Mr. Johan
Smash Hero
For Glory isn't the most ideal place to go, but it still gets the job done for me.
Though maybe joining a ladder would be preferable. >>
Though maybe joining a ladder would be preferable. >>
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This video:Though I appreciate the concern, you really needn't have given that much thought to it. Embarrass
Respect is earned, and earn it I shall.
I think it's a relief that there will even be a 14, as the developers announced that Awakening would be their last, assuming it was unsuccessful.I hope the global success of Awakening means a faster international release for FE14. Nintendo has the capability to localize games while they are being developed, but typically reserve this for products they consider high-profile.
By this point Awakening has made the series way more popular at the cost of kind of crushing the base in half. On one hand I do personally prefer quite a few of the games that came before it, have some issues with the pair-up system, and wouldn't mind another less romance focused FE game. On the other, I still think Awakening is a great game, probably my 3rd favorite in the series overall, and the number of people getting worked up over said marriage system does feel petty when pairing characters together has been a staple of the series since the 4th game. Granted, FEs 5-12 didn't really emphasize pairing characters as much, but even so, it was there, and you better believe I shipped the hell out of Hector and Lyn in every playthrough of FE7.According to the internet, everyone hated Awakening, therefore FE 14 is doomed and we should feel bad.
Oh hey! You probably don't remember me, but you greeted me a wayyy long time ago. I started coming back to smashboards now, because I've been playing but not actually coming to the site.So, compared to Awakening what to you want most from the new Fire Emblem?
For me, I want good chapter designs again. Across all difficulties. Compared to many of the earlier games, Awakening had a lot of poorly designed chapters with little emphasis on positioning compared to other games. Need more features like bottlenecks and corners. No less than a third of the maps in a Fire Emblem should be indoors. Also, need to not pull off that Radiant Dawn Tower of Guidance bull**** where you start the chapter within attack range of a massive chunk of the enemy force. You can deal with it, but it stops being a unique feature of a chapter. This is also a good chance to incorporate more fog of war, breakable terrain, alternative objectives, etc.
I want the harder difficulties to be modelled more like Path of Radiance. Tone down enemy stats at higher difficulties, but increase their numbers and greatly decrease the EXP they give you. This design is more strategic overall since it has more emphasis on attrition, while you still have to worry about being bursted down because of Fighters, Mages, or weapons effective against your class type.
Also please do something about reinforcements appearing and attacking on the same turn. :/
Of course I remember you. I remember everyone who has come and gone into this thread prior to release.Oh hey! You probably don't remember me, but you greeted me a wayyy long time ago.
Going off of some of things you mentioned, I specifically would like to see more variety in weather that affects your strategies and approaches such as enemy ambushes in fog or enemies perched and camping on cliffs, etc. Actual manakete enemies would also be nice. Something that might be cool and trippy but unlikely is that if, for one or two levels only, they have you either fighting two different battles at once or at least 2 separate sections of a large battleground by using the second screen to display the second battle.So, compared to Awakening what to you want most from the new Fire Emblem?
For me, I want good chapter designs again. Across all difficulties. Compared to many of the earlier games, Awakening had a lot of poorly designed chapters with little emphasis on positioning compared to other games. Need more features like bottlenecks and corners. No less than a third of the maps in a Fire Emblem should be indoors. Also, need to not pull off that Radiant Dawn Tower of Guidance bull**** where you start the chapter within attack range of a massive chunk of the enemy force. You can deal with it, but it stops being a unique feature of a chapter. This is also a good chance to incorporate more fog of war, breakable terrain, alternative objectives, etc.
I want the harder difficulties to be modelled more like Path of Radiance. Tone down enemy stats at higher difficulties, but increase their numbers and greatly decrease the EXP they give you. This design is more strategic overall since it has more emphasis on attrition, while you still have to worry about being bursted down because of Fighters, Mages, or weapons effective against your class type.
Also please do something about reinforcements appearing and attacking on the same turn. :/
@ Raziek is great, from what I've seen both as a moderator and a person.Well, it sucked seeing people take so long to warm up to @ Raziek when he is such a swell guy. I was kind of hoping he would take up some of the same level of revere, especially with how much hard work he puts into the community.A forum for premium members.
