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MegaTheGamer

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Everything posted by MegaTheGamer

  1. I’m also a big Falcom fan, although of the Trails series instead. Ys is closing in on the top of my backlog, though, Ys 1 & 2 is probably my next big RPG commit after I finish Dragon Quest XI.
  2. I finally got together with a friend of mine and we managed to make this portrait. My friend Fusionoftheaces did the heavy lifting on this one, with input from me. I like how it came out. I'm not sure if I need to upload it as a certain file format or anything, just let me know if this doesn't work. Fusion doesn't have a SF account that I know of, but big thanks to him for this!
  3. Like I said before, I’m open to my character being the Jeigan! He is a Mage Knight after all. And since he mainly targets our Risen/monster analogue, it makes more sense for him if that’s mostly when they’re fought.
  4. Glad to hear you’re still around and kicking! Just work when you feel like it, no obligations here
  5. Oh hey, I made a little Notepad doc about my character for the other, so you can go ahead and have that attached here. I do have to say that art is something I have no talent for at all, so if I must make my own character portrait it may take me awhile. Unless my current pfp is useable. As for things the attachment doesn't address... Protagonist, clearly. While I was intended to be a sort of Pent archetype who appears as a Green NPC in early maps before joining in mid-game, I see you have no Jagen. I would also accept that, would just need to tweak him a bit. Other than that, either role is fine with me. For growths, I imagined him as a glass cannon, having Mag and Speed as his best stats, and Def and Res as his worst. Although if he's our Jagen, you don't want your crutch to be glassy, and evenly balanced growths might be preferred. Recruitment if he's a Pent, he would be in mid-game as I said above, probably just by talking to Sire or Von. I don't think I'm terribly familiar with anyone else here. If he's the Jagen, obviously he's a Starter right off. (One crazy idea which I don't know if it's possible or reasonable, is if we go with my original plan, he could have the "Cath recruitment" where talking to him repeatedly as a Green NPC eventually convinces him to join. But that's only if you really want to go far out, that literally just hit me while writing this post.) Let me know if I missed anything. Most other stuff like personality, support material, etc should be in the Notepad. Serenes Emblem character.txt
  6. Oh boy, well, congratulations from a fellow dumbass spicy aficionado who has also eaten one! And yeah, it really gets you with how slowly it hits you. As if daring you to chomp it down in one bite, which activates it's trap card, lol.
  7. Ho boy, it's been a while since I could actually check in (internet issues + work), but I've been keeping an eye on the topic. I'll join the Discord in a hot minute, but to quickly address a couple of things I might need to chime in on: Portrait/Sprite: I'm no artist, so I'll have to leave this to those people, but basing Ronald largely off my pfp is fine. Teal hair (since teal is my favorite color) decent-sized 'stache (me IRL) and a (typically brown or black) cowboy hat are the main fixtures. Hair and clothes are probably messy/worn as he isn't very neat. The hair can be dark brown if we're not going technicolor hair, but I assume we are as FE usually does. Stats: I'm not a numbers guy, and I don't recall if I mentioned this already, but I imagine Ronald would be a glass cannon: High Mag/Spd (+Str if we have hybrid classes, he is a Mage Knight after all, otherwise doesn't matter), low Def/Res, and middling HP/Skill/Luck is the general idea, though feel free to fiddle with it some if needed for balancing. Story/Personality: I haven't come up with a backstory or anything yet (I'll get on that), but like I said before, I imagine Ronald would be a L'arachel-esque independent before joining in the midgame. If there are monsters/Terrors or the like in this game (fandom toxicity?), they would be his primary targets, and he may show up as a NPC unit pre-recruitment in battles against them. If not, he's just someone who drifts about helping the good people of Serenia with their troubles, clearing out bandits (troll users?) or mediating disputes. I have quite a bit of details worked out for his personality, which I'll save for the Discord so this post isn't too long-winded (unless you'd like me to put it in this thread, let me know). But for the TL;DR, he's a compassionate drifter who does his work based on his personal code of integrity. He knows he's doing good service and thus can talk himself up at times, and he can be obstinate about asking others for help when he needs it, but he is genuinely motivated by his morals and doing "the right thing".
