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Koumei
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Post by Koumei »

shau wrote:If you are still playing, the secret to that game is to never haggle. Building customer happiness leads to much greater profits in the long run, and they seem to react like you murdered their parents if you say no to their first offer.
I gave it a second try and found it just as annoying, and still with too high a starting difficulty, so for my third attempt I downloaded a save hack, gave myself millions of pix and decided to ignore the game part of it and just go for the various story elements. Needless to say, when you can just buy stuff at any price, even what that crazy lady wants, and when you can just sell stuff for pennies, the annoying bullshit aspect goes away completely.
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Avoraciopoctules
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Post by Avoraciopoctules »

That does sound like a good way to get around the tedious bits. The demo was fun while I played, but I didn't even make it all the way through before I was tired of the endless grinding and switched to something more immediately compelling.

Maybe I'll pick it up if I see it on sale, like Gunpoint.
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Post by Whipstitch »

This always pisses people off when I bring it up for some reason, but if we want to talk about actually fitting what is supposed to happen in games thematically rather than repeatedly trying to get our turn based mechanic fix, the logical way to do a Shadowrun video game would be to start with GTA and go from there. FFS, a runner team is a pack of crims who would likely be villains in just about any other genre and one of the guys on the team's whole specialty is the ability to hijack cars and shit with his mind.
Last edited by Whipstitch on Sun Aug 04, 2013 2:35 am, edited 2 times in total.
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Maxus
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Post by Maxus »

I agree with you; a GTA (or hitman)-style Shadowrun game would be potentially very cool.

Watch Dogs incidentally looks interesting for the technocriminal hacker fix.
Last edited by Maxus on Sun Aug 04, 2013 3:38 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by name_here »

I finally managed to beat the last Paralogue for Fire Emblem Awakening on hard, losing only one character who wasn't terribly important in the process. It was a complete and utter bitch.

Basically, there are forty-nine lvl20 promoted dudes with equipped skills, forged B or A rank weapons, and multiple capped stats apiece, plus the commander, who has a really awesome weapon, gets +50 hit/avoid against axes, swords, and lances, and has Luna, which gives him a disturbingly high chance of cutting your defense value in half on an attack. Furthermore, a lot of the mooks have ranged weapons and the archers have longbows, so anyone in the front line or immediately behind it needed to be able to withstand like seven guys dog-piling them, meaning they were so tough that they had a bad habit of counter-killing their attackers and opening up a square for the next guy. Also, a couple guys had Counter, meaning if they survived an attack at melee range, their attacker would take the same final damage, using the target's defense values. And those guys had 85 hit points, so they tended not to be the one that died.

But it's finally over! Now for the Xenologue chapters, where I fight various assortments of legendary heroes and powerful zombies with even more jerkish skills! Still with permadeath!

I... I think I'm going to cry now.
Last edited by name_here on Sun Aug 04, 2013 4:19 am, edited 2 times in total.
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Post by Maxus »

I remember Path of Radiance.

And how Ike...well, it wasn't like he had the highest stats in a particular category. It was just that he was a close second or third in about -every- category. I would send him into the middle of mooks, in the sure and certain knowledge that they would break themselves to pieces on him like water against a cliff.

It was still bitchingly tough in some places, what with mages just utterly sucking.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Stahlseele »

Whipstitch wrote:This always pisses people off when I bring it up for some reason, but if we want to talk about actually fitting what is supposed to happen in games thematically rather than repeatedly trying to get our turn based mechanic fix, the logical way to do a Shadowrun video game would be to start with GTA and go from there. FFS, a runner team is a pack of crims who would likely be villains in just about any other genre and one of the guys on the team's whole specialty is the ability to hijack cars and shit with his mind.
you know, yes, that would work too . . never thought about this game O.o
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Post by Rawbeard »

I'd rather you picked Saints Row and went from there. :D
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Post by Stahlseele »

Saints row is certainly more Pink Moehawk . .
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Shrapnel wrote:
TFwiki wrote:Soon is the name of the region in the time-domain (familiar to all marketing departments, and to the moderators and staff of Fun Publications) which sees release of all BotCon news, club exclusives, and other fan desirables. Soon is when then will become now.

Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by name_here »

Ah, Path of Radiance, the game in which a solo character run is considered actually easier than normal play. Ike was kind of nuts. His personal mastery skill returns in Awakening, and thanks to the child character system I have it on four characters, with 20-25% odds of triggering on each attack

I recall the mages being alright, but of course Fire Emblem character performance is all over the place. For instance, the first mage has actually rather high odds of being unable to use even the lightest tomes without a speed penalty, and the RNG can always be a huge jackass.
FE 7 LP wrote:For posterity: The odds of Lyn getting only one point of Defence across 32 levels is about 0.6%. The odds of Lyn getting no defence for 31 levels is ~0.1%. Yeeep.
Also, Sages could learn to use knives instead of staves, and the prepromote sages actually did that for some incomprehensible reason. Knives being the weakest weapon type and casters having low strength, they deal almost no damage and require you to get into melee with a squishy unit. Even against enemy mages that usually doesn't work. Ike's sister does the physical attacker with mage-level resistance thing much better, because she picks up swords. Also a horse. And she has pretty acceptable odds of reaching 20 strength.
Last edited by name_here on Sun Aug 04, 2013 2:33 pm, edited 1 time in total.
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Post by Maxus »

My main hitters were Ike, Oscar the Green Knight, Titania, and, for some reason, Nephenee. She was a BEAST and got lots of critical hits. So I didn't question it and just let her butcher he way through lots and lots of the infantry.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Whipstitch »

Actually, mages got shafted pretty hard in PoR. The big reason to keep them around is for tipping over the occasional knight but honestly I'd rather just toss Boyd* or Titania a hammer instead. Hell, at least high level Rhys gets to run around with Nosferatu even if his def is frighteningly bad. Tormod could have been a contender but is a real bexp sponge and ultimately is still just a mage in a game that apparently hates mages. And none of them even have particularly good supports. Really, that game is all about cavaliers, all the time--they all have decent bases and fairly average growths and that's more than enough to get by when you add in the rest of their advantages and the way they all seem to have supports with eachother.

*Well, presuming he didn't get Def or Speed screwed. Still, his strength+axe proficiency combo is sexy enough that you could be forgiven for feeding him a couple early game stat boosters to sand down his rough edges, which is more than I can say for a mage.
Last edited by Whipstitch on Sun Aug 04, 2013 4:57 pm, edited 1 time in total.
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Post by name_here »

My playthrough had Calill and Soren doing pretty well for themselves. Sure, they were squishy, but the capacity to simply obliterate physical enemies of all types came in handy, as did seige tomes. They might not be able to take hits, but I had no shortage of people to interpose (and did have a distinct shortage of axe-users turning out well, which was part of it)

My main characters were the Ike/Oscar/Tanith trio of batshit dodging, Mia with capped str at 20/13, Soren with B-rank Ike support, and Astrid, who hit the level cap considerably before it was cool. Also Gatrie, because Gatrie.
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Post by Whipstitch »

Mages can be viable, given that the game really isn't all that hard. But they're really craptacular compared to selecting axe proficiency on all eligible mounted units and turning every battle into the feudal fantasy equivalent of a drive by shooting.
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Post by TarkisFlux »

Stahlseele wrote:Saints row is certainly more Pink Moehawk . .
Volition is releasing modding tools for it, so it can be as Pink Mohawk as you want it to be.
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Post by Maxus »

So, in an effort to get my computer back into shape and recover some lost stuff, I'm having to reinstall Quest for Glory and DOSbox.

Sigh. I remember when computer gave people trouble like this ALL THE TIME
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Parthenon »

Whipstitch wrote:Mages can be viable, given that the game really isn't all that hard. But they're really craptacular compared to selecting axe proficiency on all eligible mounted units and turning every battle into the feudal fantasy equivalent of a drive by shooting.
This. This over and over.

The way that mounted units can run around with stupidly better movement ability and have axes with good accuracy breaks the game.

I think there was only one desert level in which horses were shit, at which point you get pissed off because all your mages are underlevelled, can't take a hit and can't do enough damage. And everything seems really slow because you are used to the awesomeness of horses.

I really loved Nephenee in PoR- she was pretty reliably awesome. Way better than Devdan (or was it Danved?)

