CoN 25th Anniversary: 1997-2022
Re-make

Posted: 16th May 2006 23:00

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No, I am not announcing a remake (though I wish I were) but I know fans, especially those like me who consider this the greatest game ever (or at least it is their favorite) would surely like to see it. Anyhow, I was wondering if there were to be a remake, what sort of features would you guys like to see?

aside from a better translation.

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Posted: 16th May 2006 23:05

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- Faster gameplay. Battles can take so looong...
- Less broken mechanics (yell and shout come to mind...)
- Higher degree of challenge. I never felt like I needed to use any strategy in this game. At all. Except maybe the first few battles...

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Post #116684
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Posted: 17th May 2006 00:01

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- I don't agree with the challenge part, I think it had just the right amount, mostly easy battles, and a few rather hard ones. That is the way games should do it. And Tactics pulled it off well. The true tactics lie in building your units.

- eh, some of the battles were long, but I think you knew that when you were getting into the game.


now onto my own:

1) More choices, maybe not the first time through, but in replaying it, I found myself desperately wanting to join the Shrine Knights, give me the cool armor of awesomeness, a better name for my special class, and a holy stone, dammit.

2) On the choices topic: PLAY AS DELITA!!!!!! Away from Ramza's storyline, have a Delita's storyline going at the same time, where you play as him and his group as well. That would be the most awesome thing ever. Especially on what Delita did after Zeakden, and before Ch.2

3) obviously, I would want the best graphics available, especially during cutscenes.

4) Ramza to be able to attain different special classes, like Holy Knight, Dark Knight, Divine Knight, Knight Blade, etc. etc. Even if you have to work like hell for them. (But not too hard, maybe master the Knight class to get Holy/Dark Knight - and then master monk/lancer/samurai/thief/geomancer to get the others, respectively (one per))) That was one of my biggest complaints about Tactics, is Ramza's lack of an awesome class. Sure, his was useful but the others were far better. Or maybe instead of that, pick one at the beginning of the game to be ramza's base class. (Divine,Holy,Dark,KnightBlade,Astrologist,Sorceror,Engineer, or [Ramza's Original Class Renamed]) I don't know if Arc Knight, Heavenly Swordsman, and Rune Knight should be available, but the rest should.



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Post #116686
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Posted: 17th May 2006 00:17

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Actually, one storyline-related thing I'd hope for is just that: an actual storyline. Don't get me wrong, the game has a very deep and complex storyline, but you gather the stones and... well, that's that. Nothing happens. There's no depth to them at all. Not to mention things are extremely linear.

Having temporary branches in the storyline that last beyond just a single battle and that are a little deeper than "ok lol u can taek teh north entrance OR teh south!!!" would've rocked. A point to collecting the stones, the treasures, the hidden locations, and such, would've been really cool. Being able to have an influence on the storyline would've been interesting (such as joining the Shrine Knights, like KingDelita mentionned.)

Currently, the storyline is very good, but very flat interaction-wise. I'm sure Square could throw in a few more locations on the world map and add branches in the storyline; it's not like the battle maps are very complex and manipulating scenario data is just a matter of setting flags. It'd be great. smile.gif

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Posted: 17th May 2006 00:53

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Quote
- Higher degree of challenge. I never felt like I needed to use any strategy in this game. At all. Except maybe the first few battles...


I concur

I felt that after the first three the battle became easier

I would also like to be able to have more active propositions (not like FFTA), but where they'll lead to actual battles

and there needs to be more battles in the whole game

This post has been edited by Cloud_Strife510 on 20th May 2006 21:53

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Posted: 17th May 2006 01:44

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There were mini-games related to the treasures and locations that were removed in the US version. It's one of the many reasons I want to buy Tactics in japanese.

Of course you gather the stone and then nothing really happens: The Shrine knights could take them back and use it's powers. And if you're talking about using them in battle or anything, I guess Ramza doesn't want to sell his soul to Lucavi so he doesn't want to use the stones even though Rafa used it to revive Malak (Now the only explanation I can think of is that he's confused about the stone's power tongue.gif).

