Lockirby2

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Posts posted by Lockirby2


  1. Let's Play FFVII NT - 3 - Air Busters

    Spoiler

     

    In this video, I complete the Sector 5 Reactor raid and defeat two Air Buster enemies for the price of one.  I never particularly figured out why their attacks hit for 2x damage sometimes.  Something to do with weird Pincer Attack mechanics, I guess? IDK, I was throwing around a ton of wild theories throughout the video.  Regardless, figuring that out is less important than using the menu to manipulate the turn order so that they never attack together.  Then I just need to heal Cloud/Tifa when they go below ~220 HP.

    My first attempt at Air Buster was more of a scouting run than a serious attempt.  I tend to do that a lot with bosses unless they're far from a Save Point.  Knowing the fight you are going into opens up a lot more possibilities.

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  2. Let's Play FFVII NT - 2 - Visit the Beginner's School in Sector 7

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    I would put the title in all caps for the sake of the joke, but that would just seem like clickbait, now wouldn't it?

    This episode is mostly just shopping and the Beginner's House.  Feel free to skip if you're not interested.  Oh yeah, and I kick Guard Scorpion's butt again, apparently.

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  3. 9 hours ago, BTB said:

    ANYWAY... more changelog updates. Big one as of now is an update to the Regen formula which relies less on the character's max HP. It's a minor change for most characters, but it's a significant buff to high stamina squishies (Relm/Strago) and a huge kick in the nuts to 25 Terrato Sabin.

    Ooh, Letha's not going to be happy about that one! :o

    It always felt a little weird that HP did almost as much for Regen as Stamina when Regen ticks are the closest thing to a "main effect" that Stamina has.  I'm glad that's being changed.

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  4. Dealing 1400 damage with those stats is pretty hilarious.  If you're going to be picking between defense and offense, I'm guessing that you can also split the difference and devote a character to each?

    I'd imagine that this will begin to look more and more like a "normal" Level 1 challenge as you approach the endgame.  Are there any restrictions on damage dealing items?  They seem like they'd be incredibly powerful in this run.

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  5. Finally, after several years of school and other stuff, I'm starting to make videos for YouTube again.  I explain a bit of the context behind the LP in the first few minutes, so I won't write it all down here.

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    I think I said most of what I wanted to say in the video, so I'll keep the description fairly brief. I should have used Defend instead of Row during the Guard Scorpion fight so that he'd put me in the back (where I want to be) every other time he used Magnetic Scope. There's enough margin for error that I was in pretty good shape regardless. Hopefully the sound is loud enough. I can't be too loud if I record during the week.

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  6. 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:

     

    Normally the game just crashes, though.  This feels like a vanilla bug that only reared its head due to new circumstances (I'm too lazy to search for evidence), but it's amusing nonetheless.

    More importantly, I didn't receive anything for killing all the dragons.  Or more likely, I just received the Ragnarok Magicite for a second time (I had already acquired it because the Esper positions are randomized).  It probably didn't change much, but it's still unfortunate.

    Character builds:

    I suppose this analysis will be more amusing than well-thought out, but whatever.  Statwise, I had a lot of Magic-oriented characters, so I tried to pick a physical setup when I had a meaningful choice.

    Terra - Free Morpher: Terra took ages to get an Esper, but that's mainly because I forgot to get Zoneseek until the FC (I choose to blame the removal of the auction house, even though that's probably bogus).  She wasn't too much different until the Cave of the Sealed Gate, but then she became the first person to get her evasion stacked to the moon.  Once she learned some spells to replace beaning things with the Omega Weapon for OK damage, she became quite powerful and tanky.  She also happened to be the only recipient of Osmose, which meant that she didn't need to play around and conserve MP.  She got a few mediocre Vigor/HP boosts because that's all she could get for a while (I even spent my cheap respec before she got anything else), but the HP boosts did come in handy for surviving party-wide defense ignoring attacks when Morph was active.  I gave her a couple pure MP levels to have an MP buffer when I had to Osmose, and dumped the rest into Stamina.  Overall, her Magic wasn't too powerful in theory, but with evasions, Stamina, and Osmose, she could typically be run at full power output 24/7 with no consequence.

