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paralleluniverse
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A small suggestion, Cait Sith is a little mediocre in terms of limit breaks, unless your good with manipulating the slots. How hard would it be to give Cait Sith new limit breaks if even possible XD.
Like VGR said, they're hard-coded. I'm not sure if I've done this correctly for this version (been meaning to check it) but for Vincent I gave him all three transformations for each limit level. The idea was to make them more versatile and to set up each level as having it's own gauge rate. Lv.1 fills fast, Lv.2 fills slowly, and Lv.3 never fills (so Vince can keep his attack command free). Lv.4 is the same as ever, just Chaos on that. I also set up a FF7.exe file that makes tweaks to limit breaks; it's not part of the mod, but might be useful as an optional extra.A small suggestion, Cait Sith is a little mediocre in terms of limit breaks, unless your good with manipulating the slots. How hard would it be to give Cait Sith new limit breaks if even possible XD.
That's the dreaded ladder glitch; try to be careful when coming off a ladder to avoid pressing the confirm button or to be running back at the ladder. It can happen in a few places.I finally reached Rocket Town NOTE: Powersoul Keeper gave me a scare when he spammed me with Powersoul Combo. As I headed up to see Cid the game crashed on me - It was as I climbed the first ladder, Cloud suddenly began walking back towards the ladder continously. I had to shut off my laptop.
I will load up the game again see if it was a one off, but will tell you if it does it again.
Cheers
EDIT: Looks like it was just a one off, worked fine when I reloaded. Also wanted to ask does the Zolom still have Beta? - went back to fight him, twice. And didn't use it.
I don't like the idea of interfering too much with player progression (I'm already taking a risk by locking up strong end-game magic and moving 'staple' enemy skills like Beta from their original locations; one of the most frequent questions I get is: Where's Beta?). That being said, I've been thinking that multiplying a value tends to be a bad way to do things and that's essentially what I did with Exp, AP, and Gil. I tuned it all down to 1.5 (and only 2x instead of 4x for bosses) but I think I should do this properly now and micro-manage each number. Heavy on time, though.What I can say however is that if you're having trouble finding when should X materia level up, just try to force it. For example: people usually get lvl2 spells before Corel. If you think this should be the appropriate place, have the enemies until then give out little AP, so that the materia should hardly level up, unless there's some serious grinding involved (a few hours perhaps), and then, around Corel, have enemies granting a lot more AP. Like instead of giving out 10 or 20 a battle have them give 70 or 80.
That's an interesting concept, but it's going back to the interference thing. I want a player who has good strategy and experience with the game to be able to progress without being barred because they haven't been playing for long enough; that approach might be okay for a brand new game or gatewayed MMO content but a mod like this is essentially a rehash of the old game, and it has to try and make it worth the player's time to trudge through old ground. If I purposely block people and demand that they grind for spells it's not going to go across well; they've taken a chance on the mod and invested their time, so I need to be careful not to waste that time if I can.Back in the days a lot of RPGs did that. They used a system called "frontier bosses". Enemies that you would have to fight before progressing and that were faced in areas that you could go back from and shop or rest if needed (no entrapment). In this case, imagine that when you were expecting players to reach lvl2 spells before Junon. So? You would make the damn serpent thing a lot harder, so that Fire 2 would be needed (that and have it be immune to poison). That way players would have to train to get AP.
You're right, level is a big influence on damage calculation (I've been running a Lv.1 challenge on and off, even with 150+ attack I can still barely do 75 damage). Assuming the damage difference between Lv.30 and Lv.50 is high enough that could cover the Disc 2 problem I've been having. I'll have to experiment with it first, it's a big step to make a change like that and takes time to implement. Just worried I might cut off players who aren't as experienced or who didn't fight a lot of encounters. Less EXP = tougher to recover.But considering the damage output and how you're having difficulties balancing it out by the end of the game, if I understand the damage mechanics correctly, most thinks rely on the characters level to determine damage, correct? Then its quite easy: considerably lower the EXP values of all encounters, and let the AP untouched. That way players will still have access to high level spells but they won't deal much damage because the level multiplier is too low. Fighting Jenove Life with a level 30 party should be interesting. It would drastically change the gameplay, however, as pure attacking would become ratter useless (unless your reduced significantly the enemy's defense and raised magic defense). It would certainly make the game more materia oriented. Therefore maybe more slots on equipment? Or more materia avaliable that would be otherwise unattainable until disc 2?
