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Post by Sur Realis on Apr 12, 2008 7:41:50 GMT -6
Maybe, to make it fair, the leaders can have an auto-pilot command, that will move automatically, whether left-right or randomly, for them, and an efficient party that Harvests wouldn't have to worry about anything else. Though, that's probably a bit too much, so maybe the +5% EXP would work - except, there would be fights on who would be leading and then duos that want to stay with the same EXP are screwed.
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Post by Jumin on Apr 12, 2008 10:13:31 GMT -6
uh.. i don't want players to be so lazy that they can't move them selves >.> and trying to keep duos the same exp is ..retarded. there will be times when one alt will die and your exp will be different. if u want them to be relatively the same though, switch the lead to your alt after 10 battles or so. that way the exp will distributed nicely among your 2 alts.
besides, having the leader of the party gain the most exp is not un heard of. dragon warrior: soe has a party system where the leader gets the most exp down to the 4th and final member getting the least of the exp. (but in that game, your position actually matters, where the leader will get hit the most often, while the rest get hit less often with the last party member getting targeted the least.)
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Post by lordphoenix on Apr 12, 2008 14:13:10 GMT -6
Sur Realis had a great idea, of course these will have to be little numbers. Mainly because some of those advantages can be a big advantage in the long run. Hassites being color-blind will make new ppl to the game think this game is color-less and leave . The tent idea was great,, and since many ppl are over-loaded with cash, why not have a tent store ;D. And, the leader exp bonus was good too, shouldn't apply for boss battles tho if possible. I know this will be a bit of work, but lets say at the player's home town (a anarian at anara), theres a wears shop for them,for example: a new helm that will actually show a different color, or a new looking helm period. All not making any stat change whatsoever, but allittle variety for those who work for the cash to afford this option. There should be a universal store at Tote. Then again once i think about it, the color choices should be limited, so you can still tell the ppl's race. And this option should cost a TON, like 200k each. That can give ppl another reason not to just own bosses. With a bunch of hassen players around, this way Ppl can have there own thing going. Instead of clones running around. Uhm, Erb. Hassites ARE color-blind. It's part of Darlow's history. Their adaption to the colorless Ice Caverns caused them to lose the ability to percieve colors. And, besides, the best way to get someone to understand what they are doing by choosing a certain House would have them type something, similar to DELETE. The only reason everyone picks Hassites because they look like bad-ass emos. Ironically, they are the most peaceful of all the Houses, too. True, and all the newbs are naruto bred and raised "I WANNA BE SUPA EBIL CHAOWS OVERLOARD" morons who go straight for hassites, so Erb is right on this one. Then again, all such newbs leaving isn't necessarily a bad thing.
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Post by Sur Realis on Apr 12, 2008 14:30:53 GMT -6
Exactly. Plus, going through the game black-and-white, would seriously be at least interesting.
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Post by Rand on Apr 14, 2008 17:13:35 GMT -6
The colourblindness I've wanted in the game since I first knew about it. Auto-pilot, not so much. Sounds like in the realm of macroing to me, and that we won't allow.
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Post by Jumin on Nov 5, 2008 12:43:21 GMT -6
So, I was thinking that we could make an amendment to the boss restriction rule. That enlightened can once again party with only pre-val.
When i first started playing this game three years ago, I was trained by an enlightened, and that was what really got me pulled into the game. It let me see advanced skills first hand that I would eventually be able to pull off. I also felt like the community was closer back then as well. These days, I'm greeted by a bunch of players that I don't even know and doubt I've partied with (sorry if you guys are just using alts, but even then I don't really know your main alts >.>).
I recognize that power training is looked down upon, but even when I was power training a group with my enlightened BM back in the day, it still took a major chunk of time before that group was val ready. And, once again for clarity's sake, it's only for enlightened to go party with pre-val players.
A draw-back to this idea is that the new players will just get dragged off to the mark, straight to the cathedral and they miss out on the beginning of the story.
But, in my experience, almost all players are joining a game not for the story, but for the gameplay, and that beginning was got me hooked to this game for the past 3 years.
