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Messages - Robo Jesus

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101
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-30 13:01:12 »
true enough. but that would feel very useless IMO. like I am always getting those items to throw at enemies, but I never use them, theres no need to. So I think it would end up being another useless item.

Its Jessie's last gift to Cloud to make up for her mistakes. It should be...special... dont you think?
I use items all the time, but they have to be, you know, useful. A couple S-mines/SS-mines as an example would be useful early in. And having more than one would allow players to mess around with them to see how useful they actually are.






And yeah, Sega Chief, the more I look over the Aeris death and resurrection scene in this mod, the more ridiculous it looks. No, don't get me wrong, I like the idea of having Aeris and her oh-so-useful limitbreaks around, but the way it was done here is just so damned mediocre and sub-par compared to how it could be. The main issue here that makes it look so damned silly is Cloud's reactions as he bemoans her passing before then shrugging and using a pheonix down. The initial thought I have is to just tweak that scenario, but the story-teller in me thinks you could reuse every vanilla canon scene and still have the end result of 'Aeris' around afterwards.

How?

Well, the train of thought I have at the moment goes something like this. In the game, Aeris is 'killed' by Sephiroth (I'd add in a line of him saying he made sure that she can't be revived (linked materia as an example) as well, to avoid the 'why didn't they just revive her question).

So how does that allow the party to 'keep' Aeris?

Simple.

Jenova.

In the game's story, Jenova is described as having the ability to take any shape or form, as well as grab memories of those nearby. And here Sephiroth is, using a piece of Jenova to move about on the surface shaped like Sephiroth, with Aeris in a magically special place as she's trying to disrupt what Sephiroth is doing, and physically incapacitated. Thus, you can easily end up with an Alex Mercer type situation using that fragmented, damaged Jenova piece, taking on Aeris' shape and memories, easily allowing the players to retain 'Aeris' while still having Aeris dead and Cloud's initial reactions unchanged and still valid. And that's not touching on the potential plot hooks for 'Aeris' to have to fight through a situation in order to remain 'Aeris' and not become another Puppet or threat like all the other Jenova pieces.

But yeah, however you go about it, at the moment the scene we have is kind of ridiculously silly. At the very least, make some dialogue tweaks, or hell, ponder the above, but whatever you do, don't leave it like it currently is.

102
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-30 09:37:34 »
New Armor - Jessie's Momento. 0=0 0=0 +5 str/mgk. Basically the combination of the Titan/Mythril Bangle with 1 extra slot that is also connected. Not game breaking. But also not bad/useless.

Thoughts?
Needs more cowbell. :P

More seriously though, hmm, I think that it won't see much use considering players will be able to grab much better armor less than an hour afterwards in the Shinra building unless it has reasonable def/mdef. Yes, the linked slots are useful, but by that point all you really have to link to them is an All and an Element, and most players will be moving those about. Hmm.

103
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-30 09:34:07 »
Ok, I just got to disk two. Hmm, I'm kinda conflicted. I understand why you did what you did, but, hmm, it feels kinda cheap, on both ends (vanilla game and the mod here). One because the vanilla game didn't even address the issue you brought up here, but also because the way it was done feels cheap and kinda dumb/idiotic, from both ends (vanilla for not addressing that issue and in the mod here with Sephiroth not addressing that potential and being a d*ck to ensure it didn't happen, which kind makes the situation here come across as very mediocre). And that's not touching on the fact that dead bodies float (Link#1, Link #2). :P

Hmm, thinking about it, I get the feeling that you could have your metaphorical cake and eat it too, at least here in this situation. I'll have to explore the idea and develop it a bit more, I think.

104
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-29 12:32:50 »
Yeah, I'm just never sure whether to steal or not, in case the drop is decent.  Hey Sega, do you know whether the database posted is altered much for this version??
Stealing doesn't affect enemy drops. Morphing however does.

EDIT; Also, are you talking about the "Mod Database"? If it says "[1.3]" in the title, the document is slightly out of date. For example, some of the items have been changed around in certain ways. Like the Carbon Bangle now gives four slots instead of three, as one example.

105
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-29 11:06:41 »
Just got to Gongaga and beat Rude and Reno easily (though I probably should have stolen from them - only got a Turbo Ether) Morphed a Heavy Tank for a gold armlet, and even morphed Boxer :D  Tifa is looking a bit OP now
Nearly every enemy and boss has a Common/Uncommon/Rare steal. Reno's rare steal is quite worth it, as is Rude's (though that particular steal is one you can also get via Dyne or the Battle Square).

106
Many of the DL links provided in this thread (along with the thread for Aali's stuff) no longer work. I thought I should say something here about that.

107
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-29 04:35:31 »
Are you sure Thundercracker IS manip-able? I used it on him a fair few times, but it never took.
I've been wondering this myself. I have Cait Sith at level 45, something like 140~ Luck, and using that character still haven't been able to manipulate that damn bird.

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