Yeah, physical hits greatly out-power magic in terms of speed later in the game. I boosted spells a little, but because the Ultimate Weapons are fairly easy to get it pretty much kills the mod dead on Disc 3. I knew it would, but I didn't feel comfortable nerfing those weapons when people had earned them from a boss fight. The current planned solution is to move them to another set of content that's much harder than the current ones; that way I've got an excuse to make some new stuff for it (which makes up for, y'know, moving them). I considered the Death Penalty thing for a bit but they'd be hitting for paltry damage when acquired which wouldn't have gone across too well.Just some brainstorming. But if you're trying to push for a strategic type of gameplay, more materia and less physical is the way to go. I always disliked how the materia system had so much potential and by the time you got the really good stuff it would just be plain easier to spam attacks... Sure, W-Magic Quadramagic Comet 2 is great! But by the time you had cast 8 Comet 2 you could have spammed 30 attacks.
Therefore, it might be interesting to null or greatly reduce the ultimate weapons multipliers, so that only a character with 255 str and 255 luck can inflict 9999. That or have enemies with pornographic amounts of HP and have a break 9999 cap thing in the mod. Other interesting idea would be having all final weapons use the Death Penalty multiplier, so that you needed to use them for a LONG time before they become overpowered. And by that time, most materia would have reached master anyway.
Cheers, I'll maybe throw some alpha material your way if I need a second opinion on something. But...how did you know I was a Rangers fan? D:If you need crash dummies let me know. I've been doing this since Celtic was kicking Ranger's arse![]()
The thing is, even if the player was lazy during first disc and skipped many fights, making the party avg level stay at a low 27, the exp difference from the second disc encounters would easily make them catch up. But this is exactly the point: fighting a lot in the first disc might not grand much experience, but it would grant AP. So what if a player gets lvl3 spells in the first disc? I did it a few times. Its quite easy with double AP equip while fighting the monsters in Junon or Mideel. But while getting high level materia this early might seem "broken", remember that the HP and MP would still be low and the level multiplier would reduce the damage. This is though to test, I know, but try using Black Chocobo to edit saves. Try fighting the same monsters with different levels, weapons, materia and stats, so you can conceive a balanced approach.You're right, level is a big influence on damage calculation (I've been running a Lv.1 challenge on and off, even with 150+ attack I can still barely do 75 damage). Assuming the damage difference between Lv.30 and Lv.50 is high enough that could cover the Disc 2 problem I've been having. I'll have to experiment with it first, it's a big step to make a change like that and takes time to implement. Just worried I might cut off players who aren't as experienced or who didn't fight a lot of encounters. Less EXP = tougher to recover.
That was my first thought "why not make the final weapons harder to find?", but the result is the same: when you get them = no more spells. I don't know how the limitations on the hex behind the damage formulas and multipliers, I assume that they follow a ordinary hex pattern. So the max attack a weapon can have should be 255. If so, why not make the final weapons have attack stat above 100, while removing the damage multiplier, or at least trading it for another more subtle (Death Penalty, for example, which could work wonders with break damage limit).Yeah, physical hits greatly out-power magic in terms of speed later in the game. I boosted spells a little, but because the Ultimate Weapons are fairly easy to get it pretty much kills the mod dead on Disc 3. I knew it would, but I didn't feel comfortable nerfing those weapons when people had earned them from a boss fight. The current planned solution is to move them to another set of content that's much harder than the current ones; that way I've got an excuse to make some new stuff for it (which makes up for, y'know, moving them). I considered the Death Penalty thing for a bit but they'd be hitting for paltry damage when acquired which wouldn't have gone across too well.
Please... Like there are many people from Glasgow who don't go nuts for the RangersCheers, I'll maybe throw some alpha material your way if I need a second opinion on something. But...how did you know I was a Rangers fan? D:
Hmm, maybe I was wrong. You should be okay though; if you find attacks aren't strong enough, consider using Earring for a magic boost. You should have got one from Motorball/Rubicante. Summons can close it up a bit too. How much AP do you need for tier 2 from where you are? I got them around Gongaga but I thought that might be because I was rushing through for testing.This is odd.
I currently am in the Desert Prison and i have yet to get a tier 2 magic spell.
I even fight several times per area.
Idk, I think I'm close idk. Playing some more tongith.
I'll need to talk to the people who've played through the mod for their thoughts on the early-game. If they enjoyed it, then it'll be staying the same. I'll be testing a few things in any case. Pre-battle AI that changes enemy stats past a certain player level was something I'd been developing. 7H offers solutions too. Feedback was generally positive going through Disc 1 so I'm reluctant to change it too much.The thing is, even if the player was lazy during first disc and skipped many fights, making the party avg level stay at a low 27, the exp difference from the second disc encounters would easily make them catch up. But this is exactly the point: fighting a lot in the first disc might not grand much experience, but it would grant AP. So what if a player gets lvl3 spells in the first disc? I did it a few times. Its quite easy with double AP equip while fighting the monsters in Junon or Mideel. But while getting high level materia this early might seem "broken", remember that the HP and MP would still be low and the level multiplier would reduce the damage. This is though to test, I know, but try using Black Chocobo to edit saves. Try fighting the same monsters with different levels, weapons, materia and stats, so you can conceive a balanced approach.
