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Everything posted by pogeymanz

  1. I really love the concept of FFT 1.3, but it can be quite frustrating and I just don't have the time or patience for that. I only got part way into Chapter 3 before I stopped playing (due to personal life things) and then I never felt like picking it up again because of how horrible I heard Chapter 4 is (and Chapter 3 was plenty tough enough). But after seeing some of the great things in FFT 1.3, I just can't imagine playing Vanilla again. With shitty Archers, uninteresting Wizards, enemies that never unlock interesting classes, etc. So my main motivation here is to change FFT 1.3 to be easier (like the "Content" version). Probably significantly so. But I want to do that by primarily taking away "cheap" shit, like having enemies be 10 levels higher than you, while also outnumbering you and starting with better field position. I feel like that isn't so much to ask. I only want to make really simple modifications to FFT 1.3. But there's another aspect to what I want to do. I also want to remove all speed growth from the game. @Emmy has discussed the issues with speed in FFT and has argued for several interesting solutions/mitigations. I'm going for simple and easy here, so I think I'll just take away speed growth altogether. This should keep mage classes useful and interesting for the whole game. I'll obviously need to tweak a lot of things to find a sweet spot for balance. This is all really just being done for myself. I want a game that I will enjoy playing. But I'm willing to hear what you guys think would be good changes to make things more fair/fun/easy. I'll be happy to post the results here if anyone is interested. So far the only things on my list are these: Enemy levels = Party level for all battles (except some bosses/assassinations can stay higher) Fewer enemies in some battles, especially randoms- I want randoms to be mostly not hard No speed growth Far fewer enemies with immortal flags - this shit's annoying when they're so good at reviving Maybe some innate Gained JP-Up or just a general JP price lowering? Opinions? I plan on only using the FFT Patcher Tools, etc, because I don't know anything about hacking PSX games. Unless someone can point me to some "Learn to hack FFT" guide(s).
  2. Yeah, that's a fair point. And just to be very clear again, anything I do with a tweaked 1.3 should NOT be considered a 1.4. I don't want that kind of responsibility. I think these discussions are a testament to how much people enjoyed 1.3 and long for more/similar experiences. Everyone has strong feelings about what was right/wrong about the game because we all love it so much. And it's hard not to want to share your opinion when you care about stuff. That's pretty cool.
  3. If you suggest playing 1.3 easy mode, then how can it be that trying to make 1.3 easier is a trainwreck? Wizard/Black Mage is very redundant. In vanilla, I usually only get Ice 1, Bolt 2, and that's it. Then I move on to a different, more useful, class (Summoner). Elements almost never matter in vanilla, so there's no reason to get Bolt 1 + Fire 1 + Ice 1- it's a waste of JP. In 1.3, the lower levels spells are all different, which is great because it gives you a reason to want all of them- the elemental part is very secondary. You can, of course, make Wizard better and nerf Summoner so that I want to keep using Wizard, but I still wont buy Fire 3, and Ice 3, and Bolt 3. The only way that will happen is if you tweak many battles to make elemental resistances and weaknesses much more common. I think I understand what you're saying. You're saying that the powerful spells are okay when the game is already very hard, but if we try to make it easier, it'll get to be too easy since the AI is dumb. I think that's a fair point, but again- it can't be worse than vanilla. Vanilla has Orlandu and Calculator and Blade Grasp and Auto Potion and Draw Out on Wizard and Two Fist Ninjas and Jumping Ninjas and... All kinds of stuff that the enemies never get to do. The main idea for me is to mostly focus on enemy formations. I want to leave most of the jobs alone (except for the speed thing and maybe a few annoying abilities). The first things are to simply reduce the level gaps, take away (most) immortal enemies, reduce the numbers of enemies, and maybe just put fewer healers in enemy formations, (and do something about Power Source). I don't want the game to be *easy*, I just don't want it to be hair-pulling. I think that's partly because the vanilla battles are so boring- every enemy is Knight/Chemist/Archer for the whole freaking game. I can see how that wouldn't be fun with the cool, improved 1.3 classes. Fair points. I will keep those things in mind when I eventually get to this. I've postponed actually working on it since I learned that I need to find another job soon...
