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File: 91mhJUPgrsL.jpg (593 KB, 1152x1986)
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I got to chapter 4 in reborn but honestly I really fucking hate the gameplay. Too linear, slow, cheesy in which you just aim to throw as much of your units to fucking kill the boss ASAP, no real sense of progression because class skills are locked to classes and you don't really get any neat classes.

Is the gameplay any better in SNES or PSP? I had a long break before finishing off Chapter 3 so I don't mind replaying the game again but I want something a lot faster and snappier and jesus fuck I'm getting annoyed at Reborn level cap and holy shit I have to wait for every unit to move and playing the waiting game to come to me is so fucking boring.
>>
Also I don't know I was rewatching the SNES scene vs Reborn scene on Vyce's death and I'm not a big fan of them adding that Vyce calls for Denim. SNES never mentions it. SNES voice acting sounded way more raw too.
>>
>>3847725
Many of these older SRPGs, like Tactics Ogre and FFT, suffer from being extremely slow and poorly paced, often with damage sponge enemies as well.

Unicorn Overlord, Midnight Suns, Fire Emblem, Fallout Tactics, Valkyria Chronicles 1&4, Mechanicus might be more your thing.
Or Jeanne d'Arc if you want something similar to FFT and Tactics Ogre but a little quicker.
>>
SNES, PSP Reborn are all mechanically different. But the missions are all the same, routing enemies. And slow because you can't skip animations. With that said I think Reborn plays the best
>>
>>3847729
>Many of these older SRPGs, like Tactics Ogre and FFT, suffer from being extremely slow and poorly paced
Is this like when zoomers can only play games on 3x speed while listening to a “video essay” on the other screen?
>>
>>3847732
>>3847729
FFT was workable though since you can get into some autistic grind and get rewarded for it. Tactics Ogre feels like an absolute slog because EVERY battle feels like a damn slow ass wait for the enemy to come, okay they're close enough. hyperfocus the boss and hope to god I can kill them off before their healers crit heal them and I run out of people to throw at them.

I really like Tactics Ogre story but my god I'm getting small snippets because those battles take fucking forever.
>>
>>3847732
Anon, a generic story battle in Tactics Ogre with you fighting is painfully slow.

>roughly around 15-20 units in a battle
>every unit activates, probably does some active skill to boost a stat, waddle over, play some attack or spell animation
>everything is followed by constant pauses
>units constantly go over a pickup on the field where they stop, play the animation, the stop, then continue their turn
>enemies are damage sponges, taking 3-4 or more hits to kill
>fight is further dragged out with enemies healing with magic & herbs, constant passive skill activations, enemies running away, etc
I grew up playing games like these and I have replayed Tactics Ogre multiple times. That doesn't change how absurdly slow it plays.

Do you think chess would be better if it took 10 seconds to move a piece one you or your enemy decided to move it?
>>
The issue with TO is its maps. While beautiful, it just takes so many turns of doing literally nothing until you can start interacting with enemy units.
It's especially hard for melee units that get stuck one behind the other, not being able to just move past even their own allies to get an attack in.
I've only played the PSP version and besides that and undead enemies being a slog I didn't find the gameplay that bad. The AI moves fast enough I guess and the menus were snappy.
The real issue PSP had was with unit planning and building because holy shit what were they thinking with that kind of skill grind and material grind for crafting?
I immediately just started making my own version of the game because it was pretty obvious I was going to end up with a team full of Ninjas with shortbows and Archers otherwise to protect my sanity.
I think it's pretty fun if you remove most of the useless fluff that bogs the PSP version down, but if we are comparing vanilla then Reborn is more streamlined for the casual gamer.
>>
The TO battle pacing issue would be fine if the game was shorter, had faster progression and fewer filler battles. Big battles are fine but they have to feel impactful.
>>
I don't understand people who lump Unicorn Overlord with those other turn based SRPGs
>>3847729
>>
>>3847754
You are overlooking the fact that people have preferences.
There is Battle Brothers and Fire Emblem whose number of units are so long that a single fight can take hours. And people have no problem; it simulates a war in turn based presentation.
Yes it's a slog if you are expecting a bite-sized SRPG - but that's not what they are aiming for.
>>
>>3847725
I prefer SNES/PSX
PSP is almost identical to reborn with less QoL and even more obnoxious class leveling system, although you no longer have the hard 4 skill slot limit.
>>
>>3848029
PSP had 10 skill slots but a bunch of them are things that used to be innate in the original or got folded into gear in Reborn.
>>
>>3847995
Because Unicorn Overlord is similar in many ways to FFT and TO and I shouldn't need to make an obvious list for anyone that has played the games.
>>
>>3847997
Except what makes TO combat a slog isn't something intentional. Pauses, slow animations, frequent turn interruptions is all unskippable and happens for every single unit on the field. That alone doubles the duration of the fight for no benefit to the player.
Then you have other stuff which severely slow the game's combat and pacing down.
>>
>>3847732
Cope squaresoft slurper. Tactics ots ogre now and goyslop fantasy tactics runied jap srpg's forever.

>>3848029
Thw snes/ps1 versions are way less aids at the end of the day, I will admit
>>
>>3847997
I never even mentioned unit numbers. I was commenting on how terrain traversal and unit engagement worked.
>>
>>3848215
>Because Unicorn Overlord is similar in many ways to FFT and TO
Nope, they are barely similar, the only thing similar was you can play with generics and Japanese, and the Ogre Battle connection
>>
>>3848223
>Except what makes TO combat a slog isn't something intentional. Pauses, slow animations, frequent turn interruptions is all unskippable and happens for every single unit on the field. That alone doubles the duration of the fight for no benefit to the player.

Literally every other clunky TB JRPGs have these problems. And there are lots of them.

The only SRPG that doesn't have slog problem is the GBA/DS/3DS Fire Emblem games since you can skip animations and dialogues seamlessly

