Awakening does take forever to get its story going.
It's great after mission 9.
It wasn't the story
It was the fact that they set up the game so that you can very easily determine how many hits someone can take from who and build your strategy accordingly
Except oh wait someone crit you an hour into this battle, start over
For me the ratio of getting someone killed because of a silly oversight to getting someone killed because of an unlucky crit is like 100:1
It happened on the same map 3 times in a row on the last 3 enemies and I haven't played it since
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Right but the idea is that you need to understand that crits can happen and plan accordingly. Make actions under the assumption that the opponent WILL get a crit every time. Basically, only attack when you can guarantee a kill, and only put yourself to be in a position to be attacked if you're confident you can survive a crit (or if you have no oter choice)
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Right but the idea is that you need to understand that crits can happen and plan accordingly. Make actions under the assumption that the opponent WILL get a crit every time. Basically, only attack when you can guarantee a kill, and only put yourself to be in a position to be attacked if you're confident you can survive a crit (or if you have no oter choice)
That takes an already cautious game to an absurd level
Never let a non-full hp character get anywhere near an enemy
no thanks
I think it was so frustrating because I see such a fun game there but every time I got some momentum in the game the wind was sucked out of my sails
Wasn't XCOM set up so that the RNG would do the same thing even if you saved and reloaded? Specifically to prevent people saving around the RNG? I thought they added an option in the expansion that will actually re-seed the RNG on reload if you want.
Ultimately if you know that crits are part of the game's system then you need to account for that in your play as best you can, right? If you die to a crit you are making a mistake according to the terms the game's set out.
I'm not saying that it is necessarily fun, or that you should find it fun, but it's sort of the nature of the beast, ain't it?
That cartoon from Twitter is technically a crazy Tower of Doom spot, with Greg Miller power bombing Jeff Green who has Dave Lang in some sort of gutwrench/flapjack position, being held onto by John Drake.
And then Dr Tracksuit and Amarisse Sullivan (I guess?) and Tim Schafer and Eric Pope are also there.
I would play Fire Emblem if in permadeath mode your character wasn't killed, but rather knocked out for 3 turns with a chance to resurrect them. I really liked that feature of FFT. Even if one stupid mistake destroyed a character, it still took a series of mistakes to keep from raising them. That in itself added a whole extra meta game in the race against the clock, and balancing your healers between those still alive and those bleeding out. Or you may just push to finish the battle before they expire completely.
I wouldn't want to play the non-permadeath option because you're still out of that player for the whole match because of one move, and you are missing out on the proper challenge part of the game.
I'm not saying Fire Emblem should or shouldn't do those things because I understand the fans of a game want it to stay exactly as it is, just that it's what I would vastly prefer, and it actually turns me off of the game entirely.
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Yeah but they're guaranteed to be lethal to one of your party at any level if it's a weakness, whereas you can sometimes survive a crit on very low health otherwise. (I've had this happen before, though they usually die almost immediately after)
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Right but the idea is that you need to understand that crits can happen and plan accordingly. Make actions under the assumption that the opponent WILL get a crit every time. Basically, only attack when you can guarantee a kill, and only put yourself to be in a position to be attacked if you're confident you can survive a crit (or if you have no oter choice)
That takes an already cautious game to an absurd level
Never let a non-full hp character get anywhere near an enemy
no thanks
I think it was so frustrating because I see such a fun game there but every time I got some momentum in the game the wind was sucked out of my sails
Is probably recommend playing on casual if you don't want to tip toe on eggshells every single fight
Because in my experience at least, "never let an ally with less than full hp get near an enemy" is exactly what you have to do
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Right but the idea is that you need to understand that crits can happen and plan accordingly. Make actions under the assumption that the opponent WILL get a crit every time. Basically, only attack when you can guarantee a kill, and only put yourself to be in a position to be attacked if you're confident you can survive a crit (or if you have no oter choice)
That takes an already cautious game to an absurd level
Never let a non-full hp character get anywhere near an enemy
no thanks
I think it was so frustrating because I see such a fun game there but every time I got some momentum in the game the wind was sucked out of my sails
Is probably recommend playing on casual if you don't want to tip toe on eggshells every single fight
Because in my experience at least, "never let an ally with less than full hp get near an enemy" is exactly what you have to do
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Right but the idea is that you need to understand that crits can happen and plan accordingly. Make actions under the assumption that the opponent WILL get a crit every time. Basically, only attack when you can guarantee a kill, and only put yourself to be in a position to be attacked if you're confident you can survive a crit (or if you have no oter choice)
That takes an already cautious game to an absurd level
Never let a non-full hp character get anywhere near an enemy
no thanks
I think it was so frustrating because I see such a fun game there but every time I got some momentum in the game the wind was sucked out of my sails
Is probably recommend playing on casual if you don't want to tip toe on eggshells every single fight
Because in my experience at least, "never let an ally with less than full hp get near an enemy" is exactly what you have to do
Yes well
I'm 12 hours in and you can't change it in-game
It does kinda suck that you can't change it in-game, but I can also understand why they have it set up that way. Same with XCOM- can't just change out of ironman after you're four missions in.
