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Phith Leico

PostPosted: Sun Aug 23, 2009 2:45 pm


Nomad Rath
It can't hurt you too much, or make things very inconvenient, so really there's no reason to dislike it.

:o I'm blaming Biorhythm for those misses at, like, 85+%, now.

But, yeah, Biorhythm is a nice touch, but with as complicated as it is/was, with all the abilities that influenced it and stuff from FE9, and all the different patterns in FE10, you'd think that IS woulda had some sort of in-game explanation of it. ...Unless I'm slow and didn't notice a 'Biorhythm' tutorial anywhere...

But I would like to see more done with the Biorhythm, since it's a really interesting concept. Like, maybe if it actually changed based on what's happening to the unit. For example, being healed would positively influence it, but being nearly dead would make it worse, on top of the natural patterns that already exist.

Rei's Pointless Tangent
Of course Biorhythm v Supports is an irrational claim, Rath.

On the subject of supports, lookit them from the programmer's point of view: inserting NEW supports with the pre-existing characters, as well as supports between pre-existing and new characters, plus supports between new characters, when the entirety of FE10 has... I think, like, 60 to 70 units or so, and when some of them, like Ike or Micaiah would have MANY support possibilities, it'd likely take up SO much of the disc space that the REST of the game would be so much worse. Now, taking that into account, they put in the filler supports which actually do provide some insight into characters, like how Shinon's mommy never hugged him. Now, with that chunk of the norm of the series gone, it can be considered logical enough that IS would expand Biorhythm, since there's really nothing else to expand. Skills are great, classes cover everything (save Berserker), there's enough weapons and types (daggers, laguz), and they've got more than enough characters (though Hetzel may have been recruitable, that's only one character) and the game spans, what, almost 40 chapters? There isn't much else to expand on.


And I like how there are different types of biorhythms, since, like, Rhys would definitely not have the same physical ups and downs as, say, Kieran would. And the fact that bosses have different biorhythm patterns is neat, too, since they're all so insignificant that you wouldn't expect IS to bother.
PostPosted: Sun Aug 23, 2009 2:54 pm


There's no tutorial for biorhythm, because it's self-explanatory, and not really too important to know about.
Also, biorhythm isn't affected by what is currently happening, it's affected on a daily basis. It's what many people use to see if they're going to have a good or bad day, though in all rationality, it's really up to them, not their biorhythm.

Nomad Rath
Vice Captain

Dedicated Guildsman


Phith Leico

PostPosted: Sun Aug 23, 2009 3:11 pm


Yeah, it is self-explanatory, but having something that says "the big green arrow does this, and the small red one does this" would be nice. I mean, it's obvious that big, green arrows are good, but it doesn't really say how much better they are than the small green ones. But, someone figured it out, like FD's link said, so... yeah. XD

Yeah, but they should still find some way to do more with it, if you ask me. Like, maybe something involving biorhythms and supports, I dunno. It just seems like such a minor thing that they could probably do some cool things with it. ...but, it might be better off as simple and slightly significant as it is... XD
PostPosted: Sun Aug 23, 2009 3:18 pm


Normal biorhythm has three lines, physical, emotional, and intellectual. The only thing I can find conceivable is to incorporate those somehow.

Nomad Rath
Vice Captain

Dedicated Guildsman

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