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Post by Kija on Nov 5, 2008 13:48:29 GMT -6
I do not support this idea. Power leveling is not a good thing for a game. If this was allowed, the majority of parties at the first part would just be made up of enlightened people training their own alternate characters anyways. For those that were power leveled, they would not have as much knowledge on their classes or the game, causing them to do poorer later on.
Should it not be a good thing that you meet people you have not met before? That is one of the good things about a community, you are able to meet new people.
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Post by Jumin on Nov 5, 2008 13:58:13 GMT -6
i feel i would connect better when meeting them if we could party with them, but that could be remedied through making new alts..
but I don't feel like making new alts every time a new wave of players joins the game.
and there are still 6 spots open in that party for that enlightened training a new alt.
and in this case, i don't think the power leveling will be that that bad. It would be to level 15 at most and they would go on their way to defeating val and on their way to DM
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Kumog
Hunter
[glow=orange,5,150]Master Soloist[/glow]
Kupo!
Posts: 75
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Post by Kumog on Nov 5, 2008 15:04:55 GMT -6
Here's an idea.
Allow the enlightened to party with pre-val....
And completely prevent exp gain with them (with the newbies getting a little warning when they join that due to them being dragged around by such an experienced adventurer they gain nothing from it.)
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Post by lordphoenix on Nov 5, 2008 19:52:43 GMT -6
Here's an idea. Allow the enlightened to party with pre-val.... And completely prevent exp gain with them (with the newbies getting a little warning when they join that due to them being dragged around by such an experienced adventurer they gain nothing from it.) I don't honestly see where it's such a big deal. FFTHG is not an easy game to level in by any means, and what's to stop a well traveled adventurer from visiting other lands and maybe assisting travelers he comes across? The partying limit doesn't even make sense regarding the storyline, there are NPCs in tote that make specific mention of leaving tote and travelling home once in awhile to visit.
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Post by Sur Realis on Nov 5, 2008 21:06:25 GMT -6
Here's an idea. Allow the enlightened to party with pre-val.... And completely prevent exp gain with them (with the newbies getting a little warning when they join that due to them being dragged around by such an experienced adventurer they gain nothing from it.) I don't honestly see where it's such a big deal. FFTHG is not an easy game to level in by any means, and what's to stop a well traveled adventurer from visiting other lands and maybe assisting travelers he comes across? The partying limit doesn't even make sense regarding the storyline, there are NPCs in tote that make specific mention of leaving tote and travelling home once in awhile to visit. Perhaps characters have to be 'bound' to ToTE for a certain amount of time, logged or not? The book that warps people to the outside world could only be used, say, once every week by the Enlightened, so if someone wanted to leave PoP before that week was up they'd have to trek all the way back through PoP, through IC to Mona.
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Post by Kija on Nov 6, 2008 0:58:25 GMT -6
I actually had a suggestion to fix the problem of having to constantly make alternate characters to party with new people or friends who are joining. But people shot it down. People just said "Why? You can just make another character." It allowed you to party with people without the power leveling problem. I cannot support powerleveling, however.
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Post by Sur Realis on Nov 6, 2008 9:54:56 GMT -6
I actually had a suggestion to fix the problem of having to constantly make alternate characters to party with new people or friends who are joining. But people shot it down. People just said "Why? You can just make another character." It allowed you to party with people without the power leveling problem. I cannot support powerleveling, however. I support powerleveling until the new EXP tables are in, at which point there is no damned reason anyone should ever have to be powerleveled.*Pretends to have no idea what the new EXP tables look like.* But as it is, DM is one HELLUVA long-ass stretch without someone to Psychostorm-spam Iron Golems. Skyre isn't all that better, but can be manageable with a series of good parties.
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Post by Divusmors on Aug 3, 2009 15:49:54 GMT -6
A small random variable for monster status, equalled to monster level on status and maybe as far as *4 for hp/mp, both as a gain and a negative. That way monsters don't always have the same exact hp, or will do the same exact damage.