About the remake:
- Multiplayer mode with a maximum of 8vs8 (you can't go wrong with that)
- Damage formula fixes
- Lower strength of Non-Elemental/No charge time/High Damage/100% Hit/No MP(/high range) cost skills (Holy Knight and Samurai skills comes to mind)
- Create a magic power penality for Math Skill (either 34% of normal hit rate or damage)
- Remove the weapon/shield duplication glitch
- Remove the JP Scroll Glitch
- Fix the bug with propositions
- Create new main classes for Ramza (Delita becomes a Holy Knight and then an Arc Knight throughout the game). Delita gained ranks, but Ramza received the title of a heretic so why not?
- Faster AI (Remember waiting 15 seconds for the CPU to take a desicion?)
- Difficulty settings
- Total new translation (I know I shouldn't mention it but you can't pass this point)

@ Silverlance: If you remove everything in the options (Like crap such as "show JP & Exp gain") and know what you are doing, you can easely take ~10 seconds per time on average (Including movement and action). So there is not really a way to make it faster if it's of hastening the opening of menus.

I can't think of anything else right now... but there isn't that much to improve in FFT.

But at least with the modifications I mentioned above, we could finally call the game: Final Fantasy Tactics.

This post has been edited by Zodiac on 17th May 2006 12:58

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Posted: 17th May 2006 11:30

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I agree with everyone who said fix the translation. The challenge of the game was medium for me. One battle would be the type where I could win a matter of seconds with my eyes closed, the very next battle would be one of the hardest, so I have no real isue with the challenge of the game. I like the idea of changing Ramza's base class as well as playing through the game behind different sets of eyes, but I'm not sure if I'd implement that into a re-make. What would be cool instead of a re-make would be a spin-off/sequel/prequel; the story takes place during the 50 Year War and you're Balbanes Beoulve in control of the Hokuten Army with your sons Dycedarg and Zalbag as your top two men and a number of generics in your party for gameplay like FFT. Or, the story takes place after FFT and you're either King Delita Hyral doing your very best to keep your kingdom at peace or a relative unknown freedom fighter aware of Delita's modus operendi and trying to overthrow a corrupt king and put the real royal family back on their throne. Either scenario would make me drool if either were to be made.

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Posted: 17th May 2006 18:53

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the latter I would never be albe to play. Delita isn't corrupt in my eyes, maybe the things he did to get to the throne were, but his intentions were not in my opinion. And I would never be able to fight him either.

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Posted: 17th May 2006 19:29

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Two, no three, no four times longer! Yeah, that should do it!

Also, how about some multiplayer action?

Lastly, two words: MORE DELITA!
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Posted: 17th May 2006 20:22

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Am I the only one that thinks that putting it on a DS would be sweet? To me, it seems like tactics games are MADE for the DS, but meh... whatever. I think that the whole idea of the alternate storyline would be pretty cool. Another thing I would want is to have something like a creature campaign in Fire Emblem, where you can unlock bosses. As for the graphics, if they put it on the DS (hear my plea!), then I think that the graphics shouldent get too big of an upgrade. There's something unbelievably endearing about the graphics, and I'm not sure if I could live awesome 3-D graphics.

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Posted: 17th May 2006 20:28

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Quote (Zodiac @ 16th May 2006 20:44)
There were mini-games related to the treasures and locations that were removed in the US version. It's one of the many reasons I want to buy Tactics in japanese.

Wait...there were? Why wasn't I aware of this?
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Posted: 17th May 2006 22:37

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Quote (You Spoony Bard! @ 17th May 2006 15:22)
Am I the only one that thinks that putting it on a DS would be sweet? To me, it seems like tactics games are MADE for the DS

I think it would be better suited to the PSP, assuming they could cut down on lag and load times.
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Posted: 18th May 2006 01:47

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ps3 is where I'm at with it. And I really did like the idea of two simultaneous storylines, Delita's and Ramza's. Two parties would be awesome, not to metion how awesome Delita is anyways.

Or maybe for a much longer game -

Have it be like: Final Fantasy Tactics Chronicles - and go from the time of Ajora all the way up until Delita takes over as King. THAT would be sweetness.

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Posted: 20th May 2006 15:58

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Quote (KingDelita @ 16th May 2006 19:01)
- I don't agree with the challenge part, I think it had just the right amount, mostly easy battles, and a few rather hard ones. That is the way games should do it. And Tactics pulled it off well. The true tactics lie in building your units.

