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Messages - Rufus

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-10 23:08:24 »
good idea sega chief however for some reason i always found it really bad even with a 1 star level, i could be wrong though, i seem to remember always starting a new game then adding in enemy away with 0 star then 1 star or 2 star to see the difference and i think i didn't like any of them, but that could be all in my mind though, when it was mastered it the encounter rate was far too low, and when it had zero stars it wasn't strong enough.

i also like the idea of not being able to run away as well so addign that would be freakin' awesome, seems stupid to let your party run away from enemies, what is the point of an encounter rate anyway if you allow people to run away? it effectly turns into a brief pause in the game.

Another idea could be giving the player some real punishment for running away, in the other FFs you lost money when you ran away, but it just makes sense to not allow it.

2
General Discussion / Re: FFVI Steam Release
« on: 2015-12-10 23:05:57 »
not so true Nightmarish as the gba is the best version as you can fix the music and colours with rom hacking, it is also in 3:2 rather than the super nes 8:7 aspect ratio which tends to work better on 16:9 screens, with that being said the picture is zoomed so you may or may not like that.

i actually completed FF6 on an android 5" phone when it came out on it, it was reallly nice to play FF6 without a horrible text font, but the battle interface was terrible, ff5 interface was perfect.

but yeah the interface will be really bad with a keyboard for ff6, i have ff5 android port on pc and it is literally just using the keyboard to move between actions which are designed for touch interface, it will be really really bad on the ff6 one, if they allowed mouse pointer on screen for battles it might be okay, you can even do that right now using an android emulator for pc and play it that way but there are some issues, mostly related to pressing the back button.

3
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2015-12-10 07:31:38 »
really look forward to this, i will play through the game again when this gets finished.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-10 07:30:54 »
look forward to 1.4.

and yeah for enemy encounters i'd much rather have a reduced encounter rate maybe setup in the same menu, i am thinking by about 30%.

i'd always love to play FF games with reduced encounters BUT you can't run away, that makes way more sense than anything i've seen in the real games.

I know you will say just use enemy away materia, but in my experience that materia is less than ideal in the amount of encounters you get based on it's level.

5
oh yeah i see your point, i remember it now, but that is the way the game does things.

but no you do see him, your character does, but you don't , that seems fine, she can say 'this guy is ill', i realised she stops you, moves back then you turn to face her, but that is the way the game does things, see my previous post for an explanation of why that's done.

but if your going that way anyway, maybe it should just be inside the pipe, i was under the impression it was done as you walked by the pipe, clearly i remembered wrong.

6
oh okay, honestly i guess people really need to see the text in context of the game.

the spreadsheet is good, but man it deserves soo much more than that, especially with the lifestreams artical on mis translations, it really needs a website post with discussions and explanations, with proper sections so you can find what your looking for.

7
well its a game, she isn't really stopping cloud, the game is just stopping you from moving your character which would spoil the scene, in general i don't think you can ever move your character freely while there is text, outside certain situations, the game just doens't want you being an ass and running around her in circles while she says something.

i think its actually meant to be like they are walking past the pipe and she says 'is that man okay? he looks very unwell.', to me that looks fine, if you can change the animatino so that they are both forced to walk slowly while she says that, then it would look great, good scene, good dialogue etc, heck it can even force you into the pipe afterwards, that would make a lot more sense.

Lol, I'm really sure you said you reverted back to the mideel, or maybe you said you offered the optin.

i know you said you don't discuss yellow ones, but are you sure HP<-->MP shouldbe repalced with just 'swap' when the literal is 'HP/MP Swap', how will people know what it does.

8
its sounds too much like a statement, should it not be 'hey, that person in there is ill', but then again Final fantasy is a bit wierd with dialogue stopping/starting without there being a real cutscene.


I think that document may need updated, didn't you mentiond earlier that you reverted back do mideel? as your document still has Midhir, and its in blue.

9
just saw your update: okay no i don't think all players would go in the pipe, i understand what the scene is about now, you want to direct the player into the pipe, okay in that case i would think IRL if i was walking down the street with someone they would say.

'is that man okay? he looks very unwell.'

honestly that sounds way better, this is generally what someone would actually do, and it would direct the player to the pipe, but i'd need to see the scene again to confirm,

--

do you plan to create a blogspot or website or somekind detailing your findings of the script, for explaining things like 'crime hazard' and such.


I really want a detailed report of somekind of the translations of the game.

10
is there a video of the scene, what is the exact literal translation.

I mean, if the original is vague, the translation should then be vague, in that case it's then an original script issue.

but if i was to ignore the original script, assuming it is vague, then i guess any normal person would say, in that situation.

'that man in there is unwell.', or ' ill ', actually it's hard to tell what someone would say at that point, i think unwell is something aerith would say, as she is more proper spoken, but i think 'taht man in there is....' sounds right.

11
how about 'that guy is ill' and doesn't she do a wave hand animation implying she is pointing to him?

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-02 17:29:50 »
maybe you could take the FF8 idea and just nerf it a little, maybe make it less likely to activate, so you need to keep mashing the 'switch character' button until it activates, in addion there can be a cool down period whereby after doing a limit break it will take soo many clicks/turns before it can be reactivated with low HP.

BTW I have a 52 page document about the new threat mod requests, its basically all I have posted here, seems FF7 needs a lot of work.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-02 17:16:53 »
I may have mentioned this before but I still think FF8's limit break system was the best risk/reward system out there, in that case it only activates when low on HP rather than by damage taken.

I think you said it couldn't be done anyway.