As far as I'm aware, the Weapon attack stat combines with the Strength stat to form the actual attack stat for battle which itself caps at 255 (limiting how effective a weapon with a regular damage formula can be past a certain point). The Ultimate Weapons themselves use special formulas that could only be changed using hex-editing. The Death Penalty effect makes sense on paper but I think it'd take too long to power them up, even going into a new game+. What I originally considered doing was using the earlier weapon effects like Yoshiyuki but I stuck with the default effects to be safe. But considering the effect they have on the mod's balance it might be unavoidable to change them, even if moved to later on.That was my first thought "why not make the final weapons harder to find?", but the result is the same: when you get them = no more spells. I don't know how the limitations on the hex behind the damage formulas and multipliers, I assume that they follow a ordinary hex pattern. So the max attack a weapon can have should be 255. If so, why not make the final weapons have attack stat above 100, while removing the damage multiplier, or at least trading it for another more subtle (Death Penalty, for example, which could work wonders with break damage limit).
Problem is, there's plenty of ways to hit multiple times with physical attacks in this game. Even makeshift combos like Mug + Added Cut can quickly get out of hand and that's not to mention multi-hit limits like Omnislash, Doom of the Living, etc or 4x-Cut. But there's another problem, this one mechanical. The physical attack formula has an inverse relationship with the magical one. At the beginning, when base stats are low, a spell with base power of 8 will hit for about 200 damage while a physical attack with a base power of, say, 16 will hit for 40-50 damage on the same base stat. But as the game goes on, that balance swings. That needs to be taken into consideration when balancing spells and attacks. Multi-hit Materia doesn't simplify things, unfortunately.That way players could still deal high magic damage against enemies (who would have much higher defense than magical defense) with a W-Magic or Quadramagic high level spell, while a single attack would do much less - and that should be the point. A punch to the face shouldn't hurt more than getting hit with half a dozen meteorites! This is offset by MP cost and practicability, but the game never makes us run out of MP. I don't know if you ever player Dungeon and Dragons, but that game had one thing that console RPGs never had: it made you appreciate magic. Your mage could only use half a dozen spells before drying and each one counted. Of course they hit hard and that should be the point. You shouldn't be able to cast 6 or 7 Ultimas in a single battle. But each one should hurt like the holy hell. But MP Absorb, Ethers and Magic Hammer pretty much make this pointless.
Another example: you certainly know how in FF8 nobody uses magic. Its more useful to have 100 spells junctioned to attributes than casting spells. So everybody goes on linking 100 Meteor or Ultima to STR and hitting everything with swords. But how many people have actually tried to cast Meteor with 255 MAG while on Triple? No attack can beat that. Its slow, sure. But specially if Rinoa uses this with Angel Wings... Well, 10 x 3000 x 3... It beats pretty much all limits, except for Zell's (which its a lot of busywork)
The EXP Plus was originally guarded by a boss fight but it was a terrible fight so I removed it. I actually keep EXP Plus there for my own reasons; I hate when a party member falls behind in levels so that helps me keep things consistent. I can see people using it to just bolster Cloud as high as possible but it stays where it is (that's the one concession I'm making for myselfEXP Plus in Aeris's garden is just random. Gil Plus would have been much more interesting, specially if this is the kind of mod where weapons, materia and items are expensive and can't be bought mindlessly. Also, since potions are now so much more useful, shouldn't their price increase? Same goes for tents, as they are too cheap (maybe allowing them to resurrect and heal status to justify the increased price). Or maybe having them stop recovering MP. This would certainly make magic much more interesting. Right now you can't really boost it much more, because Ethers are cheap and Tents are cheaper. So casting spells is no big deal. But if you could only recover MP with Inns or Ethers, it would make having powered spells more expensive worthwhile.
About that, the Hardcore mod is basically this. There will be a lot of game overs, but learning their weaknesses and then coming up with a strategy will yield results. Outwardly, it can seem too much but it's a deceptively well-balanced mod. You can even win with a Lv.1 party so long as your planning and preparation are sound:And as for what gamers might like or dislike if you mess with the game too much, well, most people don't like big changes. The only console RPG I know that has a great hard and very hard mode is Star Ocean 2. On VH you die a lot, but since the gameplay is the greatest of its kind when it comes to customizing and planning, a seasoned player can overcome the difficulty and eventually beat the game. Not that it makes them less likely to die 100 times... But thats expected. And thats the key: people don't mind about things they're expecting. You can change the power of things or make them a little different, as long as they know them.
