Augestein

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Posts posted by Augestein


  1. That's easy. Streets of Rage 2. It has the best difficulty curve of any game when it comes to giving difficulty. Easiest is so easy that you can basically beat it with your eyes shut, and Mania mode is so freaking hard that anything less than your A game is a ticket to netting a game over. Stage 1 expects you to learn the controls, and has a boss that basically throws you, and teaches you that you can catch yourself from a throwing attack. Incidentally, him throwing you will also result in your character doing extra damage to adds for the boss. 

    None of the stages have any of the silly gimmicks that are from the other games, like stage 4 of Streets of Rage 1 where they put pits that have enemies that can do knockdown attacks and instantly kill you by knocking you in a hole, or silly counter-intuitive stages from Streets of Rage 3 like the bulldozer stage where you have to PUNCH A BULLDOZER TO MAKE IT STOP ADVANCING (granted you can see the demo show you how to do this, but that is completely and utterly unfair).  

     

    I could go on and on about how I love SoR2 the most. 

    • Upvote 1

  2. 4 hours ago, Hart-Hunt said:

    Heyo heyo! It's time I posted this! Here's my on going playthrough of Monster Tactics, mod by Emmy from New Game + (wait, am I not in NG+? Ehem).

    This playthrough doesn't have any restrictions so far, but if you remember me from Insane Difficulty, you'll know that I love being challenged in FFT. So, if you guys want to see something a bit more original than a regular playthrough, let me know!

    The videos are all included in the videos section of the site, so I will only be posting updates of the playthrough, so as to not clutter the LP thread!

    Videos 1 to 4 are already uploaded! So far, the beginning is quite a bit overwhelming, with a first "tutorial" battle that is simply too much for a new player, regardless of your experience (or not) with tactical games like FFT, simply because there's too much information. From there on, Gariland and the consecuent battles follow a kind of steady, but good enough difficulty progression. We're still in the very beginning of the game (one of the things that I'm mostly looking for in this mod is getting to the newest chapter 5!), so stay tuned!

    I upload regularly, mostly one video per week, and I have various playthroughs going on at the same time, so if new videos take a bit to show up no worries, it's just because we gotta show some love for all the games!

    Yeah, I pulled up my Youtube and was pleasantly surprised about it. I need to continue my game too. MMOs have distracted me at the moment though. 


  3. On 10/16/2017 at 1:23 PM, Emmy said:

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    I understand though.  I've been a bit burnt out from working on it, which is why aside from a few bugfixes, I haven't done much on MT in the past few months.  Also, other games...

    Yeah, let me recover, and I should be good to go afterward. I'll definitely do one of the games on here just so you'll have an idea when I swing back around to no longer feeling the burn. 

     

    Though I will say that the fights are fantastic, and it's really fun. I just don't want to have bland, boring commentary because I'm forcing myself to play. 

    • Upvote 1

  4. Alright, I know that normally I post once a week or so, but I have to say, I'm suffering from some real FFT burn out. And no, it's not from playing Monster Tactics. I really enjoy it, it's just that I shouldn't have immediately jumped from 1.3 into MT. It's good, but I'll be coming back to it a bit later as I've been a bit busy as well, and I haven't had as much time to play it-- as friends have wanted to play other games with me. I'll be back. To be continued. 


  5. 15 hours ago, Ludovician said:

    I am of the assumption that this is less a bug and more shitty wording on the text box. You always learn all skills, and I'm pretty sure it was intentional.

     It may have been that you were supposed to learn all  abilities but there are no scroll-able text boxes encased within the navigational systems. You either have static boxes for text, or the same scrolling text for CT order etc. 

     

    However, it does seem stupid to even bother to ask "learn abilities?" Then. I mean, why the hell wouldn't you want to learn an ability that you don't have? Then again, the game does this for Ultima too. Would you like to learn Ultima? No game, I just switched to Squire on this fight coincidentally and have no intention of learning a move that can be missed. 

    Some of the decisions in FFT were truly baffling to say at the least. At this point, I'd honestly say it's impossible to tell if it's a bug or a mistranslation. Haha. I never thought about it being the box being misleading in its wording until you mentioned that.


  6. On 9/27/2017 at 5:18 AM, ronlyn said:

    I'm quite amazed most of CH3 has been harmless overall: Even with the experience, you're getting spanked since CH3 make a common thing parties balanced around having more than one monster as the "captain" (Meaning: You need to focus on more than one enemy to gain control of the situation at hand). This become clear as glass when you enter Grog Hill and find out a team that can completely undermine any damage done to it in two-three moves while kicking the crap out of you

     

    I suppose when you put it that way, it's just a matter of perspective for difficulty, but Grog Hill was just mean I tell you. 


