« on: June 18, 2015, 03:10:37 am »
Hey, sweet stuff, dude! It looks great now. And I like the extra patches to skip the splash screen and boot automatically to Mother 1. It'll go nicely on my Wii!
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That was an example I got (on another topic) that reminded me of this matter of which I've been thinking about some time and thus I was "inspired" to open this topic.Sorry, I turn into a retard when I see the Kotaku URL since they're known assbags. I don't really have an interesting answer, I'm boring.
It still should not be mixed up with the question and fact points I've presented afterwards.
Please don't assume anything before posting, or else you will be seen in this topic as someone who has not read what I wrote.
I'm eagerly waiting for an interesting answer from you on this topic, please.
So, I've made it to Mt Ordeals (at just over 2 hours too---was this game actually this short before?)Hello, magictrufflez. Not sure if you know, but I made Project II, the mod Namingway Edition was based off of. So I'm gonna answer some of your more general questions that also apply to Project II.
-Is the drop rate formula changed in this hack? Not that I'm [complaining, but I seem to be getting a metric ton more drops than I ever remember getting in the original SNES version or the PS version, so I'm curiousI didn't personally change any drop rates when I restored Project II's original items dropped, and I can't imagine Rodimus would've done so for a mod that is to replicate the Japanese version's difficulty. The only thing that should be different is that all Goblin-type foes can drop the Goblin Eidolon, all Bomb-type foes can now drop the Bomb Eidolon, and all Cockatrice-types can now drop the Cockatrice Eidolon. You are the second person to comment on the drop rates, however, but I think you both were isolated incidents.
-I like the additional commands for Edward, Tellah, Rosa and Yang. The only beef I have is the addition of Salve to Edward. Not that the hack's been particularly hard so far, but Salve pretty much breaks any difficulty for me right up until you lose Ed--I guess I just think a full-party potion command is a bit too OP for the beginning, especially when potions are so cheap.I actually somewhat agree, but Salve was completely useless before. Also known as Heal, Salve split a Potion among the team, which also consumes the Potion in the process... Potions, in battle, restore 64-96 HP per person. (In the menu, it's a static 96 HP.) It would heal 13-19 HP with five people, 16-24 with four people, and 21-32 with three people. It was only marginally useful, and you'd honestly rather have Edward either Hide until you find the Lamia Harp, or Sing and hope it doesn't miss.
Just my opinion of course, but I think the rest of the additional commands are a nice touch and don't blast the doors off the difficulty that much, although a lower success rate on Pray wouldn't hurt IMOThat is something Rodimus could probably do if he thinks it's worth it. Pray was originally a 50% chance to cast Cure on the entire team, and now it has a 70% chance to cast Cura on everyone--unless Rodimus changed it. I think, in the spirit of making Namingway Edition truer to the original, it could be lowered to 60%? But I'm not really on the Namingway team, so that's not my call.
-Speaking of difficulty, was this hack only supposed to reflect the Japanese version's difficulty or did it do some other things as well? Maybe it's just my billionth time through being somewhat routine at this point, but it doesn't feel like a lot has been changed on this frontAs stated before, Project II (Namingway Edition's base.) did a plethora of things different compared to any other version of FFIV, although many of its changes were inspired by other releases. Further revisions of Namingway Edition should further reflect the process of undoing changes made in the transition from FFIV to FFII US, but as stated before, I'm not officially part of the Namingway team, so please don't take my word for it. However, given Namingway's manifesto, it should be a fair assumption to make.
So far so good though--I like what script changes I've seen, and I'm looking forward to getting farther along! Zero bug too, so basically great job all around so far!Thank you for the kudos on the script, magictrufflez; I appreciate it a lot.
Did someone say, "Japanese Title Screen?"Congrats, chillyfeez! It looks fantastic!
Cue the victory fanfare!Here ya go!
My only wish is that you take a page from Sonic 3 Complete, and offer optional patches for everything this mod includes. I'd like the script you have without the mechanics changes.I apologize, but that doesn't seem like anything I'll do for this mod. For example, Cry didn't do anything originally while you had Porom. It lowered all enemies' evasion to the Sneak command. Porom and Edge are never on the same team... you see the problem? Lots of the other commands that I changed were useless from the get-go. I believe User Options' additions only serve to enhance players' FFIV experience, and the equipment changes are only for the good, most of them having been taken from FFIV Easy Type; many FFIV modders agree Easy Type did good for weapons and armor without making the game too easy.
A Cross isn't necessarily a religious symbol even if it's used as one. Technically it's a method of execution. But if it was already used in US II then I say use it.FFII US only had Heal Potions, which cured all status ailments. They were put in every shop alongside Ether at their regular price.
Um... What was the rationale behind nixing Life in favor of Revive to begin with?If you remember, the Potions in FFII US were named after the spells: Cure1 Potion, Cure2 Potion, Cure3 Potion, Life1 Potion, Heal Potion. I didn't think the spells and Potions needed to have the exact same names. Revive Potion comes from the English FFII beta, Shadow of Palakia.
In this context, the cross is definitely a religious symbol!Definitely! That's why I'm averse to putting it in. Trying to somewhat follow NoA's censorship policies at the time, with some leeway regarding death references.