I would play Fire Emblem if in permadeath mode your character wasn't killed, but rather knocked out for 3 turns with a chance to resurrect them. I really liked that feature of FFT. Even if one stupid mistake destroyed a character, it still took a series of mistakes to keep from raising them. That in itself added a whole extra meta game in the race against the clock, and balancing your healers between those still alive and those bleeding out. Or you may just push to finish the battle before they expire completely.
I wouldn't want to play the non-permadeath option because you're still out of that player for the whole match because of one move, and you are missing out on the proper challenge part of the game.
I'm not saying Fire Emblem should or shouldn't do those things because I understand the fans of a game want it to stay exactly as it is, just that it's what I would vastly prefer, and it actually turns me off of the game entirely.
I guess the best comparison I can make is that Fire Emblem is a game of chess and the challenge is to not lose a single pawn, which is why resurrection wouldn't really work with the game.
Awakening does take forever to get its story going.
It's great after mission 9.
It wasn't the story
It was the fact that they set up the game so that you can very easily determine how many hits someone can take from who and build your strategy accordingly
Except oh wait someone crit you an hour into this battle, start over
For me the ratio of getting someone killed because of a silly oversight to getting someone killed because of an unlucky crit is like 100:1
Move my mage/archer/Sumia just out of enemy range
move another guy
that guy was blocking a move square from an enemy, putting my mage right back in range OOPS too late to move it again
yeah, i never understood people who said classic mode in FE didn't change anything, it just made you start over
it completely changes how you approach battles! on casual you might be willing to sacrifice a unit to let another escape, or throw characters at a powerful enemy to whittle it down, but in hardcore you either have to accept that those easier tactics come with serious ramifications or try to find a way around it
In fact, I think in the affinity scenes between the main character and, Virion maybe? the whole thing is that they are playing chess and virion keeps winning because he is ok with losing pawns and the main character keeps losing because he tries to never let any pieces get lost.
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Right but the idea is that you need to understand that crits can happen and plan accordingly. Make actions under the assumption that the opponent WILL get a crit every time. Basically, only attack when you can guarantee a kill, and only put yourself to be in a position to be attacked if you're confident you can survive a crit (or if you have no oter choice)
That takes an already cautious game to an absurd level
Never let a non-full hp character get anywhere near an enemy
no thanks
I think it was so frustrating because I see such a fun game there but every time I got some momentum in the game the wind was sucked out of my sails
Is probably recommend playing on casual if you don't want to tip toe on eggshells every single fight
Because in my experience at least, "never let an ally with less than full hp get near an enemy" is exactly what you have to do
Yes well
I'm 12 hours in and you can't change it in-game
It does kinda suck that you can't change it in-game, but I can also understand why they have it set up that way. Same with XCOM- can't just change out of ironman after you're four missions in.
Why does that make sense? I'm now not going to play the game, where I would if it was an option.
yeah, i never understood people who said classic mode in FE didn't change anything, it just made you start over
it completely changes how you approach battles! on casual you might be willing to sacrifice a unit to let another escape, or throw characters at a powerful enemy to whittle it down, but in hardcore you either have to accept that those easier tactics come with serious ramifications or try to find a way around it
In fact, I think in the affinity scenes between the main character and, Virion maybe? the whole thing is that they are playing chess and virion keeps winning because he is ok with losing pawns and the main character keeps losing because he tries to never let any pieces get lost.
