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Messages - Giga571

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Gaming Discussion / Re: What is the worst RPG you have ever played?
« on: February 23, 2020, 02:29:01 pm »
I'm probably a bit of a unique case for this thread. I played Bravely Default and loved it, though I will agree that it dragged a bit after chapter 4; I basically just ignored the rest of the game's world and had a 16 fight long boss rush against the crystal bosses, effectively speedrunning the game until I got to unique content again, though I did miss the Conjurer job. I played Final Fantasy 2 on PSP, and while it's not the best, it's certainly not the worst. No, the worst RPG I've played (and beaten) has got to be Final Fantasy: Mystic Quest. However, it's my favourite game on the SNES, as well, because nostalgia. The glitches, using Life on the Minotaur, Exit on the Skullrus Rex and Stone Golem, completely ignoring the blind and poison statuses due to their overall irrelevance, buying 99 seeds and declaring the game beaten then and there, using Cure on the Dark King with Benjamin, baby's first sequence breaks in the Bone Dungeon, Rockman 4 Minus Infinity's Wily Machine using FF:MQ's Battle 3 for its music, with that perfect buildup as 29 health bars of 28 energy each fill at exponential speeds... it's just a wellspring of good memories, for me.

However, I will admit that Mystic Quest is not a good game. It's boring, to say the least. You can't be surprised by random encounters unless you specifically ignore key items in two of the game's twelve dungeons, which do nothing more than making enemy encounters visible. Speaking of which, enemy encounters are barely random at all. Each unique overworld sprite holds a table of two to three encounter sets, there is absolutely no damage variance; the only random parts of enemy encounters are the set of up to three monsters you'll fight, and which attacks they'll use out of their set pool. However, even this holds some hidden gems. I'm still amazed by the fact that max HP of all things is a deciding factor of how much damage enemies will do with their attacks. Max HP divided by either 16 or 8, plus a value unique to that move, plus the monster's ATK, with the final result multiplied by either 2, 1.5, or 1, and a flat subtraction of the player's DEF. Still, even without knowing the damage formulas like I do, the game is way too easy. Making it to the other side of an encounter only ever boils down to either knowing the weakness of whatever you're fighting, or knowing what your highest damage option is. Trees, turtles and worms are weak to axes, slimes and eyeballs are weak to bombs, flying things are weak to bows, scorpions are weak to fire, etc. If you don't already know what this is, the automatic partner character will show you. They don't gain experience, and just join your party at the recommended maximum level for that area. Eight partner switches for twelve dungeons. This also means that the player's avatar, Benjamin (according to the US manual) is the weakest party member you'll have, despite the fact that he's the only one that can actually organically grow throughout the game. Bosses being nothing more than damage sponges that only provide a challenge when you're severely underleveled doesn't help that.

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Newcomer's Board / Re: How to update hacks made by other people?
« on: November 22, 2019, 07:52:41 pm »
You should just upload your work as your own hack. Nobody can guarantee that your work will live up to the quality of the original hack's author, not even you, and in the same vein, nobody can guarantee that your hack will carry the same vision as the original hack.

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News Submissions / Re: ROM Hacks: Rosy Robot Raises a Ruckus!
« on: September 29, 2019, 05:41:55 am »
No, not all ROM hacks are shallow. Would you say the same of Super Demo World? Of Crimson Echoes? How about Parallel Worlds, or Super Metroid Project Base?

A common thread throughout these suggestions is the changing of level data, to create a new mechanical experience. A graphics hack, which changes nothing but graphics, especially one in a game without compressed graphics, is objectively less interesting than a hack that gives you new things to do in games you already love playing. Of course, there will be people who care about that, and people who don't, but in my opinion, the people who do care about it should at least be heard and have their complaints considered.

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I was watching the new TAS of Old Axe Armor mode in Portrait of Ruin http://tasvideos.org/6363S.html and was reminded of the Nest of Evil in that game, which contained many bosses from Dawn of Sorrow. It would be great if a Nest of Evil type thing was inserted into Order of Ecclesia, or the Nest of Evil in Portrait of Ruin was expanded on, such that any one game would have all the bosses from the other two. Insanely ambitious, I know, but it would be amazing for the DSVania randomizer, as well. Don't take my lack of mention for Dawn of Sorrow as admission that it would be worse off, either - I don't particularly care which DSVania would be receiving this hack, if it's even considered at all by someone with the talent and coding knowledge.

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News Submissions / Re: Other: Metroid: HD V 1.3 Released
« on: April 14, 2019, 02:57:17 pm »
I've voiced my complaints about this before, but now with the 8-bit style restored (in one part of the release, anyway) I've got nothing more to whine about. Keep on keeping on.

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Personal Projects / Re: Castlevania: Eternity of Sorrow
« on: December 23, 2018, 08:48:55 am »
About the difficulty - it's a tiny bit disheartening to know that no matter what, Soma will never grow in power. Earlier portions of the game will never become easier to get through on subsequent attempts, unless something happens to change the geography like the Gergoth boss battle. I'm only up to the bit where you first see a Student Witch, using the guaranteed souls code because fuck grinding for them, and I have no desire to backtrack whatsoever, even though the hallway just above the Condemned Tower warp point is the best place to get healing items. I think the game would be better off in terms of a sense of progression if each boss gave you enough experience to level up at least once. That way, backtracking would become less of a pain, you would have more health to work with over time, and you can still carefully construct the difficulty however you please as you have been so far.

I'd also like to echo Aceearly in saying that the Valkyries are a bit strong for that early in the game. I get that you're designing this for insanedifficulty.com and not a casual gamer, but do keep the rest of us in mind, please.

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Gaming Discussion / Need help with Wrecking Two
« on: March 08, 2018, 09:09:16 pm »
I'm playing with a friend, and we're at phase 60. We've hit a brick wall, in terms of problem solving. There is a purple wrench guarding Mario's path, and no method we can think of to move it - and no way to dodge the Eggplant Man that is sat right beside Mario as the stage starts, aside from sitting atop a one tile wide ledge that Player 2 makes by breaking a support. The Eggplant Man is then trapped inside the starting area.

I'm more of the puzzle guy between the two of us, and all I see here is a dead end. We need help. If you need a screenshot of the area, I can provide it.

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Personal Projects / Re: Final Fantasy VI - Slattery Edition
« on: October 21, 2017, 11:40:56 am »
On the indents, they were done with the space character, from what I can tell in screenshots. FF7 uses two spaces, whereas the other two (8 and 9) use one. Tab would do that in certain text editors, perhaps it can be configured in others, but I imagine it was done manually.

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If you want to make the Robot Masters harder, you could do what RM7FC did and remove the special weakness animations.

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To be clear, that Bowser image with the "Safety First" sign that shows up when you make a big enough combo is actually an instant win.

Unfortunately I can't help with anything other than rewording things that don't fit or make much sense.

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