  4. I'm surprised that Sabin is ranked so highly. In the WoB I feel like Stam Cyan is usually better (Better tank, early Bushidos > early Blitzes IMO, good healer). In the WoR I feel like Sabin's physical damage is good, but is it that much better than, say, Vig or Hybrid Edgar, or Vig Cyan? I know he can element-snipe, but I often found the elements to be a liability about as often as they were an asset. He's honestly been one of my less played characters. I voted for Edgar. I only just got everyone back in the WoR, so I'm not "end game" yet. But my MVP is pretty close between Edgar, Terra, and Cyan. (Stam) Cyan hasn't really started waning yet, like everyone says he does, but he's not nearly as versatile as the other two. Edgar has just been freaking solid the whole game. I did all Golem levels in WoB and I'm doing all Siren in WoR, so he has transitioned smoothly from Dragooning to playing more support (but still doing decent damage with Chainsaw and Drill).
  5. I agree. However, I do not have the audacity to label anything I do as "1.4". I simply don't believe I have the skills to make anything that good. Shit- I don't even have the skills to actually play 1.3, let alone make a successor. Also, my mod will probably not be in the same spirit, just because I don't actually want it to be very hard. Harder than vanilla, of course, but no where near 1.3 hard (even pre-chapter-4). Actually, I was planning on removing MOST immortal flags throughout the game. I think they only serve two purposes: 1. Give yet another unfair advantage to the enemy by allowing the enemies to be revived whenever the hell they feel like it, whereas we're stuck to three turns. 2. Making it so that you can face really powerful enemies, but don't get to absorb their crystal, lest you become powerful, too. Well, screw that. Either you can farm insane crystals for defeating insane enemies, or you don't get great crystals and don't face insane enemies. That's just too lopsided for me. The battles are hard enough: you're usually outnumbered, they often have terrain advantage, they get infinite items, etc. God forbid you have some battles that are close to even. Also, the more I think about the speed thing, the more I really want to stick to removing all speed growth. I was always frustrated in vanilla (and others agree it's the same in 1.3) that magic just doesn't matter at the end of the game- it's too slow for what it does. If we remove speed growth, we basically get two effects: 1. Magic stays relevant into the late game. You aren't going to get lapped by the enemies while you're charging a hard-hitting spell. Some CTs will likely need to be tweaked, etc. 2. Levels matter even less. I'm not convinced that this is a bad thing. Of course, if all battles scale with your level (instead of level +10 BS), this doesn't matter as much. I see no downside, from a theoretical POV. There will of course be balance tweaks that need to happen (getting speed + 2 from some piece of equipment would be too good, for example). Yup. That will happen by virtue of the above. Pretty much only special characters and guests will be immortal. I'm not looking for a vanilla mod, though. After getting a taste of 1.3, I don't think I can go back to vanilla. The classes in vanilla suck really hard compared to 1.3. The worst offenders being Archer, Calculator, Wizard, Lancer, and almost all of the specials, IMO. They're so bland and repetitive (except Calc- he's just totally broken). This is precisely why I want to make an easy version of 1.3. I don't want it to be exactly like the Content version, because I don't feel like brute-force grinding is fun, even though Content at least gives you that option. I rather that the game just be balanced in a way that is more "naturally" easy- meaning that enemies are not always so much stronger than you (like Emmy was saying).
  6. I'm sure I'm not supposed to know, but can someone just put some spoiler tags on and tell me what they do? I can't seem to tell by just equipping them and fighting some randos...
  7. I get what you're saying about the Elixirs. But, I think that even if it were a rare ability with an MP/CT cost, it would either be too good or useless, depending on the costs. I think the only way to balance that would be to get pretty creative. Something like fully healing HP+MP, but also petrifying them or something (as just an off-the-cuff example). What's so bad about poaching? Is it just the tedium of getting the rare poaches that offends you?
  8. You can see more info about it here: http://ffhacktics.com/smf/index.php?topic=11170.0 It looks like it was "completed" in 2015, which is two years after the final version of 1.3, so I assume it's based on I can't say I agree with every change (also, I only skimmed through the changes), but overall I like the idea. I enjoyed 1.3 (I only got to chapter 3), but it was a little too tough for my old man self and stopped being fun at several points. A lot of these changes seem like good QoL changes (controllable guests, special units can go on props, inherent JP-Up) and some things to make the battles a little easier (not having the enemies have Party Level + 57 or whatever). The only thing that I really don't think I like is that it says Meliadoul is a guest for every story battle after some point... that's weird. EDIT: The other thing I don't like about it is that I can't find the patch to be able to play it...