    Locke - Black Mage: He had a whole one Esper the entire game, and it boosted Magic.  The three spells that it taught were Holy, Storm, and Break.  As it turns out, these three spells manage to cover many of the use cases of Black Magic, even with nothing else available.  His Magic stat was reasonably high as well, and his only meaningful defense was his Magic Defense.  Locke was also as slow as dirt (19 base speed), so he was the least effective Item tosser, and Steal was pretty mediocre.  He had a brush, so at least his utility wasn't absolutely nothing.

    Cyan - Butt Monkey: Somehow, no matter what I do in this game, Cyan always falls flat on his face.  I like BNW Cyan, I swear! :P His base Vigor was 18, which means that he could only keep up with the average Stamina Cyan using physical attacks if I dumped all of his Esper levels into Vigor.  He could also invest into HP/Vigor, which I did sparingly so that he could actually do things.  Beyond that, he could also work up a respectable Magic stat, but the only spell he can use it with is Break.  His only saving grace was being another character with high evasions.  This meant that he had two main sets (possibly with an off-beat Vigor/HP set that spams Dragon).  He can boost Vigor all the way up to OK, then hit for a cool 2K from the front row with no consequence or resource consumption.  Or he can boost Magic, run himself out out of MP on Break, then spam Dragon until he happens to need HP from Empowerer anyways.  I chose the former, but only after a respec.  Either set also has him spamming status and Doom (he had plenty of all of that) to augment his poor damage.

    Shadow - Slightly Different Terra: His Magic was quite high and he got a Rogue Cloak quite early, so a Magic set was all too tempting.  He traded in his trademark speed for solid Magic Defense, and Bahamut's Auto-Safe (and Smoke Bombs) made up for the lack of physical defense.  As a catch, the only magical scroll I could buy in the WoR was the Fire Scroll, so he didn't have the same variety of offense as usual.  He got some good spells (Flare/Meteor) for when I really wanted to put the hurt on something (or if I found something immune to Fire), but he didn't have the MP to utilize them without MP support.  His Cure 2 was also as good as a Cure 3 from somebody else (he ended up with triple digit Magic), and he retained HasteX, so he wasn't lacking utility either.  A Vigor/Speed set could have been solid as well, probably, but four of his six Espers were misplaced Stamina boosts. :(

    Edgar - King of all Trades: Forget that "master of none" trash because he's basically just good at everything.  By the Cave of the Sealed Gate, he had 100+ Magic, a Rogue Cloak, and 50+ in all of his other stats.  Compliment that with solid evasions and getting most of his Tools pretty early (for free).  It was a pretty common sight for him to wipe randoms before anybody else moved.  Even though I never put effort into his physical attacks, he would hit with 1K counterattacks from the back row, while setting slow with the Kagenui.  He could boost Vigor, Stamina (why?) or Magic, and I think his Vigor build could have been solid too.  He also had nice healing and grey Magic.

    Sabin - Magic Sabin?: He has solid Vigor, but I received Fixed Dice for him early on, so I didn't invest into my Vigor/Speed Esper.  I'm sure that he could have been a physical powerhouse from the back with Darts + Fixed Dice (he had the Daryl's Soul, too), or made use of Bum Rush from the front.  But Meteor, Quake (paired with convenient Float), and powerful magical Blitzes made quick work of the midgame.  His Stamina option showed up rather late, but it could have been workable too, if I respeced him.  Also, who needs Mantra when you have Cure 3?  Finally, his HP was trash early on, making him somewhat of a glass cannon.  I had to reset until Vargas' Gale Cut hit for low damage.

    Celes - Not Even Different, Really: She still has well rounded stats, and the option to boost most of them.  Sure, she has Meteor instead of Holy, and the Apocalypse instead of the Illumina, but she's still Celes.  I chose a Vigour/HP Celes to fill the gaps that the rest of the team left.

    Strago - Completely Different, Really: Instead of being slow and weak with high Magic, he is now really fast, has no Magic boosting option, and prefers Dragooning with a spear to casting Black Omen.  His only Espers boosted Stamina and Speed, which I gave him an even mix of.  His biggest advantage is running utility, as he is able to restore his own MP, douse randoms with statuses before they can act, and cast Holy Wind while holding a Gungnir.  He was also one of my only characters to have both high Defense and Magic Defense, in case enemies were using attacks that can't miss.