The thing I want the most from the FE14 is improved map design and tweaking of the new features introduced in Awakening. Pair-up was great, but broken. Reclassing was amazing, but skills where poorly balanced. The amount of characterization was great, but there where still a ton of stereotypes to sift through to get to the good stuff.So, compared to Awakening what to you want most from the new Fire Emblem?
For me, I want good chapter designs again. Across all difficulties. Compared to many of the earlier games, Awakening had a lot of poorly designed chapters with little emphasis on positioning compared to other games. Need more features like bottlenecks and corners. No less than a third of the maps in a Fire Emblem should be indoors. Also, need to not pull off that Radiant Dawn Tower of Guidance bull**** where you start the chapter within attack range of a massive chunk of the enemy force. You can deal with it, but it stops being a unique feature of a chapter. This is also a good chance to incorporate more fog of war, breakable terrain, alternative objectives, etc.
I want the harder difficulties to be modelled more like Path of Radiance. Tone down enemy stats at higher difficulties, but increase their numbers and greatly decrease the EXP they give you. This design is more strategic overall since it has more emphasis on attrition, while you still have to worry about being bursted down because of Fighters, Mages, or weapons effective against your class type.
Also please do something about reinforcements appearing and attacking on the same turn. :/
I am happy to be here with you again, Drakonis. (・ิω・ิ)I just miss you being around, too. Good to see you'll still pop in every now and again. :3
I remember my BRRRROOOOTTTHHHEEERRRR during this chapter(in a blind first playthrough). He was all like "oh, who's Libra, should I recruit her", and I'm like "yeah go ahead".I think we're all missing the most important change from Awakening to the new Fire Emblem.
We need more trap-characters.
[
What can I say: Everything is just fine and dandy and- Oh no, I went into the path of an enemy unit! Ugh, there comes three more and now my unit is dead! Aaaarrgh!!!
When i saw that thing i actually thought it would be a trailer for SMTxFE, and i was like "IT'S ALIVE??!!"Want to add that I was actually happy to see that ogre thing in that one clip. It suggests we'll be fighting monsters again like we did in Gaiden and Sacred Stones. Just another avenue for new challenges and unorthodox enemy compositions that don't make sense as common classes.
Yeah, I'm gonna have to disagree.Let us use the appropriate promotion items again
Aah, I guess you have a point. I guess they could just try limiting the use of Master Seals + Reclassing so you can't do it in so many sequences, IDK.Yeah, I'm gonna have to disagree.
As I've played through previous titles, I've found the class-specific promotion items extremely annoying.
It's annoying that the game is basically telling me when I can and cannot upgrade certain units. "This is when you can upgrade one of these guys, and this is when you can upgrade one of these guys. No no no, you have to wait to upgrade your Wyvern Rider! Sorry! Oh, no, you're gonna have to wait on Roy since he's a Lord. Ask again later."
"How much later, game!?"
"I don't think you'll you'll be ready for a really long time."
I prefer the freedom of the Master Seal.
I'll decide who I want upgraded first, thanks.
if it makes you feel any better, I enjoy both series for what they are, no need to be pricks with one that doesn't like the other (although I'll never go play anything before P2 Innocent Sin).It's kind of what I desperately WANTED to happen to the Shin Megami Tensei fandom after Persona 4 became big. Sadly, that fandom, from what I've seen at least, now consists of classic Shin Megami Tensei elitists and Persona 3 & 4 fanboys reaching for one another's throats, with no willingness to try other games in the series, or to accept the possibility that maybe, just maybe, games in the style of the classic SMT games and Persona 3/4 can exist at the same time.
I'd rather go back to the promotion system of PoR/RD as I hate relying on items for such things, but I doubt that'll happen due to the whole reclass aspect Awakening broughtJust make Master seals more expensive/rarer.
I haven't played FE12.I rather have promotion and reclassing even more accessible. If you think that makes a game too easy, you haven't played FE12.
Not like that doesn't mean there are no consequence for an early promotion. As for class changing, Awakening's hefty internal level penalty was already more than enough.
