Is it just me, or are the object dragging pins next-to-useless?
I don't think I've yet managed to damage anything with them.
The flinging seem much better.
They do a shit ton of damage but not every fight has stuff to toss so ultimately they aren't as good as the other attack pins.
I was distinguishing between the telekineses where you throw stuff and the ones where you drag and hold.
I find the former useful and the latter useless.
I was distinguishing between the telekineses where you throw stuff and the ones where you drag and hold.
I find the former useful and the latter useless.
I dunno I found the drag and hold ones to be more effective then the toss.
I'm no good at this, for top-screen combat, all I've been doing is hitting left or right enough times to do an attack. (On Day 2, if that matters >_>)
You can just set it to automatic and focus on the bottom screen if you don't want to deal with it. You wont really be weaker you are just more effective if you use both screens.
When playing the import I only ever needed to take control of the top screen for the penultimate boss - well, I would have for the final boss, but 1) he's weird, gameplay-wise and 2) I was so frigging under-levelled I had to set it to easy anyway. I did have my level set fairly high, I suppose. Still, it's a great system, it's just arguably pretty under-used.
Nice to see people liking it. I've only given my English copy a few minutes' play - still the same great game, though I'm really not liking the voice acting, the gangsta 'tude as portrayed by the localisation or the horrendous fonts for the opening cutscene(s). Other than that, it'll do.
Eight Rooks on
<AtlusParker> Sorry I'm playing Pokemon and vomiting at the same time so I'm not following the conversation in a linear fashion.
Well, so far I've just been frantically pushing left and right a bunch, where appropriate and it seems to work alright... I haven't really seen a real need for the up/down portions of the combo.
Well, so far I've just been frantically pushing left and right a bunch, where appropriate and it seems to work alright... I haven't really seen a real need for the up/down portions of the combo.
Charging the specials - as in watching to see what D-pad combo you're actually pressing - is fairly useful for rapidly clearing out enemies, but the AI still does this every now and then even if you leave it on auto.
Eight Rooks on
<AtlusParker> Sorry I'm playing Pokemon and vomiting at the same time so I'm not following the conversation in a linear fashion.
Is it just me, or are the object dragging pins next-to-useless?
I don't think I've yet managed to damage anything with them.
The flinging seem much better.
I used to think that as well, but then I learned how to use the dragging pins. You find an object you want, hold the stylus over it (about half a second) until you pick it up. Be sure to hold it for slightly longer than when the graphic indicator appears as the grip doesn't appear quite as sturdy unless you hold your stylus there for that extra short moment. Then you need to do rapid, small circles around the enemies you want to hit. You will easily do tons of damage this way The biggest drawback to this is that you're standing still during this time. However, you should rack up the damage. Bigger items use up the pin faster; I typically go for medium sized signs.
Cobell on
0
Forever Zefirocloaked in the midnight glory of an event horizonRegistered Userregular
edited April 2008
Wait, this isn't out in the US, right? Everywhere I look it says it should be coming the 22nd. I know it's out in the UK but I've noticed a few people with US locations talking about it and I just want to play this
Forever Zefiro on
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
If you noted to locations of most of the posters you would see that they are from the UK... The other ones have obviously imported and individually translated the game.
Player_Zero on
The vorpal blade went snicker-snack!
For 27 points of damage.
Is it just me, or are the object dragging pins next-to-useless?
I don't think I've yet managed to damage anything with them.
The flinging seem much better.
I used to think that as well, but then I learned how to use the dragging pins. You find an object you want, hold the stylus over it (about half a second) until you pick it up. Be sure to hold it for slightly longer than when the graphic indicator appears as the grip doesn't appear quite as sturdy unless you hold your stylus there for that extra short moment. Then you need to do rapid, small circles around the enemies you want to hit. You will easily do tons of damage this way The biggest drawback to this is that you're standing still during this time. However, you should rack up the damage. Bigger items use up the pin faster; I typically go for medium sized signs.
Yeah thats why the only hold and drag pins I use are the massive fire pins cause they stun everything thats burning allowing you to just barbecue the whole map while all the noise is squirming in the fire.
As for people playing it early. Imports for the win!
Except when you fight him, when he turns into a bastard who is actually forcing me to grind for the first time this game.
Partly because my pride won't let me select Easy.
Except when you fight him, when he turns into a bastard who is actually forcing me to grind for the first time this game.
Partly because my pride won't let me select Easy.
You think you've got it rough? I've been playing on hard since I unlocked it. :P
It's not so bad, though, really.
Player_Zero on
The vorpal blade went snicker-snack!
For 27 points of damage.
most places in Canada have this listed at $44.99. That's a $15 SE tax. I was interested in this, but there's no way I'm spending that much on a DS game. Guess I'll wait till I can find it used.
Anyone else notice that every time an RPG is hailed as "fresh," "new," or "unique" it is at least partly the result of designers moving away from random encounters and turn based battles?
That is because they are horrible gameplay mechanics that are only capable of stimulating oatmeal-eating paperclip enthusiasts. They are going the way of the Dodo. DARWIN WANTS RANDOM ENCOUNTERS DEAD.
