I apologize if this is incorrect, but I'm kind of new to this and don't fully understand how all this works.
I just wanted to ask about the technician on the Highwind that's stopped to test quest triggers? I can't seem to get that to work. Is there something I'm missing? I'm having trouble triggering Cids lvl 4 limit quest after being told to go get the micro-engine from Wall market. I have it but nothing happens when I go back to Cids quest.
PS I absolutely love everything about this mod! Great work!
Is this an older version (catalog IRO)? I think as of the latest version it's Rocket Town > Wall Market > Gongaga Reactor. If the game reports itself as 1.4 when hitting new game then it's the older build which I think has a problem with that trigger.
Hey Chief! I know this might be off-topic but do you got any words on the State of Play Final Fantasy 7 Remake comments?
Your youtube account is kinda dead too, but I'm not complaining I know you got a lot of work in your hands! Also congratulations for 1k subscribers
I gave the video a watch just there:
1) I suspect that the first game for this will probably be based mostly, if not entirely, in Midgar because it gives you a cliffhanger to end things on after a fast-paced highway segment + boss fight with Motorball (and because that boss has a lot of moving parts, fire-attacks, and the vantage point where it takes place with a lot of Midgar visible in the background it'll be easy to make it visually impressive enough to end things on).
Problem with a Midgar-only episode is that the length will probably clock in at something a lot shorter than you'd expect from a 'full' game like they were claiming. So unless story events are expanded out, it's probably going to be filled with padding of some sort. Fetch-quests and the like.
It's tough to decide how much to show of a new game, but I'm thinking that it might be as Death said; snippets to maintain hype/awareness, but they don't have anything concrete to show from later on.
2) Sephiroth being shown early isn't that much of an issue story-wise because as I understand it, the voice Cloud keeps hearing throughout the game is actually Sephiroth anyway. And he hears it during that scene when they're setting the bomb in the Reactor, but for the trailer they've made Sephiroth 'visible' as he talks to Cloud.
I think having Sephiroth being visible for that scene though is more evidence for this being a Midgar-only game because in the original (and discounting the deactivated scenes in Sector 7) you don't see Sephiroth until you reach Kalm for the flashback. And I imagine people would be complaining if they played through episode 1 and Sephiroth didn't appear at all (even though that'd be a pretty good hook for building up the next episode's trailers; they've kind of lost that opportunity by sticking him in this new episode 1 trailer).
I doubt they'll have the two of them actually meet physically in Midgar though, unless it's during the Shinra HQ scene when they head up to Floor 70 and maybe get a glimpse of him/Jenova there. But probably won't be an actual meeting or anything like that.
3) Cloud seems to be very difficult to portray properly but I quite liked the little bit we saw in the trailer. Seemed to be a bit more life in him compared to the previous trailer. The characters are looking better + VA was pretty good as well so I've no concerns on that front.
4) I heard bad things about the FF15 combat, but also heard people saying it looked more like Kingdom Hearts style combat. I've played some of their older games where they use a more action-based system like Crisis Core, KH1 and KH2, and FF13 + FF13-2; they were okay, but I find an ATB system a bit more relaxing and easier to while away the time with. Not played FF15 or KH3 so can't comment on those.
The thing with action-based is that it can lead to burn-out if you combine it with a random encounter system. When every encounter is presented as some full on action-filled affair, it starts to lose its impact. I think the reason they've made the Grashtrikes huge, for instance, is to try and make it compliment the battle system better because action-based doesn't lend itself well to small-scale low-key fights, like against critters and other weaker enemies.
But that means every fight is going to be presented as a 'big' fight, and that's going to make the actual big fights lose some of their impact. In an RPG where you fight a lot of enemies in instanced groups, having a system like ATB can help pace it a lot better than an action-based system can.
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Yeah, my youtube kind of fell by the wayside; I was working to get money together for college and ended up doing the job + college while trying to fit mod support in amongst it (I think 1.5 was released during the holidays of my second year at college, right before the coursework hit; it was a bit rushed as a result).
Once you fall out of the habit of putting up videos, it's difficult to get back to it. Maybe I could make a series of tutorials on modding or something, with a project like a small-scale Reactor 1 mod that covers all the things like enemy/formation editing, kernel, field scripting, AI, models, that sort of thing.