser-video/
-Punk chip without hacking is already included in the game. I will be given when beating PunkBeta with S Rank (Yeah, I'll also included the PunkOmega battle somewhere. I have all of it planned).
-There are some White-Exclusive chips that can't really be added into the game. For example, there's Serenade, Balance, NavyRecycle (sorry. I'd really love it if I could add it), one Bass chip (iirc), an Alpha chip, and some others. Anyway. The ones from White that I *will* be adding are the MistMan's chips (I haven't thought of how I will do that yet; there's already the MistManV5 chip in the original anyway), and most of the codes of the chips from White will be in the mod as well.
-Ground Style won't be added, sorry.
-The post-game stuff? Let's just say that I will mod the battles in *all* of the game. And the most obscure parts will be the toughest ones. Just wait and see.
#43
09 February 2015 - 07:51 PM
Hart-Hunt, on 09 February 2015 - 06:10 PM, said:
-I've already made a modification on FolderBack to balance it: You can only use it once per battle. After you use it, it won't appear again for the rest of the battle. This way, it opens up lots of doors for many strategies (like NavyRecycle), without being as broken as it was. Btw, I did choose Blue because of FolderBack I simply love the idea of that chip, and always wanted to see that modification on it.
-MistMan? Maybe... You tell me, check this teaser video I posted the other day! http://www.insanedif...0-teaser-video/
-Punk chip without hacking is already included in the game. I will be given when beating PunkBeta with S Rank (Yeah, I'll also included the PunkOmega battle somewhere. I have all of it planned).
-There are some White-Exclusive chips that can't really be added into the game. For example, there's Serenade, Balance, NavyRecycle (sorry. I'd really love it if I could add it), one Bass chip (iirc), an Alpha chip, and some others. Anyway. The ones from White that I *will* be adding are the MistMan's chips (I haven't thought of how I will do that yet; there's already the MistManV5 chip in the original anyway), and most of the codes of the chips from White will be in the mod as well.
-Ground Style won't be added, sorry.
-The post-game stuff? Let's just say that I will mod the battles in *all* of the game. And the most obscure parts will be the toughest ones. Just wait and see.
I was hunting down a MMBN3 "hard mode"... and it's a pity that not many people did patches for this awesome game. I'm not a fan of those patches that changes sprites or color etc. Wanted something that could stay to the original game while being hard and just make all the chips available. Found your project and, hey, it's pretty damn awesome
- Sweet, I seriously thought you would leave it as it is. FolderBack is a breaking game but this nerf will definitely put it balance .
- I saw that video....damn, now I want to continue to play it x-x ....do you have a ETA when the patch will be finish? IDC if it's 3-5 months from now, any date would be appreciated.
- I'm aware that you can't really trade Giga chips, but damn that's a shame. At least I can complete the library without hacking so all good mate.
- Aww, my favorite style (yeah my first MMBN game was White; RIP AguaGround). I can live with that I guess.
Looking forward for future teasers mate. Decided to pick up and replay MMBN4 at the moment (while you finish the patch) since I never finish that either. MMBN3 is my favorite of the series, so I look forward to this
#44
09 February 2015 - 08:09 PM
Ken, on 09 February 2015 - 07:51 PM, said:
Yeah, 3 months is a pretty realistic ETA for *the* v1. However, a new version will be up in a month or less. These are all rough estimates, so no promises there. But I can say that estimate with some confidence.
#45
15 February 2015 - 06:53 PM
My word, it has come to my attention that this game has a lot of talking in it. I really don't remember all of that. Oh, and I hate this day... So much. SO MUCH.
#46
16 February 2015 - 09:40 AM
Making MetalMan's boomerang gear slower. Adding a delay after the Momogra's attack, and making them slower when they move on their field.
Redesigning all battles, and relocating some of the enemies because the next day is also not good at all. The Rock shenanigans aren't really good.
If you feel I should nerf any other enemies, let me know.
#47
17 February 2015 - 12:11 PM
Momogra definitely did need a nerf as there aren't many places to hit them and they swing stupidly fast, and even with a guard they STILL manage to not teleport back to the spot to be hit.
The big one that got me was Momogra + Poison Mask. If the Poison Mask uses Area panel you literally cannot attack Momogra until the panels revert back to your color. This either forces you to have an area panel or... Wait. Which is
The cannon with a fishy and the 2 rocks on your side is fair though. I see exactly what you're doing here, and it IS fair. You want to hit the cannon in the middle,but you cannot stand in the middle because the fishy can hit you from the back row because there aren't rocks, so the best spot to stand is in the back and hop up and kill the cannon. Not too bad as you can definitely fight with a rhythm and more importantly, you aren't just waiting for the enemy to line up.
