My hope is that the next game will allow turning off criticals
Because if I could do that I'd leave permadeath on, but fuck playing a whole mission and then oh that guy was supposed to only do 4 damage but just killed chrom outright, great cool
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
I get super stressed out at any game with perma-death. Even back in the ww2 call of duty games where the random US soldiers had names, I tried to keep as many alive as possible and got really bummed when they died.
If there wasn't an option to turn that off I probably never would have played the current Fire Emblem. It has since moved to become one of my favorite games.
The whole offspring system sounds WAY more overwhelming and stressful to me than anything to do with permadeath
Yeah the whole offspring system had what has kept me from picking up the game. The whole making perfect babies thing sounds more like work than fun to me.
that stuff is hidden behind hidden mechanics for a reason, even if those mechanics are fairly discernible by the third time or so
you are not supposed to be doing eugenics simulator 2013 but just kinda following through on the full story for characters you like together?
no difficulty really requires perfect superbabies or anything close to it, and the hardest difficulties actually lock you out of the grinding required to do such
just
do what you want to do, use the characters you want to use
I'm all for giving options to the player, so I'm glad they've included the options, but when I finally start up Awakening, there's no way I'll turn off permadeath
That feels antithetical to everything I've heard about Fire Emblem over the years. It doesn't seem like it would feel right
have fun replaying missions over and over not to lose anyone
I do actually!
The tactics in fire emblem games, to me, feel sort of like a puzzle and if somebody dies it means I wasn't careful
Plus I feel that playing with perma-death is the "right" way to play. It's the way the entire series is set up and it's generally super easy to avoid, and without it there really aren't any consequences to poor execution so there is no pressure to think at all.
I do think including the casual option was an awesome thing though, and I hope it is included in all future FE games, but I also hope it doesn't become the default and I'd always recommend playing with permadeath on, at least after getting the hang of the mechanics
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
I brought my 3ds to work today to see how many of the students have 3DS. I've only gotten two streetpasses so far and they had almost no puzzle pieces! Jerks!
Also they both totally used their real names. Kids these days!
Permadeath in Fire Emblem comes from the same game design school of thought as most NES-era games--it's all about perfecting your skills through repetition. If you die, it's because you fucked up and you need to go back and try again until you learn how to not fuck up. I get why that's not accessible to some people, and it's cool they're making concessions to that, but, to me, playing without permadeath is like playing Mega Man with save states--you're intentionally bypassing the primary risk/reward system of the game and depriving yourself of the intended experience.
I'm all for giving options to the player, so I'm glad they've included the options, but when I finally start up Awakening, there's no way I'll turn off permadeath
That feels antithetical to everything I've heard about Fire Emblem over the years. It doesn't seem like it would feel right
have fun replaying missions over and over not to lose anyone
I do actually!
The tactics in fire emblem games, to me, feel sort of like a puzzle and if somebody dies it means I wasn't careful
Plus I feel that playing with perma-death is the "right" way to play. It's the way the entire series is set up and it's generally super easy to avoid, and without it there really aren't any consequences to poor execution so there is no pressure to think at all.
I do think including the casual option was an awesome thing though, and I hope it is included in all future FE games, but I also hope it doesn't become the default and I'd always recommend playing with permadeath on, at least after getting the hang of the mechanics
yes this is my approach to fire emblem. losing someone is a fail state.
you can move on, but the game encourages you to view the matches as a puzzle to be solved without losing anyone.
Crits are bullshit, though. If you make a game that's supposed to be all about perfecting strategy, don't introduce a chance for me to be punished, despite executing a good plan perfectly, because of a lucky roll of the dice. That experience does not make me feel like going back and trying again, because there's nothing to learn from that, other than "fuck you".
Crits are bullshit, though. If you make a game that's supposed to be all about perfecting strategy, don't introduce a chance for me to be punished, despite executing a good plan perfectly, because of a lucky roll of the dice. That experience does not make me feel like going back and trying again, because there's nothing to learn from that, other than "fuck you".
Yep
they're why I turned permadeath off
if there was a just crits off I'd have done that instead
But I got all the way to the fight with gangrel and got to the last 3 dudes THREE TIMES and crit killed each time
that's when I almost quit playing, but restarted with permadeath off instead
I'm too stubborn to play on Casual (and also I'm pretty far into the game and don't really want to restart), so what happens is I make some decent progress, then get a couple of unlucky crits, get mad at the game, and quit for like a month. I still haven't beaten it.
Strategy games need some randomess or they just become puzzle games. So I am fine with having crits in theory. But if memory serves fire emblem crits are ridiculous, right? Like 4x damage?