Same could be done for bosses. Each time a boss is fought, it'll have a different total hp max, and mp max, and maybe it'll have 20 higher attack damage, or lower, etc etc.
This would be an interesting mix, to go along with a previous suggestion that was added, about large monsters being mixed with small monsters.
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Post by Divusmors on Aug 28, 2009 21:15:53 GMT -6
Ok, same thing about double posting here as the skill thread. If other people would get off their butts and make more suggestions too, this wouldn't be a problem. I'll repeat again for the sake of listed order new posts are shown. Many, like myself, people probably check the 30 recent posts until they see one they've seen before. So any modification to an older post that's like halfway down that list, I'd never see. Anyways, and this has been suggested before, something I'd really like to see is players being able to pick their moves when it's their turn. For example, you get in a fight at IC, around the air element place. As soon as the fight starts, the airs would go, then the next fastest (lets say some nut cake made a half agi goon) would pick their move and execute it (the goon jumps). Next the blue mage, does his little finger wiggler he does so well. Etc etc. Back onto the jumped dragoon. When it's his turn again, he finally lands, and waits until his next turn to jump again. Something I see as a problem might be ambushes, monsters gain a small speed boost.. At titans, that hurts. If it's problematic, the speed boost could be taken out. But then again, it's not like the white mage really would have healed sooner with how it is now anyways. Yes yes, I'm sure a lot of dragoons will have complaints not being immortals anymore, but a low medium defense, no healing, no jumbo hp, no jumbo strength stat class that can solo better than red mages (bosses not included. That's where red mage's unmatched solo skills really show) is kind of disheartening. It's not even skill, it's just about on par with holding the enter button down, except having to go through a couple menus to get to the attack one. But I do think this approach to a combat system, especially for a turn base game, would add a nifty charm. Especially since it's easier to plan the fight around newbies that go first (so you don't pick same areas and end up hitting only 1 out of 9 monsters), and a couple other things I pointed out but don't remember.. And yeah, I'd really like to see this in, so the post is a bit long to show it. Btw, give monsters back mortal wounds. *Starts petition*
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Post by Sur Realis on Aug 29, 2009 6:24:59 GMT -6
Ok, same thing about double posting here as the skill thread. If other people would get off their butts and make more suggestions too, this wouldn't be a problem. I'll repeat again for the sake of listed order new posts are shown. Many, like myself, people probably check the 30 recent posts until they see one they've seen before. So any modification to an older post that's like halfway down that list, I'd never see. Anyways, and this has been suggested before, something I'd really like to see is players being able to pick their moves when it's their turn. For example, you get in a fight at IC, around the air element place. As soon as the fight starts, the airs would go, then the next fastest (lets say some nut cake made a half agi goon) would pick their move and execute it (the goon jumps). Next the blue mage, does his little finger wiggler he does so well. Etc etc. Back onto the jumped dragoon. When it's his turn again, he finally lands, and waits until his next turn to jump again. Something I see as a problem might be ambushes, monsters gain a small speed boost.. At titans, that hurts. If it's problematic, the speed boost could be taken out. But then again, it's not like the white mage really would have healed sooner with how it is now anyways. Yes yes, I'm sure a lot of dragoons will have complaints not being immortals anymore, but a low medium defense, no healing, no jumbo hp, no jumbo strength stat class that can solo better than red mages (bosses not included. That's where red mage's unmatched solo skills really show) is kind of disheartening. It's not even skill, it's just about on par with holding the enter button down, except having to go through a couple menus to get to the attack one. But I do think this approach to a combat system, especially for a turn base game, would add a nifty charm. Especially since it's easier to plan the fight around newbies that go first (so you don't pick same areas and end up hitting only 1 out of 9 monsters), and a couple other things I pointed out but don't remember.. And yeah, I'd really like to see this in, so the post is a bit long to show it. Btw, give monsters back mortal wounds. *Starts petition* Oh, my, look at this. Something to make Goons less invincible? Haha, suckers, I'm probably the only person in existence to have a Goon with a build for surviving.
