Ok, I decided to pick up FFT for the PSP and I'm about ready to throw the goddamned thing out my window. My cousin convinced me to get it because it's his favorite game and I'm not one to turn down a FF game.
Yes, I understand going in that it was a strategy game, and not a typical RPG. I watched my cousin play it all the tine and he loved it.
But I'm getting my ass handed to me on the 3rd fight! (Mandilia Plain). Between the chocobos healing and my guys doing piss damage (If even they hit at all!) It's gone from being fun to being a frustrating mess.
What is happening is my worthless chemists *MISS* when using a potion(!?), that's if they can get something off, the are often too busy giving potions to themselves trying to stay alive with either a chocobo and cat-thing chewing them up on two sides. My Stones miss, I'm hitting other players, or doing piss damage, and when I go toe to toe, I get mobbed by baddies and my characters die.
Seriously, this should not be this hard, especially when it's just the 3rd fight and I my only ranged attack is a stone! What happened to all my buddies with the eye-sword and the ice attack?
Yes, I know about job switching (That does little help as I can't by bows for my archers) and assignment (Everyone has item and either rush or stone throw). How am I supposed to get JP when all my guys keep dying (Permanently, mind you, that was fun to figure out)
What am I doing wrong?
Posts
First off, that's not a story battle. You shouldn't see chocobos for a while... and since your guests are missing, that's clue #2. That's some random battle you wandered into. They can be vicious early on when monster stats easily outstrip character stats because of crappy equipment, but they shouldn't be -that- bad.
If I had to guess as to what happened, you probably ended up giving one character a lion's share of the experience in the first two battles, intentionally or otherwise... maybe even one of the guests. Random battle strength is based on the highest level character you have in the party, whether you deploy them or not. Since levels make a huge difference early on because the stat change is relatively greater, a bunch of level 1s and 2s with awful equipment and skills would be wrecked by a bunch of level 4s and 5s.
Also, stop throwing rocks. They're completely worthless.
The knight class is pretty much just a stepping stone to better classes.
Sometimes not attacking is the best move you can make. Especially when dealing with non-human enemies. Ex: If you have 40 HP, the enemy's attack will do 20+, and the enemy has counter: Do not attack unless you will kill it. Otherwise you're giving the AI an easy kill.
"chemists" There's another problem. Have 4 damage dealers and one healer at first. 4 squires with Item use as a secondary and one chemist is a good start. Make sure your physical damage dealers have high brave. Archers are terrible, have knights or monks dealing damage early on.
"What happened to all my buddies with the eye-sword and the ice attack?" Pay attention to the story. I don't know how badly the PSP re-translation was screwed up, but after your first encounter (where you only control Ramza) you go to a prelude leading up to that event. You're going to have to survive with mostly useless guests during story battles for a little longer.
Lastly, the angle of attack makes a huge different. Prevent the enemy from hitting your back. Keep your back facing an obstacle, a dead body, another character, or just block the enemy's movement. Hit the enemy on its flanks and in the back, and avoid a frontal attack at all costs. Oh, and let the enemy come to you. Don't use your full movement and end up breaking formation and getting slaughtered.
If you're having problems now just wait until you hit Dorter Trade City. That was where a lot of new people were stuck / frustrated.
Edit: Use the fitting room when buying equipment. It will make life much easier. Pressing Select in the PSX version would also tell you which classes could use a piece of equipment.
o_O Oh, Speed Break (or the equivalent) slows an enemy down. Extremely useful when you encounter human enemies and was to steal equipment. Power Break is also excellent for this. Mind/Magic aren't too useful since mages can usually be chopped to pieces, unless you want the rendered useless while a mediator does his/her thing.
The item breaks are useful on certain enemies if you don't plan on stealing from them. Mantles and shields can be a pain in the ass if you're relying on physical attacks, and breaking them will make life much easier. Also, an enemy can't use a special that requires a sword if they don't have one anymore.
I just wanted to beat up bad guys and not play 3d chess with stats. I guess I should of known when I realized that I couldn't walk around in a city. (I assumed my cousin skipped that or had explored the cities already).
Sorry, I should of did a little research before bitching on the boards....
Honestly, I hear you. I played FFT on the PSP when it first came out (because people were saying it's the shiznit) and there were points where I nearly sent the machine out the window.
I can offer a little bit of advice (I got to the last chapter on my playthrough, haven't been compelled to finish it, despite 80 hours on the savefile *).
- The suggestion above to 'gang-up' on single enemies is paramount. You'll never really take on fights one-on-one per unit, so focus fire all the time. The CPU will not hesitate to do the same.