>>3848284
Then you fail to realize that it is a universal issue among grid based Japanese SRPGs not named Fire Emblem.
>>
>>3848304
>Then you fail to realize that it is a universal issue among grid based Japanese SRPGs not named Fire Emblem.
This part was quoting from this:
>>3848284
>I was commenting on how terrain traversal and unit engagement worked.
>>
>>3848302
>similar setup
>similar structure
>similar recruitment process of characters, building an army, customizing, class inheritance, etc
>both tactical rpgs
You have to be legit stupid to not see it and as such an utter waste of time to interact with further.
>>
>>3848304
>Literally every other clunky TB JRPGs have these problems. And there are lots of them.
Yet some are not even remotely as much of a slog. A fight in something like Jeanne d'Arc takes like half the time than in TO.
>>
>>3848317
>similar setup
stupid
>similar structure
even more stupid
>similar recruitment process of characters, building an army, customizing, class inheritance, etc
stupid to highest degree
>both tactical rpgs
you are truly stupid
>>
>>3848319
>A fight in something like Jeanne d'Arc takes like half the time than in TO.
Because Jeanne d'arc has less amount of units & unit variety, more OP skills, less complex damage & armor systems
>>
>>3848330
None of that is why TO is so slow in combat. If you actually stopped and looked at all the things that eats up time in combat, it's things tied to constant interruptions with unskippable animations that take too long.
>>
>>3848302
>young man leading a resistance with their family and friends to free their country by building an army of generic and recuitable characters using a class and gear system to level up units as multiple classes and use unlocked skills with new classes in tactical battles
>no similarity
>>
>>3848333
>None of that is why TO is so slow in combat
But that plays a part. Amount of units and different type of skills they can execute will add up
Unit variety as well, in TO you have bulky sponges either due to their armor types or the amount of HP they had
Where is this in Jeanne d'arc?
> things tied to constant interruptions with unskippable animations that take too long
Jeanne d'arc has long animations as well
>>
>>3848335
oversimplification of TO
>>
>>3848339
>no you see if it isn't 1:1 it's not similar
>a green apple is not like a pear despite both being green, growing on trees, being fruit, etc.
>>
>>3848336
I like the level of mental gymnastics you go through to excuse pacing and slowness issues away in the combat with "no dude, it's just soooo deep" and being so stubbornly narrow-minded you won't budge from this position. Nevermind, I'm dealing with someone with the mental maturity of a toddler that will die on his hill.
>>
>>3848354
It's OK to admit you don't want to debate in good faith and just want to force your own opinions, saar
Also nice to see someone is on their high horses for no reason.
>>
all i know is this shit is too fucking slow holy fuck. i wish I could AI through the rest of the game but you can't even make your units OP as fuck so you're stuck doing it normally unless you want a dead crew
>>
>>3848355
>"argue in good faith"
>"force opinions on others"
You did the exact opposite of good faith and demonstrate narrow mindedness, learn some self awareness.
You disregarded everything I said to handwave it away because "it's so deep". Even literal animations which has absolutely nothing to do with depth. THAT is your level of delusion. Then you, like all narrow minded people do, cherrypick specific examples while ignoring everything that doesn't align with what they believe.
But telling a narrow minded delusional person that they're narrow minded and delusional is a catch 22.

Sorry for assuming you were a rational open minded adult, I won't make that mistake again.
>>
>>3848304
There are games you can press a buttonpress to hyper fast forward or skip entire enemy turns. Tactics Ogre doesn't have that because it was old and was never fixed. Tactics Ogre isn't even very deep or complex. Most of it is grinding and build autism.
>>
>>3848358
>Even literal animations which has absolutely nothing to do with depth. THAT is your level of delusion. Then you, like all narrow minded people do, cherrypick specific examples while ignoring everything that doesn't align with what they believe.
You really call that cherrypicking when you didn't came with any specific detail in your claims? Plus came with extra insults that absolutely wasn't related to the discussion.

And then you still try to act like the bigger person for some reason.
>>
>>3848359
>Tactics Ogre isn't even very deep or complex.
You're wrong, at least compared to most SRPGs. If you're comparing it in terms of map design with Fire Emblem, yeah TO is weaker. FFT & TO pales in comparison to Kaga's series in terms of nuanced gameplay and story integration.
>Most of it is grinding and build autism.
You're right about this, but that is what most people want in terms of complexity in SRPGs. Clever map design is only in Fire Emblem
>>
>>3848365
>You're wrong
Cool opinion and rant fanboy. You didn't even say shit about the skip function.
>but that is what most people want
Wrong again, you think everyone thinks like you and everything you think is true.
>>
>>3848309
>Then you fail to realize that it is a universal issue among grid based Japanese SRPGs not named Fire Emblem.
No idea what you're trying to argue at this point. That I should have expected enemy engagement to have that many empty turns because that's what they were aiming for with the design? Am I getting your argument right?
>>
>>3848369
>Wrong again, you think everyone thinks like you and everything you think is true.
Says the one who takes things at face value, no literacy at all. You dont even propose your own take, hating things without any reason
>>3848375
But Im not even trying to argue anything, this is literally every isometric SRPG out there where the downtime is watching the AI making movement
>>
>>3848378
>But Im not even trying to argue anything, this is literally every isometric SRPG out there where the downtime is watching the AI making movement
Well I definitely think FFT with its smaller maps didn't have that issue. Maybe it would be as simple as raising all unit's jump tolerance by 1 to make it more bearable in TO. I always felt that was the limiting factor much of the time. Maybe also allow everyone to wade in water and the ones that could don't have their movement restricted. Anyway I was talking about something very specific I noticed while playing TO.
>>
>>3848378
>Says the one who takes things at face value, no literacy at all. You dont even propose your own take, hating things without any reason
I said
>There are games you can press a buttonpress to hyper fast forward or skip entire enemy turns.
what did you say? That's right, fuck all.
>>
>>3848382
>There are games you can press a buttonpress to hyper fast forward or skip entire enemy turns.
What am I supposed to argue with this statement?
>>
>>3848385
You ignored it for a rant about nothing while the point you missed is that the skip features show you don't need to stop the game for your ebin complexity. You the pretended everyone else fucked up while you paraded on your high horse. Do I need to see every single animation, every time some tard unit picks up pointless pickup and shit? No I fucking don't. So they are not needed for your ebin complexity, fanboy. None of the slowness is.
>>
>>3848391
>You the pretended everyone else fucked up while you paraded on your high horse.
That other guy, or maybe it's you, is the one on their high horse. Nowhere did I claim FFT/TO sloggy way of presentation as superior. I'm just pointing out that the problem is universal in isometric SRPGs
>So they are not needed for your ebin complexity, fanboy. None of the slowness is.
The only thing I see is an anti-fanboy here. No fanboys were present.
>>
>>3848393
Why does your fanboy ass keep ranting about shit no one is talking or cares about.
>I'm just pointing out that the problem is universal in isometric SRPGs
Except they aren't as I demonstrated and you failed to say shit about. Learn to take a fucking L you fanboy drone.
>>
>>3848395
>Why does your fanboy ass keep ranting about shit no one is talking or cares about.
should I buy you a mirror?
>Except they aren't as I demonstrated and you failed to say shit about. Learn to take a fucking L you fanboy drone.
You demonstrated jack shit. You are just annoyed for some dumb reason.
>>
>>3848397
>should I buy you a mirror?
I entered the thread saying there are skip features so you don't need to show every single shit. I never moved from this point. You rambled on about everything but this. In case your clown ass didn't get the memo, this is you drooling on the floor about how you absolutely have to show this shit and that every single other game like it not only needs to show it, but do. You're fucking wrong.
>You are just annoyed for some dumb reason.
A fucktarded fanboy that plugs his ears to everything he doesn't like walking about about the amount of cocks he took this morning? Yeah, who would like a person like you.
Do you need to show and animate every single thing? No. Are there games that allow animations like this or even turns to be skipped? Yeah. Until you prove this shit to not be true, talking about how hard the """"complex""""" Ogre dicks you take makes is shit that isn't relevant. Take the fucking L and fuck off, no one likes you and thinks you're a fucking tard.
>>
>>3848401
You are projecting, all of it
Nobody is shoving TO on your face, you are imagining all of it in your head, schizo.
Oldfag schizo who thinks his big insults and words mean jackshit.
You love cocks so much that it sucks off your attention span, there are your "10/10 porn rpg maker games"
>>
>>3848403
>keeps rambling about nothing because nooooo big baby is never wrong about anything
You were wrong. End of story until you prove this shit
>Do you need to show and animate every single thing? No. Are there games that allow animations like this or even turns to be skipped? Yeah.
and before your tard ass says b-but why do i need to do that it's because you fucking said it had to be shown and said other games didn't skip it all to pretend it's not slow or a problem
What a fag
>>
>>3848408
>Do you need to show and animate every single thing? No. Are there games that allow animations like this or even turns to be skipped? Yeah.
>and before your tard ass says b-but why do i need to do that it's because you fucking said it had to be shown and said other games didn't skip it all to pretend it's not slow or a problem
I don't understand what you were talking about. Quote me, please in what you disagreed with me on
>>
>>3848411
Is this the point in your epic tard story where you claim no one, including you, talked about how slow Tactics Ogre is and where you talked against everyone how it had to be slow because of complexity and every other games does it? Ebin.
>>
>>3848416
"TO is allowed to be slow because it is more complex"
I don't necessarily claim it like that, I'm actually agreeing with you especially this one statement,
>Tactics Ogre doesn't have that because it was old and was never fixed. Tactics Ogre isn't even very deep or complex. Most of it is grinding and build autism.