yeah, it's with Virion. It's my favorite bit of dialogue in the whole game
It's a fine option, but it needs to make it clear what they mean at the beginning
X-COM comes with a label for its difficulties giving you an idea how hard it's going to be. I have no played Fire Emblem, but it sounds like this came as a surprise to you
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Right but the idea is that you need to understand that crits can happen and plan accordingly. Make actions under the assumption that the opponent WILL get a crit every time. Basically, only attack when you can guarantee a kill, and only put yourself to be in a position to be attacked if you're confident you can survive a crit (or if you have no oter choice)
That takes an already cautious game to an absurd level
Never let a non-full hp character get anywhere near an enemy
no thanks
I think it was so frustrating because I see such a fun game there but every time I got some momentum in the game the wind was sucked out of my sails
Is probably recommend playing on casual if you don't want to tip toe on eggshells every single fight
Because in my experience at least, "never let an ally with less than full hp get near an enemy" is exactly what you have to do
Yes well
I'm 12 hours in and you can't change it in-game
It does kinda suck that you can't change it in-game, but I can also understand why they have it set up that way. Same with XCOM- can't just change out of ironman after you're four missions in.
Why does that make sense? I'm now not going to play the game, where I would if it was an option.
What user is that good for
Being able to change it back and forth would mean you'd be able to just up or down that particular sort of difficult as you will, essentially negating the challenge of the game overall. If you've set your game to classic, then the way you play the game is going to be completely shaped by that. If you were to then switch it to casual, you're essentially removing the set of constraints that governed the state your game is now in, negating that choice entirely. What if you had already lost some characters? Does the game just switch them to being alive and useable again, like in classic? Or do they just stay dead?
I guess I see it as not merely changing the difficulty, but changing the nature of the game itself. It's something that doesn't translate from one setting to the other part-way through a playthrough, I feel.
I'm perfectly okay with being able to adjust overall difficulty, though (easy, hard, etc), but Ironman/Classic modes are designed to be a test of endurance and I think just having the option to change out of that (and perhaps even back to it again) removes the edge off that.
Again, not everyone's cup of tea, and I suppose an argument can be made for it putting people off the game, but I think the experience would be lessened overall if you could do that
It's just a stupid mechanic and really frustrates me
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Right but the idea is that you need to understand that crits can happen and plan accordingly. Make actions under the assumption that the opponent WILL get a crit every time. Basically, only attack when you can guarantee a kill, and only put yourself to be in a position to be attacked if you're confident you can survive a crit (or if you have no oter choice)
That takes an already cautious game to an absurd level
Never let a non-full hp character get anywhere near an enemy
no thanks
I think it was so frustrating because I see such a fun game there but every time I got some momentum in the game the wind was sucked out of my sails
Is probably recommend playing on casual if you don't want to tip toe on eggshells every single fight
Because in my experience at least, "never let an ally with less than full hp get near an enemy" is exactly what you have to do
Yes well
I'm 12 hours in and you can't change it in-game
It does kinda suck that you can't change it in-game, but I can also understand why they have it set up that way. Same with XCOM- can't just change out of ironman after you're four missions in.
Why does that make sense? I'm now not going to play the game, where I would if it was an option.
What user is that good for
Being able to change it back and forth would mean you'd be able to just up or down that particular sort of difficult as you will, essentially negating the challenge of the game overall. If you've set your game to classic, then the way you play the game is going to be completely shaped by that. If you were to then switch it to casual, you're essentially removing the set of constraints that governed the state your game is now in, negating that choice entirely. What if you had already lost some characters? Does the game just switch them to being alive and useable again, like in classic? Or do they just stay dead?
I guess I see it as not merely changing the difficulty, but changing the nature of the game itself. It's something that doesn't translate from one setting to the other part-way through a playthrough, I feel.
I'm perfectly okay with being able to adjust overall difficulty, though (easy, hard, etc), but Ironman/Classic modes are designed to be a test of endurance and I think just having the option to change out of that (and perhaps even back to it again) removes the edge off that.
Again, not everyone's cup of tea, and I suppose an argument can be made for it putting people off the game, but I think the experience would be lessened overall if you could do that
If the player wants to play through the game that way why shouldn't he be able to? If that's what he wants it isn't going to reduce the experience for him but enhance it, and the option would in no way affect players who wanted to stick to hardcore the whole time
I don't understand this idea that exists that somehow the developers vision is sacred
If its a single player game, give me every possible option. If I "ruin" the game for myself its on me.
I'm with Chincy on this. If you're gonna have multiple difficulty options, there really isn't a good reason not to allow a player to change that mid-game.