- eh, some of the battles were long, but I think you knew that when you were getting into the game.


now onto my own:

1) More choices, maybe not the first time through, but in replaying it, I found myself desperately wanting to join the Shrine Knights, give me the cool armor of awesomeness, a better name for my special class, and a holy stone, dammit.

2) On the choices topic: PLAY AS DELITA!!!!!! Away from Ramza's storyline, have a Delita's storyline going at the same time, where you play as him and his group as well. That would be the most awesome thing ever. Especially on what Delita did after Zeakden, and before Ch.2

3) obviously, I would want the best graphics available, especially during cutscenes.

4) Ramza to be able to attain different special classes, like Holy Knight, Dark Knight, Divine Knight, Knight Blade, etc. etc. Even if you have to work like hell for them. (But not too hard, maybe master the Knight class to get Holy/Dark Knight - and then master monk/lancer/samurai/thief/geomancer to get the others, respectively (one per))) That was one of my biggest complaints about Tactics, is Ramza's lack of an awesome class. Sure, his was useful but the others were far better. Or maybe instead of that, pick one at the beginning of the game to be ramza's base class. (Divine,Holy,Dark,KnightBlade,Astrologist,Sorceror,Engineer, or [Ramza's Original Class Renamed]) I don't know if Arc Knight, Heavenly Swordsman, and Rune Knight should be available, but the rest should.

I agree with u about the challenge part delita.It did have just the right amount of stategy in every battle for me.Also,it would be nice if could get free roam time in the next one.

This post has been edited by Sam on 20th May 2006 16:02

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Posted: 9th June 2006 00:37

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I agree with many of you on several points.

For the most part, I found the game too easy, but I don't think that they should make it harder, if a remake were to ever come out.

Maybe difficulty modes, normal and hard wouldn't be such a bad idea however.

Although one of the things I so love about the game is the various classes and items to be found, Id like to see more variety in both areas.

But the one thing I would change (apart from the translation or the graphics, which could use odvious improvements...) would be the level up system.

This would entail fixing the level up/level down bug, and making it easier to customize your characters stats as they leveled up. (Stat increases would still be based on what job you were when you leveled up, but you would have more freedom to choose how you wanted those stats distributed.)

I think being able to customize the distribution of your stats as you level up would allow for even more customization, and make the game even more interesting, but not over powering, due to the fact that the amount of points you have to distribute would be based on class, and would be limited. (The level up/level down trick, although time consuming, is much less fair.)


And although I don't exactly feel as though the game is really THAT slow, it seems to be the cheif complaint I hear about it.

So if it were to be remade, I think options to increase play speed would be a nice bonus (Such as the "short summon" option in... FFX was it?, so you dont have to watch the full summon, or all the magic, ect ect, you see damage or the effect, and the next round starts, waaaa-laaa! or being able to skip cut-scenes ect.)



Edit:

@ Zeromus_X below : what do you mean "Not be so....flexible?" the storyline was extremely Linear.... do you mean the class/skill structure? would you like it more if characters were on set ability pathes (that could be slightly changed) like that of FFX?

How would Generic Characters work if you did that? Would you have to hire White mages, or black mages or Knights on an individual basis?

Like you said, "Maybe that would ruin the experience for some" well, I think the best thing about tactics is, you can do things the way you want to, It's only flexible if you want to flex, after all, no one is forcing you to do anything.

You could play the game, all the way through, in one linear, boring, fashion, over and over again if you so chose, or change it each time if you like.

And if your not reffering to the Storyline (which isnt that flexible whatsoever to begin with) or the Class Structure, then may I ask, What are you reffering to when you say "Flexible" ???

This post has been edited by CT5Holy on 9th June 2006 02:50

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Post #119281
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Posted: 9th June 2006 01:04

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Not be so....flexible? Yeah, that's it. Maybe that would ruin the experience for some, but I'd think that'd be an improvement.

Edit: I mean the Skill system, which can get terribly broken, excluding power-characters like Orlandu. This is one thing Tactics Advance improved on, with race-specific jobs. (That way you can't have a level 99 teleporting blade grasping ninja dragoon. 0_o; Or...something similar.) Yes, you don't need to have Orlandu or a blade grasping ninja dragoon. But you have to admit there are some downright funky combinatins.

Other things: A better translation, of course. Although it was cool to see all the older FF references.

Put in all those things that were removed from the NA version. (Not sure if they were in the European versions, if it was released there.) The Proposition minigames, the little quotes the recruits had, and so on.