But I also still think it's more complex than most SRPGs - even though it all boils down to build autism - I just think the systems are more detailed and fleshed out than most of them. Yes call me a fanboy on this one if you disagree - or at least provide an SRPG more complex - that is not older than it.

I still prefer FFT though - most of the complex things in TO are not that interesting to play around, just fun to theorize.
>>
op here why are you people so fucking autistic
>>
>>3848475
First day?
>>
>>3848475
>people
It's just one tard people feed replies to. Those tards should always be ignored otherwise you end up with +200 posts of tard wrangling.
>>
>>3847725
I played the Advance versions before I got into the original I think those were pretty fast paced and had a variety of fun side quests.
>>
>>3848475
That one guy who hurl insults all the time to show that he is an oldfag
>>
>>3848726
>act like an idiot
>get called an idiot
what a shocking turn of events
>>
>>3848788
Touche
>>
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>>3847725
Had the same thoughts after picking this up waiting for FFT
For better or worse, I zoomed zoomed to playing Triangle Strategy instead and it's been 10x more enjoyable while feeling like it's scratching the same itch
...besides build autism. Because the game is on rails as you can get. But honestly having 30+ generics that all have equipment and skill slots you can (and should) modify wasn't worth the squeeze for me even if it's clear TO is by far more ambitious, mature, and probably better designed.
>>
>>3847725
Tactics Ogre is a game where I like nearly everything about it aside from its gameplay. The PSP version is okay in the sense that you can just use Archers to overpower everything. I don't have any experience with Rebirth but from the sounds of it, it doesn't sound much better. There's a fan mod called One Vision based off the PSP version which sounds interesting as it aims to make all classes useful but I have not played it. SNES/PSone might be the route to go.
>>
.. in One vision mod:

I'm at the start of Chapter 2. What sort of skillsets i should be having on my characters?

Also, is this the point where i should get myself a Beastmaster? I'm guessing i'm going to need it later in Phorampa?
>>
>>3850292
The game is pretty freeform regarding the classes you need in your team to be fair. if you have two healers on your team + a couple of item users you can pretty much get away with any configuration -- from cheesing it out with Ninjas and Archers to having a bunch of Knights and turtling it up. One Vision is a bit less grindy than the base game, and even less if you use cheats for experience gain, so play it as you go and worry about min/maxing until Chapter IV and when you can do the New Game+ where you can time travel and jump between routes.
For skills, I would recommend:
>Tame.
Promote someone to Dragoon as soon as you can and learn Tame if you want to get dragons early and auction them for extra income, items in the store and a headstart to recruit Deneb in Chapter IV with her special class. Dragoons can help you deal with dragons and beasts quickly, so keep an eye on skills like Dragonslayer/Beastslayer and Draconology and Teratology
>Field Alchemy I + II
Don't rely on Presance alone to heal everyone. Have three or four frontline characters with it if you need to deal with a debuff quickly or use Mending Seed in a pinch if the computer is ganging up on one of your characters. Canopus is really useful with this one.
>Knights
They can't only heal status and not HP with light magic in the OV mod but their skill Aegis is useful if you want to heal someone in a pinch with a bit of HP + Fortitude before a Cleric can do it. Phalanx (the rename for Rampart Shadow in the mod) is useful if you can deal ranged damage with other characters.
>Wizards and other magic users.
Go with Dark for the debuffs. if you want to pick from the other elements, choose Ice magic because, in the mod, that school lets you use a buff for Resilience (magic defense) and a debuff to burn TP off enemies.
Hope it helps.
>>
>>3849623
Does it actually make all classes useful?

Also I played Reborn and didn't find archers OP, but maybe I didn't try for that hard enough. The game is fun either way. I know some people dislike the card system and I wish they remade it without that but gave you the option to playthrough with it as well. There's no reason they can't do that.
>>
>>3851082
Reborn nerfed the archers :/
>>
>>3847725
Literally every fight is the same or rather there are three fights:
>vanquish all (easy)
>vanquish overleveled leader (medium)
>vanquish all overleveled units and watch the chasm, but dont use ingame mechanics for necessary upgrades (hard or rather tedious)
That's all.
>>
>>3847731
>Reborn
Buggy hell
>>
I played all the older games that are like tor/fft including the two aforementioned.
Gungir, hoshi, vanguard aso..
Are there recent games that are similar enough? Lost Eidolons veil maybe or king Arthur trpg?
>>
>>3851151
All of the TO versions have their share of issues. the most relevant bug in reborn for most of your gameplay is that 2h weapons don't offer their magic damage bonus, but mages were generally better off going 1h + shield/dagger anyway since it makes them less likely to die.
>>
>>3851367
Shields are op, but there aren't many armor options in general for mages, armor like helms and shields.
The worst bug or class of bugs is the botched armor and elemental system.
>2h weapons
The way I see it, all 2h weapons boni don't work, not only for mages, but for other classes, too. Same with the stat boni for the off hand weapon. A ninja won't get double Str boni for two swords. That's likely the sole reason why they fucked this up, so that ninjas aren't too strong mid game.
>>
>>3851375
I have never seen bonuses in plural like cactus.
Anyway the worst bug is defense types not working as intended.
>>
>>3851436
That's what I'm saying. Armor aka defense types and elemental defense and attack boni. Armor not giving any boni. Worst part is that high water defense gives you flat % damage reduction TO FIRE.
>>
>>3851515
I misunderstood. This shit has so many bugs or at least misleading names and UI it's hard to keep track.
>>
>>3851522
I guess it's due to balancing reasons mixed with incompetence. The level caps are anything but fun. It's not even 'difficult', just slow and tedious. They could've remade the game entirely, but what we got was a sloppy remaster.
>>
>>3851532
Level caps + easy fast way to reach them is just idiotic.
If they wanted something like a level cap then just balance an encounter for level 5 and put a level cap at level 8 or something with NO extra way to reach it fast. That way a player that wants to grind (or finds a cool way to do it fast) can do it but they will never stomp the encounter.
>>
>>3851535
>NO extra way to reach it fast
Either this or have something like milestones for individual levle up, like kill 25 knights to unlock level 10 or so.
>Level caps + easy fast way to reach them is just idiotic.
1 forced training, lol
>>
>>3848280
The way you choose to communicate is insipid and uninspired. Please don't say anything at all instead. Thank you.
>>
>>3851375
>>3851436
>>3851515
>Weapons
2H Spellcasting bonuses in general dont work. Weapons generally only ever apply to themselves on use, except for shields due to their nature but you'd still carry an offhand option if they offer utility via specials or other things. Eg. 1H Katana + Bow Ninja were generally superior than Dual Wield for their ability to cripple enemies during the hardest parts of the game.
Btw ranged weapons feel like ass because the additional gear pieces that everyone gets by default tends to make them get memed on by their damage formula not being adjusted from psp when you had less gear. If you're strong enough to beat the damage scaling floor, then you'll do real damage.
>Armor
For whatever reason, it checks the defensive type that matches your equipped weapon. So if you use a slashing weapon, equip +slash gear. However, that only actually matters at the point where the gear curve flattens, since the other stats are more relevant.
>Elemental Wheel
This one is tricky.
STAB works, aka Fire with Fire gets a damage boost
Weakness works, aka Fire does more damage to Ice
Instills are a flat % damage on your attack and add whatever element you picked as a resist. This leads to stuff like Fire units running Instill Lightning for Water Resist.
And you get penalized for using abilities of an element you're weak to. For example, using Water attacks as a Fire character does less damage.
I know a lot of people complain that using an off element spell, eg Lightning as Fire should still deal SE damage on a Water unit, but IIRC in the original versions (SNES/PSX/Saturn and even TKOL since it uses the same system), you'd generally avoid using off element shit for offense because primary element (and terrain) were the most important modifiers.