If you're the type of player that cares about a challenge, then you're not gonna mess around with the settings after you start the game anyway.
If you're the type of player that wants to have a comfortable level of challenge throughout the game, then you'll be able to change the settings for what's best suited to you at any given moment.
Thinking back on PAX East, my biggest regrets were not talking to more people I recognize from the internet, not taking photos with more people from the internet, and being so intimidated by Drew as to not sit next to him at the PRODUCED panel, because fuck if I was going to sit up straight for the entire hour.
edit; Actually, he intimidated me several times over the weekend when he'd walk by and I'd be all "OMG IT'S DREW" and scuttle away with my head down.
Vinny is super approachable though, apparently. Weird.
Takes a little time to seize the day. I saw Vinny, Drew and Brad walk by but couldn't react fast enough. Found Patrick in my hotel and I was like "Is that... is it... it is!". Shook his hand, said I was a big fan, and apologized for sleeping during his panel.
I'm fine with the ability to change difficulties on the fly in most cases, but an Ironman mode is the exception to that. Not every mode of every game has to be for everyone. If you want a mixture of both, pretend that the units killed in non-Ironman mode are dead forever (or until you decide you want them back).
I'm fine with the ability to change difficulties on the fly in most cases, but an Ironman mode is the exception to that. Not every mode of every game has to be for everyone. If you want a mixture of both, pretend that the units killed in non-Ironman mode are dead forever (or until you decide you want them back).
I'm fine with the ability to change difficulties on the fly in most cases, but an Ironman mode is the exception to that. Not every mode of every game has to be for everyone. If you want a mixture of both, pretend that the units killed in non-Ironman mode are dead forever (or until you decide you want them back).
Yeah, I'd make an exception for Ironman.
But Fire Emblem doesn't have an Ironman mode.
Oh, I thought we were talking about XCOM.
0
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
I'm fine with the ability to change difficulties on the fly in most cases, but an Ironman mode is the exception to that. Not every mode of every game has to be for everyone. If you want a mixture of both, pretend that the units killed in non-Ironman mode are dead forever (or until you decide you want them back).
Yeah, I'd make an exception for Ironman.
But Fire Emblem doesn't have an Ironman mode.
Isn't that basically what classic is, in Fire Emblem?
Well, I guess you can reset and start again from the very beginning of the mission. So it's sort of an ironman-lite, I guess.
Posts
It happened on the same map 3 times in a row on the last 3 enemies and I haven't played it since
It was my Game Of The Year last year
And boy oh boy the music is ace
They've made most of the Advance Wars, Fire Emblem, Paper Mario, and WarioWare games
AKA the best RPG ever made barring The World Ends With You
It's a game about not making mistakes, or of living with those mistakes if you do make them
Don't punish me for NOT making mistakes
It makes me not want to play at all
Crits and hit percentages work in XCOM because even though there's permadeath, you can save mid mission in case you get totally boned by RNG
Not the case in fire emblem
I've always thought the point of critical hits was to keep you on your toes about putting characters into situations where they can be attacked by something they are weak too, and might get crit (and thus one-shot) by, or to be really mindful of what hp your characters are on. It's just something else you have to keep in mind all the time.
I can understand how that can be really frustrating, though, and not everyone's cup of tea. I don't mind it, personally, because it's a layer of a little RNG that I have to keep in mind at all times, adding a bit more breadth to my options.
Crits aren't tied to weakness, they can happen on any weapon match-up
Right but the idea is that you need to understand that crits can happen and plan accordingly. Make actions under the assumption that the opponent WILL get a crit every time. Basically, only attack when you can guarantee a kill, and only put yourself to be in a position to be attacked if you're confident you can survive a crit (or if you have no oter choice)
http://www.audioentropy.com/
That takes an already cautious game to an absurd level
Never let a non-full hp character get anywhere near an enemy
no thanks
I think it was so frustrating because I see such a fun game there but every time I got some momentum in the game the wind was sucked out of my sails
Ultimately if you know that crits are part of the game's system then you need to account for that in your play as best you can, right? If you die to a crit you are making a mistake according to the terms the game's set out.
I'm not saying that it is necessarily fun, or that you should find it fun, but it's sort of the nature of the beast, ain't it?
