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  • in reply to: Secrets (possible spoilers) #1768


    I meticulously searched everywhere I went throughout the game but I was still unable to find the code for I think two of the coded doors inside wells. One of them was an icy looking room with statues, and I can’t quite recall the other. I also got 5 map shreds. Either they are very well hidden or I just missed them somehow. I doubled back through most of the game but missed them again.

    in reply to: Easier to read Hedge Maze Solution map #1721


    Sure, feel free! It could use some cleaning up for sure though, I lined over some of the letters and a few of them aren’t quite straight. And if you look closely you can still see the outlines of the little black arrows that used to be there from the guide source image. It’d probably be better to remake it with the same method than to use that version since it is a little rough once you get a good look at it. I think maybe some arrow-tips on the lines indicating direction where you double back might further improve user friendliness.

    The original version that I uploaded is 1506×934. If anyone wants that version e-mailed to them, just let me know.

    in reply to: Problems, impressions, suggestions #1513


    Argh, forgot something. That edit post time window really needs to be much longer.

    Two small bugs to report..

    The bridges that are destroyed at the beginning of the game still appear destroyed on the map even when they have been repaired.

    During the ending, the Moa racers don’t properly say the main character’s name. It was “[n] char1” or something like that.

    I often had to press my dig for treasure button several times to get it to work. Sometimes I had to walk off the tile, and back again to get it to work. They are usually in corners or against an edge of some kind so I did check all the facings first while pressing the key, so I assumed they function like invisible chests that you have still have to face to open and aren’t actually under you.

    in reply to: Problems, impressions, suggestions #1512


    You can also use the sub to dive into impassible tiles, but like you said, you can still resurface. Looks kind of weird though.

    in reply to: Team composition and builds. #1511


    By the time I finished the game, my Knight was level 42 and my Thief, Black and White Mages were 40.

    By about level 25 on my Knight was probably 65% of the total damage on my team. By level 40 he was probably 80%.
    There was a short period of time between 18-22ish where my Thief did the most damage on average (single target). Of course my Black Mage did a lot against large groups of enemies, but against boss types after the first half of the game he was in very distant second behind my Knight, with my Thief taking last. White Mage did very little damage as is typical being a healer.

    Overall I was happy with my Dark Knight, he was pretty badass. But my Ninja was purely support during the last half. His smoke bombs worked wonders against large groups of enemies and of course the items he stole were of great value. But his combat power seemed very, very low. By end game, his typical melee strikes were 600-900. His best special attacks didn’t break 1.3k a hit, even the AGI based ones and he had something like 320 AGI which seemed high enough for good stealing success. His specials were about the typical basic melee strike of my Dark Knight. I think he needs to get *some* bonus damage from his AGI. But part of the problem was I had to sometimes choose DEF items over ATK items because he wasn’t durable enough.

    My Black Mage’s damage varied widely. Implosion would typically hit for 1400-3000 depending on the enemy.

    I wonder how differently people will end up statting their characters? Especially things like MP and HP. I imagine the need for more HP/MP will vary a lot depending on the paths you took, gear you found, and how much effort you spent on synthesizing. I used it quite heavily, but never completed any Vanir gear because it ended up not being necessary for completing it on Hard and would have been overkill. What did you guys end up with towards the end? Without %rings, here is the HP, MP, and main stats of my party:

    HP 1705
    MP 418
    ATK 418
    DEF 370

    HP 1238
    MP 347
    ATK 214
    DEF 284
    AGI 325

    Black Mage
    HP 814
    MP 1320 (usually had +MP rings on him, otherwise he ran out very fast)
    INT 312

    White Mage
    HP 814
    MP 1672
    INT 295

    In the future, I think I will probably spend less points on Defense and Magic Defense, most of it seems to come from gear. Although I’m sure it helped a lot early game. I will probably use a little more on PRE though. It’s nice being able to attack before some of the enemies and thin out their numbers or debuff them before they do damage.

    *minor spoiler*
    I did use a whole level’s worth of points on magic defense on my whole party before I fought Helios though. And I’m glad I did, he probably would have took us out otherwise. That was the hardest fight for me, barely kept my people up.

    in reply to: Just Finished! #1486


    Unfortunately I did change the settings a few times, I did about 65% of the game on Grind encounter rate, but changed it to Normal after I started leveling ahead a bit too much. I also had save anywhere enabled (even though I never needed for party wipes or the like) but because I sometimes have to quit on short notices to deal with things in RL. And dealing with horrible checkpoint systems on various other games over the years has given me quite an aversion to repeating parts I’ve already done. 🙂 But I did it all on Hard difficulty. Do you still want the save for informational purposes? If so, which one? The one that reloads at “The End” or my save before the final fight?

    in reply to: Controllers #1439


    I believe it does but I’ve never used it. I used MotionJoy awhile back to play Dungeon Defenders but that was before my latest reformat and install. Probably worth a shot if it’s supposed to work with it. I’ve heard of people having issues with MotionJoy before.

    in reply to: Controllers #1437


    In my experience, PS3 controllers will simply not work with Windows without a 3rd party program. You can charge them I believe, but that’s about it.

    in reply to: Future Development #1422



    Knight’s Destroy armor attack should probably have the weapon hit sound attached to it as well as the debuff sound. Looks kind of weird the way he flies in there and silently stabs them.