Ruecession wrote a pretty detailed mechanics guide about what works and how they interact. Most of the issues dont actually matter until very late into the game when you get into bleeding edge optimization.
>>
>>3851535
>>3851624
>>3851532
If you dont spam training, you're not going to ram the level cap outside of Chapter 3 when you're frozen as enemies steadily move upwards and Chapter 4 during the dungeon spam.
Level Caps exist to help stat growth autism since MP is the only stat that cant be charmed, and a lot of classes are useful but suck to actually grow in when they messed up Agi/Avo as stats (but those were always jank even in OV due to positional floors).

Which reminds me, they have all of these classes and the only generics that matter for growth for humans (and hawks) are Warrior, Swordmaster, Rune Fencer, Witch/Warlock, Lich and Vartan. You can cope with Necromancer if they come with it by default too but its not a meaningful upgrade on Witch.
>>
>>3847728
>SNES voice acting
lmao
>>
What finally broke me was making a character, forgot the class, but like a Mage Knight mix. And it had a move like confuse or something. I was like, alright, cool, I can use my brain a bit. This will be fun. Then I notice it shows chance of success for the spell. It was literally like 1%. So 1 out of 100 it lands. Fuck that shit.
>>
>>3852560
>SNES to Saturn
Stack Dex
>PSP onwards
Stack Int/Mnd. Add Spellstrike.

Pure TKs have always been bad at landing ailments via magic. However, if you use 100% hit rate skills such as Fearful Impact, any status effect that's applied as a side effect of your melee weapon will always proc. Eg. The def down greatswords in Reborn or the stun weapons in OV.
>>
On the PSX version of TO, how do you change classes?
I have a bunch of base warriors/amazons at lvl 5 but who have +60 dmg but can't change classes.
I keep reading about class marks but none of the stores sell them. I assume there are stat requirements but I can't find any guides on whether classes have stat requirements.
>>
>>3854255
PSX TO don't have any classmarks - only attribute (STR, DEX, VIT, etc) and alignment (L,N,C) requirements
Try checking the info on the enemy classes you've not unlocked, it should reveal the class change requirements
Or if you are time-constrained go to this wonderful fansite (not mine):
http://luct.tacticsogre.com/academy.html
>>
It's really frustrating how I'm playing the PS1 version of Tactics Ogre but all the guides I find for TO are for Reborn. So a bunch of gameplay mechanics are completely different.
>>
How do the recruiting skills work in One vision mod?
So if i get a Beast tamer, i can train the skills to recruit beasts and dragons. If i change the class, can he learn the other recruiting skills? Can i put pretty much all of them to one character?
>>
>>3854506
you could go look for the SNES version since that and the ps1 are the same. might have better luck that way
>>
I want to like TO but I'm not really a fan of any of the game systems they have in play for any version. The closest one that resonates with me is LUCT but I dislike the fact that levels are tied to the entire class, not units, and level scaling makes it show no mercy towards your recently level 1 classchanged heroes
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Still one of my favorite characters in all of gaming.
>>
>LUCT
SNES/PSX/Saturn
>Wheel of Fortune/Unmei no Wa
The PSP remake. However the west decided for whatever reason to use the original subtitle.
>Reborn
The modern remake.
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>kill this beastmaster's griffin
>everyone on my entire team gets debuffed to deal shit damage
>start immediately getting raped
>>
Been trying the various versions, just to finally install Reborn again and notice it had voice acting! Makes it instantly the best version.
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>>3851086
They seem fine to me. Not great against armored units but great against enemy mages/healers/archers.

Which is how they should be, I think. Also, they still allow for targeting beyond the range squares if you have a bow. Which is great.
>>
One Vision Bros, what weapon did you give Denam?
>>
I remember dropping the psp version when I saw a valkyrie (rune fencer) use a summon, thinking to myself "cool, gonna recruit her", then she magically forgot all the cool shit she knew when I recruited her, because NOPE you gotta go through 20 tedious floors of a shitty dungeon to get summons because reasons, fuck you

Best version of TO is the chronicle valeria hack for the SNES game which sadly remains untranslated
>>
>>3859840
>Chronicle Valeria
Nah, that one is insane when it comes to the difference between generics/uniques. Hell, being one level down in some cases can make a character feel worthless.
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>>3859840
Yeah, the class based -leveling system is inherently anti-RPG
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How random is the loot in palace of the dead?

