Temple of Kraden News:
| Greetings, heathen. Perhaps some fortuitous blessing of Kraden's grace hath led you to our humble Temple, or perhaps you are simply curious about this strange and wonderful cult. Should you be willing - and dare to hope - to achieve enlightenment, the door opens before you. Lo! Leave your old life behind! For once you step through, you become something more than just yourself. You become a Kradenette. Are you willing to make the rapturous plunge? Do you have what it takes? One of us! One of us! One of us! Already one of us? Make your presence known: |
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| Final Fantasy Tactics Advance | |
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| Tweet Topic Started: Jan 25 2016, 03:31 PM (2,096 Views) | |
| The Phantom Squee | Jan 26 2016, 11:27 PM Post #21 |
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Sound the horn and call the cry: "How many of them can we make die?"
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I didn't find it boring at all, and I thought the difficulty was quite good even when using some of the unbalanced character builds. But the nice thing about being able to choose how you build your characters is that it lets you set your own difficulty level. If you think the game is too easy because of exploitable character setups... don't use those setups? Seems like a no-brainer to me; if you ride your bike well, you take the training wheels off, you don't keep using them and then say the bike is too easy. |
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| HyrulianJedi | Jan 27 2016, 12:23 AM Post #22 |
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uguu~
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Because using the battle system to its full extent is fun. Gimping yourself by removing OP mechanics is lame, even though I do it sometimes - I never summon in GS, for instance (though the game still isn't hard). It shouldn't be up to the players to balance a game, aside from choosing a difficulty level. That's part of design, and when a game isn't balanced well, then it deserves that criticism. |
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| The Phantom Squee | Jan 27 2016, 01:18 AM Post #23 |
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Sound the horn and call the cry: "How many of them can we make die?"
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Why shouldn't it be up to the player? You know your own level better than a developer does. I think it's a lot more responsible on the developer's part to include options for allowing players to play at whatever level they like without having include a difficulty selector at the beginning of the game--one which will usually be pointless anyway, because the player has no context for determining what "easy" or "normal" difficulty actually mean. If you want to think of that as gimping yourself, well, that's your prerogative, but I'd say the consequences of that are entirely within the realm of your own mind. |
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| HyrulianJedi | Jan 27 2016, 02:21 AM Post #24 |
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uguu~
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Why lock difficulty at the beginning of the game? I think that's a dumb decision too - at the very least there should be an option for dropping down, but I don't understand why you can't freely change it throughout the game. I don't like being rewarded for being clever with the trivialization of a game. It destroys my incentive to think up new combinations, ideas, and strategies if I know that it will make the game auto-win. Especially for something like a tactics game, where the gameplay is all about (or supposed to be about) being clever. |
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| The Phantom Squee | Jan 27 2016, 02:53 PM Post #25 |
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Sound the horn and call the cry: "How many of them can we make die?"
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I only mention locking difficulty at the beginning because that's what most games with difficulty settings did at the time (GS, for example). I think you're overstating the effectiveness of the builds in question. I used several of them in my games and found very few of the battles "trivial," having to retry a few of the more difficult ones several times. |
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| Admiral Miral | Jan 27 2016, 04:45 PM Post #26 |
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The Light of Hope
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Dual wielding paladin and dualcast summoner were pretty autowin. |
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| Pianomanfreak | Jan 27 2016, 05:17 PM Post #27 |
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Scholar
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Well we are getting this game tomorrow to in north america. |
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| simplechild | Jan 27 2016, 05:54 PM Post #28 |
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My only feel is murder
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It was a pretty sizable challenge for 12-year-olds aka me when it released. |
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| Momentime | Jan 27 2016, 08:56 PM Post #29 |
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uh oh
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git gud casul |
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