Did anyone actually prefer Radiant Dawn to Path of Radiance? I thought there were too many characters and the Dawn Brigade were just pretty shit all round.
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Post by Whipstitch »

Yeah, there's just a bunch of subtle advantages that add up to awesome once you pile together mounted people. The movement stuff is obvious but just as importantly, everyone either has well-rounded, respectable bulk (cavs), raw high Def (wyverns), or is way dodgy (pegs). That's pretty nice since a whole bunch of them also have Earth, Wind or Thunder affinity. Now, mind you, nobody writes home about Wind, under normal circumstances, since people tend to prefer Earth or Water for reasons that I am very sympathetic to. But in this context it does add up to practically everyone in your army is getting bonus avoid support from somewhere, often from multiple people, and when you add that on top of routinely netting weapon triangle bonus--remember, pretty much everyone we're talking about here can use two weapon types--suddenly, you're looking at a whole bunch of dodging going on. So while there's certainly other support chains that do really well--Brom+Zihark, bros4life and Ike+anybody are always good places to start--but you really can do shockingly well with a horsey club recruitment strategy.
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Post by Avoraciopoctules »

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Post by Ed »

Konjak is a pretty great dude. I'm not really a fan of the Metroidvania style of game, but I'm looking forward to seeing what he does.
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Post by Koumei »

So I decided to pre-order Skullgirls. This means I had to get a controller. So it seemed logical to buy Mortal Kombat Komplete.

I have to say, it's not bad, and the story mode is pretty cool - constantly changing POV as you go. Character detail is really good, though the backgrounds aren't so great, and things like long hair and Cage's tie really stand out.

That said, I'm close to the end of what we may as well call "the Mortal Kombat II arc". How the fuck do you beat Quan Chi? His tele-stomp seems to have ridiculous priority and a larger hit area than you'd think, so spamming that alone seems to beet just about anything Kung Lao has available - he doesn't even need Shang Tsung there as a tag-team partner.
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Post by Darth Rabbitt »

We're talking about MK 2011? Oh dear god the story gets really stupid after the MKII part. Your reward for beating the Deadly Alliance (Shang Tsung and Quan Chi's tag team) is:
Kung Lao dies
and that's not even the stupid part. Not by a long shot. Just to warn you.

As for beating them, I only played through the Story Mode once (and have tried to repress memories of it ever since then) so I'm not sure how good my advice will be.

Kung Lao can still teleport, right? How does its priority compare to Quan Chi's?

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Post by PhoneLobster »

Koumei wrote:So I decided to pre-order Skullgirls. This means I had to get a controller. So it seemed logical to buy Mortal Kombat Komplete.
I would have bought the new Komplete now it's out for PC...

...But I got Injustice for the PS3. And... it's just... the control scheme... the excessive control/move/parry complexity... the apparent fairly ludicrous speed required to do any actual moves... almost every damn thing about it is just so... so BAD. I mean... the TUTORIAL was insanely hard. THE TUTORIAL. Since I basically wasn't going to reliably do anything much more complex than button mash I had to tone the game difficulty down to the point where it was TOO easy. At which point it was just a boring button mash to see the story, and the story wasn't good enough to justify the excessive pauses for button mashing.

And Mortal Kobat Complete is apparently by the same guys so... yeah... I'm very much "WTF? Fighting games didn't used to be THIS bad? Did they? Well screw those guys."
Last edited by PhoneLobster on Tue Aug 13, 2013 2:10 pm, edited 1 time in total.
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Koumei
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Post by Koumei »

There's a certain amount of nostalgia involved, and it's a weird sort of nostalgia of loathing, as I was obsessed with MKII as a kid, and memorised every single move and fatality. I don't think I'm even capable of that any more. But I remember how stupidly hard it was back then and how it wasn't actually a good game, and well...

This one is okay. The story is stupid of course, but in an acceptable way that you expect because it's Mortal Fucking Kombat. With a K. I'm not a teenager any more, so I don't enjoy the gorefest, but I walked into it knowing it'd be there, and figured "whatever".

The moves aren't as fucking stupid as they used to be ("hold HP for three seconds then release"). And the game generally isn't as hard. But there are still some opponents that are balls hard even on Beginner difficulty.

And yeah, I couldn't beat the fucking Tutorial either. But in one playthrough, getting all the way through the MKI chapter (where you beat the silly tournament and avenge the death of Kung Lao) and most of the way through the MKII chapter (VoldemortQuan Chi wasn't even in MKII!), not bad.

MKIII basically marked the end of where I really paid interest to the series. As with many people. 2 was a marked improvement over 1, but 3 didn't really improve on the game, just added "more characters", without fixing some things that people really wanted (bosses that were playable, had more than 3 moves, and could suffer Fatalities). Not to mention the Ultimate MK3, the one after that, and so on, dragging out like the Street Fighter 2 franchise.

So I can't even remember the story that MK3 claimed to have, and I expect to find myself asking "What is this krap?" But whatever. I'll play around with it and enjoy it a little.

Kung Lao can teleport, but the problem is that the telestomp usually starts after you start to do a move, and then hits first. And teleporting just brings you right next to him (on the other side), so you still get tagged by it.
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