Would you say it needs a guide or should I just do run throughs? I'm not necessarily wanting to be maximum efficient.
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>>3847746
And make sure you breach or poison the boss or else most of your units won't be able to dent him because he'll have four cards.
>>
>>3847725
As soon as I get to chapter 4, one enemy group or another fucks me like a FOB Asian teen who just got her state ID saying she's 18.
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>>3861957
>How random is the loot in palace of the dead?
Pretty much RNG. You reroll the drop rate via Chariot or Quicksave trick if you're playing Reborn.
If you're after a drop from a specific target, killing the enemy from a different tile will reroll the drop chance. Better find a guide with datamined drops so you can easily spot your targets when you enter a specific floor.
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>>3863679
Cards dont modify your bulk. You're doing bad damage for other reasons.
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>>3861957
Not sure about Reborn but:
1st RNG layer is for the right enemy to spawn
2nd RNG layer is for them to drop loot and not a card
3rd RNG layer is for them to drop the right item in the lootbag
Oh and you have to make sure the enemies don't steal the loot or kill the enemy by tossing them into the void.
>>
Was on Chapter 2 chaos route and quit at that 2-stage castle fight where you 1v1 Vyce. Are you supposed to get Denam to the same level as Vyce for this fight?
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>>3864610
Even if you do, Vyce will rock your shit, most likely.
You're probably better off carrying a breach item, breaching Vyce, and hitting him with your finishing strike.
I used ninja shit to poison him from a shelf with the flight boots but...
>>
>>3859816
Always a 1h sword so he can use Lanselot's Lombardia.
>>
>>3857564
>Killing Ganpp's chickens instead of lowering his health enough for him to retreat from every encounter until you can recruit him in Ch.4
NGMI
>>
>>3857564
I do really hate that guy. He shows up as a boss later and he fucks your asshole.
>>
>>3864773
I tend to pick an element that's shared by both and elemental weapon and finisher but fire magic is so strong in OV, that you might as well let Denam or Cerya run around with Lombardia.
>>
>>3866778
>elemental weapon and finisher
In the original this only is useful in one of 8 cases. It's better to go a different route, as the finisher will obliterate the weak element anyway, especially after charms are used.
>>
>>3859816
I pick Spears because Lances are knightly weapons, but to be honest I have him tool around with a variety so that I can put him in almost any class.
>>
>>3867105
Eh, even in Reborn you still want to match where applicable eg Spear + Thunder or Hammer/Crossbow + Fire since it ensures that you always trigger the augment/character element bonus.
But if its a case like OV Lanselot whose entire gimmick is spamming Fire moves as a Paladin, then you might as well run Lombardia + Augment Fire because the finishers barely matter.
>>
>>3867415
I thought the augment bonus only triggers if you attack the corresponding element? Like ice axe attacking wind character. This adds ice bonus and the ice bonus gets the multiplier for the element it's strong against.
>>
>>3867534
Augment in PSP always triggers as long as you're dealing with that element.
Reborn is weird and the place where the augment bonus triggers is not consistent at all. For example, weapons behave as you said, but spells/finishers get a passive damage bonus if your element matches and a penalty if your element is weak.
IIRC spells for whatever reason don't get bonus damage if you do something like (ice > air as a thunder unit) but finishers do.
>>
>>3867599
That's how I remember it. Weird af, no doubt about it. I'm still baffled that we don't have a great tactics game without huge oversight. Fell seal and their pathbreakers follow up are among the best, despite being barely mediocre games.
>>
I'm playing with One Vision mod and i'm on my first playthru and currently i'm at early parts of Chapter 3 Neutral.

This battle in Qadriga fortress against the wizard Botis where Phaesta, Tamuz and Chamos are all incapitated.

Like, what the fuck am i supposed to do? There are so many enemies, and well the countdown timer for the incapitated units is So low. And also, since it's One vision i can't even raise them since i would lose my unit. Any tips?
>>
>>3868103
Is it the same? Does or change mechanics 9r story, too?
>>
>>3868103
The revive adjustment in OV is definitely one of my least favorite changes because of that specific fight. The only advice I can give is to try and bum rush Botis so he dies before the timer runs out.
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I completed Palace of the Dead. Wasn't even planning on doing it but got to the first shop, crafted some wands with the recharge, and then just kept going.

It is bizarre how itemization is so plain (still decent) but then in this place it just lights up. Rare shit dropping, which does extra stuff, even got a couple cursed weapons.

Getting ready for the Hanging Gardens next. I've heard the final boss is a bitch. I will make him mine. Then onto the post-game stuff I've never seen either.

I don't see how this is a 6/10 according to steam. This is what I wanted when I played the original ps1 version way back in grade school.
>>
>>3868281
>This is what I wanted when I played the original ps1 version way back in grade school.
Meh. The QoL,rewind mechanic, and the aesthetic upgrades are nice, but they added so much unnecessary shit along the way. 6.5/10
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>>3868291
The fact that units no longer just straight up die at zero health is huge. Means I don't need to level up well beyond the enemies to prevent deaths.

The Unit level stuff is okay. I would rather they just greatly curb exp gains if you're over the enemy levels but I see why they did it.

Classes having skills and spells, several passive options, the auto skills, all great improvements.

Even the cards is kinda nice. Positioning for the right cards with the right people is a good rng element. They could have made the enemy much harder if they would do the same.

The only thing I would consider a downgrade would be no random battles but phorampa wilds is nice for early money making.

9.5/10
>>
>>3868308
>The fact that units no longer just straight up die at zero health is huge. Means I don't need to level up well beyond the enemies to prevent deaths.
Or maybe you can just rewind (chariot tarot) and play better. The meta is not about powerleveling in the first place.
>Classes having skills and spells, several passive options
The original PS1/SNES version already had passives and skills, so it's not really a new addition.
>auto skills, all great improvements.
What is the reasoning with auto skills being great improvement? We all know RNG based activation skills (which is not even manipulatable in Reborn) is bad design.
>Even the cards is kinda nice. Positioning for the right cards with the right people is a good rng element
Adding more RNG bullshit to an already RNG-reliant game, "good rng element" indeed.
>>
>>3868352
You misread the first sentence. The original didn't have passives, far fewer had spells, skills weren't available til the very end of the game.

Auto-skills are manipulated via the cards. RNG is not bad design, it can change the next move that is made by applying or not. Which keeps it interesting.

You can't bullshit me, son.
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>>3868376
>The original didn't have passives
Classes have innate skills and special commands.
Ofc the most broken skills are only available late game
>Auto-skills are manipulated via the cards
Ah yes, the cards that also spawn via RNG
>RNG is not bad design
Not if it is manageable, but if it's totally random with no player agency?
>Which keeps it interesting
Well if you love your RNG there are better games out there that make good use of it
>You can't bullshit me, son.
You are the one bullshitting, calling things "good" and "interesting" without any justification other than arbitrary statements. Maybe that's why you love RNG so much
>>
>>3868308
>Even the cards is kinda nice.
No, wrong.
>>
>>3868281
The gardens have no boss but strong enemies. Iirc +10 level each one and wearing mostly the best gear.
>itemization is great in tor
Idk, could be better. Works well though.
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>>3868384
I agree mostly, but just as a counterpoint, there's a limit to how much agency a player can have before it isn't a game anymore. If the player has complete agency, they just declare that they've won. There has to be some element of the game's interaction that the player doesn't control.
So what you're actually bickering over a personal preference about where to draw that line.
That other anon is stupid for presenting their personal opinion as anything else, but you're a bit of a hypocrite for not recognizing yourself doing the same thing.
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>>3868401
>you're a bit of a hypocrite for not recognizing yourself doing the same thing.
Never claimed my own opinion for being superior or perfect - I am just questioning his reasoning - which I see alot of Reborn fans seem to have.
If his claim about the validity of Reborn's changes were explained well I wouldn't have argued so vehemently - probably I will just state my disagreement and mismatched personal preference.
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>>3868420
The changes are great. You just can't handle any RNG apparently. The people who hate Reborn want total determinism which is the stuff of cucks.
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>>3868428
OK RNGCuck - go have fun playing Smash Bros with items on.
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>>3868436
Only baseball bats. That's how it's done.
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>>3868428
Some people just want, you know, tactics in their tactics games. Which Reborn got rid of, hardcoded everyone's AI to "zerg rush", took away any unit customization attempts and shat around dumb eyesore cards to please the smoothbrainers like you. Enjoy, I guess.
>>
>>3847729
>>3847995
>>3848215
I consider Unicorn overlord more like a successor to Grand knight history or Soul nomad in terms of gameplay
>>
>>3868438
The reason items are turned off in competitive smash isn't because of any of the individually togglable items
It's because if even a single item is turned on, the game also turns on all item carriers (crates, barrels, capsules)
These item carriers have a random chance to explode instead of contain items and the spawn points and spawn interval of these carriers is random.
One can spawn inside an active hitbox, then explode and kill you.