This post has been edited by Zeromus_X on 11th June 2006 18:23

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Posted: 11th June 2006 17:51

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Multiplayer alone would've rocked. While friends and I have
done the suggestion of «MacHallComics» to choose avatars and
play from there, true multiplayer would be awesome, especially
as a co-op play.

Simplified rendering in realtime 3D, much like Blizzard's
revision of their «Warcraft» series in the third edition (not
to be confused with their «World Of Warcraft» games). This
would allow for dynamic changes of both characters (such as
rendering specific items to each custom character), deformable
terrain (changing game-play), and a crazy ability to zoom to
virtually any focus. The precious-moments look of «Ragnarok
Online» comes to mind, but rendered instead of sprited. With
the processing power of a Ps2 or Ps3, I imagine this level
of graphics--functional without being distracting--would be
a pushover for such dedicated hardware.

As for seeing the game on a DS, I know the hype is there and
I'm impressed with how some developers used it (especially
or the «Nintendogs» and «Kirby» and the two brain games),
but I bought an SP specifically for FFTAdvanced and eventually
had to buy a GameBoy Player for my GameCube because the tiny
screen was driving me nuts.

However, as much as Ivalice fascinated me through the first
and second tactical games, and soon we'll revisit via FF13,
I'd like to see other worlds open up, for new job classes.
Borrow some of the flavour from «FFXI», include some of the
classes from «CrystalChronicles», take the best out of FFX-2.
There's so much more world than just Ivalice. And what if
they produced a pure multiplayer/co-op game with classic
Square versus Enix classes? Something to challenge the Marvel
versus Capcom universe, but presented in a way us fans would
enjoy (because there's only so many combos and rounds one can
pull off in a fighting game before you realize: this is *still*
just a fighter/brawler button-masher).

I think Squeenix is wary of treading the same old ground in their
games. Everyone jumped on them for X-2. With «FinalFantasyXIII»,
their focus moves to a world they've only just started to reveal.
Should another tactical game come out, I would hope they choose
a new world and storyline. There's a lot of promise for limited-
release games, too: «Disgaea» and «LaPucelle» are collector's
items now, and at some point I imagine Square-Enix won't take
the chance of *any* of their marketshare being lost to upstart
NipponIchi.

All your thoughts were excellent to read; while a fan of CoN's
presentation of the classes and abilities, vos conversation was
fascinating enough to join the conversation. Thanks and enjoy, R.

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Posted: 11th June 2006 19:39

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One more aspect I'd love to see in another game,
also requiring the use of a console's controller: multi-
leveled maps. Elvenish forest-cities; intricate caves
inhabited by monster insects, some trainable and
some not; ethereal cloudrealms, obscuring game
effects and line-of-vision for characters. All made
possible by using polygonally-limited characters
and freeing up processing for the game effects
and environments.

Edited because I didn't mention why a console's
controller would be necessary: analog camera
zoom and perspective spin. With analog sticks,
this would be feasible, especially using a C-stick
(as with the GameCube). As one zooms into the
battlefield with the camera, spaces that would be
closer to the eye would transparent, making it
possible to still take in the entire battlefield and
relative locations of respective personnel without
requiring purely-concave playing grounds.

I especially love the idea of the areas-of-effect
for spells, or the impact damage from weapons
and explosions on the environment. Changing
the environment could change the heights and
obscurity of different characters: wouldn't *that*
add to the unique randomness that FFT loves to
offer, unlike any other game!

Edited again so I read this effectively; doh.

Moderator Edit
Next time, edit it a third time so it actually follows the forum rules. -R51


This post has been edited by Rangers51 on 11th June 2006 20:37

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Posted: 30th June 2006 19:36
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Online play has been done. Ever heard of Super Tact?

I think that the story done in FFT is entirely wrapped up. If anything I think there would have to be a prequel or an entirely different story. Ramza and Co. are assumed dead, but Ralma may or may not be alive. Delita is king, but unsatisfied and has become what he's always hated.

As for what I'd change? A few minor things, like Leviathan being better than Salamander in all possible ways (30 JP difference doesn't count). I'd make the enemy AI a bit more clever, but mainly make them have better units. Make human enemies more common in random battles and give them skillsets that make sense. Weapon Guard on Monks and Archers with Martial Arts will be gone. I want to see my enemy Priest charge Holy on me. I want the enemy Oracle to Doubt Faith my Summoner.