Anyone else notice that every time an RPG is hailed as "fresh," "new," or "unique" it is at least partly the result of designers moving away from random encounters and turn based battles?
That is because they are horrible gameplay mechanics that are only capable of stimulating oatmeal-eating paperclip enthusiasts. They are going the way of the Dodo. DARWIN WANTS RANDOM ENCOUNTERS DEAD.
Well.. if thats how you really feel.......
I totally agree. It works so damn well being able to pick how many battles you want. More games need to adopt a system like the one in this.
I don't want to read all this thread cause I don't want ANY spoilers. But for anyone thinking about getting this, don't even give it another second, GO BUY IT NOW.
I'm playing it because I'm magical. But seriously, I need to play it more, the weekend has been event filled, but I'll get right back to this whenever I wake up.
It's less gangsta in the style of 50 cent and more street in the style of Jet Set Radio, so I wouldn't worry too much.
The "bling" is by far the biggest problem.
Jet Set Radio was not an appealing setting either.
I'll just have to see for myself.
This opinion is damnation-worthy. JSR/JGR is pretty much the pinnacle of synergizing setting with gameplay - you couldn't remove one in that game without the other suffering badly.
I was quoting that to yell at him, but someone thankfully got to it before me. Good, good.
I'd like to buy this game, but I don't like to pay more than $25 for DS games. So, I guess I'll be waiting for a used copy to pop up eventually.
Well, so far I've just been frantically pushing left and right a bunch, where appropriate and it seems to work alright... I haven't really seen a real need for the up/down portions of the combo.
Charging the specials - as in watching to see what D-pad combo you're actually pressing - is fairly useful for rapidly clearing out enemies, but the AI still does this every now and then even if you leave it on auto.
The AI goes so much slower, though. I went from Star-B ratings for Damage and Time to D/E's when I let it do autoplay. Button mashing seems more effective
I was kinda freaked out when Neku calculated the square root of 3. wtf?
Naw man, turn-based fighting doesn't have to be bad. Just because it's a staple of the genre doesn't mean it necessarily sucks.
Oh my, no. While I do believe that action-oriented gameplay is the future for RPGs, turn based combat, when used to increase the strategic difficulty of a game, is perfectly acceptable and often quite fun.
The challenge is to create a system where boss fights (which should be difficult even independent of the levelling curve) and scrubby level-up fights are both enjoyable. I mean, these are games, so there's really no excuse for any aspect not to be fun. I don't know if any game has really accomplished that though, so maybe I'm just an idealist. In itself, not having random encounters can make turn based combat much more palatable, simply because it allows the player to pick when and how he or she wants to fight.
Hrm, maybe Xenogears? I quit playing a couple times, but it was always because of the random encounters and never the combat.
The problem with too many TBRPGs is that the boss fights consist of 'You attack boss. Boss attacks you. You heal. Rinse, repeat.'
I'd like it if the boss AIs were developed enough so that they could respond to what you're doing, try to set up counters for it, etc. Of course a few of the scrub bosses near the start wouldn't have the benefit for this, but still.
... Actually, the same seems to apply to most aRPGs. Only in a couple games (most of which strictly delineate the place you can move to) do boss fights change into an active reaction game (such as the rather excellent Mega Man Battle Network series, with the sole exception of the boss not countering your attacks per se, because he's flinging so many of his own at you anyway.)
Well the nice thing about action RPGs is that, even if the fights are simplistic or easy, you're usually rewarded for beating something especially well. Combos, time bonuses, defense bonuses, damage bonuses and all that fun arcade-spirited stuff really add depth to gameplay even if the bad guys are borderline retarded.
Look at Tales of Symphonia: you could probably win every fight by just mashing Lloyd's standard sword attacks, but the options available - to max combos, switch characters, and go for Grade bonuses - kept the battles light and fun.
From what I've seen, The World Ends With You has this kind of flexibility in spades.
Well, so far I've just been frantically pushing left and right a bunch, where appropriate and it seems to work alright... I haven't really seen a real need for the up/down portions of the combo.
Charging the specials - as in watching to see what D-pad combo you're actually pressing - is fairly useful for rapidly clearing out enemies, but the AI still does this every now and then even if you leave it on auto.
The AI goes so much slower, though. I went from Star-B ratings for Damage and Time to D/E's when I let it do autoplay. Button mashing seems more effective
I was kinda freaked out when Neku calculated the square root of 3. wtf?
Yeah! I was like, how do you know the first SEVEN decimals of root 3?!
I'm a bit disappointed about the organisational system the game (doesn't) have. When you've got around 300 pins that you can get (in total) and hundreds of different clothing items then you'd think it would make sense for them to have some kind of customisable system (like for example the boxes in pokemon; that worked really well).
On the the whole though the game is excellent. Though the difference between good and bad pin selections is rather jarring at times.
It's less gangsta in the style of 50 cent and more street in the style of Jet Set Radio, so I wouldn't worry too much.
The "bling" is by far the biggest problem.
Jet Set Radio was not an appealing setting either.
I'll just have to see for myself.