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Post by Not on Aug 30, 2009 7:44:16 GMT -6
How about the ability to filter Wsay between areas of investigation, such as, Ignore Pre-Val, Ignore Pre Kaug, etc etc
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Post by Speedy mc Speedy, Infamous DG2 on Sept 2, 2009 7:26:24 GMT -6
I made one a bit ago, and I think I still have him on a key yonder. Probably the same one with Nooble.
It was... Agility/Strength/ And something else. Probably health. But, I kind of agree with a point. Jump should really not make people as invincible as it does.
ABOOSE
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Post by Sur Realis on Sept 2, 2009 7:37:22 GMT -6
I made one a bit ago, and I think I still have him on a key yonder. Probably the same one with Nooble. It was... Agility/Strength/ And something else. Probably health. But, I kind of agree with a point. Jump should really not make people as invincible as it does. ABOOSE Reap's suggestion would totally work. Also, BRING BACK MORTAL WOUNDS!
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Post by Speedy mc Speedy, Infamous DG2 on Sept 2, 2009 7:48:21 GMT -6
For Chaotics or Player Characters?
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Post by Sur Realis on Sept 2, 2009 8:31:28 GMT -6
For Chaotics or Player Characters? Neither. NPCs. >_>
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Post by Speedy mc Speedy, Infamous DG2 on Sept 2, 2009 12:45:27 GMT -6
......wat
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Post by Divusmors on Sept 2, 2009 14:12:45 GMT -6
For monsters. It wouldn't be as bad as it used to be. Back then, normal was normal. player crit was *1.5 damage, monster was *2, mortal was *2 for player, *3 for monster. But now with this new damage system, that I think governs both player and monsters, I say why not.
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Post by Sur Realis on Sept 2, 2009 22:24:25 GMT -6
For monsters. It wouldn't be as bad as it used to be. Back then, normal was normal. player crit was *1.5 damage, monster was *2, mortal was *2 for player, *3 for monster. But now with this new damage system, that I think governs both player and monsters, I say why not. 1 in 50 Titan attacks being a 910 MORTAL WOUND min is why not. 1210 max. Other than that, it's totally cool.
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Post by Speedy mc Speedy, Infamous DG2 on Sept 3, 2009 7:54:03 GMT -6
910? Jesus christ. That's.... That would Hurt. Even thinking about that damage makes me twitch. xD
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Post by Sur Realis on Sept 3, 2009 8:30:08 GMT -6
910? Jesus christ. That's.... That would Hurt. Even thinking about that damage makes me twitch. xD Well it's a mere 1 in 50 chance to take a Mortal Wound and if the average party is 4 people then it's only 1 in 200 Titan attacks will do that. Don't forget that most of the time Titans are Paralyzed, Slept, or Slowed so that really lowers the amount of times they attack.
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Post by Divusmors on Sept 3, 2009 12:18:46 GMT -6
That's excluding defense, and shield/bar, right? Or did you take defense into account, and for what class? There are some ways around it, without it being so overkill. Yes, it would hurt. But it won't make every attack they do mortal wound, so it obviously isn't as bad as it really sounds. We put up with it in v4, where damage was *3 before defense got subtracted, now defense is part of the damage equation, not just a before or after subtraction. I'd actually like to see it at least tested. Like even just 1 day, give them MWs, see how people fair. Make it like an event just for that day, like ambush day was (which we also need more of...). It'd be interesting.
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Post by Sur Realis on Sept 3, 2009 16:36:21 GMT -6
That's excluding defense, and shield/bar, right? Or did you take defense into account, and for what class? There are some ways around it, without it being so overkill. Yes, it would hurt. But it won't make every attack they do mortal wound, so it obviously isn't as bad as it really sounds. We put up with it in v4, where damage was *3 before defense got subtracted, now defense is part of the damage equation, not just a before or after subtraction. I'd actually like to see it at least tested. Like even just 1 day, give them MWs, see how people fair. Make it like an event just for that day, like ambush day was (which we also need more of...). It'd be interesting. Subtracting my Thief's defense.
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