    Relm - Ultimate White Mage: She would be highly "meh" if she wasn't able to equip the Economizer.  Yup, the joke items can be found and equipped in this game.  I'm not sure if the Economizer can ever be equipped by more than a couple people in a seed (I suspect and hope otherwise, but may be wrong), but it has a profound impact for those that can.  All she could do was cast Cure 3 and Life 2 (and Dispel, I guess), but she could do that forever.  I mean, she did have Cure and Life, but there's no reason to use the inferior spells (outside of contrived situations) when there's no MP to conserve.  She could also rod Dragoon with the Dragon Helm, but she could only boost Magic, so this option got worse as time went on.  On the plus side, it gave Unicorn's +5 Vigour boost some use.  Did I mention that she makes vanilla BNW Shadow look like brick wall?

    Setzer - Bought the DLC: He's a lot like the regular Setzer, but we bought the "Vigour build with Apocalypse" DLC for him.  However, he can still be Magic Setzer (with good healing and Poison Magic), "The Bank", or Stamina Setzer.  So like all DLC, I completely ignored it, opting for a normal Stamina build instead.  The main loss was to his trademark bulk; he is even less tanky than Relm.  That was part of the incentive for me not wanting to have him in the front row 24/7, though he could hack it with Image support.  GP Rain did great damage anyways.

    Mog - Training Wheels: A lot like normal BNW Mog, except that his Esper selection has been reduced so that an inexperienced player can't mess it up and make an over-hybridised mess.  His Espers focus on Stamina, Magic, and MP.  I gave him a splash of Stamina to reduce the Stumbling, and then focused on the Magic/MP Esper.  There was no straight Magic option, but I wouldn't have needed it anyways.  Mog really wants those MP boosts so that he doesn't need to refill with Love Sonata as often.  His magic selection contained Flare, Cure 3, Rerise, and SlowX, so he had some of the highlights from each type of magic.

    Gau - Game Destroyer: He had a Vigour option, but it turns out that Magic Gau is Really Freakin' Scary (TM).  Gau can equip weapons now, but the enemy special attacks were all randomized, so it's hard to quickly determine which physical Rages are worthwhile.  I'd wager that 3x and 4x damage Rage specials are pretty rare, and the status Rages usually don't do damage.  In the end, I gave him a split between Magic and Speed.  I still wanted a little bit of extra speed to take advantage of his versatility.  He also had Ultima, which I could drop to nuke a random if I felt like it.  Unfortunately, this was often Awesome but Impractical, and it was more worthwhile to use him for OOC healing.

    Gogo - Still Gogo: He's still Gogo.  His weapon selection was poor though (he might as well have swapped with Gau), so Rage wasn't as viable as usual.

    Umaro - Still Umaro: He's still Umaro.  He traded away his special Relics for an Excalibur, which gave a whole new meaning to hitting like a truck.  Still didn't use him though.

    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?

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  7. On 1/16/2018 at 3:14 AM, Kaffe Myers said:

    The logical balance would be that you could turn off overworld random battles, but all caves, castles, dungeons, whatever -- "zoomed-in places" -- still have them. If that is anything that they can code without spending 1000 hours of reverse-engineering? 
    Is bob you uncle, @Synchysi?

    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.

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  8. 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. :)

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  9. 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.

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  10. 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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  11. 1 hour ago, A Dummy said:

    I suppose I could actually try to participate in the community after 2+ years of lurking around you guys.

    Though as a warning I don't really have much creative skills beyond "I can play video games" so I'm not sure what I can do exactly, but to my understanding part of the point is doing something past what I'm used to doing. (Even if it doesn't end being very outstanding.)
    Plus, hearing that even some of the regulars around here didn't always finish their Secret Santa does make me feel a little better.

    So yeah, I can give this a try and throw my name in the hat, even though I don't have a lot of confidence in my ability to contribute.

    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. :P

     

    I'm in.

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  12. On 11/6/2017 at 10:58 AM, BTB said:

    It would be much more elegant to, say, take one of the rooms in Ebot's Rock and edit it into an actual underwater room.

    Unfortunately, map editing is not our strong suit. @Lockirby2 is the person I'd consult about that.

    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.

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