Hey everybody I just wanted to introduce myself.
I am new to FFT 1.3 but I am a seasoned Vet when it comes to FFT. I've been wanting to play the infamous FFtT1.3 for a long time and I have some down time so here I am.
First impressions is that this game is much better then I could have imaged. It's actually challenging and I love how the game forces you to be balanced.
I am currently in Act 1, I just killed Miluda and I am level 10. I'll admit the first couple of the fights in Act 1 where near impossible but I feel like i've picked up how the AI works.
I've been watching Key's Play Through and I just realized how much higher level he is. I've been really trying to minimize on the grinding. I guess I am just baffled why he is such a higher level. In Key's PlayThroughs he relies on trying to quickly as possible take down the story character by just nuking them in the first couple turns. It works for him, but I've been playing in almost the exact opposite way. I really try to milk the story battles, get crystals and treasure. I guess there really isn't a right way to play this game but I am concerned that maybe I am too low level? Maybe the scaling is broken when you are too low level? I also admit that I could be completely out of line since I am only in ACT 1 and that in ACT 2 I'll step on a trap that sets off 20 meteors.
Anyways I just wanted to say hi to the community and that I think creator did a great job on this mod.
Cheers,
Nearhan
New to 1.3!! A few Questions Hello!
Page 1 of 1
#2
Posted 18 August 2012 - 12:22 PM
Don't worry, level 10 is definitely not too low for Chapter 1. In fact, most people find themselves at too high a level in Ch 1 on their first try and end up fighting guys with vastly superior gear. The lower your level, the easier the enemies will be.
#4
Posted 20 August 2012 - 02:32 PM
ooooomg, meteor traps! MUST MAKE THIS HAPPEN!
Shouldn't even be too hard to do... Might even be usable for your advantage if the range works...
Shouldn't even be too hard to do... Might even be usable for your advantage if the range works...
#5
Posted 20 August 2012 - 02:47 PM
I'm actually only half joking about this. The trap mechanic is an underutilized tool. You could do a lot with it depending on the limitations.
-You could let people figure out where all the new traps are, decreasing predictability while increasing rediscovery
-You could overhaul the move-find system making move-find item a far more attractive strategic option for defense and profit
-It would be a good place to introduce the curse mechanic that I added to WOTL
-You could make some of the more repeated strategies obsolete by forcing people to be careful where they stand
-You could lure enemies into traps once you've learned where they are.
Would be a lot of work and a lot of testing, but there's some solid stuff you can do there.
-You could let people figure out where all the new traps are, decreasing predictability while increasing rediscovery
-You could overhaul the move-find system making move-find item a far more attractive strategic option for defense and profit
-It would be a good place to introduce the curse mechanic that I added to WOTL
-You could make some of the more repeated strategies obsolete by forcing people to be careful where they stand
-You could lure enemies into traps once you've learned where they are.
Would be a lot of work and a lot of testing, but there's some solid stuff you can do there.
Share this topic:
Page 1 of 1











