DrewDragoon

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Everything posted by DrewDragoon

  1. Mod Updates

    I have two minor suggestions for the DQ8 hardtype. Firstly, I think you should increase the starting area monsters EXP (before getting Angelo/being able to farm metal slimes) to make it a smoother experience and less grindy. Second, I would make the first Timbrel of Tension available earlier to facilitate the harder boss fights. Only other suggestion is I wish this was a hardtype of the 3DS version instead, but alas I imagine that isn't possible. Also just wanted to say thanks Landon for the mods over the years, played a lot of them!
  2. I too tend to only play older JRPGs if there is some kind of mod, though for me it doesn't need to be a straight up hardtype but something to enhance the experience and make it different. Not a huge fan of LandonRays because I find a lot of his work to be not tested very well and usually has difficulty spikes. His FF9 mod however, is truly great. A few mods that I enjoyed a great deal that aren't on your list - https://www.romhacking.net/hacks/853/ Not a hardtype but the game is slightly harder. I found the classes to be as unbalanced as the original, but the variety was awesome. Several new things added to make the playthrough different enough while at the same time didn't feel too custom. (other than the glitchy class selection menu, but you deal with it once and are done with it) https://www.romhacking.net/hacks/3272/ A great rebalancing mod to make you look at characters differently and change up how you normally approach the game. https://www.romhacking.net/hacks/4134/ Possibly the best FF4 mod for people who want an enhanced vanilla experience. Again, not a hardtype but offers lots more content that feels authentic and several QoL enhancements. https://www.romhacking.net/hacks/2399/ Same guy who did the BoF2 hack I posted earlier did this one. Basically, the definitive way to enjoy FF3. (i don't like the DS/PSP version much) https://www.romhacking.net/hacks/2518/ There are several Mother 2 hacks available, but this one was probably my favorite I've played. Slightly harder, some minor changes, small bit of stuff added. Great for a replay. https://www.suikosource.com/phpBB3/viewtopic.php?f=8&t=14533 Fantastic hardmod for Suikoden 1. (there is one for Suikoden 2 as well, but I've yet to play that one so I can't recommend it yet) https://www.romhacking.net/hacks/1738/ DQ3 hardtype by zombero. Big fan of his, like all of his hacks to be honest. This one is well ... worth your time. https://www.romhacking.net/hacks/3299/ Lastly, my favorite romhack to my favorite game. So many great changes to improve the experience.
  3. So, I want to play, but...

    It's just cheeky speak to cover their own ass, just grab a rom off of any site and apply the patch. You can't even legally buy most older games anyway, as in there's no opportunity to obtain them. Only the most popular choices get available digitally, but that is still only a minor percentage of the library so torrenting/pirating is the only way to keep a lot of these games in circulation and alive as a sort of archive.
  4. Oh no problem and yeah I've already played your Covenant mod hehe I'm kind of a pro lurker. That was quite a while ago though. I wish I could leave a bunch of tips but honestly I thought the overall balance was what I expected. Next time I play it I'll make sure to keep like a thought journal or something for minor things just so you can have more feedback. Gonna try and play Grace 1.3 this weekend. Hard mods are so great because you get to relive the game again in a fresh way, it's almost like a brand new game but familiar at the same time. Wish there were more, so many games I wish had a hard mod haha. Breath of Fire 2, Dragon Quest 8 and Suikoden 2 come to mind. (I know there's a Suiko 1 mod, it's pretty good too) Anyway, I'm rambling...
  5. New FF8 Mod (New Threat) - Discussion Thread

    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!
  6. Looking forward to giving this a try. Don't have much to say, except thank you for supporting lesser known games and giving them attention! Shadow Hearts is a great series, even the 3rd game was very fun to play and the additional challenge will only make it much more enjoyable.
  7. Admin Checking In

    For my first post I just want to say I hope this website grows and finds more equally talented creators and fans alike. What you guys do here, cannot be found elsewhere or easily replaced. Godspeed friends.