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Old 06-23-2011, 03:19 PM   Top  -  End  -  #31
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

The plan works just fine for me. I wouldn't worry too much about the number of the enemies; Penguinator stated they'd start out pretty dang stupid and gradually grow a brain over the course of the game, iirc. So long as we don't do anything suicidal, it should work out just fine.
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Old 06-23-2011, 04:31 PM   Top  -  End  -  #32
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

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Also, how come the boss has a green palette?
His primary color is cyan. Look at his portrait/speech. Shaman map sprites just tend to use mostly secondary color. (Which is green, but much darker than the civilian green) Plus, bosses get the shield symbol and the evil-ness aura.
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Old 06-23-2011, 05:34 PM   Top  -  End  -  #33
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His primary color is cyan. Look at his portrait/speech. Shaman map sprites just tend to use mostly secondary color. (Which is green, but much darker than the civilian green) Plus, bosses get the shield symbol and the evil-ness aura.
Apologies then, I didn't take a close enough look at the cyan
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Old 06-23-2011, 08:34 PM   Top  -  End  -  #34
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

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I'm going to say this now, since almost everything that gets suggested is a reflection of what TheSummoner does. This game isn't supposed to be a carbon copy of TheSummoner's game. It's its own game. In fact, most games on the forum don't look anything like Summoner's game. I'm pretty sure you can tell the difference between custom PC sprites and NPCs.
You'll notice that both my and Summoners suggestions are a) just that, suggestions and b) about the map interface. Neither the numbers or the aura were present at the beginning of his game and were added later to help make things easier. While right now all the battle sprites are pretty clearly not the enemy this became an issue when we had characters with red as a primary color that did not stand out enough. Now if you don't feel that such things are needed that is totally understandable but I'd like to point out that neither of us meant it negatively. In fact you're doing a lot of things I quite like, such as posting damage, hit rate, critical, attack speed, and avoid for us, which makes calculating much easier.

So yeah, sorry if we seemed overbearing or anything.
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Old 06-24-2011, 08:07 AM   Top  -  End  -  #35
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

Taking a cue from Xondoure and addressing these here.

Quote:
Originally Posted by Penguinator View Post
I'm going to say this now, since almost everything that gets suggested is a reflection of what TheSummoner does. This game isn't supposed to be a carbon copy of TheSummoner's game. It's its own game. In fact, most games on the forum don't look anything like Summoner's game. I'm pretty sure you can tell the difference between custom PC sprites and NPCs.
Just a suggestion. Keep your pants on.

Yeah, it's pretty easy to tell the difference. The glow only draws the eye, making it quicker to pick them out and easier to distinguish if both teams are present on the same map at some future point. Further, theres a good reason many of the suggestions are based on what my game does... Because what my game does is tried and true. Are these things necessary? No, but if they take minimal effort and make things more convenient for the player, then what good reason is there for not doing it? (in the case of the glow, you only have to alter the map sprites ONCE in the document where you have them saved and do nothing else different for the rest of the game). Have I thought of every possible way to help improve the game and implimented it? Another no. As Xondoure said, you posting the stats can make things quicker more convenient and it's something I had never thought to do. However, looking at existing games (and not just mine) is a good place to start. Seeing where others do well and where they fail is one of the most basic things you can do to ensure success, not only in these games, but in anything you strive for excellence in.

Oh, and suggestion: organize the enemy list based on both class and number. It makes looking up stats quicker.

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(Forgive me for asking, but how does 11 damage - 5 def yield 8 damage on a hit?)
Pretty easily if you misread it and accidently do 11 damage - 3 res. A flub, but a minor one... 2 damage is nothing I can't take. Wasn't the only goof I made, but it is the most noticable one.
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Old 06-24-2011, 08:32 AM   Top  -  End  -  #36
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I think the plan works fine so long as we don't get swarmed in a couple turns and the other civilian doesn't get killed.

