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Messages - OLKv3

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26
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-25 22:53:36 »
Is it normal that 7th Heaven doesn't let me update? I have to delete NT and then download from the catalog to update.

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 08:08:04 »
I come from someone that saw Wizard Staff and didn't even bother with any other staff I found after that. TBF it was endgame, but I haven't found the 4 last staves yet, according to the documentation.

I can concede with the Full Cure materia, because it can be easily missed without paying attention to the bartender's dialogue in Cosmo Canyon.
Nevertheless, I still think that restoring you to full MP is too much. It can still be "fun and effective", as you put it, but I'm not against Magic Counter+Renew anyway. Just tone down the MP recovery of Wizard Staff.

Edited for grammar
Yeah, lower it to 300 or so, the full MP with Slash all is completely busted lol. It negates all her other staves. Her ultimate weapon is pretty pointless once you have essentially unlimited MP.
Though I guess to be fair you can also do this with the W-Item glitch so eh.

28
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 04:41:26 »
Just want to quote this to ask Sega Chief: Please don't start nerfing things like this suggests. That leads to a horrible loop a lot of projects get into where the developer just gets feedback from players with overly tuned characters and who enjoy punishing, grueling fights, and everyone else just has to deal with things gradually getting harder and harder as anything resembling an advantage for the player gets removed.

An important aspect of gameplay that a lot of people don't think about is when the player puts these things together, and realizes what they can do now. For instance, Aerith with Barrier + Added Effect. Most players have no idea this is possible, but when someone figures it out, that's a game changer. Suddenly it feels like a million things open up. Magic Counter + Renew is another one like that, where the player has a new tool in their kit that lets them deal with things that felt impossible.

Things like this just cull the number of strategies a player can use. If a player is FORCED to have certain Materia combinations on or something, or is FORCED to wear certain accessories or they just die, that's not strategy. That's just an artificial lock on the battle that takes away other options. New Threat manages to make most of its battles more involving than Vanilla FF7, but not so involved that every single one feels like a puzzle with one solution.

The player should be able to be flexible. The player should not feel like they're artificially forced to just follow a walkthrough of actions of something to beat a battle. If some options are unbalanced and overly powered, that should be fine, especially if they're something that can stumbled upon by thinking outside of the box. The player should be rewarded for trying new things, not punished by having those things taken away because they're a little too good. If something thinks they're too good, they can just challenge themselves by nothing using them, the game doesn't necessarily have to do that for them.
Thank you for saying this. New Threat shines because it's a rebalance instead of a typical hard hack. If he follows that guy's ideas then it turns into yet another typical hard hack

29
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 04:01:39 »
If you're using 7th heaven, make sure to have "Music Option" set to "VGMStream" in the settings.
It's specifically in Game Driver>Advanced
It is on that, that's why I'm confused.
I'm going to test the fight on Steam and see if it works

30
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 03:34:44 »
Good point, I'll do a sweep of random enemies and set elemental null/absorbs to half damage instead to make it less punishing if a bad element was set to the weapon. I can't really do this for flyers vs. Earth though, it'd be a bit odd for them to be hit by it. I've extensively reworked the way elements are utilised throughout the game so hopefully this also helps improve it.

I'm actually a bit confused by this; I checked the battle ID a few times and it is definitely the correct Ozma that's set up. But for some reason, people are getting the prototype one that's very buggy. What I think I'll do is just port over the Ozma data to overwrite the 'prototype' one.

As for the music, this is because the track uses the comical.ogg track. So if the track isn't replaced (as in, a music pack is used or the vgmstream folder isn't being used) then you get the unused track instead. I might just go for a regular boss theme or similar instead.

Huh. That is weird. Especially the music problem, since I haven't messed with the music at all so both should be working as intended.

31
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 02:57:29 »
I beat the cameo boss and it seemed weird

Spoiler: show
Ozma didn't have his FF9 music like the youtube videos showed, instead he had some goofy music. Also none of it's attacks had animations or names, and I know they're supposed to.


The only mods I had on were Nino's character model replacers, 60fps, and Borderless Windows. Any idea what could've caused this?

32
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-18 19:44:25 »
I just beat the Diamond Match. Whew, that was a mean trick you pulled there lol. Definitely the toughest fight I had yet, and since I did it before the Level 4 limit quests, I hope the other bosses still give some challenge to me

Are the end game Disc 3 optional bosses any different on Arrange? Or should I just wait for 2.0? Looking forward to playing 2.0!

33
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 12:00:11 »
The costumes are available through the mod options, not ingame. You choose them before starting

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 08:43:59 »
I just beat the hack (great job too, Sephiroth kicked my ass) and I have a few questions.

Spoiler: show
Is it normal for the game to just close after the credits?
Does Sephiroth power up if you use Knights of the Round on Jenova? I know he gains more HP in vanilla, was wondering if it affects him here


Jenova and Sephiroth were much tougher than I was expecting, since I steamrolled the previous bosses. Didn't expect them to have that much HP and got surprised by Sephiroth's party wipe on my first try. Made sure not to get the endgame equips since I wanted to try it without being uber powerful. Loved the hack, will replay on Arrange when I get the time

35
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-13 02:28:18 »
Just to rule this out, have you bought all 6 stable spaces? I haven't altered the script itself so maybe there's some quirk with it.

...I'm a moron. I completely forgot to buy the stable spaces. Sorry for wasting your time, this is embarrassing.  :-(

36
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-13 01:12:32 »
I just turned in the guidebook and the game just won't let me pick up the Gold Chocobo reward. Cloud just says the stable is full even though I don't own a Chocobo. I'm playing the latest version that you released yesterday

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