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Messages - LetCreativityPlay

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26
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-19 01:20:02 »
Hey there, I too would advised facing the Final boss until you have good equipment, and copies of your favorite materia or at least powerful ones you can spread throughout the parties.  :mrgreen:

I went to the forgotten City after reaching the bottom of the northern cave, and I see the NPC there. She should be kneeling right where Aerith was at the disc one (where you fight Jenova). I have the steam version of FFVII, with no other mods than this one installed. It's also has all the updates!

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-18 01:15:54 »
Went to go check it out after reading your comment, I can confirm  8-) Kinda reminds me of Cloud running in place at a certain reactor =P

looks like the A.I locks up

https://www.youtube.com/watch?v=SZqTuXQg__I&feature=youtu.be

28
Completely Unrelated / Re: Need new high-end laptop
« on: 2014-10-13 18:59:05 »
To your question,  "For those of you with gaming laptops, where did you get them?"
I bought an MSI GE70 from my local electronics store, almost 2 years ago.

http://www.msi.com/product/nb/GE60_0ND.html#hero-specification

I mean I'm happy with the purchase and it can run most games at least on medium, but I've learned that mobile graphic cards (cards on laptops) just don't compare well to desktop graphic cards.  I love how portable they are though, the only downside, is I have to keep mine plugged in when I play stuff, but its gaming, come on now. In addition, it heats up and I worry about my graphics card on the long run with the fans and the heat going. I would stick with intel for laptops, then go either intel or amd with building a desktop. I need to build a budget desktop computer sometime though, so I can take some hard duties away from my laptop. A gaming laptop usually have a span of 3-6 years, and aren't easily repaired obviously, like a desktop. You gotta really take care of that *%#&  xD
Looking at some of the new gaming laptops in CES 2014, there are a few that are much slimmer now, and more powerful at a decent price.

29
Damn, that seems pretty lethal.
Try bringing that a convention.

30
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-13 18:32:17 »
The random encounters can be tough early on sometimes, but they can be dealt  with summons, tier 2 magic + all (ESPECIALLY GRAVITY: Cast Demi 2+All, then finish with another spell), or with enemy skills when you start to acquire them later.  Also remember that you have a great chance of putting things to sleep, mini, or confused status. But I finding myself running away a lot too, so there's absolutely nothing wrong with that. I would highly suggest go picking up white wind from Junon area, as that can be useful for later bosses, otherwise Cure+All will be your best friend.  Take advantage of inns when farming for exp and gil near a city, rather than using tents early on.

31
I'll definitely give this a shot sometime here!
Always appreciate full-out efforts on projects like these  8)

32
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-09-29 15:26:11 »
Looking forward to the new content  8-)
Will you be uploading a new youtube trailer/installation video for it, or renaming your older one to 1.2?

33
General Discussion / Shoot and Shout Element in FFVII
« on: 2014-08-01 03:49:49 »
The shoot and shout element, how can I protect myself against it?  The wikis says I can protect myself from them with elemental + non-elemental materia. 
Is it possible and what are some non-elemental materia I can use?

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-31 02:36:48 »
one of my favorite offensive tier 2/3 spells is gravity. Love the idea with enemies of 2x gravity damage, demi 2 can wipe them out. Might sound overpowing but it still has a chance to miss. 

On a more serious note, Sega can you explain this Devil's Gate battle? =_= This befuddled me like crazy..

https://www.youtube.com/watch?v=dFf0oG4eV3w&feature=youtu.be

The only thing I can think of was dual drain status.

35
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-30 23:51:12 »
Hoooorayy, been waiting for the update once right before temple, now I feel like I will get annihilated, should be interesting  8)

36
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-30 22:49:05 »
Hey, you have some good points!! Most of the materia you listed is obtained from defeating the 10 extra bosses you need to unlock at the arena. You need to bring ingredients to an NPC to unlock these bosses which som are obtained by doing the extra sidequests (more bosses.)  Morph is obtained by doing the Kalm traveler sidequest, unlessed Sega changed it. All this neat stuff is unlocked one you reach the bottom of the north cave.

37
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-30 22:47:06 »

I cleared three of the materia caves, don't have Morph and still don't know where to get Contain, Ultima, Full Cure, Final Attack, Morph, W-Item, W-Magic, W-Summon, Counterattack, Double Attack, Shield, Long Range and Added Cut. Did I miss something?



Hey, you have some good points!! Most of the materia you listed is obtained from defeating the 10 extra bosses you need to unlock at the arena. You need to bring ingredients to an NPC to unlock these bosses which som are obtained by doing the extra sidequests (more bosses.)  Morph is obtained by doing the Kalm traveler sidequest, unlessed Sega changed it.

38
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-29 01:25:43 »

 I think Cloud's Rune Edge just used a magic-attack formula instead of a physical one. I was never too sure of it actually. I'll probably change it (and Magic Shuriken/Solid Bazooka too).



Cool beans thanks, and I do like the sword: it's a nice combo with sleep since it doesnt wake up enemies upon hit.

