• Content count

  • Joined

  • Last visited

Everything posted by Lockirby2

  1. I choose to blame the unintelligible lyrics on Google's poor translation services.
  2. 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.
  3. 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.
  4. My affront to humanity gift is for @Kaffe Myers. Unenjoy!
  5. 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.
  6. 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.
  7. 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.
  8. Hello GrayShadows!
  9. 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.
  10. Yeah, I've always thought FFV wanted to have a separate passive ability slot, at the very least.
  11. This time I've played vanilla FFT, so I won't even have beginner's luck on my side.
  12. As long as you're respectful, you're more likely to set a reputation record in the other direction. And I'd encourage you to do so, if only so that you actually play the mods to begin with.
  13. I've never seen this game before watching it on your channel, but I'm not worried enough of spoilers to avoid watching it (similarly to your Pokemon series). Never thought I'd suddenly start watching a Digimon series, but I guess it happened.
  14. This game wasn't explicitly designed for an LLG, but it wasn't designed against it either. Many of these changes were made for good reasons, and reverting them to benefit LLG/NRB players does not make sense because LLG/NRB players probably constitute 1% of the mod's following, if that. Furthermore, I personally find these sorts of challenge runs more interesting when the developers *didn't* have a way to complete them in mind. Instead of just putting together the developers' clues on what to do like in most other games, you can make your own solution. Since both NRB and LLG are doable in BNW, I'd find those challenges to be less fun with twenty extra levels.
  15. Are there even people with animated avatars on this forum? I agree, I find them distracting when I try to read.
  16. We need to get BunkJuggs in here to create some new history, pronto!
  17. So are you Moogleboss, or are the names just a coincidence? I never knew you frequented ID if that's the case. EDIT: nm, you're obviously him.
  18. I suppose this is one of those cases where it's better to consider it the start of a new era rather than the end of an old one. At least PHD vs. 1.3 is safe.
  19. Hmm, this sub-forum's looking a bit bare so far, so I guess something should be added to it. I said I'd do this months ago, but I finally got around to it recently. Looking forward to seeing where else you go with this! This stage is a lot longer than the original, but more forgiving to make up for it. There are no longer any tight jumps over holes, and you won't be forced to commit suicide because an enemy damaged the stage, which happened very easily before. Other than an enemy knocking you down the hole, it's unlikely that you'll die in one hit. Because the main threat is a large number of small enemies, the health powerups should keep the player alive unless they make some big mistakes. This seems ideal to me for giving the player some close scrapes (this is Hard Type after all) while still easing the player into the game. The larger stage also provides more time to introduce different enemy types. The level layout also feels a lot more involved, rather than being essentially a flat highway. The level looks great as well, and doesn't feel romhacky. There's one path that I was confused about in the video, and I realized afterwards that there is a health powerup hidden at the end of the path. This area seems like it's a little too long with too many enemies for the health powerup to feel like a reward for exploring it. Instead, it feels more like the camera tricked me into going down a dead end with a bunch of enemies. From a design standpoint, I feel like this area is supposed to introduce some non-linearity, but from a player standpoint it's weird. This is the sort of area that feels like it would have a 1-up down it if lives were still a thing, but that's not an option for you, so I'm not sure what else to do with it. Also, at 12:16, when you touch the left wall here, a wheel guy spawns from behind. This seems weird to me because it feels wrong for an enemy to spawn from the right when I'm moving left. My guess is that if you move that wall one tile to the left, the wheel won't spawn from behind like that, but I'm not really sure. Maybe this is intentional and you want to surprise the player though, IDK.
  20. I'm glad I'm not the only person who is annoyed by this. At first, I didn't even realize that 2 was separate from 3. Honestly, I wouldn't mind if 3 also took me to the new content. If I'm on the Unread Content page, I'm probably looking for just the unread parts, not trying to navigate to the start of a thread.
  21. I sent $5.00. Good luck dn! It's a shame when such a talented person is hung out to dry like this.
  22. Oh, hey, it's Kyozo. Have you finished Tides of Faith yet?
  23. Good thing NG+ and ID are located on squares of the same colour.
  24. Woah, Nakar has an image now.
  25. OK, now I see it. I thought those were part of the same link, but apparently not.