  8. I'm a huge Pelleas fan, and this analysis was very well done! I will share one other thing I feel might have been worth mentioning: he has a boss quote not only with Lekain, but with Sephiran as well. I don't recall the exact exchange, but Sephiran basically confirms what Pelleas already basically knows at this point after fighting Izuka: that Pelleas is nobody too special, just a beorc with particularly strong magic. He does, however, say that Pelleas served an essential role in spreading war across the entire continent as per Sephiran's plan to awaken Ashera, and thanks him for this. This causes Pelleas to react with great anger, and much like with Lekain, he shows his backbone in confronting Sephiran and being determined to make him pay for using him as a pawn. Although, he does get so worked up that he actually ends up vomiting in front of Sephiran, probably having to do with pent-up stress and anger from his realizations over the course of Part 4. And honestly, as... TMI as that might seem, it shows a side of him that probably didn't exist before Part 4 and makes for a great moment.
  9. Sorry about not posting in a bit, that maintenance was crazy. It’s the Thracia Curse, I tell you! But at least I was able to do the gameplay poll without logging in. Anyway, I’m not super sold on child systems, but I’m not particularly opposed either. The main concern is whether the children would replace their parents (FE4) or simply join them (others). I assume we can agree a long time skip like FE4 is better than any handwave like time travel/pocket dimensions, but the parents can still be around. It looks like we’re posting character details now we have the cast solidified? I’ll post again when I get a chance for mine. And if we do decide to have two generations, I can certainly come up with a child character or two for him. Heck, maybe he can even be married already, since he’s a bit older than the typical FE fare (late 20s/early 30s). But we’ll cross that bridge when we come to it, I suppose.
  10. Well, I personally always felt the single Tome rank of the DS games gave Mages less individuality than what the GBA games had. But that's more of a subjective preference rather than a technical analysis; I don't have any sense for design/balance and can only give my opinion. Same goes for a Str/Mag split. I'm a big fan of spellswords or the like and something like a Mage Knight with Lances appeals to me, but I don't know if having one would make balance harder or make the game more interesting per se.
  11. This seems like a good way to organize it. And on that note, I’ll sign up myself! Username: MegaTheGamer Game Name: Ronald Desired Class: Mage Knight (As per Von’s magic classes above, if unpromoted, I’d prefer Dark Mage) It seems like we’re not at the stage of designating roles yet, but I imagine I’d be an independent/rogue element at first before joining. Like L’arachel or RD!Tormod. But that isn’t necessary if we’re still hammering out details.
  12. Do you have to have a big following to volunteer? Because I’d be down to record a demo for someone. My Twitch community is pretty small, but we’re all into FE.
  13. Oh hey, thanks for the heads-up. I don’t think was another response but to laugh it off, lol. No point getting angry about a glitch, especially one so minor. As long as they don’t corrupt my saves or something, I just find them funny.
  14. You have done the Lord's work, good sir. I'll admit I probably like Shadow Dragon a fair bit more than most, but having all it's inane flaws fixed up is going to be great. I'll definitely be showing this off to my (very small) Twitch audience! Thanks for all the work you've been putting into this, and congratulations on finally finishing all of it! EDIT: Found a minor graphical bug while streaming it where Cain's critical animation made the game freak out. This was done on Version 1.1 on Brutal/Hard 2 difficulty, in DeSmuME 0.9.8. This is using the patch that includes the graphical updates but not the Sync Patch (FE11FCPWithGraphics). See the glitch in action below: https://www.twitch.tv/videos/281670448
  15. Hey now, this looks promising! Thanks for giving your all to such a tough project.
  16. Normally I do my best to be patient with this sort of thing, but this is getting rather ridiculous.
  17. A couple of my Skype people actually mentioned something similar when I linked them the thread this morning. Yeah, I think Strength would be used for a Con-type usage with guns so it isn't useless to Gunners. Half Skill + High Mt I can see. They also brought up the idea of guns doing a boatload of damage but being unable to double since these would theoretically be flintlocks, so you'd need to reload every shot. That would work well with Tolvir's ideas. As one of my friends said, "That's the thing about the flintlocks, though, they really fucked you up if you got hit". I can agree with this. It gives us different options for guns, and combined with my idea of them losing Hit with increasing distance, it could still be balanced. I like the thought put into this, and this would definitely make sense for a modern gun with clips to hold multiple rounds at once. Though, I get the idea that guns in FE would be more like flintlocks, and for that, I was given the idea on Skype that they can't double, having to reload every shot, as mentioned above. If the game had durability, we could certainly balance them out by having to carry ammunition on their person as you say.