From a design perspective they are probably there to force you to lose random units despite your best plans in order to make you have to adjust your long term plans. Though obviously that isn't going to necessarily be a fun thing to experience.
I played through awakening the first time with perma-death off, but I'll probably leave it on for the next fire emblem game now that I'm familiar with the systems
Strategy games need some randomess or they just become puzzle games.
Randomness in the way enemies move or behave, but not in the numbers, fuck that
That's the biggest reason why I have Blitzball so goddamned much, because the numbers they throw up on the screen have no fucking correlation to the numbers that actually get dealt in any encounter. Oh I have 7 HP and you hit for 4? Nope! You somehow hit me for 9 instead. Fuck randomness in stats.
You can plan for and mitigate the effects of crits, it's just part of the games strategy.
On Normal, few enemies can crit your high skill units at all, and those that can absolutely canNOT one shot your beefier, more defensive units.
In any given situation where you don't know a perfect solution, the game is as much about risk management as it is tactics. "Ok, this unit has a 10% chance to crit Chrom for 18 damage, and so do the surrounding two enemies. assuming they all hit in their attacks they'll take off 30 health with a crit, which will kill him. But if I switch out Vaike for Kellam or Frederick in the pair up, base damage drops to 1 instead of 6, so a crit only does 3. Or I could put Chrom in range of only 1 of the enemies so he can't take more than 18 damage on this turn, and Lissa can heal him while he kills the enemy."
etc.
There are ways to deal with it in every situation, you just have to be aware of your options and be willing to move units around to accommodate the needs of the given fight
Strategy games need some randomess or they just become puzzle games. So I am fine with having crits in theory. But if memory serves fire emblem crits are ridiculous, right? Like 4x damage?
From a design perspective they are probably there to force you to lose random units despite your best plans in order to make you have to adjust your long term plans. Though obviously that isn't going to necessarily be a fun thing to experience.
Yeah, crits in FE are basically "you're going to lose this unit". And yeah, it makes sense in most strat games--introducing an unexpected wrinkle to force you to think on your feet, but the way Fire Emblem games are designed, that's literally not a sustainable thing. They happen frequently enough that, by the end of the game, you'll be running with a skeleton crew if you don't restart. And if you DO restart, then they're a pointless time-waster, since you can't plan around them. There's no way to mitigate a crit, or react to it. You either eat it, or reboot, and neither of those options advance the experience of playing in any way.
Strategy games need some randomess or they just become puzzle games.
Randomness in the way enemies move or behave, but not in the numbers, fuck that
That's the biggest reason why I have Blitzball so goddamned much, because the numbers they throw up on the screen have no fucking correlation to the numbers that actually get dealt in any encounter. Oh I have 7 HP and you hit for 4? Nope! You somehow hit me for 9 instead. Fuck randomness in stats.
Randomness in the numbers, ie in the combat results, is like, one of the standard things in nearly every strategy and tactics games ever made though. If the combat results are fixed then planning becomes a number puzzle more or less.
Strategy games need some randomess or they just become puzzle games.
Randomness in the way enemies move or behave, but not in the numbers, fuck that
That's the biggest reason why I have Blitzball so goddamned much, because the numbers they throw up on the screen have no fucking correlation to the numbers that actually get dealt in any encounter. Oh I have 7 HP and you hit for 4? Nope! You somehow hit me for 9 instead. Fuck randomness in stats.
Randomness in the numbers, ie in the combat results, is like, one of the standard things in nearly every strategy and tactics games ever made though. If the combat results are fixed then planning becomes a number puzzle more or less.
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Because if I could do that I'd leave permadeath on, but fuck playing a whole mission and then oh that guy was supposed to only do 4 damage but just killed chrom outright, great cool
If there wasn't an option to turn that off I probably never would have played the current Fire Emblem. It has since moved to become one of my favorite games.
It's not "RPG'y" enough for me I guess. The combat is boring to me and the character progression isn't customizable enough.
It's cute, but not great
I hope the next game doesn't have the offspring system because there were way, way too many characters
The whole offspring system sounds WAY more overwhelming and stressful to me than anything to do with permadeath
As long as you're not playing on hard it's not to bad.
Just make an effort to get all the female characters hitched and you'll be fine. Also get Chrom married ASAP.