Other than the AI, I'm entirely content with the game. FFTA was as close to a remake as we will get, and we should be happy with it.
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Posted: 1st July 2006 23:21

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how about these?

1.2ed story mode: why not. after you defeat St.Ajora and give the options of letting Alma join you or not. and also put some characters who you never met in the game such as Zero (the phantom theif) and Priest Buremonda becomes a new target to fight. (Beowulf has to face him sooner or later after he helped fight the priest that was after Ramza)

2: control Rafa and Malak's abilies: oh sure, it's a pain their moves are really random, but why don't you use the control pad to control where the attack is going to hit?

3. Delita's story- why not? would we like to see what Delita has been doing and who's been his allies.

4. give some more converstaion between Ramza and his allies. give the ability to speak with your allies and see what they think about the adventure they are having.

5: make use of the matieria, Holy stones, and any other treasure your normal characters founded has a use. why not. some of those treasures are weapons after all, so why no put them into some great use.

and that's about it.
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Posted: 1st July 2006 23:28

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I would love a remake, either on GBA or DS (probably DS, since it's dual screen would work really well with the battle system).

A translation would be nice, instead of the jurbled mess we have now.

Obviously, extra hidden characters(and a new max character limit to go with them).
Perhaps a new class or two, but that really wouldn't be necessary.

Balancing the classes a bit more would be great, as would working out some of the kinks in the programming of the system. IE Zalmo having to have a sword to use his abilities, etc.

The crystalization process should be able to be set to on or off at the beginning of the game. Certain other things could be dummied out on the non crystal game, to make it like an Easy Type kind of thing.

And the option of running from random battles would be nice.

EDIT: As stated with others above, some new story choices or scenes would be nice, I think that a Delita one would be kind of cool.

However, if they gave Ramza the choice to change base classes I would shoot myself in the head. Are you all kidding? Ramza's got like the second best class in the whole friggin' game! Obviously, next to Orlandu he may not seem like much at first, but if you're using him properly then he can be worse. His stats are awesome, his skillset is not half bad, and his equipment pool rocks. He can equip all the best swords, such as Chaos Blade and Excalibur. He can also equip heavy armor and helmets, but also lighter things, which Agrias and Orlandu cannot('course, Agrias can use girly things). His skills let him do major damage(Ultima), heal statii(Heal), a weak long range attack for in a pinch(throw stone), and buff himself and the party(Yell, Scream, Accumulate), not to mention healing(Wish)! Sorry, but with a good secondary such as Monk or Samurai, and with the right equips and abilities(say, double sword and blade grasp), Ramza kicks a$$.

This post has been edited by yelanates on 1st July 2006 23:33
Post #122128
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Posted: 2nd July 2006 01:46

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Ooh, Mewmon's idea of allies interacting and conversing is fantastic. In fact,
it would be great if they were dynamic enough to react to actions that occured to
them, such as phoenix-down revivals, JP-intent team-directed actions, or who laid
the last blow on target KO's. Even little popup windows, a la Tales, would be sw33t.

And FuzzyPickles, I didn't even make it through the rest of your post before I was
googling 'Super Tact'. What is it? I couldn't really find anything.

Actually, I was just thinking that there should have been more random battles on
the cityscapes. I hated the fact that we could play them instory, but not randomly.
Cities would offer all sorts of new classes, too: imagine an Urbanist, with elemental
power over water mains (water attacks), sewers (poison), gas lines (fire attacks),
or status effects like logjammed traffic (don't move). Specialized kinds of Mediators
as Officials, bureaucrats whose words and paperwork bind time and hands. As with
several ideas in the Invent-A-Class Thread, there's so much room for replacement
of classes, as an expansion pack.

But I'd still want to see it on a console, not a handheld. Didn't it drive anyone else
nuts, not rotating maps in FFTA?

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Posted: 2nd July 2006 01:53
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Quote (Mewmon @ 1st July 2006 23:21)
2: control Rafa and Malak's abilies: oh sure, it's a pain their moves are really random, but why don't you use the control pad to control where the attack is going to hit?

3. Delita's story- why not? would we like to see what Delita has been doing and who's been his allies.

4. give some more converstaion between Ramza and his allies. give the ability to speak with your allies and see what they think about the adventure they are having.

