Alright, I'll use both.
When I went beat the final dungeon, It took me awhile, as well. I did it with an Onion Knight, Magus, Ninja, and a Dragoon. Anyway, I've been deciding to add on/change the dungeons. So, would it be a better idea to just add on to the Crystal Tower, or completly remake it. Either way's good, I just want to spice it up a little with something.
I might also add some new enemies and really add a great after-story plot that's pretty extensive. Maybe some new jobs, new items?
Any ideas would be appreciated.
When I went beat the final dungeon, It took me awhile, as well. I did it with an Onion Knight, Magus, Ninja, and a Dragoon. Anyway, I've been deciding to add on/change the dungeons. So, would it be a better idea to just add on to the Crystal Tower, or completly remake it. Either way's good, I just want to spice it up a little with something.
I might also add some new enemies and really add a great after-story plot that's pretty extensive. Maybe some new jobs, new items?
Any ideas would be appreciated.
I'm surprised no one has said it yet, so...
The NES version was way, way better than the DS version.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
The NES version was way, way better than the DS version.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Mogri wrote:
I'm surprised no one has said it yet, so...
The NES version was way, way better than the DS version.
The NES version was way, way better than the DS version.
Probably, but I've never played the NES version. I will, though, probably on this emulation program I have (is that bad?). Besides 3D sometimes sucking on the DS, (thank you, snazzy new 3DS that's soon to come) what's better on the NES? This might help me with what to do and what not to do.
So I've been working on the game for the past 2 days now. I'm going to put up another demo, but now you can get to the part where you are supposed to bring Cid home. I will release it soon, but only after I finish the job thing. Right now, each hero has only 1 of the 6 jobs. They will all have different jobs. For example, Luneth, by the end of the game, will have gained access to Warrior, Geomancer, Bard, and Summoner, Arc will have Monk, Scholar, Dragoon, and Ninja, Refia will have White Mage, Knight, Dark Knight, and Magus, and Ingus will have Red Mage, Viking, Black Belt, and Evoker. These may change, I may add more jobs, and I'm not sure where the Onion Knight will come in. I am giving them different jobs not only because I'm a little lazy, but because it gives each character different strengths and weaknesses.
And I think it's lame to go after the final boss with 4 ninjas and a butt load of Shurikens. Actually, that might not be the best tactic.
[s]So anyway, a demo'll be soon (probably the next,say, 3 hours?). We'll see.[s/] I was wrong.
And I think it's lame to go after the final boss with 4 ninjas and a butt load of Shurikens. Actually, that might not be the best tactic.
[s]So anyway, a demo'll be soon (probably the next,say, 3 hours?). We'll see.[s/] I was wrong.
The changes to the DS version are extensive, and include:
- Shoehorning characterization into the heroes. You originally started with all four heroes, who were personality-free like in FF1. The characterization did not add much to the game.
- Extensive character class rebalancing. There was no Freelancer class; the base class was Onion Knight and it couldn't use magic. Sage and Ninja were secret classes that had to be unlocked. They were toned down in the remake, but they're still the best classes in the game.
- "Dizzying" upon switching jobs. It's annoying
The original had you spend points to switch jobs. This wasn't as restrictive as it might sound.
- Class levels. In the original, the only effect your class level had was the cost of switching to/from that class.
- Enemies per battle. This is a big one. Stepping down from 9 to 3 really limited battles. Remember how some enemies split when you attack them? Yes.
- Boss rebalancing. They made bosses attack multiple times per round. This is cool in theory, but in practice, a lot of bosses actually became weaker. Notably, the final boss is much easier. She used to use her "attack everyone for 2000 damage" attack every round, requiring you to Cure4 every round as well.
- Allies helping you in battle. This doesn't happen very often, though, so it's more of a flavor thing.
The bottom line is that the changes didn't really help the game. Some of them were cool, but the net effect was not an improvement on the game that preceded it by a decade.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
- Shoehorning characterization into the heroes. You originally started with all four heroes, who were personality-free like in FF1. The characterization did not add much to the game.
- Extensive character class rebalancing. There was no Freelancer class; the base class was Onion Knight and it couldn't use magic. Sage and Ninja were secret classes that had to be unlocked. They were toned down in the remake, but they're still the best classes in the game.
- "Dizzying" upon switching jobs. It's annoying
The original had you spend points to switch jobs. This wasn't as restrictive as it might sound.
- Class levels. In the original, the only effect your class level had was the cost of switching to/from that class.
- Enemies per battle. This is a big one. Stepping down from 9 to 3 really limited battles. Remember how some enemies split when you attack them? Yes.
- Boss rebalancing. They made bosses attack multiple times per round. This is cool in theory, but in practice, a lot of bosses actually became weaker. Notably, the final boss is much easier. She used to use her "attack everyone for 2000 damage" attack every round, requiring you to Cure4 every round as well.
- Allies helping you in battle. This doesn't happen very often, though, so it's more of a flavor thing.
The bottom line is that the changes didn't really help the game. Some of them were cool, but the net effect was not an improvement on the game that preceded it by a decade.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
They didn't just give bosses extra attacks--some regular enemies got them too. I remember giving up on the DS version when I got to the point where every other random encounter was several chimera-type creatures that double-casted the Garuda boss's lightning attack just about every turn. The original had some tough random encounters at some points too, but nothing quite that ridiculous...
