Hapanpappa

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About Hapanpappa

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  1. Sounds good, can't wait. What's with version 8 hard mode? Tad too ridiculous to start off with huh?
  2. For the longest time I wasn't interested in SMRPG at all for some reason but recently happened upon a video that just ignited my interest all of a sudden, and now I can't wait to get into it. So now I'm looking for insightful opinions&thoughts from people well-versed in rpg hard mods and the like - which version of Armageddon should I start with? -I got into SNES-era games via emulation as an adult since I never owned one as a kid so naturally their nonexistent difficulty got me into playing hard mods -I've played A LOT of rpgs&hard mods, new and old, generally enjoy going in blind and setting the difficulty to highest possible right off the bat -BUT I know next to nothing about SMRPG, and don't wanna know; from various videos online I've seen how it looks in passing and that you play as Mario and apparently Bowser becomes playable at some point -I expect to die a lot trying to figure out how to beat enemies and bosses; if I can beat a boss I'm not familiar with on the first few tries, then it's not a hard mod Probably the most important thing to know is whether it's possible to completely play yourself into a corner and not be able to proceed in the game due to missing something/doing something wrong(bound to happen as a first-timer) early on that has unknowable ramifications later. Thanks in advance for thoughts on the matter. Hard to gauge something like this myself, not knowing anything about the game or this mod. Also I trust that the mod is in a state where there's no gamebreaking bugs or anything like that to worry about? Just pick up and play?
  3. You want the player to have to work hard and hurt as you say but party wipes are too much? What's the other option here then, I wonder - not dying or wiping to new things you weren't prepared for seems like the opposite of having to work hard. RNG also seems like a weird way to describe that. Rather, you were just insufficiently prepared. I do agree on the elemental immunity point, though; too bad the game's code is limiting in that respect. I had a massively different experience going into this the first time. I had enough faith in the developers to assume the challenge is fair so there's always ways around everything if you're willing to pay attention and try different things. Calling RNG and unfair difficulty is a misguided way to react to dying.
  4. Daymn... Kaiser seems like the most appropriate choice here; secretly hoping to see him elevated to superboss levels as he originally was probably meant to be in FF6. I feel like BNW has room to have one superboss that you really have to work to beat.
  5. Hopefully this isn't something that's just out of the ballpark of what bnb&co are willing to do at some point. I'd be the first in line lobbing for a hard difficulty here, precisely because it's such a good mod and those are the ones where you really want to push it to the limit, as it were. Not to bash on the mod you mentioned but BNW could probably stand to have a hard more with just a tad more consideration and planning put into it than doubling enemy stats.
  6. Then how do you feel about fights with multiple stages rather than just having a single pattern or puzzle to be solved? As mentioned, it's been such a long while since my last playthrough so I don't really remember if you had any of those in BNW but surely that would be a way to make fights both longer AND dynamic so the 2 dimensions work in unison to create a multifaceted challenge that requires both short- and longterm planning? Because I interpret your words as indicating that BNW bosses are more about that one riddle - albeit complex, no doubt - that you have to solve and after that, there's not much at all except boredom. In that case, I wholeheartedly agree with shaving off some of the fight length.
  7. Indeed; I do appreciate this sentiment as well, having had profound debates irl going to silly lengths&detail regarding this topic. It's a balancing act for sure. And I'd like to believe that just because it's shorter doesn't mean it's easier, even though this has usually been the case in rpgs, in my experience at least... I mean if nothing else, longer could mean more chances to make a mistake, more resource management required and so on. But I'll just take your word for it since you know the fine details best. I'll be optimistic.
  8. I wet my pants... Can't wait anymore, jumped straight to reading through some changelogs and I like what I see. It's pretty exciting to see just how much stuff there is to fix and tune in pursuit of perfection. But alas, it seems my worst fears are coming true: • Lowered the HP of many enemies and several bosses who were deemed to have more than necessary --> Notable nerfs include Tentacles, Chesticle, Hidon, Inferno (a scripting error had previously caused him to have 40,000 more HP than intended), Guardian, Kaiser, and final Kefka Argh, I find it so hard to believe that I'm the odd one out when it comes to enjoying long&difficult boss fights in these "supermods" as I like to call them... Especially since there's more strategic options and it incentivizes to explore the whole game, complete every quest and battle because you know there will actually be a worthy challenge that's gonna put all that epic gear, levels, builds&the party that you've built to the ultimate test. I really hope walking over even more bosses than last time won't ruin the otherwise wondrous experience for me, but what can you do.
