Lockirby2

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About Lockirby2

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  1. There looks like a lot of "not Final Fantasy-ish" stuff in this game, which will make it interesting to play through. I definitely want to try this out.
  2. So, I finally got the chance to try this thing out. Some general thoughts: Randomizing characters/Esper allocations/Espers/Magicite: This works out extremely well, and it ends up being the core of what makes BNW Gaiden fun to play. Although I doubt that many individual seeds offer the build variety that vanilla BNW does, I had a few builds to choose from even within the single seed that I played (even though the replay value is *supposed* to come from playing through different seeds >.>). That said, some of the more restricted characters ended up being really fun to play as well. One issue is that some of the game mechanics are more than likely to become unbalanced. Sabin's Blitzes are supposed to be held back by a mediocre, unboostable Magic stat, and Throw is no longer attached to a piece of paper by necessity. On the other side of the coin, Umaro is less likely to have access to his special Relics, and Sketch probably won't be able to benefit from having a brush equipped. Regardless, I'm happy with how this has turned out. Randomizing equipment: This worked out less well IMO. The biggest issue I had with this flag is that changes to Evade and Magic Evade were all over the place. Since the evasiveness of equipment doesn't really scale much over the course of vanilla BNW, this means that any helmet that gets an evasion boost can be combined with Relics and armour that got evasion boost as well. My brother tells me that his seed isn't like this (and he would be as quick to jump on this as I would), but I suspect that it happens more often than not. As defensive and evasive stats tend to be even more powerful when they are already high, this often pigeonholed me into slamming the most evasive armour on everybody and calling it a day. By the Cave of the Sealed Gate, I already had a Terra with perfect evasion and 100+ Magic Evasion. This fits in fine with the janky vanilla BC, but not as well with BNW. That said, the monsters are generally tougher when they are randomized, and there is a better spread of adversarial evasion piercing moves than in vanilla BC (thanks to the prevalence of moves blocked by Stamina), so my main issue is the equipment vs. equipment balance and not the player vs. enemy balance. The good news is that the amount of "random" for each flag can be customized separately, so I can drastically reduce it in this case. Randomizing treasure/shops: I thought that the sense of progression was weakened slightly more than I want, so I will slightly turn down the "random" on the treasure flag for next time. For the most part, it does what you expect it to. Randomizing monsters: One thing to note is that monsters typically get tougher in BC randomizations, but the changes are mostly to stats. I haven't played BNW recently enough to know exactly how much monsters have changed, so it's hard to do a good comparison (especially thanks to this being my first playthrough with n-ATB). One thing that I can say is that many of the WoR bosses, which were already teetering on the edge of dragging on for too long, now take ages to kill. Special mention goes to Guardian, who went from being a buffet where you can snack on previous bosses to a set of six three-course meals that you have to eat in sequence. Bugs: If Gau uses a special move with the Omega Weapon, the game can do this: EDIT: Dang it, I can't figure out how to fix the spoiler box. I wish there was a way to edit the source version of the post. Or maybe I just can't find it?
  3. The Beyond Chaos Discord also thought it was an April Fool's joke.
  4. I don't think this would really help this problem (even if we consider this to be a problem worth fixing). For maybe half the game total, you can park the airship right next to where you want to enter. Other overworld travels tend to be short, unnecessary to repeat, and/or skippable by chocobo. This might make it less tedious to return to the Veldt to farm Rages at some points though.
  5. I choose to blame the unintelligible lyrics on Google's poor translation services.
  6. Thanks for the gift @Polaris! The image is great and unique, and it fit nicely on my Desktop after I tweaked a couple settings on Windows. There are quite a few nice little details in this picture. No worries about it being a bit late, as I was visiting relatives without internet for the last few days. If you're going to change something, maybe you could move Goddess away from the rubble? It's a bit hard to see her down there. Other than that, it looks perfect.
  7. It really depends on your playstyle. A 100 000 GP pricetag won't discourage everybody from respeccing often, but it would discourage many, including me. And I don't think that anybody will grind 400 000 GP before every dungeon to respec for that dungeon/boss, which is the main issue that this system is trying to eliminate. I don't think you are pigeonholed into choosing between repeccing/ignoring characters either; a character with no Esper levels whatsoever is perfectly viable in BNW, and a poorly built character for a particular part of the game is more viable than that. It's not like older games like Dragon Warrior where the only options are grind or fail.
  8. My affront to humanity gift is for @Kaffe Myers. Unenjoy!
  9. 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.
  10. I, for one, would ignore any paragraphs written, unless I didn't have any ideas. Half the fun is trying to piece together what somebody might want, even if it's harder and I might make a mistake.
  11. Well, one year I made an LP for somebody. So "I can play video games" is enough, if you want to do something like that. I'm in.
  12. Hello GrayShadows!
  13. Unfortunately, I only did overworld stuff for ROTDS. I could probably learn how to create indoor maps as well, but anybody could arguably do just as good a job. It's a whole different ballgame because the indoor maps use multiple layers, and the tiles interact quite differently. Because Ebot's Rock's rooms are mostly on the same map, and it's randomly chosen whether the rooms have passageways between them, you couldn't just take one of the rooms and make it watery. You could add in another map for 2.0 with some of Madsiur's expansions, and we could make a new room (or set of rooms) on that map. Alternatively, we could make a clone of the original map. Then we could set the event code to have a 50% chance of sending the player to the flooded version of the map (which would presumably have the Serpent Trench palette and possibly a ripple effect), and a 50% chance of sending the player to the normal version of the map. I'm not sure if that would enhance the mazelike effect of the place, or come off as a lazy/transparent trick. It would certainly require less effort, and I don't think it would require applying expansions to duplicate a map (if you want to avoid that). PowerPanda from FF6Hacking was working on the scenario changes. I liked his thought process on it, so I suspect the result is good, although I haven't tried it.
  14. Yeah, I've always thought FFV wanted to have a separate passive ability slot, at the very least.
  15. This time I've played vanilla FFT, so I won't even have beginner's luck on my side.