But yeah... the changes they made to the battles really threw things off in a lot of ways. Some bosses ended up being easier, others ended up being harder, and so on.
Also... I'm not 100% sure on this one, but from what I remember of the original version's script, the DS version seemed to change how the whole light and darkness thing worked. The DS remake makes it sound like the "darkness" is some evil corrupting force that posesses people, while the "light" only did bad things because it was being misused (they even changed the name of what happened in the past to "Wrath of the Light" rather than "Flood of Light," to make it sound less like a natural disaster caused by people unbalancing things and more like a punishment...)
In the original version they were both generally impersonal yin-yang-ish forces that only made bad things happen because the balance was off (people misusing the light and causing it to flood in and almost destroy everything in the past, and then people misusing the darkness and causing it to almost flood in and destroy everything in the present.)
Of course, the version I played back then was a fan-translated ROM years before the game ever got an official English translation... so it's possible that that part was just a difference in translations rather than an actual change to the way the FF3 universe works. I still prefer the yin-yang version of the whole light-and-darkness thing rather than the "oh no, dark = bad!" one, though.
But yeah... the changes they made to the battles really threw things off in a lot of ways. Some bosses ended up being easier, others ended up being harder, and so on.
Also... I'm not 100% sure on this one, but from what I remember of the original version's script, the DS version seemed to change how the whole light and darkness thing worked. The DS remake makes it sound like the "darkness" is some evil corrupting force that posesses people, while the "light" only did bad things because it was being misused (they even changed the name of what happened in the past to "Wrath of the Light" rather than "Flood of Light," to make it sound less like a natural disaster caused by people unbalancing things and more like a punishment...)
In the original version they were both generally impersonal yin-yang-ish forces that only made bad things happen because the balance was off (people misusing the light and causing it to flood in and almost destroy everything in the past, and then people misusing the darkness and causing it to almost flood in and destroy everything in the present.)
Of course, the version I played back then was a fan-translated ROM years before the game ever got an official English translation... so it's possible that that part was just a difference in translations rather than an actual change to the way the FF3 universe works. I still prefer the yin-yang version of the whole light-and-darkness thing rather than the "oh no, dark = bad!" one, though.
Mogri wrote:
The changes to the DS version are extensive, and include:
- Shoehorning characterization into the heroes. You originally started with all four heroes, who were personality-free like in FF1. The characterization did not add much to the game.
- Extensive character class rebalancing. There was no Freelancer class; the base class was Onion Knight and it couldn't use magic. Sage and Ninja were secret classes that had to be unlocked. They were toned down in the remake, but they're still the best classes in the game.
- "Dizzying" upon switching jobs. It's annoying :( The original had you spend points to switch jobs. This wasn't as restrictive as it might sound.
- Class levels. In the original, the only effect your class level had was the cost of switching to/from that class.
- Enemies per battle. This is a big one. Stepping down from 9 to 3 really limited battles. Remember how some enemies split when you attack them? Yes.
- Boss rebalancing. They made bosses attack multiple times per round. This is cool in theory, but in practice, a lot of bosses actually became weaker. Notably, the final boss is much easier. She used to use her "attack everyone for 2000 damage" attack every round, requiring you to Cure4 every round as well.
- Allies helping you in battle. This doesn't happen very often, though, so it's more of a flavor thing.
The bottom line is that the changes didn't really help the game. Some of them were cool, but the net effect was not an improvement on the game that preceded it by a decade.
- Shoehorning characterization into the heroes. You originally started with all four heroes, who were personality-free like in FF1. The characterization did not add much to the game.
- Extensive character class rebalancing. There was no Freelancer class; the base class was Onion Knight and it couldn't use magic. Sage and Ninja were secret classes that had to be unlocked. They were toned down in the remake, but they're still the best classes in the game.
- "Dizzying" upon switching jobs. It's annoying :( The original had you spend points to switch jobs. This wasn't as restrictive as it might sound.
- Class levels. In the original, the only effect your class level had was the cost of switching to/from that class.
- Enemies per battle. This is a big one. Stepping down from 9 to 3 really limited battles. Remember how some enemies split when you attack them? Yes.
- Boss rebalancing. They made bosses attack multiple times per round. This is cool in theory, but in practice, a lot of bosses actually became weaker. Notably, the final boss is much easier. She used to use her "attack everyone for 2000 damage" attack every round, requiring you to Cure4 every round as well.
- Allies helping you in battle. This doesn't happen very often, though, so it's more of a flavor thing.
The bottom line is that the changes didn't really help the game. Some of them were cool, but the net effect was not an improvement on the game that preceded it by a decade.
To be fair, I am like 90% sure Skill does affect your damage calculations in the original. A Black Mage with low skill will almost never deal significant damage to anything, but with high skill it will. It isn't as pronounced as in 3DS though.
I also really dislike FF3DS. One of the most unique things about the original was that it promoted strategic job changing rather than picking what you like and running with it. Also the music was better (Yes. The NES version sounded better.) It's also faster, like ridiculously. And the invisible items actually made sense.
FF3DS is really a completely different game IMO. It lacks the classic feel entirely.
My website, the home of Motrya:
http://www.jshgaming.com




i like the sprite of a goblin on the right
of people in jail or some one in a ski mask