14
lol not omzys texture pack, I was refering to the team avalance ones that make the game look like a remake of sorts

https://www.youtube.com/watch?v=QLukCBHvaGA

also i think more people complained about the deformed field models and the battle maps qauilty more than the dialogue.

if i could have every background look as good as that, and the replaced character models and battle maps, HUD etc, vs. the translation i'd go with the former.

maybe im a graphics nut, but its hard to look at those 320x210? backgrounds in this day and age.


I also think 'broken' is relative, id argue that FF8 and FF2's leveling system is 'broken' even if it is by design, for FF7 the translation was quite poor, but after the cutscene was over you still got a general idea of what's going on ,your brain doens't typically remember each word of dialogue that was said, and how well it was said, about 5 minutes after the scene.

I think the new threat mod makes the biggest impact as well, he is now adding real customisation to party members via 'souce points', along with a total game rebalacne this makes a far larger impact.

but with that being said this is the mod I am looking forward to playing the most, along with 60fps, once it's in 7th heaven I'll play it, maybe it will make a bigger impact than I think, I just hope eurogamer maybe makes an artical later to mention the work done on character models, over map replacer (which looks amazing).


---

oh yeah if your looking for another game to re-translate maybe you should give secret of mana a go, for some reason that never got a fan translation, even in the ios/android enhanced re-release used the original one.

I also wish someone would do an audio mod for it to fix the audio cutting out, now that we have that SNES mp3 mod of such.

15
I think its cool there is an article on it, but why pick that mod and not the graphics mods?

I remember there were some articles about 'bootleg' but i think eurogamer should make something about the pre-rendered backgrounds that are being remade, maybe it can create awareness as that is the one thing that looks really bad about the game.

the FF8 voice over project is also pretty cool, maybe an articel will get made about that.

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 18:56:48 »
it serves the purpose of changing the boss fights, its a cool idea, it was used in a final fantasy game, it has strong merit.

it doens't have to be time of day, it can just be anything, its just a smart idea to make offensive magic less powerful, but attacks more powerful, based on say a spell.



for the 2x healing maybe you can rebalance it by making her stats weaker, so although she is a very powerful healer she herself is now a much weaker character, that would be cool.

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 15:56:46 »
same can be said for SP and special character abilities, this is just another thing that's like that.

I would say all 3 of things could be done, the moon phases added a lot of complexity to bosses, it basically changed the boss fight for each moon phase, with that being said the moon phases is more like the special character abilities.

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 14:50:56 »
oh yeah sorry i already asked that ,this mod is soo huge and there are soo many things that have been said i just forgot.


Anyway, yeah, having that extra thing is kind of cool, a pretty awesome idea really.

FF4 the after years had a cool system where by the time of day would affect magic and attacks, example one part of the day could be offensive magic+, offensive weapon lowered etc.

http://finalfantasy.wikia.com/wiki/Moon_Phase

something like that can be thought of as similar to your suggestion, but instead of it being something you choose by sleeping in a tent you can just make it so it's a magic spell or something.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 08:34:46 »
will survival mode come out at the same time as 1.4?

I would say I'm only interested in doing a new playthrough in survival mode!

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 07:43:58 »
oh right.

I think it would be a cool idea to maybe change what happens if you take the stairs, as the original game seems a bit boring.

maybe you could make it that cloud runs automatically up the stairs, and you need to do a rythm game to keep it going.

okay that sounds hard to implement, so not that exactly, but something unique and different like that as the original game is clearly lacking in that area.


Kind of like how you may be fixing the Gaea's Cliff crystals mini boss fights, in that you are improving the original game.

Personally, if I was controlling that section i'd remove the stairs option because its boring, but i would prefer to rework it somehow as the dialogue is kindof cool, but not good enough on its own to have it as a different option to the elevator.

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 07:06:06 »
oh right i never took the elevator, i guess this means i missed a boss fight?

maybe you can make it that the game doens't let you use the stairs so no one can miss the boss fight.

23
'you the one?
the guy who wants to be cute?'

just sounds a bit strange to me, I guess that's what the original says, but could it not flow better somehow, typically having 'are you the one?' would work better here.

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-29 23:24:55 »
well its your mod, you can choose what you please with the SP thing, just think how bad FF8's draw system is for stat building hehe.

but overall I think it would be best if everyone got equal SP, i don't see how it could work any other way as how would you scale things back for certain playthroughs with different party members.

not sure at what points you mean when talking to them in the story, i guess your basically asking the player which one to increase its stats, sortof like a choice, im not sure if that's such a good idea either as then the player would feel forced to keep whichever one he chose in that situation, and for the choices where the player can't choose to talk to a certain party member , he wont get to use them, but its your choice at the end.

its most likely the player will be doing everyones new threat boss anyway to get the party read to take on the final story bosses, you can give SP points for that particular character for each of the boss fights, but its most likely you will expect the player to do all of them anyway, so it wouldn't much either way.

yeah half the new threats bosses are really cool, but i hope barrets and cids get replaced with something better, i never got to see tifas.


what is with this new boss towards the end of this video

https://www.youtube.com/watch?v=PGjA1Zu0VZA

I don't remember encountering it in 1.2.



Also I would suggest blocking off the final story bosses until the new threats are taken care of, including the weapons, and then you will be strong enough to do the final story bosses.

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-29 15:43:41 »
sounds amazing, but I don't see why the active party members should get more SP, that will just make things worse when your forced to have a certain party member you don't usually have, i think they should all get equally the same SP, as essentially SP points is like a custom leveling up where you choose what stats get stronger, in the original game all party members end up the same level when they join the party etc.

but can i check that you still get levels and levels affect only HP amount or something? or do you use SP to give you HP as well?

I hope this will be included in survival mode as well.

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