Sega Chief

New FF8 Mod (New Threat) - Discussion Thread

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I'm hyped enough for this that I went and bought FF8 during the last steam sale. 

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On 8/6/2018 at 10:15 AM, Sega Chief said:

Late reply, but good news on this front; I've figured out how to do exactly that. I've set 9 as a minimum and no ceiling on how many you can draw at a time.

this is the most important thing that could have happened

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If possible, you may consider trying to make it so that certain magics can't be junctioned unless you're a certain level. For example, since Curaga junctioned to hp early is so broken, make it so that Curaga can't be junctioned until level 40. Combine that with a full rebalance of the rewards from card modding and you may have a chance at making the game remotely difficult.

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7 hours ago, Foyboy said:

If possible, you may consider trying to make it so that certain magics can't be junctioned unless you're a certain level. For example, since Curaga junctioned to hp early is so broken, make it so that Curaga can't be junctioned until level 40. Combine that with a full rebalance of the rewards from card modding and you may have a chance at making the game remotely difficult.

In mexico's french mod what he did is to make sure that no magic could be gotten before the point of the story he wanted or only in limited amount (aka if you stay LLG you will not be able to get strong magic until the endgame which is balance by the fact that late game bosses were strong even at Low Level) unless leveling up (and so make ennemy stronger) and Card Mod was only available in Disc 4 and only if you get all the cards in the game before Disc 4 (and he removes the possibility to collect cards in Disc 4 so rare card can only be transform one time (and the item they give was nerf no more 100 Megalixir with one card for instance)) which in my opinion was a great idea making Card Mod effectivly a nice reward for completionnist and makes it an ability that upgrade your characters without being to overpowered since Ultimecia's Castle bosses, Omega Weapon and Ultimecia herself were made good enough so that having Card Mod doesn't cheese them. 

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Looking forward to this project! I personally think the game should be balanced in a way that keeps the "spirit" and game mechanics in tact as much as possible, so nothing super crazy. Here's a couple of my thoughts on some posts here and the game in general on what I'd implement. 

- I like setting a minimum draw amount of 9 per draw to speed up the draw process. Maybe raise the failure chance though to balance.

- Another idea besides the above though is to remove the "quantity" part of magic altogether. Let me explain.. so basically you would draw say a Cure spell but instead of drawing say 4 Cures or 9 Cures you would just draw the Cure spell as is, in an unlimited quantity. How you balance this is by making each spell very difficult to draw with a high failure chance. On top of this you set a limit of how many times a magic can be used per battle. (Perhaps if a char is lvl 1-9 it is one time, lvl 10-19 two times and so on up to 10 times per battle at max level?) This would make players want to use magic in battle, it would remove the tediousness of drawing 100 magic and keeping it at 100 since you just do it once and also provide a reason to level up. You could also make Junctioned magic scale better according to character level. 

- I like the Card Mod ability being tweaked/balanced and made less overpowered on Disc 1.

- I would much prefer the available magic selection be limited rather than placing some kind of level requirement. If you don't want players to have Curaga early, don't allow them to get it on Disc 1, much better than level requirement IMO.

- I also like giving each character an innate element that they have an infinity towards. For example Squall could be Fire and thus cannot Junction Ice magic and cannot Junction Shiva and receives better compatibility with Ifrit. (Quistis could be Ice as an example too, perhaps Zell would be Thunder, etc)

- I would make weapon upgrades more substantial/important and perhaps add a couple extra ones to flesh out the selection a bit. I would also gate certain materials behind specific events, so players can't skip weapons in favor of stronger ones.

- Limit Breaks should definitely be toned down, with only one possible chance per turn (no abuse) and maybe only allow them one use per "critical state" so that there is an incentive to heal themselves? I don't know about this one, but I think players need a reason to stay full HP and not purposely put themselves to critical to spam Limit Breaks and break the game. 

- I would also give each character a natural affinity towards certain stats, with higher base stats than the others to differentiate them a bit more.

- I would also prefer the system in which you earn Gil to be based on battles instead of steps taken, so I don't run around in circles in town lmao

- I would also prefer if the amount of money you earn per tier is toned down dramatically, but in compensation your Seed Rank never lowers. Maybe you all could discuss this point further.

 

I'll either edit this post or reply again if I think of other stuff. Can't wait to play whatever you cook up, I'm sure it'll be as awesome as FF7!

 

Edited by DrewDragoon
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