Also, how come the boss has a green palette?
Well, it is possible that Mike will spawn next/close to him... which would be bad... very bad... he can take care of the shaman, but that warrior... ack!
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Old 06-24-2011, 10:35 AM   Top  -  End  -  #37
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Yeah, it's pretty easy to tell the difference. The glow only draws the eye, making it quicker to pick them out and easier to distinguish if both teams are present on the same map at some future point. Further, theres a good reason many of the suggestions are based on what my game does... Because what my game does is tried and true. Are these things necessary? No, but if they take minimal effort and make things more convenient for the player, then what good reason is there for not doing it? (in the case of the glow, you only have to alter the map sprites ONCE in the document where you have them saved and do nothing else different for the rest of the game). Have I thought of every possible way to help improve the game and implimented it? Another no. As Xondoure said, you posting the stats can make things quicker more convenient and it's something I had never thought to do. However, looking at existing games (and not just mine) is a good place to start. Seeing where others do well and where they fail is one of the most basic things you can do to ensure success, not only in these games, but in anything you strive for excellence in.
Okay. When I see "Spellsword caps suck" and "Cons need fixed" and "do this" and "do that" and "do the other" it gets rather taxing. It feels like everything's a bloody argument. I'll add the glow, but at the moment, it felt like just another thing that I would have to do, when I'd already spent three hours to put up a map and update the other. I want to make this game enjoyable, but it's hard to feel like fixing things when you feel like you're constantly under attack. I'm naturally defensive, so it's probably something that would feel like nothing to anybody else.

And for the record, I didn't feel the glow was necessary due to the fact that, out of five games other than mine, TheSummoner's is the only game that has it.

I'll start doing it if it makes the game easier.

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Oh, and suggestion: organize the enemy list based on both class and number. It makes looking up stats quicker.
I'd considered this. I'll start doing that.

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Pretty easily if you misread it and accidently do 11 damage - 3 res. A flub, but a minor one... 2 damage is nothing I can't take. Wasn't the only goof I made, but it is the most noticable one.
Okay, that's what I figured it was. I spent ten minutes trying to figure out if I'd done something wrong...
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Old 06-24-2011, 10:51 AM   Top  -  End  -  #38
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

I don't seem to recall saying anything about sucking, merely imbalance. Class caps and the con issue were balance issues... Far more important than minor things like "The glow makes it slightly easier to distinguish between teams and draws the eye quicker than custom colors alone" or "numbered enemies on the map and enemies organized logically on the list makes it easier to look up stats" help, but they aren't critical.

Point taken though, maybe I was being a bit argumentative. Just know that I was trying to help when I was doing it.
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Old 06-24-2011, 10:54 AM   Top  -  End  -  #39
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Point taken though, maybe I was being a bit argumentative. Just know that I was trying to help when I was doing it.
Fair enough.
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Old 06-24-2011, 12:40 PM   Top  -  End  -  #40
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

I have no problem discussing strategy here, it had just become a habbit from the last game but the switch is easily made and would make it easier to find the maps.

Plans so far:
Summoner's is basically mine if I wasn't an idiot and hadn't seen some way of keeping Chet in the fight (I blame the lateness of the hour when I wrote up the plan) Bladescape's leaves more dead though. However I think we should flip it for that extra hit chance since we can't afford a miss and shaman 4 already has taken damage making him an easier target on subsequent turns. Thoughts?

Edit: Plus then the rp still works.
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Old 06-24-2011, 12:49 PM   Top  -  End  -  #41
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

Okay should I heal Alex or Jennifer? I see Penguinator won't be pulling punches this time around.
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Old 06-24-2011, 12:56 PM   Top  -  End  -  #42
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Okay I really have no idea how to get everyone out of this.

So unless someone else wants to plan.

Chelsea moves up to K5 and attacks the Shaman. Now if the shaman misses that is best for us, but the shaman will probably hit.

Alexandria moves to K6 and attacks the shaman,

Now if the shaman misses Chelsea, Buran heals Alexandria before she attacks, if not she heals Chelsea, and we hope the fighter either attacks Jeniffer or Chelsea in melee

Jeniffer switches to the fire tome, and heals using a vulenrary.

Does anyone else have any ideas?
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Old 06-24-2011, 01:04 PM   Top  -  End  -  #43
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

That's about the best idea I have as well, except that we risk Jennifer attacking the fighter instead and Alex goes for the shaman at E4.

And if either lord dies on the first map I do not know how to respond to that.
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Old 06-24-2011, 01:22 PM   Top  -  End  -  #44
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That's about the best idea I have as well, except that we risk Jennifer attacking the fighter instead and Alex goes for the shaman at E4.

And if either lord dies on the first map I do not know how to respond to that.
But then the shaman can attacks Usershadow again and she dies anyway.
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Old 06-24-2011, 01:33 PM   Top  -  End  -  #45
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But then the shaman can attacks Usershadow again and she dies anyway.
...Oh, I thought Chelsea wasn't attacked last turn.

Well if we leave a shaman or fighter alive Buran could get killed if he's unlucky, then we're stuck without a healer.
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Old 06-24-2011, 01:35 PM   Top  -  End  -  #46
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...Oh, I thought Chelsea wasn't attacked last turn.

