Sega Chief

New FF8 Mod (New Threat) - Discussion Thread

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I have an alternate suggestion, though I'm not sure it's possible to code easily. Make it a blend of the ff1 + ff8 system.

Let there be a certain cap on how many stores of each spell a person can have, and let those spells be replenished after battle. They would either be restored outside of battle or with resting, either would be fine. If the cap is low enough this still allows for there to be a purpose to using the draw ability in battle. (I'm imagining either the ff1 9 max cap or perhaps even 5 if spells are restored outside of battle). The caps could increase either linked to level (ie lvl at <10 only able to store 1-2 lvl 1 spells, lvl <20 2-3 lvl 1, 1-2 lvl 2, etc.) or linked to drawing certain spells (ie drawing thundara grants a cast of thundara and an extra cast of thunder). The spell bonuses would obviously be adjusted to be proportional. This may require disabling the trading magic function to make any sense.  

I'm somewhat unfamiliar with how ff8 handles spell consumption, but it would add a bit of strategy if using one of your only spells reduced the associated stat drastically.

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Really interested in this mod project. Any updates? New videos? Anything?

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Hey Segachief,

I just finished your FF7 New Threat mod and LOVED it. I can't describe how excited I am about FF8 getting the same treatment.

I'm really curious to see / hear what you're doing about balancing junctioning and card mod since they are both obviously super over powered. Also, please change how drawing functions. As much as I love FF8, there is nothing more boring than staying in a fight I don't like drawing for like an hour just to get 300 of a spell that I then cannot use because it will lower my stats.

Someone else already mentioned making junctioning weighted towards the lower end of the spectrum (i.e. getting like 60% of the benefit at 20 spells). I think thats an awesome idea. May I also suggest having the benefit top out at 60, leaving people with up to 40 instances of the spell to use for free before it starts affecting your character a little bit. 

Story wise, I don't have a suggestion as much as a request. Any chance you can make it "cannon" that Ultimicia is Rinoa in the future because Squall dies at the end leaving her alone in a world torn apart by time compression? (Its my favourite interpretation of the game).

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Update on current progress, a demo of the Alpha build is currently out with a few people for initial testing; a public release of the demo will be out soon once technical and balancing problems are sorted out.

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Could you alleviate the pressure to immediately draw 100 of everything by limiting the number of spells that you can draw from each enemy?  Grinders gonna grind, but at least this way it's more like EXP in that it will build up slowly over the course of a dungeon if you're not explicitly grinding.  Of course, it would probably have the issue of making the player even more reluctant to actually cast things.

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What about removing the absorbed spell from Draw list? like when you do it with GF... so that you also have to decide whether to cast free spells or stack some of it(mostly before landing the final blow)

Monsters basically become living Draw sources packs

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FF8 being really close to my heart despite its flaws, I find this project to truly be a godsend. Especially after Segachief already sexed up FF7 to such remarkable heights, I can't help but count days until this thing becomes a reality. 

I'm really curious as to the current gameplan/verdict on some of the more fundamental aspects and mechanics of the game.. 

Is the current plan, or more profoundly, the starting point and philosophy of the mod more along the lines of: 

           -Attempting to preserve some of the more unique aspects of FF8 and bringing attention&focus on balancing said aspects or.. 

           -Creating whole new systems/taking a merciless axe to the mechanics that made the game "broken" in the first place and then implement something entirely original and/or tried&true in their place?

For context, here's some of the more interesting aspects about the systems and how they could contribute to the game, were they working as intended...

1. Junction system (=Giving players freedom to spec the characters&the strategic choice of using spells in favor of the stats they yield and vice versa)

2. Limit Breaks (=The option to go for a high risk, high reward playstyle&the possibility of Limit Breaks happening more often due to crisis system, giving way to challenge runs such as only Limit Breaks)

3. Refinement&Card Mod system (=An alluring option for old school Farmaniacs such as myself, high amounts of one item refines to better ones&the obvious benefits of Triple Triad and card collecting[though none of this should be mandatory, just a bonus/alternative method for those who want to indulge])

4. Drawing magic (=To risk it and draw high level magic from a hard boss, or not to risk it and draw high level magic from a hard boss? Sadly, this is about as far as this mechanic can go as-is.)

5. GFs... Well, this is one I never much cared for in FF8. How they worked, that is. I suppose them unlocking stuff is neat, but it'd be more strategic if they only unlocked a few stats, for example, so you'd have to think which ones you want junctioned&buffed for each character instead of being able to buff every stat for everyone.

Anyways those are some of the things that make FF8 what it is, methinks, and differentiate it from the rest of the series. Personally I hope you've opted for retaining the uniqueness, however unbalanced the systems might've been and simply work to realize those intended goals in a more successful way than the original game. 

 

 

Edited by Hapanpappa
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I have a proposed solution for Zell's limit break (This is assuming you keep the one limit per battle rule) 

 each combo he does could either debuff the enemy's stats or buff his so he can adapt to the fight,

he is a martial artist after all so it fits with his theme to learn an enemies weakness as he fights and to adapt his fighting technique so for instance

punch rush could increase Zells speed by 5% or debuff the enemy Speed by 5%  ( I'm pulling these numbers out of my ass for an example )

It depends on balance whether he buffs his own stats for the rest of the fight or debuffs the enemy, both themes fit, he is making himself more capable by adapting

or

He is exploiting the enemy in such a way to weaken it for the party 

This would  give incentive to not just booyah spam and for the sake of balance you could nerf the damage of those attacks given the stat component to them 

You could also increase the stat bonus for high level combos like final heaven to reduce enemy Vitality by a % or flat number , or give the buff to Zell if that's too strong 

There could be a mix such as half the moves debuff the enemy and the other half buff Zell as he has more combo's than there are stats and some stats may be too strong

to debuff on certain bosses.

 

 

 

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