  9. Awesome news. Begrudgingly decided to put my playthrough of 1.9 on hold even though I had just started it out when I happened upon the announcement of 1.10 and that it would be a major update, despite waiting for 1.9 for an eternity too. At least I ought to have a ton of new stuff to discover, seeing as my last complete playthrough was with 1.7 IIRC... Now that I think about it, I bet it'll feel like a totally different game. I wouldn't wanna spoil myself too much, and I've gathered some bits and pieces myself by lurking around here anyways (such as the on-equip esper bonus being a new thing) but could I bother someone knowledgeable to hype me up a bit before the release and give a crash course on the biggest changes that have come along in recent versions and/or some of the new cool stuff&features that I have to look forward to, coming off from 1.7? I know I could just plow through the changelogs but I've never been into knowing every bit of detail about a game beforehand and there's just so much stuff. I'm mostly after the juiciest tidbits.
  10. Speaking of overleveling, is flat out just reducing exp gains, at least in some critical areas, something worth considering at this point? With overleveling turning out to be such a common problem among players.. At least, many peeps in this community seem to struggle with it to some extent, whether a veteran or not - and even though it gets a bit murky where the difficulty is in the players' hands anyways(turning exp off etc), maybe it could stand to be just a little more conservative?
  11. Is there any sort of ETA on this? Are we talking weeks or months?
  12. Who's everyone? BNW is probably the cleanest mod out there, at least in my books(relative to the base game), and one of the most well-loved&popular, as indicated by download rates. Also with an active community, as indicated by these forums. All in all, you'll be hard-pressed to find a mod with better overarching quality - there's nothing you ought to be 'waiting' for.
  13. Eh, fight length seems like a natural extension or product of higher difficulty, at least when it comes to rpg's with tactical elements. However discussing the philosophy of it further is beside the point, I think. Your words on the matter make it seem like nothing has been done to cheapen the challenge, or in other words, fight length/hp had nothing to do with the challenge these bosses offered. I'm not sure if that's the case either. Assuming nobody had difficulties with these fights past the first 5 minutes and they were simply a boring timesink for most people, then your thoughts would ring more true.. But I remain a bit skeptical, since the impression I've gotten from the replies to my initial question that I directed at veterans hasn't been a unanimous "none of the bosses are any easier than before, the fights were all a drag so it was a net positive to reduce their hp/defense". It's not that I want to artificially make things harder for myself, I'm asking whether the sweet spot in boss difficulty that I once experienced has been tampered with and whether it was done for right/compelling reasons.
  14. I can certainly see why in a case like hidon it gets toned down if most people feel it's just a chore. I must simply be in the minority. And it took me a few tries to beat him too, I remember a few surprises towards the end that I wasn't prepared for at all with my underleveled party so essentially I fought the entire length of the battle at least thrice and still didn't get battle fatigue. Maybe I'm just weird. With regards to the dragons, I appreciate the honest thoughts - my question now is, when were they nerfed? I hope it was before I did my playthrough. Maybe about 1.5 years ago give or take. I'd be reeeally bummed if they've been made easier since.. Especially when considering that, if I've understood right, this current version will be the definitive version for years to come until 2.0 eventually happens or something. Hate to get hung up on this stuff but difficult bosses really are the lifeblood of mods for me. Some bosses were super disappointing already back then, although I've been given valid reasons as to why doomgaze and phunbaba are super easy for example. The warring triad are Gods; why in the world would you ever make them easier? Especially when at that point in the game you have endless options and tools at your disposal to experiment with. Now imagine if you're experienced and know how to gear up - you just walk over the most grand and epic enemies in the climax of the game.