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Messages - rickbuzz

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-24 20:15:18 »
Finished my playthrough of the latest version posted on the front page.  Some post play thoughts/feedback.

Dex still feels kind of useless.  Post casting Haste/all, Cloud with 60 dex gets the same amount of turns as Tifa with 120.  Admittedly she can use deathblow effectively while he can't, but that's moot after getting multi cut.  Haste feels much more impactful than 40 dex worth of items, does it buff "natural" dexterity?

All the extra content and bosses are appreciated, though their quality varies widely, I won't complain about that.  Except the "dark cave", which seems a bit out of place.  In general i think the "new threat" content should unlock at the beginning of disk 3 instead of the bottom of the crater.  It's a little immersion breaking to be like... "this is it guys" only to climb out to do quests.

I liked the design changes for materia and weapons/armor, except planet and contain basically replace everything at endgame.  Particularly pearl, which is all you use in the crater.  The strength/weakness systems feels pretty good, I like how earth > big opponents, Lightning/water > machines, poison > humans, demi > flyers, etc.  Though it still feels like physical based characters get the shaft since they can't requip mid battle for elemental materia, at least in the crater they can just use elemental/holy to be competitive, and fire is a pretty good bet for the great glacier enemies.

Also when I beat Sephiroth I got kicked back to the Nibelheim reactor, was that supposed to happen?  I watched the final FMV on youtube and called it a day, lol.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-20 20:40:16 »
So I got myself super hyped for the FF7 remake and find myself back here to tide myself over until it's release.  I just wanted to compliment the author of this mod, it's very good, after finishing vanilla the game doesn't have much to offer in terms of replayability, but this remedies that very well.

For now just a couple of comments, though maybe after I finish playing through I'll add more.

Dex.  I feel like there's an early soft cap on the usefulness of this stat.  Mainly there are a lot of animations that don't stop the ATB from charging, so once you get haste, dex barely ever gets you an extra turn because everyone's ATB will fully charge while you wait for animations to finish.  I noticed when playing FF8 last year that that game fixes this fundamental problem of ATB, by stopping the ATB charge during all animations.  I was kind of wondering if that were possible in this game?  Assuming one had the motivation to do so.  Alternatively, maybe nerf haste?  I haven't got it yet in this playthrough, so if it's been changed since early last year then just disregard this comment.

Another, call it fundamental incompatibility between NT and the base game, as I see it, is the inability to reequip materia during battle.  I feel like this is especially the case for physical characters, without elemental they have a hard time competing in terms of damage, but you can only have one element equipped at a time.  As long as reequipping costs a turn, and you could only change one thing per turn, it probably wouldn't unbalance NT to much, but I'm assuming it's not possible to implement?  As it is, the basic strategy is to go into a boss fight, use sense, then reload the game and properly equip your characters.

P.S.  It took me 3 hours to figure out the were13 field model for red13 is incompatible with this mod, lol.  Kind of sad, because it's really cool, I need to find a werecat field model for red that doesn't change the game stats.  Also, for me at least, this was also the cause of innate abilities not working.  Throwing this out there because there are several posts in the last couple of pages mentioning them.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-01 20:54:16 »
So...  first time posting here.  Been a long time since I fully played through FF7 and I recently had the urge, and I decided to use every mod improvement I could find.  I just wanted to ask a question or two and leave a couple of comments.

-Great mod btw, really has renewed my interest in this old game.

-I played about halfway through the game with new threat 1.4 before discovering new threat 1.5 and decided to start over.  I just finished the boat sequence after Junon with 1.5 then discovered the new beta version of 1.5 available here for the last couple of days.  I'm particularly interested in trying it to see the new stat balancing for materia.  I felt that most materia had harsher downsides than upsides, and were particularly painful to use early game before stats from SP ranks canceled out the downsides (hard to convince myself to wear materia to level it up if it means I'll be running around with 0 dex/vitality).

-On that note, using the seventh heaven manager, can I replace the old 1.5 version with the new 1.5 version in my load order without having any problems with my save or would I need to start the game over again?

-Does this sound right?  (This bit seems to have worked properly)
     -Backup and replace my ff7.exe,
     -set the manager to use the new .exe
     -disable "The reunion menu overhaul" since it also uses it's own exe, which I was previously using. 
     -replace old version of 1.5 with the new version in my load order

-Stat balancing seems inconsistent.  Compare pugilist to shinra turk for example.

-Does luck effect spells?  Options with luck and magic don't seem like they'd be to good.

-The only elemental attribute I haven't figured out is hidden, is that attached to something late game?

-In 1.4 I almost got progression blocked on the boat after Junon because I only had 2 ether, the boss drains mana, and you can't really grind since the merchant doesn't sell tents.  I'll admit though I hadn't yet realized how good osmosis was at that point.  Seemed like he was nerfed for 1.5, or at least the adds didn't spawn, still might not be a bad idea to slightly expand the merchant inventory though.

EDIT:  Osmosis effect seems to be capped at 40mp now.
     

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