    In the Abandoned Laboratory, this is a book with a small typo. It reads “\Jude the Obscure – Thomas Hardy”

    When you’re climbing down ropes/vines you currently do so with your back, instead of facing it. It also might look a little better if character speed was reduce a little while doing so.


    30-50% zoom out when using Ship/Sub and 50-100% zoom out when using Airship to aid in navigation so less map checking needs to be done. And/Or mini map toggle.

    Hidden Islands that don’t show on map until you see them.

    Randomized/Procedurally Generated Hunter’s guild kill targets (or if you’re feeling ambitions, monsters in general) that get assigned random abilities and assigned a monster model that would be relevant to those types of attacks and the level, etc. Perhaps a dungeon or a strange continent somewhere would host these creations. Something similar could be done for the Arena.

    Capture and train your own monsters to fight in an arena. Similar to the monster arena in Dragon Quest VIII. That was awesome.

    Ability to reset your character’s level up points so you can reassign them with a fee that increases with level, or perhaps one time only per playthrough.

    More Terrain variance underwater.

    Low chance for encounters against flying monsters while using the airship. Some of the enemies could be weak against Wind attacks which in my experience so far is the least useful spell element.

    Harbor Master that you can pay to get your ship moved to a different city-based port. Seems like it’ll always have to be left at the Northern continent as it is now? Not a big deal I know. Just a thought.

    Ability to choose from 1 of 2 advanced classes. For example: Knight to Dark Knight or Paladin.

    His abilities I believe could use some adjustment, Taunt and Human Shield being somewhat redundant for example. I know they are available at quite difference times, but Human Shield seems to make Taunt mostly worthless. Perhaps remove Taunt, rename Human Shield to Taunt and replace Taunt with something called Cover or Defend. A non-passive ability that has a decent chance to make him jump in front of and take the hit of an ally who is at 25% or less HP. Once per round at most. Other than lower mana costs, his Dark Knight abilites completely triviliaze most of his Knight skills. Zeal gets replaced by ground slam, Smite is only useful a few times when you’re almost out of mana. Why hit/stun an enemy instead of hitting them for much much more damage? and so on.

    Black Mage: Ability to cast spells on a single target. 10% more damage, 35% less mana cost. This would make them a little more efficient and useful at lower levels. Maybe a toggle key. Defaults to all targets, press a key, changes to pick a target.

    Crit/Dodge chance increased a little when at critically low health – adrenaline rush!

    And here are some things that might be a bit difficult, but might be nifty.

    3 levels of intelligence that are assigned to enemies, and the specifics of each adjusted by difficulty levels.

    Basic Intelligence
    Common monsters. Just do whatever, much like most enemies now that seem to randomly select from a pool of abilities.

    Moderate Intelligence
    Boss monsters, and other enemies that are a step above those that are purely instinctual or mindless that won’t try to apply debuffs that are already applied, might be able to *occasionally* cure themselves of debuffs if they are humanoid(use potions) or have appropriate spells. And Have a higher chance to focus targets together, provided things like taunt aren’t in effect. Common enemies have a chance to attempt to flee from combat when gravely injured or are the last one standing.

    High Intelligence
    Sentient Beings and other superior monsters. They take note if you’re immune to certain attacks/debuffs and don’t try to use them again, but they have to see the resistance first, not just innately know. Can cure/heal themselves occasionally if able, and will try to deal with high threat sources (Mage hitting them with spells they are weak against) and react by casting appropriate defensive spells.

    Cooldowns on debuffs, so enemies don’t spam them. Which can lead to annoying or drawn out fights and often leaves them doing very little actual damage to the players.

    That’s it for now.

    If you’d be at all interested, I’d love to come up with class/ability ideas. Just let me know.

    in reply to: Problems, impressions, suggestions #1416


    I just discovered it would be possible to get permanently stuck on the Master Fisherman’s island if you were to land your airship on the wooden dock(seems most wooden docks you can’t land on but you CAN land on this one) on the side of it and enter the tent because regardless of which direction you exit, your origin upon exiting is fixed. I imagine it’s unlikely for someone to get into this situation, especially with multiple save games, but it IS possible so I figured I’d mention it.

    Also, sorry for the spam posts but the edit window is very small. 🙂

Viewing 10 posts - 1 through 10 (of 34 total)