And then Dr Tracksuit and Amarisse Sullivan (I guess?) and Tim Schafer and Eric Pope are also there.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
I wouldn't want to play the non-permadeath option because you're still out of that player for the whole match because of one move, and you are missing out on the proper challenge part of the game.
I'm not saying Fire Emblem should or shouldn't do those things because I understand the fans of a game want it to stay exactly as it is, just that it's what I would vastly prefer, and it actually turns me off of the game entirely.
Yeah but they're guaranteed to be lethal to one of your party at any level if it's a weakness, whereas you can sometimes survive a crit on very low health otherwise. (I've had this happen before, though they usually die almost immediately after)
Is probably recommend playing on casual if you don't want to tip toe on eggshells every single fight
Because in my experience at least, "never let an ally with less than full hp get near an enemy" is exactly what you have to do
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Yes well
I'm 12 hours in and you can't change it in-game
It does kinda suck that you can't change it in-game, but I can also understand why they have it set up that way. Same with XCOM- can't just change out of ironman after you're four missions in.
I guess the best comparison I can make is that Fire Emblem is a game of chess and the challenge is to not lose a single pawn, which is why resurrection wouldn't really work with the game.
FFT's timer mechanic is fantastic, though.
Move my mage/archer/Sumia just out of enemy range
move another guy
that guy was blocking a move square from an enemy, putting my mage right back in range OOPS too late to move it again
it completely changes how you approach battles! on casual you might be willing to sacrifice a unit to let another escape, or throw characters at a powerful enemy to whittle it down, but in hardcore you either have to accept that those easier tactics come with serious ramifications or try to find a way around it
In fact, I think in the affinity scenes between the main character and, Virion maybe? the whole thing is that they are playing chess and virion keeps winning because he is ok with losing pawns and the main character keeps losing because he tries to never let any pieces get lost.
Why does that make sense? I'm now not going to play the game, where I would if it was an option.
What user is that good for
yeah, it's with Virion. It's my favorite bit of dialogue in the whole game
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X-COM comes with a label for its difficulties giving you an idea how hard it's going to be. I have no played Fire Emblem, but it sounds like this came as a surprise to you
Being able to change it back and forth would mean you'd be able to just up or down that particular sort of difficult as you will, essentially negating the challenge of the game overall. If you've set your game to classic, then the way you play the game is going to be completely shaped by that. If you were to then switch it to casual, you're essentially removing the set of constraints that governed the state your game is now in, negating that choice entirely. What if you had already lost some characters? Does the game just switch them to being alive and useable again, like in classic? Or do they just stay dead?
I guess I see it as not merely changing the difficulty, but changing the nature of the game itself. It's something that doesn't translate from one setting to the other part-way through a playthrough, I feel.
I'm perfectly okay with being able to adjust overall difficulty, though (easy, hard, etc), but Ironman/Classic modes are designed to be a test of endurance and I think just having the option to change out of that (and perhaps even back to it again) removes the edge off that.
Again, not everyone's cup of tea, and I suppose an argument can be made for it putting people off the game, but I think the experience would be lessened overall if you could do that
If the player wants to play through the game that way why shouldn't he be able to? If that's what he wants it isn't going to reduce the experience for him but enhance it, and the option would in no way affect players who wanted to stick to hardcore the whole time
I don't understand this idea that exists that somehow the developers vision is sacred
If its a single player game, give me every possible option. If I "ruin" the game for myself its on me.
If you're the type of player that cares about a challenge, then you're not gonna mess around with the settings after you start the game anyway.
If you're the type of player that wants to have a comfortable level of challenge throughout the game, then you'll be able to change the settings for what's best suited to you at any given moment.
There is no downside.
edit; Actually, he intimidated me several times over the weekend when he'd walk by and I'd be all "OMG IT'S DREW" and scuttle away with my head down.
Vinny is super approachable though, apparently. Weird.
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Roger. You want the classic hair?
Yeah, I'd make an exception for Ironman.
But Fire Emblem doesn't have an Ironman mode.
I basically have patrick klepek hair
I don't think its an option
Oh, I thought we were talking about XCOM.
I think there is a fro, isn't there?
Isn't that basically what classic is, in Fire Emblem?
Well, I guess you can reset and start again from the very beginning of the mission. So it's sort of an ironman-lite, I guess.
Go for it!
I do have that enemy within expansion I got cheap but never tried. We'll see how this goes. Anyone else want in? Possibly going for classic ironman.