Lockirby2

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Posts posted by Lockirby2


  1. 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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  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. :)

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  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.

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  4. 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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  5. 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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  6. 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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  7. 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.

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  8. 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.

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