This opinion is damnation-worthy. JSR/JGR is pretty much the pinnacle of synergizing setting with gameplay - you couldn't remove one in that game without the other suffering badly.
I was quoting that to yell at him, but someone thankfully got to it before me. Good, good.
I'd like to buy this game, but I don't like to pay more than $25 for DS games. So, I guess I'll be waiting for a used copy to pop up eventually.
Hello, top of the page!
Oh right, I forgot to say that I wasn't too hot about the gameplay either. Congruity restored!
Posts
They do a shit ton of damage but not every fight has stuff to toss so ultimately they aren't as good as the other attack pins.
I never asked for this!
I find the former useful and the latter useless.
I dunno I found the drag and hold ones to be more effective then the toss.
I never asked for this!
You can just set it to automatic and focus on the bottom screen if you don't want to deal with it. You wont really be weaker you are just more effective if you use both screens.
I never asked for this!
Nice to see people liking it. I've only given my English copy a few minutes' play - still the same great game, though I'm really not liking the voice acting, the gangsta 'tude as portrayed by the localisation or the horrendous fonts for the opening cutscene(s). Other than that, it'll do.
Read my book. (It has a robot in it.)
Here
Charging the specials - as in watching to see what D-pad combo you're actually pressing - is fairly useful for rapidly clearing out enemies, but the AI still does this every now and then even if you leave it on auto.
Read my book. (It has a robot in it.)
I used to think that as well, but then I learned how to use the dragging pins. You find an object you want, hold the stylus over it (about half a second) until you pick it up. Be sure to hold it for slightly longer than when the graphic indicator appears as the grip doesn't appear quite as sturdy unless you hold your stylus there for that extra short moment. Then you need to do rapid, small circles around the enemies you want to hit. You will easily do tons of damage this way The biggest drawback to this is that you're standing still during this time. However, you should rack up the damage. Bigger items use up the pin faster; I typically go for medium sized signs.
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
For 27 points of damage.
Yeah thats why the only hold and drag pins I use are the massive fire pins cause they stun everything thats burning allowing you to just barbecue the whole map while all the noise is squirming in the fire.
As for people playing it early. Imports for the win!
I never asked for this!
Sine! Cosine! TANGENT!
That guy is AWESOME.
Overuse of spoilersed!
For 27 points of damage.
Except when you fight him, when he turns into a bastard who is actually forcing me to grind for the first time this game.
Partly because my pride won't let me select Easy.
All must bow before the Grim Heaper!
I never asked for this!
You think you've got it rough? I've been playing on hard since I unlocked it. :P
It's not so bad, though, really.
For 27 points of damage.
High five! ...No? ...Godamnit...
For 27 points of damage.
XBL |Steam | PSN | last.fm
I think random encounters probably do necessarily suck, though.
Well.. if thats how you really feel.......
I never asked for this!
I was quoting that to yell at him, but someone thankfully got to it before me. Good, good.
I'd like to buy this game, but I don't like to pay more than $25 for DS games. So, I guess I'll be waiting for a used copy to pop up eventually.
Hello, top of the page!
The AI goes so much slower, though. I went from Star-B ratings for Damage and Time to D/E's when I let it do autoplay. Button mashing seems more effective
Oh my, no. While I do believe that action-oriented gameplay is the future for RPGs, turn based combat, when used to increase the strategic difficulty of a game, is perfectly acceptable and often quite fun.
The challenge is to create a system where boss fights (which should be difficult even independent of the levelling curve) and scrubby level-up fights are both enjoyable. I mean, these are games, so there's really no excuse for any aspect not to be fun. I don't know if any game has really accomplished that though, so maybe I'm just an idealist. In itself, not having random encounters can make turn based combat much more palatable, simply because it allows the player to pick when and how he or she wants to fight.
Hrm, maybe Xenogears? I quit playing a couple times, but it was always because of the random encounters and never the combat.
I'd like it if the boss AIs were developed enough so that they could respond to what you're doing, try to set up counters for it, etc. Of course a few of the scrub bosses near the start wouldn't have the benefit for this, but still.
... Actually, the same seems to apply to most aRPGs. Only in a couple games (most of which strictly delineate the place you can move to) do boss fights change into an active reaction game (such as the rather excellent Mega Man Battle Network series, with the sole exception of the boss not countering your attacks per se, because he's flinging so many of his own at you anyway.)
Platinum FC: 2880 3245 5111
Look at Tales of Symphonia: you could probably win every fight by just mashing Lloyd's standard sword attacks, but the options available - to max combos, switch characters, and go for Grade bonuses - kept the battles light and fun.
From what I've seen, The World Ends With You has this kind of flexibility in spades.
They still have an awful lot of it, though.
I'm a bit disappointed about the organisational system the game (doesn't) have. When you've got around 300 pins that you can get (in total) and hundreds of different clothing items then you'd think it would make sense for them to have some kind of customisable system (like for example the boxes in pokemon; that worked really well).
On the the whole though the game is excellent. Though the difference between good and bad pin selections is rather jarring at times.
Oh right, I forgot to say that I wasn't too hot about the gameplay either. Congruity restored!
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