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"Helping" Final Fantasy fans with their addictions since 2004. 

Tags: Final Fantasy, RPGs, Square Enix 

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Anyone feel like working on stats for classes or monsters?
  GOLD (poll whore option)
  no
  I'll help with class stats
  I'll work on monster stats
  sign me up for both
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Ravenwolf
Captain

Friendly Werewolf

PostPosted: Sun Mar 29, 2009 1:29 pm


My thing about the warrior is that it really may not be useful, but it's just too intrinsic to Final Fantasy to not be there. It's the foundation of half the other classes, and it's nice to just have that simple, basic option, just in case. If you really want to make it useful, give it no special abilities, but higher base stats.

Samurai apparently have Gil Toss, but that seems to fit better with Thief in my opinion (if you're using Gil at all?). Now I'm thinking it should be given the Breaks and such.

I say take Throw and give it to Thieves or something; then you don't need Ninja.

I think keeping Berserker is a good idea, plain and simple.

Sounds good with the Time Mage and Dark Knight.

Geomancers make different things happen depending on the terrain, but that's not really necessary, and it only appears in a couple games. I don't think we need them.

For Scholars, I think giving Thieves Alchemy along with everything else I said might make them unbalanced; it might better go to White Mages. Likewise with Scan and whatever else they have.

Keep Blue Mage if you want; I just think they're kind of a pain. They are good and obviously unique, so there's no real problem keeping them.

Beastmaster... I'm not really sure now. I just finally did some research on them, and here's what I got. They can paralyze enemies, control enemies, capture enemies (though I don't entirely know what that entails)... In X-2, it's more of a plain attacking class with different effects for different attacks, which is slightly redundant. If you use it, I say use the former idea, but I personally don't think it's useful enough to keep. Adding the control and capture parts to a Summoner would be really interesting, I think.

Paladins use White Magic and defensive abilities like Cover... Apparently Mystic Knights and Paladins were the same in III, but they were more like classic paladins.

Then if the Samurai is given the Break attacks, we don't need a Mystic Knight. Whichever they go to, keep one or the other, but not both.
PostPosted: Sun Mar 29, 2009 1:47 pm


Ok so the list will look something like this:

keep: Monk
keep: Dragoon
keep: Thief
keep: Hunter
keep: Black Mage
keep: White Mage
keep: Summoner
keep: Red Mage
keep: Bard
remove: Gambler
remove: Mime
---------------------------------
keep: Warrior

keep: 0 mix: 1 remove: 2 Samurai (what about giving the breaks to the warrior? then there would be a reason to keep it then we could toss the samurai)

mix: Ninja (thief)

keep: Berserker

mix: Time Mage (black and white)

mix: 3 Geomancer (black)

mix: Scholar (black and white)

keep: Blue Mage

keep: 0 mix: 3 remove: 0 Beast Master (Maybe just remove instead? It's a great concept, but it might imball the game.)

keep: Dark Knight

keep: Paladin (maybe weaker attack power than warrior and dark knight?)

remove: Mystic Knight

Ok so other than the samurai and beast master does that look ok? We need a final descision on those then we need starting stats.

Going to update the index.

Krell356


Ravenwolf
Captain

Friendly Werewolf

PostPosted: Sun Mar 29, 2009 2:01 pm


Wow, giving the Breaks to the Warrior is brilliant. It's so simple!

Paladins can't have too low an attack or they'll be eclipsed by Red Mages. I say give them a lower magic score instead, or maybe only slightly lower for both.

Beastmaster... I can't say I'd be upset if you took it out.

Sounds good!
PostPosted: Sun Mar 29, 2009 4:22 pm


Wasn't planning on too low of attack, but less than warrior and dark knight. they keep the armor bonus making them more of a tanking unit.

but now that we've finally decided on this, we need to move on to stats, and then a list of all the skills and the damage they do.

Hope none of this is dissuading from helping.

I'm going to update the callses list and the index.

Krell356


memphiskite

PostPosted: Sun Mar 29, 2009 8:01 pm


Krell356
you really didn't explain why you wanted to keep warrior, you just explained what it is... I need to know why you want to keep the class. I think it's pointless to keep a class that is just a weaker ver of another class.

Berserker isn't just a fighter with berserk on him. the berserker's entire equipment set is built to do more damage than even a black mage with spells. but it is also a unit that doesn't do well with taking hits. The idea behind the berserker is that if you kill it fast enough it can't hurt you.

hmm I didn't think about the scholar abilities going to the thief, it almost makes sense for alchemy to go to thief, but focus is still going to be balck mage exclusive.

