Caliber70

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About Caliber70

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    GTA5 Pokemon Zelda SD3 AVP2 JK3 KirbySuperstar RE5
  1. Seiken Densetsu 3 Sin of Mana - Discussion

    there are a few problems with this game, and i am going to compare it to pokemon because you added types into this game like pokemon. both these can be fixed relatively easily and are related. these problems are less noticeable on normal, what I have been playing 1 year ago, and real apparent on hard what I am playing now. first is the gameplay process. you go into battle, you buff or you debuff, or both. you attack according to the strength and weakness chart, finish and heal up. sounds exactly like pokemon? ye. that is not a exactly a big problem for pokemon, mainly because they have in some ways fixed it, so that battling it just simply flows along. in SD3 that combat is not currently designed like that, we have to consult a document file outside the game to be performing at our best, and this switching between the game screen to the document screen outside becomes a chore, it slows down the flow of combat and it is an extra step to drain our energy as well as break our game immersion, while in pokemon everything you need to know is given inside the actual game. in pokemon we have "IT'S SUPER EFFECTIVE" or "IT'S NOT VERY EFFECTIVE" or "IT HAD NO EFFECT". With those simple 3 messages a first time player in that game will eventually memorize the entire type chart simply from knowing the unit's type and attack's type, assuming the player is literate and paying attention. SD3 is flawed, glitchy and feels rushed, you were patching the vanilla game I am sure you already knew this, it is still an amazing game. The second problem is documentation. The weapons having extra properties also have the same problem, they were simple weak to strong power progression, so adding extra text boxes for weapon descriptions in the shop was not needed, if it was new it was worth the cash in vanilla. This is not something you can help with and i get that, we have to consult the document file outside the game. the current equipment document is not set up to be easy to read, for me, knowing what each shop in each city is selling for ALL characters is far more useful to me than knowing what the whole list of equipment for one character is, for example to check the list for Kevin's weapons in Forcena I need to scroll down to the Kevin section, find the city, then to check Lisa's I have to repeat the process, when having a "Forcena" section, the entire stock listed there, weapons armor accessories and all for each character would be far more useful and easier to use. The boss documentation is also incomplete, I am currently reading the file from patch v1042 and Landumber's weakness is listed as "stereotype", which is completely useless information. For fixing this I propose two things. First you can give it some time and redesign the document and group all items by city and by character on another page/tab and place all the important information in the first few columns/lines and release this with your next patch update. I could also do that if you would like but that will wait until when I return home in around 5 weeks, and if I do it I am only including the important information, things like price/hitrate/critbonus (mostly the numerical mumbo-jumbo) I would just leave out. The boss documentation i cannot help you with. knowing that Landumber's weakness is "stereotype" is completely useless to me. The second fix I suggest you consider simplifying the type chart to some degree, this might just be years of conditioning from pokemon but I never got why the cockatrice was weak to water but not thunder or earth. maybe for example all the units using the same sprite recolored could have 1 or 2 common weakness and one more weakness and strength that distinguishes it from its recolored variation? Also to help with the combat flow, change the damage numbers according to strength and weaknesses. "super effective" would be red numbers, neutral would be yellow, not effective purple? healing and magic steal green for both allies and enemies, reflect blue? crits white? whatever it is, to me the super effective/not effective color split is the most important and useful change that can be done for the player. okay now i apply earth saber, oh look red numbers on target 1 and purple on target 2, great now i will remember that for the next time. To not improve the game combat flow would be turning a singleplayer classic into more of a chore and losing game immersion than a grindy MMORPG game where types are taken out and buffs debuffs and power only matters. what do you think?
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    it was normal. Carly heals, and both fighters crush everything with power and lvl 3 techs. I have overwritten that save so i cannot test that team on a higher difficulty setting now but i might do that again at a later time. nonetheless fun to crush everything on the screen with lvl 3 tech spam.
  3. Seiken Densetsu 3 Sin of Mana - Discussion

    I had a quick look through the discussion and i saw something about counters being changed. what is that? we have a new counterattack mechanic now?