We'll see how Metal Man turns out with that nerf before I say much about him.
#48
17 February 2015 - 12:20 PM
Augestein, on 17 February 2015 - 12:11 PM, said:
Good point. That's a big derp from me.
Augestein, on 17 February 2015 - 12:11 PM, said:
It should be a lot better, if it isn't, I'll nerf his HP to 800. I kept his HP so high because it's not a timed battle, but oh well.
#49
22 February 2015 - 11:28 AM
that's all I have to say about this part. Just "kashfkljsadhflkjsdhfm"
I do have a bit more after this, because my friend wanted me to go somewhere with him, so I thought I might not actually have time to record one this week, so I actually have two because I did kinda have some time. I'll post the next one later after it FINALLY uploads.
#50
22 February 2015 - 08:43 PM
And here's the second more useful video, I really need to get to doing the sidequests, but I suppose they don't matter too much. I do have a question for you though, do you prefer that I go through the quests or not? I know some people balance their games around the notion that you've done them, while some don't. Just wondering.
#51
22 February 2015 - 08:50 PM
Thanks for the vids, I'll comment about them as soon as I can.
In general, my idea is to balance the mod around getting some of the stuff, but not 100% as soon as something is available. To give an example, if the theorically max HP is say 400, I'd balance the game around having 300 or so. Kind of an abstract point, but I think you get it. I try to balance it right around the middle. But in terms of the jobs? They have good rewards, but they're not required at all, not until you hit the Post-Game.
...There *will be* better prices at the optional comps you can jack-into, I'd recommend checking those in future versions. *hint hint*
Edit: Kay, so had a bit of time to watch half of the first vid. Jesus, those formations are awful. The relocation of enemies in the Zoo area is terrible. I relocated KillerEyes, they are past that dungeon now. Also, Momogras act a lot slower during their attack animation, they are a lot more accessible now.
About BeastMan, I added a big delay before his Wide-Sword type slash so the player has a better visual cue for it, and so that there's a more obviously marked difference in the animation between the diagonal and wide slashes. I also made his general movement slower, his movement is way too fast as is.
In general, after I finish modifying the rewards and all of that off-battle content, I'm gonna have to take a good, deep look at the AI and see what's stupidly fast for the early game. I clearly had taken too sadism-pills the days that I modified the AI and made these formations. I'm taking a more relaxed approach now to make it a lot more curvey. You're being basically the auraplatonic / philsov of Hard Type, making me realise that the game will handle a lot better if the difficulty is presented in a gentle way, rather than in... well, you sure knoe what I mean after fighting BeastMan.
#52
01 March 2015 - 06:08 PM
Here's the next one. This one is a bit short because of the circumstances. You'll see what I mean in the video. That said, over all, this part isn't too bad at all.
#53
02 March 2015 - 10:06 PM
The other thing, in the zoocomp 4(is where i ran into it , and i dont know if anyone has mentioned this) there is a formation that puts you against two Shrimpy2 and a trumpy. The problem with this formation is the Trumpy is on your side of the field, even worse then that its behind you which makes attacking it virtually impossible with basic chips. I'd post a screen shot but i don't actually know how to do that. Again i dont know if anyone has mentioned this formation, but it seems more likely that you "have" to run from it then be able to beat it, unless you use something like anti damage to hit the trumpy behind you.
#54
02 March 2015 - 10:21 PM
But, since I've watched most of the ocntent already from Augestein vids, let me upload an early beta up to BubbleMan. It should be up in half an hour. It's basically a redesign of the entire game up to that point.
That formation was fixed (and redesigned, btw). Any battles where an enemy is on your side at the start of the battle (or anything odd like that) is a typo from that end and should be reported so I can fix it ASAP.
#55
02 March 2015 - 10:51 PM
I had a feeling that was just a mistake in the formation though, was just making sure you knew about it.
#56
02 March 2015 - 11:28 PM
Windviper245, on 02 March 2015 - 10:51 PM, said:
There. Released v.0.5.5.
#57
07 March 2015 - 07:59 PM
#58
07 March 2015 - 09:00 PM
Augestein, on 07 March 2015 - 07:59 PM, said:
The only issues you might have is that you will miss some of the BMDs (the ones you have grabbed), and the shops will be slightly outdates ( aka, they will be a little bit more expensive than what they should be). I wouldn't say it's enough for it to be worth the New Game, tbh, but if you'd like I could hand you a save of where you are (or better yet, before the preliminaries so you check out the tastier new Extra Folders).
tl;dr - No harmful side effects. A bit more expensive shops, and you'll miss some good BMDs.
#59
16 March 2015 - 02:32 PM
I also will say that this is still the same patch as before.
#60
16 March 2015 - 04:01 PM