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Messages - g0lbez

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-17 19:32:49 »
any advice for bizzaro seph? i can't seem to do more than 20k to his main part before he recovers

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-15 21:36:42 »
also i have to call out the demon wall boss in the temple of ancients, really well designed. it's definitely a battle where you go in and get your ass handed to you immediately but is definitely doable when you spend a few minutes getting a nice strat down

edit: so i'm not triple posting i'll just edit this in, but in regards to how you want to adjust the difficulty, adding in a hard mode as you suggested is probably the best idea of course, but i would say if you want to keep this like "fun play however you want mod" then keep in the boosted exp and ap and design the game around that.

the reason i say that is because my main issue with all the super hardcore mods is the limitations on exp and ap severely limit your options in battle and kinda make it less "play how you want" and more "you better have your party set up exactly as the modder intended or you're screwed." i like having access to various playstyles early in the game, it's definitely a good idea to keep in. with this mod i had all sorts of options at my disposal before i even left midgar, when usually everything up to that point in the game is kind of a drag since you're still limited to tier 1 magic and attacking and maybe some shitty items without any of the cool yellow and blue materias and such

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-15 21:33:15 »
there was a text prompt when fighting bizarro seph that said something like "switch out parties when you defeat a part!" but now that i remember right i think that's in the original game as well and it just gives you the option to switch out or something so nevermind on that front! now that i know i don't need to switch out dudes i'm looking forward to tackling the battle again since it seems pretty decently hard.

the boss after sephiroth in the whirlwind maze i thought was a decent challenge, nothing too crazy but definitely not a "hold down attack button" type thing. i think by the time you get to whirlwind maze you might need to factor in the player being able to reliably deal about 15k damage a turn, since that's about what i was hitting there. by the time you're at whirlwind you probably have accessories for boosting strength and magic by 50, which makes your punch faces dude and mage dude start to dish out some high numbers, not to mention weapons and armor that are innately boosting the same stats as well.

as for the triple ap weapons i think you're right actually, because the first time i played through i didn't apply the mod correctly and i didn't wanna do the intro again so i just hacked the save to start at the first savepoint, no not really a bug there but i guess it kinda diminishes the validity of my playthrough and difficulty opinions since i was using tifa for the most part with her super high strength triple ap weapon...

honestly i can't quite remember what aeris and red started with. i can say with 90% certainty i dont remember aeris starting with barrier but then again most likely due to my save hacking at the start of the game.

also kudos for adding in the extra dialogue regarding aeris so the story makes more sense. i got a bit of a laugh when barrett was all "yeah uh maybe be more careful this time" when getting ready to head back to the forgotten capital

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-15 03:04:52 »
just got to sephiroth and was kinda disappointed his first form was a gimmick battle, especially one that makes you use all the neglected party members D; i still need to beat that form

other than that it's been great to play through, it's obvious a lot of love went into this. i'll check out some of the extra sidequest stuff once i get past this sephiroth thing. the only criticism i have is that i know you've been balancing the game and such to be sort of fun difficulty as opposed to something like the hardcore mod but honestly it is kind of super easy. obviously a bit harder than the base game but we all know how ridiculous the base game is anyway.

although one thing that might've helped was the fact that in the version i downloaded aeris and tifa came initially with their triple ap weapons, since i wasn't sure if that was intended or not i used them but finding the weapons later i kinda realized you might have just forgotten to take them off.

other than that you supposedly balanced the difficulty around people who don't grind but also don't run from battles which is exactly what i do, and i'm definitely not a min-maxer super elite completionist type guy who wants things super ultra go fuck yourself difficulty but it could def stand for some more tweaking. although i imagine it is probably super difficult to try and balance things past a certain point, especially trying to hit that sweet spot between base game difficulty and hardcore mod difficulty.

good job on the mod and let me know if you have any questions about my playthrough

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I've been doing some spell modification and was wondering if there was an issue with the attack formula "X6 Caster's HP/2" or if it just works in some weird way. Every time I try to utilize it the result is always 0 damage, no matter how much HP I have.

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Archive / Re: FF8 Music Patch
« on: 2009-06-20 18:55:09 »
I just realized I probably pissed alot of people off with the topic name, whoops. Sorry about that.

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Archive / FF8 Music Patch
« on: 2009-06-20 17:29:50 »
Sorry if this has been asked before but I've been looking forever for an MP3 patch for FF8. I had alot of fun playing through FF7 with all the MP3s replaced, so if anyone knows a patch for this or a way to do it that would be awesome.

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