We are not making units that can do everything, The paladin is the way it is and that's final. I'm not adding a way to make a black mage to a fighter or any other such thing. I'm sick of that in Final Fantasy. There is no strategy involved when every class has access to skills that it shouldn't have.

Memphiskite, how many FF's have you played? There is a serious difference for each of these classes, but you kinda seem to know very little about how some of them are supposed to work while knowing a bunch about others. You should go play some earlier FFs or read stuff on google and wikipedia.

To me, it'll feel weird not to have a warrior. They're the type that helps beginners know how the game works or how to get the best combination of equipment to win... I always relied on having a warrior cause they're similar without all the other special abilities other classes can do...

Berserker: I see... you've made your point, I guess...

For the thief with scholar skills, I was actually thinking in real life how thieves and ninjas scan their environment to check for enemies or how to get to a certain point... sweatdrop

Paladin: I suppose so... they are quite an thrilling class to control...

I've only finished FFVII to FFIX, and got around to playing FFI to FFVI, & Tactics Advance but never got the chance to finish them... never played FFX, FFX-2, FFXI, or FFXII... I do my best to keep up to date with FF info, but my brain loses more info than it gains... I just like simplifying everything so there's less to remember...
PostPosted: Sun Mar 29, 2009 8:14 pm


Is anyone here good with stats? Because I'd probably imbal the game if I do the stats.

Krell356


Krell356

PostPosted: Mon Mar 30, 2009 2:08 pm


Woo Hoo good news people! The Hero and Party Creation program is operational.

This does not however mean it is complete. It still needs starting stats for every class because at the moment, when it spits out the final results for your characters all the stats are 0.

If anyone would like to test out the program and see if I made any spelling errors or mistakes with the program I will need you to do two things.

First: Download Python 2.5.2 from off the internet. (Because I am not using a compiler right now and it isn't in an executable format... Plus Python is fun to mess with and you really should try it out with some online tutorials and such.)
Second: Either post your email here or PM it to me if you are worried about others getting your email, and I will email you the program via attachment. (or you can try your skills and I'll just post the code and you can copy and paste it into a text file)
PostPosted: Mon Mar 30, 2009 3:21 pm


More info that not many people care about...

I've decided to double post a similar thread in another guild of mine to get additional feedback and players. So I may occasionally bring info to the table here that has been discussed there.

Krell356


Ravenwolf
Captain

Friendly Werewolf

PostPosted: Mon Mar 30, 2009 4:13 pm


Awesome! Congratulations!

I can't do stats, unfortunately... My only suggestion would be to make 'em up on RPG Maker and copy them into your program. sweatdrop

I'll send you my email. biggrin
PostPosted: Mon Mar 30, 2009 4:29 pm


That's actually a good idea, but it still could lead to imbalance.

Krell356


Krell356

PostPosted: Tue Mar 31, 2009 5:01 pm


Ok, we have a sudden change in direction concerning the most important issues being discussed currently. I need some definite yes or no's.

#1 Am I including a shop, inventory, and party management program?
#2 Are we putting leveling in the game?

I need these issues resolved, because I have come to the conclusion that it is highly unlikely that the stats for the game are going to be anywhere near balanced unless I get some kind of professional help. Keeping that in mind, I can't take this issue to other game designers without having an absolute idea of what I want. So I am putting these important questions as the main topic of both this thread and the twin thread in another guild.
PostPosted: Wed Apr 01, 2009 8:19 pm


I think... they'd be good things to add if you want to open it up to a lot of people. If it's only a few, than someone being able to use these things, especially leveling up, to their advantage could really kill the game. But you know, if there are enough people, it'll balance itself out eventually.

Maybe. I really have no idea what I'm talking about here.

Ravenwolf
Captain

Friendly Werewolf


Krell356

PostPosted: Wed Apr 01, 2009 9:13 pm


that didn't help much you know confused
But I agree about the leveling causing imbal. At the same time in the same paragraph I have no idea how we are supposed to put in certain magic without leveling. I guess we could do the buy your spells thing, but that could lead to imbal just as easy. (mostly because people are likely to either cheat, or just level on PvE monsters.) Yet I hate the idea of giving people no choice of equipment or inventory.

Only way I can see to make it balanced is no leveling or custom equipment/items for PvP. I can still add it to PvE later though, but PvP is my main concern right now.
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