(Part III)
Bugs
- (3.1, not tested at 3.2) You can double activate the Rand selling antidote event if you return to the change-room with Ryu/Katt prior to confronting Argus.
- (3.2) Eye Goos still locking Ryu into sleep (SOLO). Went hunting here SOLO, a group of 4 Goos (plus reinforcements) will easily create a soft-lock situation.
- If Ryu has Guts activated, reaches 0 HP and defeats enemy, a game over is triggered. This happened against R-66Y.
o Perhaps Guts holds HP at 1, or functions as a straight heal (preferred, like original).
- In Thieves Den, only one enemy sprite can be targeted, though all enemies are active and targeting my whole party.
QOL/Economic Suggestions
- Hunting for ingredients. When cooking weapon oils and chicken-drumsticks, you require salt, these are only available from the township house and eye goos. Quite a bit of backtracking between Coursair and these spots in order to restock options. Camping and mob spoil tweaking are easy solutions.
- Is there a difference between hunting for birds vs. Hunting for pigs in terms of spoils and cooking recipes? Other than backtracking, one is significantly easier than the other – and lots of invisible walls in the Pig/GongHead hunting sequence.
- With slower level progression, it would be great to see the level-up stat increases that were visible on the game-trailer. Would also help players to engage a bit with the characters’ stat growth and distribution for future planning.
- Money is tight now (3.2). Trying to cook, and equip three new characters (Rand/Lin/Nina) left me rather low on funds. Does cooking need to have a Zenny$ cost? Cooking could be a nice way to supplement income. Sell dried fish/fish oil? Make/sell perfume? Nothing radical, but as cooking recipes get more complex, maybe they offer a nice viable way of feeding into to the whole game economic progression.
- I like that healing items are %based. What if, to keep cooking viable, these are %based, and item consumables are set number based? At least one way to differentiate the two types of consumables (cost: Zenny vs. Spoils, effect: static vs. %).
Combat Balance
- Argus battle was alot of fun – but success was pinned on Argus’ AI targeting and luck. Because I don’t yet have a means of revive, if Argus focuses too much on Lin or Rand early, the battle can be a bit deterministic and Ryu is soon overwhelmed. Maybe Rand gets a spell akin to ‘WAKE’? Or better yet, you can cook ‘smelling salts’ for a 1HP revive.
- In Thieves Den, my party roster is at Level 11 – and I think the enemies are designed for the 3.1 level progression? At least they are a bit too tough for my party and struggle to make a dent. Given that the mobs spoils for XP/Zenny are reduced, I can see progress grinding down.
- Was Crescent Pheonix supposed to regen some MP? I feel like it might increase potency of MP regen, IF you have equipment that enables it. Guard now already functions to support CP regen. Nina with a small MP regen ability (WILL) would be appropriate for her, and is much needed in the Theives Den.
- There’s a number of RUNES that offer +100% to X stat. Ability/Defence, for example... What if this was limited to something more modest, like +15%? They should be able to provide an ‘edge’ to character abilities/weaknesses, rather than be a requirement for progression (perhaps that progresses higher by the pre-final dungeon when your party composition might be more definitive).
o Maybe there is a tenant, or party character later on (Deis) who can join multiple runes to increase potency/effects?
o Perhaps another NPC or party character who can increase GEM/RUNE/CREST customisation by adding sockets to weapons (Jean) and armor (Rand), and accessories (Sten/Mixie). Could be the other way around – Sten sockets GEMS, Rand sockets RUNES, Jean sockets CRESTS. Deis, Mixie, and Nina increase potentcy of RUNES, GEMS, and CRESTS, respectively.
- Speaking about Deis, could she be available a bit later (Trout sequence?). I love the open-world, open-choice, but perhaps the quick accumulation of possible characters after Argus (Lin, Rand, Aspara, Deis, Sten, ...briefly Mina) is a bit too sudden to get a proper feel for the team? This time (3.2), I did not try to recruit either Dies or Aspara for the Thieves Den – and if the game is meant to be played either SOLO or full party, it shouldn’t be required in terms of progression.
- What if I could choose bring either Rand or Lin to the Thieves Den, and enemy mob balanced for that? The original game had: Lin for Thieves, then +Nina for Windia hike, then +Sten for Capitan, then +Rand for Nimfu. Could a post Argus event lead to regroup at Township and have Rand 'OR' Katt help Nero? Maybe, if you have a 'full party' at the Magic School, Rand/Lin compels Nina to wait behind while we take care of business, but Nina being proud, she meets you at the Den, rather than joining outright at the school?
Character Role:
Yua: Weapon class = Boomerangs akin to BOFI Ryu, functions like Ursula in BOFIV where there are hit-all, and hit+ variants. As a thief, it could enable a 'steal from all targets' variant. Otherwise a Lance and the odd Dragoon themed abilities might differentiate her from the wider part roster and show her wings mean business. (SOAR = HIDE 1 turn, reappear for big damage; LANCE ability which absorbs HP/MP). Maybe her time with Barubary and SOLO journey has given her some Dark Dragon themed abilities that siphon from enemies and employ barrage/berserk style bursts. Maybe she steals strength from enemies and uses it back at them. Certain Dragon-type abilities might put her in critical condition (showing her inferiority to her big brother).