5: make use of the matieria, Holy stones, and any other treasure your normal characters founded has a use. why not. some of those treasures are weapons after all, so why no put them into some great use.

2: That would make Rafalak VERY overpowered. Truth/Untruth (Truth moreso) are very powerful skills. They have fairly low Charge Time, and deal quite nice damage. If you could pick what they would hit they'd be incredible characters. I'd be willing to argue they'd be better than Orlandu. Rando-magic is fun anyway.

3: We kinda DO know what Delita is up to. They show what he's doing. Besides, he doesn't really get into many fights unless you want to make up an entire subplot, but that seems very unneeded.

4: The main reason there wasn't conversation is that you had the ability to kick characters from your party/they could die. I guess the developers didn't want to bother making a bunch of conversation when the player had a chance of not seeing it at all. Besides, when would it appear? There are a handful of conversations that happen midbattle (I admit, more of these would be nice), but other than that when would they occur? Most of the characters have little revlevance to the plot after they join Ramza, which is probably why they don't show up in any plot scenes from there on out.

5: That'd give us a reason to do propositions. Ew. =P

To yelanates:

Orlandu DOES have the option to equip Hats/Clothes in his base class, but Agrias doesn't.

And come to think of it, a 20 character roster would be nice. I dislike either having to kick generics I've had the entire game or pass on special characters if I want to toy around with monsters or whatnot.

To A11smart:

Super Tact is an online-text version of FFT. It's played on the GameFAQs board of the same name. Two people create teams based on a ruleset then send them in to a referee. He posts the map, and where each character starts, and he manages all success rolls and makes updates based on player's moves. All calculations are obtained from the Battle Mechanics Guide (on GameFAQs) and rolled by the ref using a random number generator. It can be a bit tricky to play without an interface, but you get used to it quick enough.
Post #122147
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Posted: 2nd July 2006 19:42
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Personally, I would like to see some of the super powerful classes obtainable, by atleast the main character if not more members, by late in the game. Like, you might have the requiements for them, but you can't unlock some of them until you reach an appropriate chapter.

For example, holy knight would need requirements of:
Lv 8 Knight, 8 Priest, 8 Time Mage, 8 Lancer
Dark Knight would need requirements of:
Lv 8 Knight, 8 Wizard, 8 Oracle, 8 Geomancer
Arc Knight would need requirements of:
Lv 8 Squire, 8 Archer, 8 Monk, 8 Samurai

So on and so forth, with Sorcerer, Assassin, ect. Holy Swordsman would need the highest requirements.

However, I think I would rather have a sequel than a remake, just so I can have new storyline and situations. FFTA was interesting, but I found I prefered the replay value of FFT (aside from the fact that FFTA's storyline was more childish). So I would prefer they bring back some of the classes from FFT rather than FFTA.

This post has been edited by BT4X on 2nd July 2006 19:51
Post #122276
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Posted: 3rd July 2006 02:24

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Black Mage
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Quote (BT4X @ 2nd July 2006 14:42)
However, I think I would rather have a sequel than a remake, just so I can have new storyline and situations. FFTA was interesting, but I found I prefered the replay value of FFT (aside from the fact that FFTA's storyline was more childish). So I would prefer they bring back some of the classes from FFT rather than FFTA.

Agreed. The use of races other than human was too annoying.

--------------------
Can you pull down the dawn?
It's been so dark since you've been gone
and we've been begging for the morning to come.
We were so optimistic,
wasn't it so easy to be?
We were young and naive.
-The Hush Sound: Eileen
Post #122312
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Posted: 3rd July 2006 02:53
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I thought the race system was interesting, and it reminded me of FF Legends for the original gameboy, but it limited combinations a single character could have. There's a wider variaty of classes, and more spells per class in FFT than in FFTA (unless you count the blue mage). I also prefer playing the FFT classes to the FFTA ones.

The prequel to FFT that someone mentioned earlier sounds like a good idea as well, instead of a sequel. Or maybe, they could start the game 400 years after FFT, after Olan's decendant uncovers the historical documents.