  18. That would actually make sense, since there wouldn't really be a way for Brawlers to have an advantage against armor/mounted types, so no slayer access would make sense. As for the Brave, since they only need one fist to hit you, I suppose they could presumably always hit you twice before you got a swing in. I do like you idea for WTA against knives; I didn't know that about judo, actually. Ignoring the Fates triangle, perhaps fists, knives, and bows could be a separate triangle, leaving magic with just it's own triangle(s) outside those of physical attacks. Perhaps I am, but I did want to mention the ideas given by Radiant Dawn, since they were there. You're right, making them a normal weapon type with gauntlets, as mentioned, would certainly be easy enough mechanics-wise. I just thought that maybe a more interesting idea would make more sense within the FE universe. Also, it would help differentiate Fists from other types of melee weapons like Swords, etc. if they worked in a "strange" way. Does that make sense? I do like this, as I didn't think of using ki blasts a la Street Fighter for a ranged option. It would also make sense since martial arts do have that aspect to them of "finding the strength within you", which could manifest as ki. One thing to consider about this, though, is how they would work in a Gaiden/Fates scenario with no weapon durability. While the gauntlet idea would make sense for them to wear out, I wonder how one would balance a ki attack that doesn't have limited usage. Perhaps make them unable to double with it since they need time to focus on charging it? Thanks to both of you for the honest feedback, regardless.
  19. For a while now, I've wondered about how one could introduce new elements into Fire Emblem's weapon system. It's really quite a closed system that's been balanced and rebalanced countless times; adding a new weapon or type of fighter wouldn't be easy at all, especially with concerns for logical justifications and interaction with other mechanics. So this is a thread for me to throw out a couple of ideas I had about how to integrate new weapons/fighting styles into FE. Anyone can comment on my ideas, expound upon them, or propose alternatives. I just bounced these ideas off of a friend and he suggested I make this thread to get my ideas out there, gather critiques, and just get some thought going. Fists The first idea is about fighters that actually don't use a weapon at all, but prefer straight-up fisticuffs. Brawlers, or what Final Fantasy would call a Monk. -The obvious problem with these units is simple: other units are going to keep obtaining better weapons and grow stronger much faster than a fighter using his same old fists with better stats. -Thankfully, Radiant Dawn offered a rudimentary solution when it's laguz units faced the same issue. Giving all laguz a weapon type "Strike" for unarmed blows, and as the weapon rank increased, so did the Mt and Hit of their fangs, claws, etc. A fist fighter could work on a similar system to this, and logically, it makes sense. By fighting unarmed, this unit would, of course, build muscle and be able to throw punches faster, as represented by their level ups. But, in addition, their fists would probably become calloused, or harden from repeatedly striking things, making the same punches more effective. Thus, rather than upgrading to more effective weapons, this unit's one weapon would become more effective, essentially upgrading itself. -Another idea would be to take the Strike weapon type and, instead of tying it directly to the stats of the fists, make it a traditional weapon type by offering the unit pseudo-armaments like Brass Knuckles, a Cestus, or similar tools for augmenting blunt, unarmed strikes. The logic being that, if you're punching things on a battlefield filled with swordsmen and mages, those hits need to really count, so there's no shame in beefing up your fists with some metal. -One issue that remains is, this Brawler would be meleelocked. Even weapons that are mostly melee have ranged options, like a Levin Sword, Javelin, or Hand Axe, but I don't see any way of giving a fist user this kind of option. Maybe 1 range only would just be the inherent weakness of the fist units. Firearms/Guns That was the easy one, though. The other idea was how, mechanically, one could implement firearms in a balanced way. The FE universe might not want for black powder when they have magic, but not all FE settings are created equal. -First, damage. Obviously, shooting a gun isn't more effective the more physically strong you are, nor does it require a spiritual element like magic does. How much destruction you can cause with a firearm depends on how your aim is, how precisely you can target the vital organs of your enemies, such as the brain, heart, windpipe, etc. As such, the stat that makes the most sense for damage calc would be Skill, the measure of your precision and accuracy. -Would this make Skill too broken? After all, it already determines hit rate and the better part of crit calcs. I don't think so, though. Skill is already considered among the less useful stats by many fans, since often damage output, the ability to double, and durability are far more valuable to a unit in the long run. This would make Skill a very important stat for these Gunners or whatever you might call them, increasing its meaningfulness. -Another consideration for firearms is range. One can shoot a gun much farther than traditional ranged armaments like bows, but they aren't large and unwieldy like ballistae; they are small, light, handheld weapons. Guns should logically have rather large ranges... but how to balance this so they add meaningful depth rather than just being busted? I propose that guns use their full stats at point-blank (1 range, maybe 1-2), and the farther out the unit shoots, the gun starts losing Hit, and perhaps eventually, Mt. It makes logical sense; the farther away the target, the harder it is to take aim and hit reliably. And at very long distances, their target will appear rather small to them, making it difficult to accurately hit the vital points brought up before, which would lessen damage. So, that's my musing on it. If you have anything at all to add, or a critique or criticism of this, feel free to speak up! I like considering how to add new mechanics, but I'll be the first to admit I'm no designer, so I can't tell if my logic flows for game design purposes. I'd love to hear other's opinions, ideas on how to improve this, or alternate implementations, hypothetical or not. Also, this the first thread I've created aside from my introduction thread, so I hope this is the right section and it's formatted well. Just let me know if it's hard to read, and feel free to move it if there's a better board for this.
