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About Emmy

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  • Birthday 01/22/85
  1. Enemies having setups the player doesn't is fine. The problem comes when every enemy has every advantage. Immune to all status, high speed, 999 hp/mp, ability to heal this to full instantly, ability to ohko units, def/mdef up, abilities themselves are ridiculous (such as instant kills with long range, large aoe, no mp cost and/or no ct), ridiculous movement, etc. This tends to have the opposite effect as what is intended - it actually makes the game easier in some ways because you know exactly what to prepare for, and many of these enemies have stats so high that the ai would never consider using a status effect. Think of the enemies as playing certain roles in the formation. These can be stereotypical roles like tank, glass cannon, healer; or you can mix and match. Let's say for example you want to create an enemy with ridiculous speed/PA/MA. It should die if you sneeze on it, and have vulnerabilities to a handful of useful statuses like Slow and Don't Act. Then you can pair it with your tanky elixir user that is slow and has very low damage output. Stuff like that. Removing elixirs is fine, but part of the problem here which makes elixirs annoying is that player access to the same item won't help as much as enemy access (even if the player got them). If enemies are just ohko'ing you anyway, it doesn't help you to heal your HP to full, and if they have so much HP that you can't kill them easily, that means an enemy throwing an elixir down will reset your progress. The problem isn't just the elixir itself, but the game's scaling and the distribution of the items. If instead of being an item, it's a move that is rarely distributed in skillsets and has a CT/MP cost/some other balancing factor to it, it becomes far less annoying. Poaching is another issue that's leftover from vanilla that is a terrible mechanic. Easiest fix to it if you want to keep it is to get rid of rare drops. Best bet is to just eliminate it entirely in favor of additional sidequests or even just putting the items for purchase late into the game.
  2. 1. It's more that the only reason Content is easier is because you can grind to overcome battles with sheer numbers (when you can't in standard 1.3). This is the type of behavior that should be discouraged in patches, when you should be rewriting battles to allow for multiple types of strategies and not just a small handful. That will make it easier in a more enjoyable way, instead of easier in a way that allows you to combat tedium with more tedium. 2. The biggest thing wrong with 1.3's scaling is nicely illustrated by the way it handles MP Switch. Because MP switch is nerfed in a way that leftover damage from what hurt MP will roll over into HP, and enemies frequently do enough damage where they can kill someone through MP switch (unless you set up specifically to use it, but any setups made specifically to use it are better spent towards specifically using Damage Split or Meatbone Slash for the better turn economy), it's not very useful for the player to have. However, when the enemy has it, they have far more HP and MP than any player class, and the ability to heal BOTH to full at any given moment. This turns MP switch into effectively a second HP bar for the enemy. What you need to do is change the scaling of the game such that enemies don't have every single advantage. Enemy is tanky with MP Switch and lots of HP/MP to use it? Don't give it the ability to heal to full or deal much damage in one turn. Enemy has a OHKO move? It should have low speed or the defenses of a wet paper bag. Stuff like this will increase variety in the game and thus make it more interesting. Another thing you mention is to make status effects have higher probability to hit. No one's going to go for a Petrify that has a 30% chance to hit when the enemy can just throw a Soft on it. Remove evasion from status effects and make it just a faith based check. That will give the player a way to increase probability of their own statuses, while at the same time being more vulnerable to enemy status (Faith status). And, since you mentioned evasion, lower the evasion given by shields/mantles and don't give so many enemies Concentrate. Nothing should have nearly 100% dodge rates without needing to spend an ability slot (abandon) on it, and you shouldn't need to have Concentrate in so many battles either. 3. Fixing items to not strictly be better than one another can solve this problem. This can be done by spreading out bonuses given by things. That way someone can make a meaningful choice between, say +200 HP, +100 HP and immune Frog, or 0 HP and +1 speed. Also there shouldn't only be 5 abilities you care about. Abilities should all have their uses so that the player doesn't just immediately buy Phoenix Down and ignore the rest of the Chemist set. The change to make xp/jp by battle instead of by action was hard to make, but easy for you to implement (you can find it in my asm pack). 4. Some examples of this are the bad tooltips in the game. Lots of abilities don't tell you what they actually do in their descriptions, lots of abilities are things that affect some units but not others, etc. You can fix this by fixing the text of the game. Tell the player when you make a unit innately immune to something.