39
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-29 00:54:32 »
Whoops meant to edit not double post: One of Sea Worm's attack locks the game up

40
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-29 00:38:21 »


My final thoughts: leveling too fast is killing the challenge. I left disc one with Cloud at 55 and I never stopped for leveling up. Summons are too weak. Magic is too cheap. After Junon the mod actually becomes as easy as the original game, mainly because the party is 10 levels above what they would be and spells are cheaper to cast. From Nibelheim onward it just becomes easier than vanilla. I left disc one 15 levels above what I usually do in vanilla.

Now I'm just waiting for the fix to fight Lost Number.


PS: There are two Superballs dropped. The first I don't remember where, but the second is at the fourth fight in Fort Condor.

You may be over leveled, but Disc 2 and Disc 3 become more challenging, especially end game with all the side quests and extra bosses. Hehe I was with ya, I was high level at the end disc 1.

Hmm, one of Cloud's sword state it does magical damage? How that formulated?
 

41
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-28 15:36:58 »
Your next update you're putting up will also include revisions of bosses?

42
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-28 14:58:56 »
A guide sounds pretty cool!!!

You can get Great Gospel and other final limit breaks by doing character sidequests you unlock once reaching north crater :-)!

If you need some help with sidequest locations, boss fights, or boss names for optional fights I have uploaded a complete play through here.  :)

http://www.youtube.com/playlist?list=PLFFJy7ETmAkt-HX1loJ2SlUt_ILfisXLC

Currently doing a no exp challenge that are part of the playlist, so any tips/advice/guides are helpful. I also post my strategies on these no exp videos too, feel free to use them if someone is making a thorough guide.

43
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-28 01:06:09 »
You think it's worth doing the fort battles? I remembering most items being potions and either. Curse ring, and The comb was nice!

44
Hey its not bad!!! I like the vid you posted up demonstrating it.

45
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-27 23:02:15 »
Regarding the Shinra Building:

Regarding the new boss (whose tail I loved): I had to make 23 steal attempts, with a character thats level 16, to successfully steal the item from the level 12 Grunt. Its kind of absurd how low the success rate of steal was in this case. Another thing was how useless magic was in the battle. A Bolt dealt 86 damage. A regular attack 49. A Ice or Fire dealt 57... Even if the thing is not weak to Fire or Ice it should have dealt more than that. Otherwise it was like I said before and magic becomes rather useless. Its good when the monsters are weak to it, but otherwise its better off to whack it in the head with a blunt object, and characters like Aeris and Caith Sith, who are more magic oriented, become less useful.


Yeah I do agree the steal rates are pretty bad. Crazy bad if you're doing a low level or no exp run. But I think magic becomes really important once your past Midgar, especially when they reach their next tiers. I'm doing a no exp run, and Cloud, combined with earring and four slots, can do 700-900 damage with fire 2 :-). You'll notice that magic will be amped and  useful when they level.
I've been using magic pretty much the entire game, and started relying a little bit more on physical attacks when I started getting late game weapons,ultimate weapons, etc.
Some good combos I like: Mp Turbo + Earth (3rd tier can do 6k-9999), and Comet + MP Turbo (capable of doing 10k+ ). I also use regen and time, every boss battle. Just depends on your play style: if you want to focus more on melee, you'll have to rely strength+ equipment to decent damage.  Another thing about magic, spells like sleep, mini, confuse, etc have 100% chance to hit.

About summoning.. don't have a solid opinion on it because I haven't been using it. I think I'll start using it more with my no exp run because they are capable of doing negative status effects. Down side is they can only be used once per battle.

46
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-07-26 08:35:20 »
Alright, so first off the AP requirements were only adjusted slightly. You'll probably get Tier 2 Magic spells around about these areas depending on your approach.

Etc etc...

Conclusion: Use Magic spells, they're really useful now. Maybe too useful.

When you stated all this magic stuff, most of this was already included in the mod originally or at least up to the July 12th update right? Or will some of the changes be part of a new update?

47
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-17 01:48:34 »
After I defeated Ruby Weapon, a green materia spawned at the Kalm traveler's house, but I couldn't pick it up.

Do the materia caves require raising a colored chocobo from scratch? The one that appeared after Ruby Weapon ran away. If so, I think I'll skip doing that. I was reminded how tedious and time-consuming raising a Gold Chocobo is when I did it for the Hardcore mod.

Hey, you can get a golden chocobo around 45 minutes without racing. Use this video for the steps (pretty easy). You just need morph to get zeio nuts from goblin. If you don't have morph, you can at least make a black chocobo until you get the zeio nuts!

Edit*
Thanks for catching my fail covarr!!
Here's The video link     
https://www.youtube.com/watch?v=R1Cj-XwZVCI

48
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2014-07-11 15:52:52 »
wow awesome idea!

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 ;) Thank you so much your responses guys , I really appreciate it.

I guess Ill have to wait for 0039!!

50
I'm playing Final Fantasy VII with bootleg, in hardcore mode.
When I enter into a battle, I fight enemies that don't even belong in the right enviroment.
It's really out of place, how do I fix this??

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