Well if we leave a shaman or fighter alive Buran could get killed if he's unlucky, then we're stuck without a healer.
No but if Chelsea attacks the shaman this turn, and get's attacked during the enemy's turn then she'll go down to 0 Hp. You'll be fine though unless we leave both alive.
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Old 06-24-2011, 01:39 PM   Top  -  End  -  #47
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No but if Chelsea attacks the shaman this turn, and get's attacked during the enemy's turn then she'll go down to 0 Hp. You'll be fine though unless we leave both alive.
Alright, just have to pray for no critical then. Dunno how we will kill the boss with his Luna though.
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Old 06-24-2011, 01:42 PM   Top  -  End  -  #48
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Alright, just have to pray for no critical then. Dunno how we will kill the boss with his Luna though.
Luna doesn't bypass resistance in this game. Are you going with my plan? Because if so, we need to pray that the shaman misses.
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Old 06-24-2011, 01:51 PM   Top  -  End  -  #49
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Luna doesn't bypass resistance in this game. Are you going with my plan? Because if so, we need to pray that the shaman misses.
I think I'd wait to see what Ravena thinks. otherwise I don't have any better idea than yours. I don't think Shamans we're a good idea for enemies on the first map.
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Old 06-24-2011, 02:38 PM   Top  -  End  -  #50
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I think I'd wait to see what Ravena thinks. otherwise I don't have any better idea than yours. I don't think Shamans we're a good idea for enemies on the first map.
It could be worse. Look at Herp's game.
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Old 06-24-2011, 02:42 PM   Top  -  End  -  #51
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It could be worse. Look at Herp's game.
Oh, yes. I originally had no idea how to balance the game. A Zombie doubled someone.

They only survived this far because I allowed them to break certain aspects of it (Heal hurts Zombies now).
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Old 06-24-2011, 02:44 PM   Top  -  End  -  #52
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It could be worse. Look at Herp's game.
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Oh, yes. I originally had no idea how to balance the game. A Zombie doubled someone.

They only survived this far because I allowed them to break certain aspects of it (Heal hurts Zombies now).
...Right, I'd rather not know any more specifics
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Old 06-24-2011, 02:55 PM   Top  -  End  -  #53
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...Right, I'd rather not know any more specifics
And my character joins as a level -6 pupil.
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Old 06-24-2011, 02:57 PM   Top  -  End  -  #54
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And my character joins as a level -6 pupil.
...

Okay now I want to know the specifics How the heck do you have a level -6 pupil?!
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Old 06-24-2011, 03:01 PM   Top  -  End  -  #55
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...

Okay now I want to know the specifics How the heck do you have a level -6 pupil?!
Warren: 70%Hp, 50%Mag, 50%Skl, 55%Spd, 50%Luck, 50%Def, 50%Res
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Here's his starting stats. He went Nino as far as possible. (Lost levels, gained growths)
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Old 06-24-2011, 03:04 PM   Top  -  End  -  #56
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Oh, yes. I originally had no idea how to balance the game. A Zombie doubled someone.

They only survived this far because I allowed them to break certain aspects of it (Heal hurts Zombies now).
But Harm hurts us!

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...

Okay now I want to know the specifics How the heck do you have a level -6 pupil?!
When someone fails their classes a-lot of times they are held back.
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Old 06-24-2011, 03:09 PM   Top  -  End  -  #57
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

Then the most competent character will only attack pathetically weak enemies because his player decided that they were "more dangerous in the character's mind." *insert facepalm*
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Old 06-24-2011, 03:14 PM   Top  -  End  -  #58
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Lol

Level -6 pupil... The tactician was from a different country with different language and when he sought pupils who would complete their formation with him on the road he finally found his objective Yes, this is the school I'm looking for!


Except it was a kindergarten.
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Old 06-24-2011, 03:20 PM   Top  -  End  -  #59
Penguinator
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

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Originally Posted by Admiral Harkov View Post
Lol

Level -6 pupil... The tactician was from a different country with different language and when he sought pupils who would complete their formation with him on the road he finally found his objective Yes, this is the school I'm looking for!


Except it was a kindergarten.
Hah. While he may be a Pupil, he's a dark magic user with a castle and phantom servants...
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Old 06-24-2011, 03:41 PM   Top  -  End  -  #60
Herpestidae
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Default Re: Fire Emblem: Eternity of Darkness OOC Thread

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Originally Posted by Penguinator View Post
And my character joins as a level -6 pupil.
Oh, yes.

The only reason this game isn't totally broken is that I can break it right back at them.
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