This post has been edited by BT4X on 3rd July 2006 03:07
Post #122316
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Posted: 3rd July 2006 03:59
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Joined: 1/5/2006


More than anything, I want them to fix this one problem: At the very begining of Chapter One, when everybody is assembled in the hall, and the text talking about the end of the 50 years war is apearing, make the words "little money" go at the same rate as everything else. I don't mind the slowly apearing text so much, but when it slows down to one letter a second, and for an unimportant part as "little money", it drives me, and my friends, nuts.

Other than that:
Multiplayer
Make propositions something active that you can send your main charecter on, and actualy have to do stuff in. Don't nessisarily put a battle in, but if you have to go off to sea, that sould become a point on that map you can go to, maybe have a battle at? The reason I never used propositions is because they have to be gone for so long that by the time you get them back, everybody has leveled up, or you forgot where they came from - so in short, make them interactive, or something like that (like the beowolf/reis/cloud sidequest)
Personaly I like that Ramza never has access to the holy knight or arc knight etc. classes. It makes him more epic in the sense that he isn't some amazing person that leads a huge army - He's just this guy that had a strong sense of morality and went to do the "right" thing. But maybe give him a new class at every chapter, and close access to the old ones at the close of every chapter. So he's a squire in chapter one, a defender (or something that acutaly sounds cool) in chapter two, but he can't learn any squire abilities he missed, although he still has access to the ones he learned), etc.
Add another mode that you can play as when you beat it (like Lufia II had). After you beat it once, you get access to an extra chapter, 1.5, where you find out how he became a mercenary, or what happened to delita.
Put in at least one epic battle where you have a huge army against an enemies huge army (10-30 per side). It would take a long time to actualy play through, but that would be so awesome. If that's too much, maybe have battles that effect eachother, so maybe you have 30 guys, and you split them up into 6 teams, and then deploy the teams at certian areas, and then do standard battles for each one. But they'd have to interact, so maybe the goal is to defend a certain point, and you have five teams defending the permiter, and one in the middle, and if you lose one of the perimeter battles, you don't lose, but the guys that survived that battle (from the enemy team) would be added to the last battle against the sixth group that defends the whatever.
More flexabiltiy with the cameras. Like in Vandel Hearts II. So you can scroll to different hights, rather than having two preset camera hights.

Yeah, that'd be good.
Post #122347
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Posted: 8th July 2006 14:16

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Magitek Soldier
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Alright, this is a feature that I would love to see integrated into the game engine, although
it's not impossible with a little patience: InstantReplay. Battles take so long sometime,
it's easy to remember that a twenty-minute battle really occurs in about two minutes or
so. One thing that stems from tabletop gaming is the idea of combat rounds occupying
real-time: each turn a player plays takes three seconds of game-time in Shadowrun, for
instance. These battles occur shockingly fast in 'game-time', since most of the resolution
time is spent on us, as users/players, choosing our strategy, consulting the ATlist, or any
of the other 'maintenance' actions we do that affect tactics, but don't activate our chars.
In essence, InstantReplay would let you see what it would be like for the characters to be
interacting in their 'real-time', like watching RurouniKenshin, versus the drawn-out
sequence the games can be, a la DBZ.

I've demonstrated the same effect when playing FFT in avatar-based multiplay by running
the output of the Playstation into a hacked iLo dvd-rw unit (hacked so it will record despite
the anti-dubbing Macrovision signal), then playing the dvd-rw at 4x to 8x. It's great to
review kick-ass actions as they developed, and makes the battle seem more alive. In fact,
this approach (of making a little combat cartoon of gameplay) is how we suckered some of
our girlfriends into playing, since it seemed less boring to them when they could see the
whole picture.

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Putting the A's in W lm rt: A11smart, Jobclass: Retailer.
Post #123042
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Posted: 11th July 2006 18:49

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Black Mage
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::sniffs the air:: do i smell a rom hack for silverlance?

... increasing dificulty would be nice, a few more classes would be fun but unecessary.

Increased slots oh yes, I love my custom characters, there's always one named Adma.

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Adma <3 CoN
Post #123850
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Posted: 19th July 2006 20:09

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Chocobo Knight
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I would have to agree with the other story lines besides ramaza's but other than that a 2P fight would be cool to take on a friend like FFTA or an trade mode new enemies to kill, new levels, new jobs or Red IIIX in the game too.

--------------------
"Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it Bings"

What you call dog with no legs?
Don't matter what you call him, he ain't gonna come.
HEHE sorry
Wee FF VIII rules... XD
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