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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-24 01:52:36 »
Is there an ETA on Arrange's completion?  I stopped playing the mod once I heard about it, deciding to wait instead.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-18 07:44:19 »
I was gonna hold off on a reply until I had a bunch of stuff, but one thing has been irritating me greatly.  The encounter rate.  Way too many enemies.  I just visited Rocket Town and have not seen Enemy Away yet.  This is probably a materia that could be dropped early on in the game to ease enemy encounter woes without any drawbacks.

A couple other things:
1. Palmer's step mine never did anything, it just said "but there was no step counter" or something to that effect.
2. I fought Palmer twice, and stealing from him in the second fight yielded a different item.  I don't know if this is a bug, I just don't recall enemies having different potential items you could steal.
Hopefully if it's not a bug, then the items you can steal aren't good, because it would suck if you lucked into stealing a bad item instead of a good one.
3. I'm not sure how sense works, but I think it gives misleading results.  Many times I base my attack on what sense returns, and it yields poor results.  I think I have seen enemies take no damage (or worse, heal) from elements they are supposed to be weak to, and Titan seems to miss against guys who are weak to earth (Titan just misses a lot in general).
4. The Materia Keeper, or whatever his new name is, cast a spell which caused several effects on himself, one of which being death sentence.  After his time was up it was revealed that he is immune to death.  So what was the point?  I had kinda thought it was a "You win this fight by not dying for a period of time" situation, but nope.
5. Vincent did a crazy jig upon seeing Sephiroth/Jenova at the mansion (He was supposed to walk calmly like my other companion).  This one was amusing.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-11 23:55:05 »
5. I don't really agree that Materia equip effects can shorten the gap between characters very easily (maybe at lower levels it would though). You could put the same magic-orientated Materia load you have on Barret and give it to a dedicated caster instead for a lot more damage. The different stat bonuses in a character's weapon also widens that gap; Aeris and Vincent have weapons that boost Magic while Barret's looking at either a long range weapon or a +50Vit/Spr boost. I'll double check the stat trees though; I recently learned how to make my own stat trees rather than using the ones already in the kernel so I can customise them much more easily now.
I probably could have elaborated more.  The +/-C to Str/Mag/etc is irrelevant.  When an accessory can give +50 Vit, losing a couple from materia doesn't mean anything.  In fact, the lack of effect of those would be a reason to remove them.
The +/-C% on HP/MP however, is very relevant.  A couple +/-10% materias can turn a high HP/low MP tank to a low HP/high MP caster, for no apparent reason.

But as far as Materia equip effects themselves go, the biggest problem I have with them is actually the opposite; they don't change stats enough. With the default equip effects, you can easily set up some pretty OP combos with little to no drawbacks. These equip effects though are stored in the game's .exe and while I do have a .exe patch that has changed these bonuses/penalties (among some other things), there are compatibility issues with other mods that use .exe edits (not to mention balance issues with NT enemies, etc.) that would come up if this was added to the mod as-is which is why it's not currently part of the mod. Instead I've got an Arrange mode in prototype that's going to be designed specifically for use with the .exe patch.
Could you elaborate on this a little more?  Are you saying you want stat penalties for materia instead of just changes, or do you just want to magnify the changes?  Currently, there is no drawback for equipping Ifrit, your stats don't get worse, they just change.  Stat penalties would be more like "In exchange for gaining the ability to summon Ifrit, you lose 20 Str."
If stat penalties is what you were going for, I think that sounds like a good idea.  It would encourage only equipping materia that is needed, instead of throwing random materia into spare slots just to gain AP on them.
If that's not what you were getting that, then I don't think I understood what you are trying to say.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-10 23:36:55 »
So, loving the changes so far, and figured I'd throw out some thoughts.  (I just got to Cosmo Canyon)

Full disclosure, I did not read all the preceding pages.  There were too many.  So there is a chance some of what I'm about to mention is already known.  Anyway...

1. The text that appears during fights when someone speaks goes by way too fast.  If I am not expecting it I don't get a chance to read it.  For example, I recently defeated a boxer enemy, and I have no idea what happened at the end of that fight, but someone said something.  I wonder if this is something on my end, because this is a very noticeable issue.

2. The fight with Reno and Rude where a unit is paralyzed was strange.  I tried to use remedy on the paralyzed unit and also tried to attack him to break it.  I don't remember what happened with the remedy, but attacking caused my ordered unit to attack reno instead.  I'm guessing I'm allowed to target him for the action, but not actually allowed to perform the action on him.  If this is the case, it might be less confusing to simply have the unit removed from battle completely, like the Zolom's tail whip.

3. Dyne did not attack me after his first attack.  A message kept popping up saying "MP depleted" or something to that effect.

4.  Most accessories are borderline useless.  This was also true in vanilla FF7.  Immune to sleep/darkness/whatever?  Those situations are so specific that they won't help unless you already lost because of that ailment and are retrying the fight.  Additionally, those effects can already be accomplished via materia + added effect (I would assume, I never used it, because as previously mentioned, useless).

5.  This is my personal gripe but: stat modifiers on materia.  Without modifiers, characters have some (not much) variation between each other stat-wise.  Barret is not as competent as Aeris at magic, but is still useable for casting if you need him (especially for spells which are infrequently cast or don't care about the magic stat).  He compensates with higher HP and attack.  With the modifiers on, putting materia on Barret will turn him into Aeris stat-wise, removing what little differentiation there was between them.  Off the top of my head I can't think of any negative consequences for taking these modifiers out.  Do you have any reason for keeping them in?

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