- Never attack from the front, always from the rear or side. The differences in 'To Hit' %s is significant. If your characters are hitting nothing but air I think this might be the case.
- There's a base ability in squire (whatever the lowest phsyical tree job is) that lets you grind JP on unused turns. Get that on people ASAP and use it thoroughly.
- I can't remember how much the game informs you of how to do it, but go and find out the requirements for each job. I'd say get your physical guys to knights as soon as possible for the better items and defence/hp boost (I can't remember what they get.. it's been a while... whatever it is it's far better in the early game than squires).
- If Ramza is too strong, then he needs to be kept out of combat. Make him the chemist/priest/support character for the rest of the team.
- And finally, my last suggestion, which might lead to my horrifying and painful death, is that if you're interested in this type of game and have a DS, I liked FFTA and FFTA2 far more than FFT. FFT is some hard work, and there are some fights later on that (to me) border on just being completely broken. However, the FFTA games seemed to have the basis of what FFT is, but repackaged and tweaked and far easier to get into, at least initially (I played FFTA2 last year and didn't really hit any really tricky fights until past the halfway point). I loved the heck out of FFTA2.
* I suppose I should just say that the best fun I had out of FFT was getting to around chapter 3 / 4 and just doing nothing but random battles - it was a great way to unwind infront of the TV. The story missions ranged from "interesting" to "complete bullshit" and I just lost the interest to keep going with it. With any of them, once you get your head around what they want you to do in order to get stronger; they will exponentially increase in fun.
Step 1: Get a car battery.
Step 2: Hook car battery to switch.
Step3: Hook switch to testicles.
Step4: Every time you have a bad thought about FFT, flip the switch.
Step 5: Profit!
Step 6: Play and enjoy FFT.
It sounds like you're not reading the prompts on the screen. For example, when you select attack, and pick an enemy, it'll show you your % to hit, and how much damage it will do. It will also show if they have an 'on attack' ability, like counter attack. If you've moved to attack, and see that you have a low chance to hit, or he's got a counter that's going to bung you up, just cancel, you can reset your movement and begin his turn over again.
If you're missing using a potion, it means that there's physically something in the way when you throw it. So check that hit % when you're trying to use a potion. If it doesn't work from where you are, move him.
Your gameplay won't hinge on +2 charge, or +1 movement. At all. If you've just got no affinity for strategy/tactics, this game will probably continue to kick your ass though.
Just make sure you have the best items you can get at your level, and try not to separate your characters. Stick together, be aware of what the enemy can do (ie, if there's a mage, you know the damage radius for their spells is a plus sign, so spread your guys out so that he can't hit more than one or two of your guys at a time).
What is your group made up of? What are you character jobs?
Do you have your martial characters with high Brave and your Casters with high Faith?
Make sure you spread the wealth around with kills, and try to make each character take an action. Sometimes this even means having them attack your own team!
Don't worry too much about the main fighting ability of the Knight -- their passive support abilities are great.
don't stack your caster to be both a white mage and a black mage. You can pull that shit off later on in the game but right out of the gate you need to have one of each. Find a Job Chart online to get a plan started with what way you want your team members to go.
Get your main character dual wield ASAP.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
The best advice is to get some jobs, make a white mage and black mage, and do some random battles. It gets really fun once you can hit multiple dudes.
Trying to absorb everything from an FFT FAQ on your first runthrough is suicide. The game is ripe for min-maxing and grinding and stat-crunching but, like UncleSporky says, it's not really mandatory in any capacity. There is a great deal of management involved, and it just sounds like strat-RPGs are clearly not your thang, but FFT can still be enjoyable so long as you check any gamer OCD at the door and just build characters that you think are fun.
The beginning of the game is quite brutal, actually; the third or fourth fight, the one where mages show up for the first time and you have a bunch of archers on rooftops, is one of the toughest because your party is usually so puny. The first trick: The thing with FFT is that, instead of building your character through killing critters or doing quests, you build up JP with individual actions, so sometimes it's not in your best interest to finish a battle as fast as possible—draw the early battles out, especially when you get down to one or two enemies, and just do filler actions like hitting your own party members or tossing rocks. In the beginning, stick everyone on Squire and work them until every single person learns JP Ability Up or whatever it's called, which gives a nice bump to the amount of JP each action earns. Have one person on Chemist to throw potions for healing and everyone else on Squire. Then gradually move to other classes—I would recommend taking a look at a FAQ to see what character classes are available, since there's a progression of classes and the more powerful ones like Ninja and Samurai have to be earned with certain levels in classes before it, like Thief, Archer, Monk, etc.
In the quadrillion times I have played the various FFT games I have never been able to remedy this.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
I make sure to use shell/protect constantly and heal the tiniest amounts of damage as often as possible.