That right there is crazy talk. The second you get Beta/Aqua/Trine (in the form you described), it's effectively GG not just for Tier 2 spells and summons at that level but also for the enemies that are going to be decimated by it. I could make them harder to obtain by buffing the enemies that carry them, but it's only delaying the inevitable. And I can say from experience that for all the short-comings of Big Guard and White Wind, they're still way too strong for the Magic spells (W.Wind ignores MBarrier because it's a 'set' value, for instance). Barriers are also incredibly useful because their damage reduction is %-based and stacks with everything else; not using them is like crippling yourself; Haste is only useful if you're getting a turn advantage.Personally I wouldn't have moved Beta, Aqualung and Trine. I would have make them stronger than lvl2 spells, considerably weaker than lvl 3, but with the usual advantage: multi hitting without All. People wouldn't mind that as much. As for the other huge Enemy Skills, Angel Whisper stays pretty much the same. White Wind is overpowered, but it will always be. Its the only way offensive characters can heal effectively (at least I don't have Restore on the three party members). It might be great, but it might also be crap. Depends on the user's HP. Boosting its cost to where it would stay between Cure 2 and 3 would be interesting, as Cure 3 should heal around 4K with the power boost. No character should have that much HP by the time you get Cure 3. That makes White Wind not as useful (except for the status healing thing). Big Guard is interesting, but it would be more so if you could change the duration of barriers depending on the source. For instance, Wall should last a lot longer tha the usual Barrier. And Big Guard should last a minute or so. Otherwise you can let it be like it was on the original game and target only the caster, for an high MP cost (Haste + Wall in one go). Anyway, people only use it for the haste. Barriers go away too fast. Thats why Protect Rings are worthless.
Hmmmmm, I supposed you had a 50/50 chance. Or did you roll for intuition?Please... Like there are many people from Glasgow who don't go nuts for the Rangers![]()
When you stated all this magic stuff, most of this was already included in the mod originally or at least up to the July 12th update right? Or will some of the changes be part of a new update?Alright, so first off the AP requirements were only adjusted slightly. You'll probably get Tier 2 Magic spells around about these areas depending on your approach.
Etc etc...
Conclusion: Use Magic spells, they're really useful now. Maybe too useful.
It's not so much an issue as it is a miscalculation on my part. I think I might have rolled the reduced EXP/AP scene.bin out already when fixing another problem (namely Lost Number). Looks like Tier 2 is unlocking too late though. I'll make an adjustment before the update today (or tomorrow).I'm have 2000-3000 AP to go on most of my materia to get to Bolt2, Ice 2, Fire 2, etc.
Cloud is already like level 28 though.
So idk what the issue is.
Some alterations are being made to try and fix Disc 2's balance. I made some adjustments to the Disc 2, Extra, and sidequest bosses as well, they should be much meatier in terms of challenge (Carry Armor in particular; he wrecked my test-team). Source farming is being replaced by a rank-up system where the player can access a special room that dishes out Sources and maybe equipment when certain events are completed (not sure what the criteria will be, it depends what the flevel script can be made to check for). This means that Morph will become available again from Temple, and a second unmissable Morph is being placed in case people are past that point already.When you stated all this magic stuff, most of this was already included in the mod originally or at least up to the July 12th update right? Or will some of the changes be part of a new update?
I'm not so sure if it works that way, a spell either hits everything with no loss or it has Toggle (where it loses damage over a spread). This is straightforward for monster attacks, but for the player Toggle seems to be linked with All Materia (all the magic spells stored in the kernel come with Toggle checked). Raising the MP cost wouldn't make up for it really, MP is quite easy to replenish and it'd definitely last over three characters going from one Inn to the next.Still about Beta, Trine and Aqualung: If Beta's attack power is 3 3,375 x base, Fire2 1,25 x base and Fire3 4 x base, then you could reduce Beta to 1 or something like that. It would still be stronger against multi targets than a regular Fire 2, plus non reflectable. But raising its MP cost would make up for it. That way Beta would only be useful against multiple enemies, falling behind Fire2.
The same could be done but with Fire3 if you think Beta's more suited to fill the gap between Fire2 and 3. But you would have to power up the hell's snake so it would only be beatable by the end of the disc (give or take).
Barriers' duration can be extended by setting your ATB to Wait on a slow speed. They lose a lot of effectiveness if your ATB is set to Active, but a lot of statuses suffer the same problem; Shield is virtually useless on Active ATB Full-Speed for instance. If you're using buffs then Wait is your best bet, if you're planning to get rid of an enemy's buffs faster then Active is the way to go; your ATB setting should be taken into consideration when setting up for a boss.But getting back to the barriers, is there a way to increase their duration? One of the best combos I can think of is pairing Sneak Attack with Wall. But if Wall lasts less than a Summon animation... Well, there's just no point to it.