>>3868445
It's because Ogre Battle and Tactics Ogre get lumped together by virtue of being the same series even if the gameplay is different
So Unicorn Overlord also gets tossed in with the isometric turnbased games even though it's like Ogre Battle and not like tactics Ogre
>>
>muh cards boogieman
They're so easy to neuter if you know what you're doing.
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>>3868510
It was an unnecessary addition in the first place
Doesn't make any sense whatsoever
Auto skills as well, equally bullshit
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>>3868510
This is the same argument people use for FFTA laws.
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>>3868513
I don't dislike auto skills. No random chance equals in boring game play or worse, if enemy has equal or stronger units, same skills and gear and has more units, how will you ever win?
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>>3868523
The only people complaining about laws are the ones that dont realize how much the game stacks the mechanic in your favor. Bosses like Ultima can be completely crippled with Ban Charm.
>inb4 Dmg2:Animal
That law shows up very late into the game and you should have access to multiple counters.
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>>3868528
By accumulating advantage buying yourself more turns? And RNG does exist, it's called status effect chance miss chance and critical hits. I swear Reborn fans have negative IQ, what was that question.
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>>3868532
Almost as if you completely misses the point of unnecessary bad mechanic, congratz.
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>>3868534
All I'm gathering is that you're too incompetent or lazy to engage with the game so you cry about it being "bad" and "unfair".
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>>3868513
>>3868533
If you have to rely on cards or auto skills to win a map then your strategy was shit from the beginning.
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>>3868535
No. That's you misconstruing what I said so that you can appear as an idiot once more.
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>>3868537
The only one making himself look stupid is you.
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>>3868523
>>3868534
>>3868537
You have complete control over the laws in every fucking map because they operate in a predictable order and if that wasnt enough, you get the ability to delete any particularly annoying ones if you're caught off guard very early on.
There are so many other things about FFTA that are annoying like the quest item shit but somehow people harp on a trivially solved "problem".
This isnt like the cards/auto skills in Reborn that are completely random and out of the player's control. Stupid comparison.
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>>3868539
Yeah I'm sure you looked very smart when you went
>git gud
for a system where i can simply walk a few tiles and reset the laws in. Not that's it's a terribly implemented system that's horrible to engage with and that's why the game does everything in its power to let you skip engaging with it. I'm also sure your generalized statement of "The only people complaining about laws are bad at the game" was not an idiotic premise at all.
But yeah
>no u
is going to save you

>>3868543
See above. The system wasn't annoying unless you forgot to basically turn it off. That makes for a terrible system. And I wasn't comparing it to the horrible Reborn cards. I was comparing that this post >>3868510
makes the same "excuse" for a terrible system that you only dislike because you're bad at the game to "neuter it". Ridiculousness at every level.
>>
Laws made more sense thematically and despite the horrible execution FFTA1 had on it (being random, easily avoided and manipulated to make enemy units completely becoming sitting ducks), TA2 showed how it can be integrated to map design. TA2 is not perfect either, since the only punishment you have for breaking laws were no item use and no revival - it could've been much more than that. And enemies should have been affected in some way.

Meanwhile if they explained why those cards spawned in front of your face while 1v1ing Vyce/Leonar I would appreciate it more, but sadly there was no attempt at all to give the player a bit of background information.

And overfeeding the bosses with those cards is just artificial difficulty at its finest - it's a strategy game at its core, map design should be what the difficulty is.
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>>3868552
>Random
FFTA1's laws arent "random". They follow a fixed order that increment in sets of 1/2/3 based on progression.
>FFTA2's punishment
No revival, no bonus item and more importantly no clan skill. FFTA 2's itemization and lower AP gains makes it a very bothersome punishment for a very long time. TA2's laws are generally more annoying too like no damage > 50.
>Cards
Arent worth going out of your way to collect in maps. They trick players into thinking that they're broken by decking out bosses with a suitable set, but in reality they're just modifiers on existing calculations. That's why weaken/spoilspell can make a boss go from like 300 to 50 in a single application or your archer still needs someone to apply breach even though she has 3 strength cards.
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>>3868546
Laws are a non issue that you're blowing up into a big problem.
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>>3868569
I'm doing nothing of the sort. Claiming a system can be neutered as a defense about that system being badly implemented is trying to dismissing people's legit complains with a non relevant point.
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>>3868575
Laws aren't comparable to cards and you'd know this if you thought about their implementations objectively.
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>>3868583
I wasn't comparing laws to cards as a system. Why do you insist that was my point when I already answered that?
>>3868546
>And I wasn't comparing it to the horrible Reborn cards
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>>3868575
>legitimate complaints
Poor narrative weaving and map clutter, I'll give you those. I won't give you the complaint about enemies hitting too hard because you are given tools to counter enemies.
>>
Laws are fine because they are deterministic and the information is easily accessible to allow you to strategize. Simple.
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>>3868588
>I won't give you the complaint about enemies hitting too hard because you are given tools to counter enemies.
Don't. Difficulty is not what I cared about. They might as well have the enemy bosses have "unfair" stats for their levels and I wouldn't even bat an eye.
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>>3868590
Your best and easiest strategic options are to:
1. Get rid of the law by manipulating the date
2. Get rid of the law by spending an anti-law card
3. Introduce a law that prevents enemies from enacting their strategy
If you choose to go the hard way because you refuse to do those things then be my guest. Having to fight "The Antlions" with a Dmg2:Animal stops being fun the moment you do it. If you think that constitutes strategizing then ok. It'd actually be more fun if the laws were not able to be ignored and made certain missions harder. But you'd have to get better laws and no permanent punishment, similar to A2.
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>>3868593
>FFTA2
>Better laws
FFTA2's unique laws are worse than the ones in TA1 by far. Please replay the game and tell me how much you like Wanted Florah banning you from dealing more than a trivially low amount like 50 relative to when it shows up.
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>>3868602
Similar to FFTA2 was referring to the permanent punishment.
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>>3847995
It's literal shills.
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>>3868562
What I meant by random is they aren't designed specifically for each fight properly. Maybe I should have worded it better.
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>>3847725
Is the PC port the best way to play this?
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>>3869083
If you want something that works right out of the box (but is broken behind the scenes) yes.
The PSP version is completely unbalanced and requires tinkering so I wouldn't recommend it if you plan on just a single playthrough. That said, I find it more fun to build units there.
There is a mod called One Vision that unfucks a lot of things in the PSP version but I wouldn't recommend it on a first timer because it does sweeping balance changes.
Just go for Reborn if you want a streamlined experience, the PSP version is for people that like to toy around with their own mods and tinkering of the game because it's more free.
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>>3869108
I tinker with all my games. I refused PC ports for being inferior or half-assed to their console counterparts. If the PSP version (modded) is better I'll go with that instead.
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>>3869113
The issue is that outside of really obvious stuff you wouldn't know what to mod as a first time experiencing the game.
>1. You'd have to balance exp gain for each skill yourself
PSP has some ridiculous grind for leveling up skills even if the game does not expect you to have anything maxxed out. To give you an idea, there are skills that gain 0.2/800 on every action that calls for that skill. It can be as rare as a 0.2 gain every time an enemy shoots at you with a projectile and you deflect it, which would make it impossible to level that skill up in any sort of reasonable playthrough.
>2. Crafting has a chance to fail
This is completely idiotic because you can cheese it by reloading a save but there is a cheat that makes it 100% so it's back to a non-issue
>3. Class balance. Specifically Longbow nerfs and finisher re-balance.
Longbows and to a lesser extend bows scale exceptionally well with dexterity in the PSP version, leading to a safe long range weapon doing a shit-ton of damage. Finishers on some weapon types like crossbows or spears can also be ridiculously strong so you're gonna have to find your own preferred balance there. Lots of other minor tweaks can be made here like lowering costs for skills, buffing healing a bit etc.
>4. Rare enemy drops are way too RNG dependent and some are missable
Now we are delving onto stuff that is actually hard to change. There are instances where missable recipes or items can drop on certain maps but are gated behind layers of RNG. Firstly, the right enemy has to spawn, killing them has to drop the rare item out of all the items AND you have to get to it before an enemy does. At least there is a cheat that makes it so that enemies cannot steal your drops.