Yeah the whole offspring system had what has kept me from picking up the game. The whole making perfect babies thing sounds more like work than fun to me.
just pair off cute couples and then later their cute children will show up and it's no big deal that they don't have MAX STATS
Steam | Twitter
I played on Casual and just paired up the characters that I liked as couples and had zero issues
Obviously if you are playing harder difficulties it becomes more important but at that point you're already gonna be min/maxing a lot of shit anyways
that stuff is hidden behind hidden mechanics for a reason, even if those mechanics are fairly discernible by the third time or so
you are not supposed to be doing eugenics simulator 2013 but just kinda following through on the full story for characters you like together?
no difficulty really requires perfect superbabies or anything close to it, and the hardest difficulties actually lock you out of the grinding required to do such
just
do what you want to do, use the characters you want to use
if you want every kid, thats a LOT of relationships you gotta grind out and I didn't have much time for any other ones
So I didn't see as much writing for my favorite dudes as I would have otherwise
I do actually!
The tactics in fire emblem games, to me, feel sort of like a puzzle and if somebody dies it means I wasn't careful
Plus I feel that playing with perma-death is the "right" way to play. It's the way the entire series is set up and it's generally super easy to avoid, and without it there really aren't any consequences to poor execution so there is no pressure to think at all.
I do think including the casual option was an awesome thing though, and I hope it is included in all future FE games, but I also hope it doesn't become the default and I'd always recommend playing with permadeath on, at least after getting the hang of the mechanics
I've also avoided grabbing it as I avoid grabbing any game people frequently use the term "waifu" when talking about :P
I just have absolutely no interest in spending another hour redoing what I just did because of a lucky crit I had no control over
Also they both totally used their real names. Kids these days!
Let me tell you about my waifu Tiger Lily from Codename STEAM
You monster!!!
She's like 12 or something!!!!
(Has never seen Peter Pan)
........
(She's from Peter Pan right)
you should probably stop playing video games then
yes this is my approach to fire emblem. losing someone is a fail state.
you can move on, but the game encourages you to view the matches as a puzzle to be solved without losing anyone.
Let me tell you Massive Chalice, and the cannon fodder people of that world, anyone with asthma
yes criticals are dumb. It makes sense when it's the rock paper scissors damage, but not when it's random.
I probably should!
Yep
they're why I turned permadeath off
if there was a just crits off I'd have done that instead
But I got all the way to the fight with gangrel and got to the last 3 dudes THREE TIMES and crit killed each time
that's when I almost quit playing, but restarted with permadeath off instead
Haha yeah she is. The book is totally worth the read.
iirc in the play the same actress that plays the maid is supposed to play tiger lily for a fun racism/classism wombo combo.
From a design perspective they are probably there to force you to lose random units despite your best plans in order to make you have to adjust your long term plans. Though obviously that isn't going to necessarily be a fun thing to experience.
Steam | Twitter
Steam | Twitter
Randomness in the way enemies move or behave, but not in the numbers, fuck that
That's the biggest reason why I have Blitzball so goddamned much, because the numbers they throw up on the screen have no fucking correlation to the numbers that actually get dealt in any encounter. Oh I have 7 HP and you hit for 4? Nope! You somehow hit me for 9 instead. Fuck randomness in stats.
On Normal, few enemies can crit your high skill units at all, and those that can absolutely canNOT one shot your beefier, more defensive units.
In any given situation where you don't know a perfect solution, the game is as much about risk management as it is tactics. "Ok, this unit has a 10% chance to crit Chrom for 18 damage, and so do the surrounding two enemies. assuming they all hit in their attacks they'll take off 30 health with a crit, which will kill him. But if I switch out Vaike for Kellam or Frederick in the pair up, base damage drops to 1 instead of 6, so a crit only does 3. Or I could put Chrom in range of only 1 of the enemies so he can't take more than 18 damage on this turn, and Lissa can heal him while he kills the enemy."
etc.
There are ways to deal with it in every situation, you just have to be aware of your options and be willing to move units around to accommodate the needs of the given fight
Yeah, crits in FE are basically "you're going to lose this unit". And yeah, it makes sense in most strat games--introducing an unexpected wrinkle to force you to think on your feet, but the way Fire Emblem games are designed, that's literally not a sustainable thing. They happen frequently enough that, by the end of the game, you'll be running with a skeleton crew if you don't restart. And if you DO restart, then they're a pointless time-waster, since you can't plan around them. There's no way to mitigate a crit, or react to it. You either eat it, or reboot, and neither of those options advance the experience of playing in any way.
Randomness in the numbers, ie in the combat results, is like, one of the standard things in nearly every strategy and tactics games ever made though. If the combat results are fixed then planning becomes a number puzzle more or less.
I know
That sounds rad