  7. On 9/22/2017 at 2:23 PM, Boss said:

    Actually, I was just referencing this

    No Mart sounds like it could pose some level of challenge, but probably not nearly enough? You can still go back and use the PokeCentre to heal up, and when the turbo button is fast enough I sometimes do that more often than heal with items to save myself the effort of clicking through a menu with what tends to be a bad interface. Being unable to buy PokeBalls may seem limiting enough, but you can get these by picking up items from the ground and as gifts. You don't really need very many Pokemon anyway, and as it happens, beating the games the fastest (in a speedrun let's say) involves soloing it with usually some combination of your starter and a lategame legendary. 

    Could be an interesting additional restriction to introduce to an existing challenge run however. 

    The Let's Play section seems fitting, though I dunno if anything I've ever done can be considered an LP? That's certainly the only section where it would currently fit in though. 

    Maybe so, but think about it this way for the original. You start with 0 Pokeballs. So you're stuck with your starter for some time. 


  8. I have one. Since people have been doing Pokemon runs on here, I have one for you. 

     

    Pokemon "No Mart" challenge. It's harder than you'd think. Healing items are sacred, and no longer can you just Full Restore your way to victory for the endgame. 

    • Upvote 1

  9. 1 hour ago, Nesouk said:

    Hello.

    So I was a member of Insane Difficulty back then tough I wasn't very active, I originally discover Insane Difficulty because of LandonRay's FFVIII Requiem Mod (which was the very first mod I have play), after that I also FFVI Brave New World and FFVII New Threat 2 mods that I have really enjoy, I found this site because I was looking for the Sin of Mana mod (someone that I follow on Youtube was doing it and it looks really interesting) for Seiken Densetsu 3.

    As for modding I'm not really good at it but I have for project to create an FFIX mod in future I unfortunatly don't have all the time I wish for it.

    PS : Also English is not my native language (I'm French) so please excuse me if I make some mistake in my posts.

    Hi. 

    I think I remember a few of your posts. 

    If that's the case, you should head over the the FFIX forum that's made for discussing a hack. At the very least, even if you can't necessarily finish your mod, you may be able to supply an idea or two that could make it in. 

    That's actually pretty good for English, so don't worry about it. We have quite a few non-native English speakers. All are welcome here. 


  10. On 9/12/2017 at 10:11 PM, Yuyu said:

    I'll tackle both things here. First, looking at that jump onto the higher section after coming out of the cave, it's actually significantly easily to make than having to dash kick off a wall, so it shouldn't be too difficult.

    As for the question, no, Hart's just going to do his own thing. Quoted as: "There's no order, that's the actual idea." from the man himself. 

    That's fine. I remember the original Hard Type didn't. I was just wondering if this one was following the same or not. 


  11. On 9/12/2017 at 11:52 PM, Hart-Hunt said:

    I don't get exactly which types of jumps you mean Augestein, and I'm interested. Which jumps there (and maybe in the old Hard Type?) are you talking about?

    • I was talking about in the spot that I put in red (hope you aren't color blind). Basically, this part seems kind of strange. Like you're just simply jumping up the wall. No platforms or really anything. If you have a ton of enemies here, it's more annoying than anything else, as being hit in the slightest means that you'll fall back down. I was saying I prefer when it's like a wall with ledges or something. Like every other jump is a jump to maneuver to a different cliff rather than simply jumping up a wall. 

    Because when I think of jumping up a wall, I think of something like this:

     

     

    Which no one likes this sort of garbage. No one. I'm not saying that's what you're going for, but that's what happens when you have pointless jumps. Things take longer than they need to. 

    A4vM98F.jpg


  12. Yeesh. This seems like an actually difficult Pokemon game. I'll be honest, the idea of a customized party from Pokemon always intrigued me, but the games were so easy, that there was no point in theory crafting too much, and the Meta game isn't exactly fun to prepare for. So it's nice to see someone else having a hard time with this. Even if it's a challenge. 


  13. The only thing is that section where you jump up after the walls seems a bit awkward. I was never fond of jumping up walls in the series like that. It really does beg the question of why you wouldn't have a "climb" feature which is probably why most of the X games strayed away from you having to climb up the walls, but rather be able to jump perhaps once from a wall to reach the next elevation. Other than that, I genuinely like the idea of the Chill Penguin stage. I do have a question though, do you still plan on having the characters go through the stages in the "default" order from the Vanilla game? 

    • Upvote 1

  14. On 8/29/2017 at 0:15 AM, Kjata said:

    while I don't have any idea how I would go about doing such a thing, the way I'd like to handle trance would be instead if the gauge emptying totally at the end of a battle it would empty by half. So if you got a trance at the very end and never even used it, then you would still have half a bar.

    Instead of doing that, perhaps it might actually be easier to use that as "High Tide" As it stands, High Tide in and of itself wasn't particularly great in the original. Just because you wouldn't have to make it a generalized mechanic and instead a special passive that already does Trance manipulation. 


  15. I've been meaning to ask, have you seen some of the changes where people have made a magic stat in Golden Sun? You might consider adding that to yours if you wanted. I'm eventually going to get around to playing this, as I like Golden Sun, it's just the first time I played it, I couldn't save!

    • Upvote 1