My favorite trick now is to build up a Summoner and save up for Quick Charge as soon as possible—it makes those crazy-long spells actually usable. Then save up enough for whatever the Move ability is that lets you recharge MP, and from there bounce between Summoner and Black Mage, putting the opposite magic skill as a second ability. The summons can heal and the other spells are used for pure destruction.
Which blows with those one-time drop swords.
Also, those Knight abilities seem kinda pointless, until you get to tough battles and equip knight skills to your Chemist. Break a guy's armor or sword with a gun? Yes please.
https://steamcommunity.com/profiles/76561197970666737/
Go to jail...
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Just thought that part of my post needed to be insanely large in response, because somebody frustrated with FFT might just throw their DS/GBA against the wall after seeing that red card.
Step 1: Try FFT
Step 2: Then try FFT:A
Step 3: Go back to enjoying FFT
Other ways to enjoy FFT include playing Let Us Cling Together instead, as it's basically the same game only much better.
3DS: 1607-3034-6970
FFT was great, but it's been years since I played it, and it was on the PS.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
This right here, in a nutshell, is why I realized the game isn't for me. You see, I wanted to beat up bad guys. I didn't want to care about percents to hit, or damage modifiers or anything like that.
At appears the game requires forethought and foresight into what needs to go on in the battle, requiring micromanagement of inventory, character stats, jobs, and abilities. This the absolute opposite of what I'm looking for in a fun game. I do not want to deal with game mechanics, other than hit the mechanical thing with lightning and don't hit the bomb with fire.
In Final Fantasy 7, I select the "Attack" command and Cloud hits the bad guy for massive damage. I may make the cute girl character the "white mage" and load her with curative materia and summons or the like. I enjoy a world where If I'm not paying attention and accidentally have my mage whap a bad guy with a staff, I'm not going to get anal raped by the game mechanics. I'll just hit for 4 damage and grab the fire spell the next time around.
In tactics, if you so much have a chemist within the area of movement of a bad guy (of which you are supposed to know before hand), you just lost your chemist.
Sorry, not for me.
Your guide is wrong sir, but I'm not gonna make an argument out of this because to each his / her own.
EDIT:
And also...
I'm not sure what you were expecting with a tactics/strategy game. Forethought is pretty much the crux of any game requiring strategy or tactics.
/ˈtæktɪks/ Show Spelled Pronunciation [tak-tiks] Show IPA
–noun
1. (usually used with a singular verb) the art or science of disposing military or naval forces for battle and maneuvering them in battle.
2. (used with a plural verb) the maneuvers themselves.
3. (used with a singular verb) any mode of procedure for gaining advantage or success.
4. (usually used with a singular verb) Linguistics.
a. the patterns in which the elements of a given level or stratum in a language may combine to form larger constructions.
b. the study and description of such patterns.
Also -- I love finishing off bad guys with a whap from my Black Mages staff.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
I did think the Jeanne D'Arc was a pretty good FFT alike though. Enjoyed that game.
Let me tell you about Demon's Souls....
I don't know if it is how cutesy the game is or what but it doesn't get me off the way FF:T did.
To the OP, as you've already discovered, this game isn't for you. We can give you advice and slowly help you through it, but honestly, it doesn't look like you are going to enjoy it.
For me, the problem is summed up by three points:
1) The story sucks assssssss compared to FF:T
2) The law system is bad and they should feel bad
3) See my post near the top
The Pipe Vault|Twitter|Steam|Backloggery|3DS:1332-7703-1083
I am in the same boat. Though I have yet to play FFTA2.
However, I do think the Law system can die in a fire along with whoever thought it up.
Which disappoints the crap out of me, because I haven't found another SRPG that I can really dig.
Disgaea is funny, but I really don't want to spend that much time grinding. Fire Emblem is the only thing that comes close, and it is a distant second.
Let me tell you about Demon's Souls....
EDIT:
Not to make this the Tactics Advance bitch thread but I still can't believe they left the laws in for FFT:A2. If I was a developer, I would listen to the dull roar of complaints of, "These laws suck. I just want to use my powers whenever I want!" and not think to myself, "Well, we'd certainly better make a slight change to the Law system!"
Also, the original FFT may be the only reason I ever consider purchasing a PSP. Bring it to DS!
Play TA2. The Law system isn't nearly as bad (Not ones that you have to go ridiculously out of your way in order to not break) and even if you do break a law, the only downside is that you can't raise/phoenix down, and you don't get the end of match bonus items. I enjoyed FFTA2 a lot more then TA
The Pipe Vault|Twitter|Steam|Backloggery|3DS:1332-7703-1083