  9. I feel like it only became "okay" to suggest things like that or to criticize 1.3 in the last year or so. Before that, you just weren't hardcore enough. These days it's finally okay to say that the game isn't perfect and that some of the "challenge" is just bullshit. I ... might just remove Elixir altogether- or rather, just replace it with a more nerfed healing item. That's a super cheap item.
  10. Ah, yes. So, there's two points in there. One is that MP Switch, specifically, isn't good enough. And two is that enemies have access to setups that the user doesn't. Fixing #2 is just a matter of reviewing each battle and making sure that the enemies have trade-offs like you mentioned. I'm not sure I'm able or willing (yet) to do anything about #1. Agreed 100% on evasion and concentrate. The hesitation that I have with making (some) statuses easier to hit is that it will then make Item and/or White Magic basically required for many (most?) battles. Then again, maybe that's already the case anyway, since revival is so important in 1.3 (and even in Vanilla, really). This would definitely make the game more interesting, but my first priority is making the game easier. So, the status stuff might go into my lower priority pile, but the Concentrate and evasion shenanigans is in high priority. The other nice thing about the xp/jp by battle is that (I assume?) everyone gets the same amount. So your summoner, who only gets off one or two actions wont lag really badly behind your fast melee dudes. Ah, yes. Fair point.
  11. Thanks for replying, Emmy! These are too vanilla for me. In particular, I hate the vanilla Archer, Lancer, and Wizard skill sets, and these preserve those, making those classes still very uninteresting. Could you elaborate on the content changes that you think are the most egregious? I think the fixed story battle levels is a mistake, but what else? I agree 100%. Can you give an example of how you might achieve this? Do you just nerf damage output from almost everything? Do you make statuses hit rate higher and/or make damage attacks miss more often? If the enemy levels are always fixed to your party's, then the only concern for overleveling is from them having equipment that you can't get. That's not _that_ bad, but I do like this idea. The only thing I worry about with having abilities being too cheap is that you might have everything (you care about) unlocked long before the end of the game. The shitty thing in Vanilla is that I always know what is good, so I just get that stuff and by mid chapter 2, I basically have my end-game build. How hard is it to implement this change? Agreed. That's bullshit. What are some examples of this? Is this easy to fix in the patcher tools? Truth.
  12. So, I actually did #1 for myself once. I went through with FFT Patcher Tools and changed the levels of all story battles to be fixed and the same as Content. The problem with that is that I didn't change the randoms at all. So the randoms were still insanely brutal and actually, the story battles were WORSE in the early game (I only got part way into Ch 2 before not having time anymore and not caring because it wasn't fun) because I was sometimes more than 1 or 2 levels below. I think that having the story battles just be Party Level, with the occasional Party Level + 5 (or whatever) for bosses would be good, like you suggested. The other thing, though, is how are the randoms in Content compared to regular 1.3? I've never played Content, but the worst part of my bastardized 1.3 run was that randoms were still mostly pretty brutal. I feel like an "easy mode" of 1.3 would have to edit most of the encounters- at very least the easy way out would be to just remove a couple of units from most randoms.
  13. I don't know how hard it would be, but it would be nice if the home page's "Topics" section (the one that shows which threads have recent posts), would also show some kind of info about which forum the thread is in. There's a thread right now called "Feedback and Suggestions" in there and I'd love to read about feedback and suggestions if it's relevant to one of the mods I enjoy. If it's for a mod I haven't played, then I don't really care.
  14. Yeah, I agree with most points you made except about Rafalak. I like using Rafa, even in vanilla, so it's a play-style thing. Especially if this mod is overall less brutal than 1.3, it means there's room for them to be legit party choices.
  15. Nope. I just tried it now. It's nice. The only problem (for me) is that I often browse the site without being logged in. I can understand, though, how having the Unread Content kind of makes my complaint/suggestion seem redundant or not worth the effort.
  16. I would like that. Tell me- would it be easier to make "Hard Type" ( into a Content version, or would it be easier to bring Content up to the changes in Hard Type?
  17. It's true- the number of turns eaten by Battery/Osmose kind of cancels out the speed benefit. Is Gogo any better at taking a hit than Strago? It seems like it would be easy to give Stam/Hybrid Strago some ground by just changing some of the Lores to depend on Stamina. Since they are unique to Strago, it doesn't seem like it would have any ripple effect across the overall balance of the characters.