Cont.
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>>3869202
>5. The leveling system is unfixable
You can definitely make it more manageable by having low level classes gain way more exp than high level classes but the main system's problem is not entirely fixable.
The way classes work in this game is that each class has a level that all units share. For example if you have leveled up the Warrior class to level 5 then anyone changing into a Warrior from now on begins at level 5. The bulk of your stats and skills are derived from your class level so that seems like a good idea to reduce grind. The issue is that when you are further into the game and you get a new class, that class begins at level 1. It becomes a pain to level up new classes by default so you tend to stick to what works and have already invested in. The aforementioned tweak makes things more manageable for sure but the issue will not go away entirely.
Another slight issue with the leveling system is that leveling up in a class raises your stats a bit. Units that get to level up in a class have better stats than units that immediately switch to that class, since the latter didn't and cannot gain any of the previous levels in the class (since it's now at a high level for anyone). This isn't as important and you can certainly eliminate all stat growths to make an alternative leveling system via cards yourself.
>6. Equipment requirements
Similar to the crafting stuff this is a baffling decision that you can easily negate. Equipment in this version has a level requirement in order to equip it. This is completely unnecessary because getting a high equipment for your level is mostly gated by story progression anyway. It also defeats any reason you have to go out of your way to discover or steal new gear if you can't use it. Easily fixed by removing the leveling restriction thankfully.

Cont.
>>
>>3869208
>7. Controllable guests
This is pretty nice to have since rescue missions with suicidal AI can drive you mad. You can choose to just give the AI general orders like "Fall Back" or "Attack" or you can manually control it.