  20. Well, I'll be sad to see the project go, but even if you kept working on it, it wouldn't be the same if you were no longer enjoying it, no longer doing it for the same reasons you started. So if that is so, better to kill it off now and not put yourself through any more pain or trouble trying to keep it on life support. Thanks for at least coming out and telling us this, rather than just going silent or dropping it without explanation. And don't feel bad about us; we still have the part of the game you gave us, and I, at least, would rather you be happy with what you've done and move on than continue something you no longer want to do. It's clear you've thought about this, you didn't make this decision lightly, and that's what matters. I'll accept your decision, and I'm sure everyone else will, too. It was fun while it lasted, Alfred. All I can do now is wish you luck in your life, and on whatever comes next for you. You still gave a great thing to this community. Don't worry about what you didn't or couldn't do. Be proud of what you did. Catch you on the flip, man.
  21. Oh my God that Gaiden remake looks so baller! I can't believe freaking Gaiden finally got it's time! I'm literally shaking, my third favorite game after 12 and 9 and the most overlooked of the series and it's getting a hype as hell remake and AAAAAAH!

    AVGN Battletoads dance.gif

  22. I would probably be an FE4 Mage Fighter, or a Pelleas!Sage, though I'd prefer being more of a spellsword type. I like to give myself options. If I had an affinity, it would probably be Thunder, though FE7 says Wind and I'm also okay with that. Crit quotes: I said, MOVE! If you insist on fighting... Now you've done it... And probably steal Fred's "Pick a god and pray!" For a death quote, probably something like... "Damn... guess this as far as I go... sorry, everyone. I know you can do this..."
  23. A month or so... this is the true nature of how often I log in to places. I'm bad at this. XD

  24. Aight, let's break mine down. This was a bit hard, actually. Male: Arthur - This is actually a tough choice as many of the guys in this game were pretty great IMO, but in the end, extreme ham is a great way to win me over. I also feel that while Arthur is not a totally realistic personality, he's believable in the sense of what you would expect someone like that to be, if they existed. While he's certainly not a particularly deep or interesting character, he brings a sense of enthusiasm and jovialness that's much appreciated, especially given he's a Nohrian. Not to mention, Berserkers are one of my preferred classes, so there's that, too. Gameplay-wise, he brings the YOLO strats I crave when it comes to these games. (Runners-up: Leo, Takumi, Keaton, Shura, Laslow, Odin) Female: Oboro - I really, really wanted to give this to my girl Anna, or Felicia, but Oboro was just really great. Her fashionista characterization was unexpected in this setting, but surprisingly worked well and made her more memorable among the cast. I also like her supports with M!Corrin (an extreme rarity!) because it made sense given her past that being alone with her thoughts would be unbearable. The idea of a character who can't love the world trying to do so again also hit a chord with me. In gameplay terms, I like the Jill-of-all-trades type with balanced stats across the board, and while Lances have never been wielded by my more favorite characters before, I like the style they lend themselves to. (Runners-up: Felicia, Anna, Hinoka, Hana, Ophelia, Selena) Avatar: Male - While I like playing both male and female avatars in games, being male, I tend to favor a male PC my first go-round, and this is no different. In Fire Emblem in particular, a male avatar helps me get invested in the world and other characters since he's as similar to me as I can make him. Route: Conquest - Absolutely no contest. While I have my gripes with this game and Conquest is home to quite a few of them, the thing that makes me love this game all the same is the overhauled gameplay, and Conquest does the best job of showing it off thanks to the difficulty. It's easily the one I enjoyed playing the most, and since the main point of a game is, well, the gameplay, it wins on that alone, let alone that's the main thing I like about this game. Revelations gets a point for having all the cast at once, but Conquest is still the winner for me.
  25. Thanks for the warm welcome, y'all! I'm optimistic about this, and this really reinforces that.
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