  18. It sounds like even with Haste, you don't seem to think X-Mog will be very viable. I just think it's a shame that 2/3 of the people who can equip this super-cool item don't even care about it.
  19. I figured that's what you meant- just wanted to make sure. He's a pretty bad-ass Dragoon... It seems like most people around here only think that Locke is worth having X-Magic on. I'm surprised, since I'd think that X-Magic would be considered pretty damn OP, even with a non-ideal selection of magic.
  20. It looks like the README is updated to include the changes for 1.9. How did Cover and Counter work in 1.8(.6)?
  21. Better than Dragooning?
  22. So, does anyone prefer Stam Strago? The way thzfunnymzn describes it, it appears strictly inferior to Mag Strago. He gets bigger regen ticks, fewer status hits, and more counter attacks if you decide to do that. But does regen actually help him? Isn't he going to fall over in one or two hits anyway? And shouldn't someone else be doing physical damage? Also, if you aren't using Strago for big numbers of magic damage, isn't Gogo a possibly better Lore user? He can be geared up to be faster than Strago, which is important for these support Lores. He'd need MP support for sure, but he could Mana Battery himself, or have Osmose if Relm is in your party. So I guess that's two questions: 1. Is Mag > Stam for Strago? and 2. Is Gogo > Strago if you are focusing on support?
  23. I'm not sure I understand your definitions of difficulty scope and curve, but I'll try anyway. I think that vanilla Chrono Trigger had a good difficulty ... thing ... for a mainstream, vanilla, game. The "curve" is probably pretty flat for people here. I'd say the difficulty only really increases (slightly) once you open up the end-game sidequests. There are a few battles throughout the game that are more like difficulty "humps," rather than a steady increase. But I think the baseline difficulty is high enough that having it increase throughout the game would be bad for a mainstream audience. If you think about the difficulty from the POV of a non-serious gamer or kid, there are plenty of battles that are tough: The dragon tank, with its stupid healing head; Yakra if you don't pay attention to positioning, Masa + Mune, Magus, Golem Twins, Nezbel, etc. Most bosses have a trick or two to make them easy, but if you're casually playing through, they're not easy at all. Now, if you asked about *bad* difficulty curves, that would be easier to discuss *cough* FFTactics *cough*
  24. First, holy crap the FC randoms are rough. I may be underleveled- my guys are mostly levels 16-17, Cyan is 18. I haven't run from too many randoms as I've played, so I don't think I can be that far behind what's expected. Speaking of running. Running is really ineffective in this game. Running is almost never a viable option because you're just going to get your ass beat while you wait forever for your guys to run away. Why was running made so hard? Consider this my official request to make running way easier in the next version. Does Gau get better in the WoR? I feel like he's basically unusable for the latter half of the WoB- he's so fragile, and of course the randomness is always a steep cost. But he can't seem to stay up long enough to do anything against many bosses (I'm thinking of the magitek tracks boss, both of the later Ultros battles), let alone the randoms in the sealed cave and FC. I fully accept the possibility that I'm a freaking newb and don't know how to play, but I know what a good number of his rages do and I still just have the hardest time getting him to do much of anything before falling on his face. I have an idea for Relm. From another thread, it seems that a lot of people agree that Sketch is not that great of a skill. It's hard to know if something is sketchable, it's still random, and it's arguably way more situational than even Rage or Dance (maybe comparable to Runic?). What if Sketch just did some boring, old, Stamina-based damage? Maybe set a random status or something. Doesn't have to be a lot of damage, since Relm does have ways to do lots of damage, but maybe it can be something that gives a reason to do a Stam build on Relm? Or maybe it should be a lot of damage, that way you really have to choose stam-nuke Relm vs. mag-nuke Relm. Just throwing it out there. Also, potential spoilers, but I have a full esper list up to Seraph. Is that all of them for the WoB? The only optional ones I attained were Golem and Seraph.
  25. I was asking about how expensive it is in terms of my precious time. Like, how long does it take to earn 100k toward the end of the game? Another question- I saw a dragon at least once on the FC and I'm trying to get Gau to leap on it, but I haven't encountered another one in a long time. Do they only appear in a specific part of the FC?