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FF6 - Brave New World
09-04-2013, 07:20 PM
Hey all, another new register. I found out about BNW from the Betus Beat like so many others, and I'm enjoying the heck out of it. I'm up to the final string of bosses in Kefka's Tower, so I'll hold off on my full list of comments, but I saw you were looking for feedback on GP Rain, so I gave it a go.
There's a number of problems with it. First and foremost is that you find Heiji's Coin at roughly the same time you get the Fixed Dice, way at the end of the game, which begs a comparison. Assuming you haven't changed the fixed dice formulae, it breaks down like so:
Making GP Rain attractive will take some finesse, but here are some suggestions:
It's probably fine for the attack to be relatively expensive. You don't want it to be a permanent replacement for Slots. But ideally, a player would pick it up and give it a try and say "Dang!" but then maybe save it for later when they have more money to burn. But that first impression is important: it's much better for it to be seen as a notable amount of money for a great attack, rather than a modest amount of money for a pathetic attack.
And it'd be a dumb gimmick for sure, but you could also potentially change the move's name to make veteran players give it a second look. :p
Plenty more to say on this awesome mod, but I'm gonna finish the game first. Back soon!
There's a number of problems with it. First and foremost is that you find Heiji's Coin at roughly the same time you get the Fixed Dice, way at the end of the game, which begs a comparison. Assuming you haven't changed the fixed dice formulae, it breaks down like so:
- GP Rain: 60 damage per level, 30 GP per level, disables slots (so no free heals)
- Fixed Dice: ~142 damage per level (assuming use of Daryl's Soul), no GP used, doesn't sacrifice slots
Making GP Rain attractive will take some finesse, but here are some suggestions:
- Make Heiji's Coin available much earlier, possibly in Daryl's Tomb.
- Buff its damage. It's already buffed compared to vanilla, but it needs to do impressive enough damage to justify the loss of Slots. If it did the damage of a typical winning slot combo, guaranteed, it could be worth losing use of Go Fish and making Setzer use Cure 2/3 to heal instead.
- Eliminate split loss. In the context of the above, this seems like a no brainer.
- I'd be surprised if this were technically feasible, but giving it free targeting (like a typical spell) and scaling the GP used by how many enemies were targeted. To my mind, that'd be the ideal model for the attack, but it'd probably be a pain to implement.
It's probably fine for the attack to be relatively expensive. You don't want it to be a permanent replacement for Slots. But ideally, a player would pick it up and give it a try and say "Dang!" but then maybe save it for later when they have more money to burn. But that first impression is important: it's much better for it to be seen as a notable amount of money for a great attack, rather than a modest amount of money for a pathetic attack.
And it'd be a dumb gimmick for sure, but you could also potentially change the move's name to make veteran players give it a second look. :p
Plenty more to say on this awesome mod, but I'm gonna finish the game first. Back soon!
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