I think these are the glaring issues with the PSP version you'd have to tinker with, and some of them are not easy to fix.
One Vision deals with most of them but my issue with it is that it also does its own thing and it strays a lot from the vanilla systems.
I can look up some cheats if you want from my own playthrough which I didn't entirely finish IF you ever want to truly dive into the PSP fuckery.
>>
>>3869083
PC is better unless you plan on modding the game to the point that its practically unrecognizable and there are aspects of PSP that are still worse.
One Vision's existence pretty much killed the PC's modding scene because the "issues" in Reborn are a lot easier to fix.
>>
>>3869213
>modding the game to the point that its practically unrecognizable
You don't have to go full One Vision.
>there are aspects of PSP that are still worse
What are those aspects outside of the leveling system?
>One Vision's existence pretty much killed the PC's modding scene because the "issues" in Reborn are a lot easier to fix.
This makes no sense. Why would the existence of OV kill PC modding? Especially if the "issues" are easier to fix (they aren't).
>>
>>3869215
Reborn's issues are almost entirely calculation based. To pretend that those arent fairly trivial to fix once you actually know where the data is stored is a joke.
>>
>>3869227
Then why haven't they been fixed and the modding scene is "dead" according to you.
Simply saying "calculation based" means nothing for judging how trivial an issue is to fix. Accuracy and evasion are calculations that are just a value change away from fixing because the formula is there just unbalanced. The issue of defenses not behaving correctly and taking into account your held weapon might be harder to fix because you could have to mess with the formula in a code level than a simple data value change.
Those are also the least of its issues. Reborn lacks a whole class people enjoyed and the freedom of random encounters, hunting for recruits and gear. Those are not as easily fixed. Not to mention Reborn does a lot of things people dislike like level caps and random skill activation. I won't count those as issues because someone getting into Reborn can be assumed to prefer that design choice, but it certainly isn't the best version for many people that don't prefer that.
Moving on, you didn't answer my question about what aspects are still worse for the PSP ver. after mods which I'm genuinely curious about.
>>
No one cares to mod Reborn because OV exists and satisfies what a lot of people are looking for. Its not rocket science
>>
>>3869234
Its not a matter of the problem being "difficult" to fix because Raics has proven that if you really want to, most of the issues in PSP can be fixed outside of stuff like the level system. Its a case of no one really giving a large enough shit to fix the various mechanical issues that rear their heads at the late game because they're either satisfied with the current state of affairs or prefer to play the ~10 year PSP mod that has been promoted heavily throughout the fanbase.
>>
>>3869251
That wasn't the reason anon gave though.
If it's true then it seems that people who like the design philosophy of Reborn don't care about modding or fixing it. Those that would care find OV better so they don't bother. That makes sense to me.
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>>3869255
I guess. That's why this sentence made no sense to me.
>One Vision's existence pretty much killed the PC's modding scene
>because the "issues" in Reborn are a lot easier to fix
Unless I'm reading it wrong and "because" should have been a "despite".
>>
>>3869256
There are mods for Reborn. Its just that once again, the scene is underdeveloped because why bother when Raics already created a well made one for a different version.
>>
>>3869261
I can see a case of someone really liking what Reborn does differently with level caps, cards etc etc. But that doesn't seem to be a popular enough opinion to get a big pool of people that would bother with mods.
>>
>>3847748
After Alchemy Master it is impossible to go back to other srpg. Draw path with mouse, click attack from selection that pops up on enemy, animations get skipped. And most of the time enemies don't take more than two attacks.
>>
>>3869113
https://gamefaqs.gamespot.com/boards/999440-tactics-ogre-let-us-cling-together/79639566?page=1
Look for the mega link on the 2nd page, it has a lot of cheats for the customization of the PSP version. At the very least, you'll want 2x skill EXP gain, guaranteed drops and persuasions (all achievable with charioting, just with more time wasted), and the removal of level gating for equipment at least. The AI settings for Guests cheat is very handy too, because they will always try to kill themselves asap.
By the way, that wall of text above is all real and valid criticism because the PSP version is made to be as grindy as possible on purpose, it's not some accidental overtuning or an accident.
>>
>>3869533
not some accidental overtuning or an oversight*
Regarding the class leveling system in the PSP version, it's definitely fixable, unlike Reborn's gimped equip slots, random skill procs and lack of random encounters. All that is fucked on a fundamental level, beyond any repair.
The guy who made the EXP redistribution cheat,
https://github.com/gibbed/Gibbed.LetUsClingTogether
is certainly able to make individual leveling system out of it (he modded the same function in the code), and the game even supports overriding the class level with unit level, as seen on Guest units (i.e.they won't lose levels if your party's level is lower than theirs). Moreover, there's a cheat to extend that override to the entire party (as if everyone were a Guest), fixing the most glaring class leveling system's flaw detailed in >>3869208
It's this:
_C0 Individual Unit Levels
_L 0x2000E690 0x34050000
_L 0x2000F038 0x9285004A
_L 0x2000FF94 0x00000000
_L 0x200460AC 0x92C5004A
_L 0x200BF1A8 0x9205004A
_L 0x200BF260 0x00000000
_L 0x200FF9AC 0x9245004A
_L 0x200FFBB4 0x9226024E
_L 0x20127460 0x9205004A
_L 0x20127588 0x9205004A
(for the ULES-01500 EU version, although I think the US version is the same, codewise)
It lets you reclass anyone without losing levels, but you still have to level their class for them to start gaining levels.
>>
Also, I'm not sure if these cheats are listed in that spreadsheet on the mega above, but still:
_C0 AI Command for Guests
_L 0x2004D748 0x00000000
_C0 Battle Recruits Keep Skills
_L 0x200460B8 0x92C50052
_L 0x200460BC 0x30A5007F
_L 0x200460C0 0xA2C50052
_C0 Battle Recruits Keep Equips
_L 0x2012755C 0x10000018
_C0 Can Reclass Bosses
_L 0x201288B0 0x90A7002B
_L 0x201288B4 0x10E00009
_L 0x201288C4 0x90A6002A
_L 0x201288C8 0x00C7302C
_L 0x201288D0 0xA0A6002A
_C0 Craft Success Rate 100%
_L 0x201285B4 0x10000015
_L 0x2012860C 0x340200FF
_C0 Hire More Classes from Shop
_L 0x2008D144 0x30A5000F
_L 0x2008D148 0x24A50001
_L 0x2008D14C 0xA0850000
_L 0x2008D154 0x00A03821
_C0 Random Encounter Always
_L 0x000CBEC6 0x000000A5
_C0 Random Encounter Never
_L 0x000CBEC6 0x000000A4
_C0 Random Encounter Normal
_L 0x000CBEC6 0x000000B1
_C0 Show All Skills To Learn
_L 0x201253F4 0x341700FF
_C0 Show Drops as Equipment
_L 0x20002080 0x80870009
_L 0x20002084 0x04E0000C
_L 0x20002088 0x28A20004
_L 0x2000208C 0x1040000C
_L 0x500268D8 0x0000001C
_L 0x00002090 0x00000000
_L 0x200020A4 0x00C92021
_L 0x200020AC 0x00862021
_L 0x200020B0 0x2484FFFC
_L 0x200020B4 0x00A52821
_L 0x200020B8 0x0A21D7B9
_L 0x200020C0 0x03E00008
_L 0x2012C4C4 0x0E200820
_C0 Show Drops as Equipment [Off]
_L 0x2012C4C4 0x0E21D7B9
Enemies forgetting their skills after getting recruited in particular is a pure "fuck you, go grind moar" from the devs to the player.
The crafting system is terribly implemented on the PSP, and is probably the only thing Reborn changed for the better.
>>
>>3869547
>gimped equipment slots
You are an idiot
>>
>>3869558
It said equip slots not equipment slots and I assume it was about equipping skills.
>>
I really should have finished my iso hex edits for encounters to fix the unique item grind but I got burned out at PotD to no surprise. It's a pain reading my shitty documentation now.
>>
>>3869559
Reborn has 4 skill slots instead of 10 because they converted a lot of commonly used skills into passives you always have access to providing that you wear the right piece of gear.
X Magic/Ninjutsu/etc behave like all non PSP releases (and ToKL) where you're given a set amount of spell slots and you assign spells based on need. Eg, a physical Valkyrie might run Heal, Instill and two filler, but a magic one would carrt Fireball, Salamander and supports.

Reborn is an attempt to find a middleman between the SNES/PSX/Saturn releases and the PSP version.
>>
>classmarks remove all the satisfaction of unlocking new jobs
>new classes start at level 1
>equipment is tied to level so those level 1 units have to use starting equipment
>units recruited through battle magically lose six skills INCLUDING THE SKILL SLOTS, all level 4 spells and summons
>newly recruited knight might be the same level as your level 30 knight but doesn't have all the skill points and weapon levels as the knight you've been using since the start of the game, so what's the point?
>hmmm maybe I'm going to recruit a new unit, kill it off and harvest its skills to speed up the process? Oops, units have three hearts so you have to kill them three times and use a silver oberyth for some reason, for maximum tedium
>crafting has a chance to fail, just so you can keep reloading over and over
there a re probably other things that piss me off about the psp version but it's been a while since I played it, I just don't get what they were trying to achieve with all these mechanics
I heard they got rid of random encounters for reborn? What the fuck
I thought the emblem system from Knight Of Lodis was great, why not bring that mechanic back and build upon it?
>>
>>3869983
PSP had a lot of systems that were clearly put in but never playtested to flesh them out. Take prevailing element in maps for example. Interesting concept that does absolutely nothing because the numbers just aren't tested. Maybe they didn't have much time to balance out the game and fine tune the player experience.
>>
>>3869983
>>3869986
oh yeah and one of the most important parts, they removed the training mode that was in the SNES version, because I guess automating some of the tedious grind was a big no-no
>>
>>3869837
>middleman
And then decided to add auto skills and buff cards for no damn reason.
>>
>>3869983
Honestly those design choices are so questionable, chaotic evil jankness
>>
>>3870010
>no reason
Half of the TP commands became auto skills because some of them would be broken if they ran on MP.
>>3869983
Reborn got rid of randoms because PSP added a bunch of grind zones with infinitely repeatable fights that almost everyone farmed anyway. Which then made it rather annoying to access certain races for obvious reasons.
>>
>>3870037
>some of them would be broken if they ran on MP
And is there something wrong? There is a reason MP starts from 0 and why MP-charging skills are highly valuable in the first place.

PSP's version was OK, although if I were them I would remove finishing moves and TP system entirely

Trying to overly tune resource system only to make it even more RNG-based where the only way user can influence it is by increasing the odds, which requires to get a buff from even more RNG-based spawning cards are ridiculous. This is not balanced.
>>
>>3870038
Removing the finishers is easy, I also hate them. The TP system is ok, I like having to manage enemy TP so that they don't get to unload their most dangerous attacks, it makes crowd control really valuable.
>>
>>3870038
>>3870164
Finishers already existed in SNES/TKoL.



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