Master seals were used to promote every class (in the case of pegasus knights, you also had the option of the Elysian whip, which would promote them to falcon knight instead of the standard dracoknight). They weren't able to be bought anywhere though (except maybe in a secret shop, not sure).I haven't played FE12.
How did promotion work?
Although I doubt it given that the next FE is going to be on a handheld and thusly "not as big" (content-wise) as the Tellius saga on console, I'd really like to see a return of 3-tier promotion trees like in RD.My gripe in Awakening is I would have four or so characters at level 20 by chapter 11, but if I get unlucky all I've gotten is one? Master Seal by then. Now, if you favour just one or two units, yeah, I can see the game punishing you for babying. But I'm using a force distributed enough to complete Lunatic-tier content. That's just a bit silly to have my characters stuck at that level, isn't it?
I like units promoting automatically after 20. That is, if you reach level 20, and your EXP bar fills again, you promote, as seen in the Tellius saga. A free promotion for reaching that point is your reward for sticking with that class and not popping a seal early, something that can be left in the game as an option for those who want it. More freedom for a greater range of play styles.
Class changing could go either way. I like the free class changes that FE11 and 12 had, but I don't quite like anyone being able to be any class. Maybe they have free class changes, but within a limited pool of options like Awakening. Or, instead, they have Second Seals like Awakening but not force you to complete chapter 16 to reliably have them. Again, keep in mind that the Awakening model does punish you when you change classes. At least with higher difficulty levels, every time a unit changes class, they permanently have a harder time gaining levels, which is a pretty big deal IMO.
Well, it's a definite possibility that Nintendo will make it downloadable on the Wii U sometime, since they're doing downloadable Wii games now.I really wish I could play RD...
Stupid Amazon.
Depends on the supporting game design. I'll take either.Speaking of promotions, do you guys think they should to back to having limited class changes? Or should still be unlimited like Awakening?
It's also a matter of vertical versus horizontal scaling. That is to say, Radiant Dawn has a lot of more vertical scaling (classes become stronger and stronger), or more horizontal (more emphasis on choice, IE branching classes).Although I doubt it given that the next FE is going to be on a handheld and thusly "not as big" (content-wise) as the Tellius saga on console, I'd really like to see a return of 3-tier promotion trees like in RD.
That was one of my favorite things about that game.
I love your profile Picture.Master seals were used to promote every class (in the case of pegasus knights, you also had the option of the Elysian whip, which would promote them to falcon knight instead of the standard dracoknight). They weren't able to be bought anywhere though (except maybe in a secret shop, not sure).
Reclassing was done at the base, before battles. You didn't need an item, but you could only have a given number of units in a single class tree at any time, and units remained at their current level instead of going back to 1.
And Donnel somewhat functioned as a trainee in Awakening of course.Depends on the supporting game design. I'll take either.
It's also a matter of vertical versus horizontal scaling. That is to say, Radiant Dawn has a lot of more vertical scaling (classes become stronger and stronger), or more horizontal (more emphasis on choice, IE branching classes).
I think a fair compensation is more trainee-type characters, like Gaiden and Sacred Stones.
I love your profile Picture.
Thinking about the trainees from SS, I always found it amusing that Amelia can promote into General.And Donnel somewhat functioned as a trainee in Awakening of course.
I'd like to see them return more so like they were in SS with more than one character as a "trainee"; making Ross a Berserker in SS was so satisfying.~
No children eh?I know not of anything that came before Awakening, so here's what I hope they do FE14:
- Make leveling and classing units require less tedious grinding. Make it more streamlined or something. There's a specific point in the game where I crap out because I have to spend hours on every single character just to give them useful skills or make then not get killed 5 seconds into a battle. This is about Chapter 16.
- Give me more money. This is a personal thing, I don't like grinding for gold...also put more interesting items in shops early on so I can experiment without having to bankrupt Ylisse.
- No children characters, please. While all them in Awakening are fine by themselves, they added a whole second layer of micromanagement that I really didn't enjoy.
- Better maps, obviously. I'd love bigger or longer maps, more maps where the focus is to take your team as a group through it (like Five Gemstones in Awakening), more environmental hazards, hiding places, etc.
And that's it, really.