From: SantaRPG | Posted: 2/15/2012 4:40:23 PM | #050 I mean you can't just be like "blah blah optional blah blah"
it sucks because people are going to cut out one of the reasons the game is awesome. Then they'll probably be like "yeah I play fire emblem, snore, boring game."
but then you can call them a noob for playing without permadeaths
that and.... people really overrating permadeath. I mean permadeath isn't THE reason Fire Emblem is awesome.
See now here I thought Fire Emblems were supposed to be good games because they were.... good games. But no, actually they were only good because of non-optional permadeath, and this one change obliterates any quality they had. I'm glad I never wasted my time with any of those.
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This is actually a really good move for them. Keeps the difficulty that fans enjoy while helping casuals get interested. So long as it's the only thing done to appeal to casuals, I see no reason not to like this idea.
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And yeah, with my little experience with FE, permadeath is a barely notable feature in what made it fun. Hell, I'm not even sure it increased my enjoyment at all!
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From: ToukaOone | #049 Elsewhere in the interview, the team introduced a new feature that players who've already picked up the game (it sees official release today, but, as usual, some shops were selling it in advance) have probably stumbled upon. Even when the game is off, time flows in the game world. Your characters will head off on their own in search of items and also build experience. You can see what types of items your characters have gathered by visiting the pre battle prep screen.
...This seems more worrying though.
Sounds like how TWEWY handled experience but more abusable.
After all, who needs grinding when you can just mess with the clock settings? (although there is probably some method of preventing abuse)
The one time I'm tempted to say FE permadeath is bulls*** is in situations where reinforcements suddenly spawn unexpectedly and instantly get to attack, killing someone you had no idea was going to be vulnerable
otherwise (crits excepted) deaths are always my fault
It's a single player game so abusing the time system isn't that big a deal. If a person wants to jump 30 years into the future to gain 20 levels, it only affects themself.
I wonder if they'll bring back FE10 style Battles Saves for this game.
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WazzupGenius00 posted... The one time I'm tempted to say FE permadeath is bulls*** is in situations where reinforcements suddenly spawn unexpectedly and instantly get to attack, killing someone you had no idea was going to be vulnerable
otherwise (crits excepted) deaths are always my fault
Technically, if you do know that reinforcements could spawn at random, it's still your fault.
That only happens in FE6 IIRC though, or am I missing something?
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From: TRE Public Account | #059 It's a single player game so abusing the time system isn't that big a deal. If a person wants to jump 30 years into the future to gain 20 levels, it only affects themself.
Didn't Shadow Dragon have an online mode?
Though I guess you'd have max level characters anyways if you were playing that.
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From: WazzupGenius00 | #058 The one time I'm tempted to say FE permadeath is bulls*** is in situations where reinforcements suddenly spawn unexpectedly and instantly get to attack, killing someone you had no idea was going to be vulnerable
otherwise (crits excepted) deaths are always my fault
Yeah that's only in FE6. I mean sometimes reinforcements put a guy you had playing rear guard in a sticky situation but they always give you a turn to attempt to bail him out.
For me the only "bs" deaths are berserk staff-- which is solved by looking carefully at all the enemy priests to be sure they don't have them. I've pretty much never been killed by a crit unless the percentage was high enough that it was my fault for testing it.
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Permadeath should stay, it's the luck-based mechanics that need to die.
Enemies having a random chance to wipe you out in one hit for no fault of your own is just completely asinine. I'm playing Sacred Stones off the ambassador program lately, and yesterday I played a map for over two hours before a 10 range Shadowshot with 2% crit chance ruined my day. That stuff should be illegal.
I'm still playing the 3DS one on highest difficulty with permadeath on, though!
I wonder if they'll bring back FE10 style Battles Saves for this game.
This is the best way to handle it, IMO. Still punishes you for making bad decisions and forces you to make better ones, but doesn't wipe out hours of your progress.
Enemies having a random chance to wipe you out in one hit for no fault of your own is just completely asinine. I'm playing Sacred Stones off the ambassador program lately, and yesterday I played a map for over two hours before a 10 range Shadowshot with 2% crit chance ruined my day. That stuff should be illegal.
Long-range magic with a crit chance is sort of BS, but in just about every other case I'd argue the luck-based elements add to the game's strategy. Thought that 2% chance wasn't worth worrying about? Guess what, it was. Learn from that and take it into account next time.
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Hard Mode. No grinding. Leveling all the characters in the game, meaning they are all low level.
This is how I roll.
I'm on one of the last maps now, and I've been on my first attempt on this map for 3 days playing on and off. One wrong move kills a character, so everything needs to go perfectly and that takes a lot of planning and calculations for every single turn.
It's actually not correct to say that something optional has no negative effect. Game design is heavily psychology based, and the human brain just isn't logical.
Take TF2, for instance. I haven't played it recently because of the crafting system. This is a system that's been added, and is, in theory, optional. But if I ignore it and fill up all my item slots, that's wasteful, I can't pick up random drops. But a lot of my items are "vintage", and so I don't want to craft them, either. I could just grind out all the items and be done with it, but they kept releasing more, and so I'll never have that completionist itch scratched. And...so I just end up not playing the game at all.
So...it's certainly possible for an optional mechanic to hurt a game. I don't know that it'll be an issue in this Fire Emblem case, though--you make a decision once at the start of the game, and then you're locked in to that mode, right? If so, it probably won't have a noteworthy psychological impact. If the mode can be switched at any point though the game, though, it could be pretty mentally bothersome.
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