  3. If you're just looking for a vanilla-ish but relatively easy patch, these patches are popular: http://ffhacktics.com/smf/index.php?topic=11789.0 http://ffhacktics.com/smf/index.php?topic=7182.0 IMO the "1.3 content" changes are the exact opposite type of approach to making 1.3 less difficult than the kinds of changes that should be made. Some things that could be done that you haven't mentioned: 1. Fix the game's scaling and make status effects an important part of the game. The game needs to not punish playstyles other than hyper offense and needs to not invalidate 3/4 of the game's skillsets; especially since status effects are one of the major ways to make the game have more depth than "punch shit" that doesn't require asm to change. If enemies are doing less damage to you but are now capable of don't acting your whole team, for example, suddenly they become more dangerous in a more interesting way. This should go both ways - the player needs meaningful enemies that are vulnerable to status, and shouldn't be able to just null everything with a ribbon either. 2. XP/JP by battle, not by action. This is a change I made to MT that I can't go back to not having after making that change. No more beating yourself over the head for 4 hours to just be able to do something other than punch shit. No more worrying about taking too many actions to beat a battle, and thus overleveling. Of course if you make this change, you absolutely need to fix the game's scaling to not punish you for more levels, since your game will now have a minimum level for every battle. The way I did it was to guarantee that no ability costs more than one battle's worth of JP to get, and action abilities are mostly cheaper than r/s/m including a few free abilities. That way your character is never helpless and trying new strategies is not particularly costly. 3. 100% transparency. Why have an ability that can cancel charging/performing, that doesn't work on units flagged by class, with no intuitive reason for the unit to be immune to it? It's one thing to have an ability that is immortal immune, that the player knows is immortal immune. It's another thing to randomly flag things as immune to useful sounding skills. Why even *have* a skill like that, if you don't want the player to use it? 4. Make bosses other than Velius, Queklain, and Adramelk interesting. Assassinations are generally garbage compared to a well thought out ??? boss, and the other ??? bosses aren't as well thought out here. Zalera is a joke, Zalbag is a punching bag, and Altima is a slot machine. Some of the issues with assassinations can be fixed with scaling/status effects, while those ???'s (and others) need to just be rewritten to have something interesting about them (status effects, nice abilities, etc). Be creative!
  4. 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...
  5. FFT (vanilla) has one of the worst difficulty curves I've seen. Assuming the player doesn't grind excessively in the beginning, ch1 is one of the hardest parts of the game due to the player essentially being even with one of the best AI's in video games. Both the player and the AI has starter classes and only a few, likely not optimal, abilities learned; random br/fa, and are approximately at the same level. AI has a terrain advantage in Dorter, and the advantage of not having Algus or Delita as its allies. When the player starts to know what they are doing, which usually coincides with when they start to unlock more classes and/or have more abilities learned than the AI, the game becomes easy. AI still is primarily knights and archers and has no relevant abilities learned, while the player usually has access to overpowered classes such as Ninja or Calculator. Outside of a few difficult battles such as Wiegraf/Velius and the rooftop, the rest of the game is trivial. This is the exact opposite of what you want as a difficulty curve. A good difficulty curve is relatively easy in the beginning, and becomes harder in the end. On difficulty scope, the best way to do a high difficulty game: 1. No surprises in terms of mechanics - No "kaizo blocks," traps where the game will softlock if you do something wrong, run killers, things that can't be figured out from in game cues or a faq packaged with the game. The game should be consistent within its own rules. Not everything needs to be spelled out to the player in some genres but it should be easy enough to figure out (for example, spikes killing you doesn't need to be explained, since the first time the player dies on one should be enough explanation). If it's not easy enough to figure out without an explanation, it warrants one, whether in a faq or in game tooltips or tutorial. 2. Absolute hardest stuff should be optional - sidequests are a good place to put borderline bullshit level difficulty, if you must. Some players will say "there's no such thing as optional content" in the sense of, everything must be attempted at some point, but a player should be able to beat the game without doing these. Note that if an item, ability, switch, etc. is required for any non-optional fight/level in the game, that makes it not optional anymore. 3. Introducing a concept and then building upon it - I see this a fair amount in platformers, but this could apply to other genres too. Usually would make the first level have some easy to avoid hazards, such as spikes, pits, or mediocre enemies that are very easy to avoid; and then later in the level and/or in later levels you'd see harder to avoid spikes/pits and enemies that are less mediocre. How this could apply to something like an rpg would be the introductory enemies/bosses designed to teach the player how basic ai scripts work before introducing a more dynamic ai script.
  6. Some modders have made cutscene skips as part of all the changes that they have made (such as in FF7 New Threat), or things that speed up the ability to mash through display text (the "cross skip" hack for FFT). I'm sure if skipping cutscenes is a feature of a mod you've played, that the smaller hacks used to do that are available (or could be made as so if you ask the mod creator nicely).
  7. Why so many posts instead of editing one larger one? Anyway, the amount of fixes that were made to it were detailed in the readme. There are hundreds of changes, if you're looking solely at code; and thousands of changes if you're looking at rewritten ai, effects of items, etc. If you want to know exactly what went into this, read the readme. Play the game how you want to. But why not give it at least one playthrough without any of your edits to it, so that you can see what BTB had in mind when making those changes?
  8. That is something that exists in vanilla, and to my knowledge no one has attempted to remove it in any mod. It's not so much intentional as it is likely a pain in the ass asm hack to write to fix vanilla's bug.
  9. I think it has something to do with an ai hack I was using, which is supposed to make characters ignore Golem's processing if Golem isn't present, along with increasing frequency of stat changing moves; but it seems to have other negative consequences. Not sure if the hack was busted or if it just doesn't work alongside other changes that I have made, but I'm going to be reverting those changes in 3.01. Thank you for letting me know.
  10. No new commands for Quina? 0/10, will not play