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#and like 90% of the players are choosing the same choice
corpocyborg · 1 year
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Just started a full renegade play through and god some of these choices remind me why I normally play renegon. It’s not the immoral choices that bother me, it’s the inconsistency. Sometimes you come off as a no-nonsense hardass willing to do whatever it takes to get a job done and other times you just come off like a raging psychopath. Full paragon is generally way more consistent with their characterization but full renegade can’t decide if they’re willing to make harsh decisions for a greater principle or if they’re sadistic, if they’re reckless or if they have a stick up their butt, if they’re strong and silent or whiny and accusatory, etc. And this could potentially work if the hypocrisy was acknowledged and incorporated into the story as a character flaw, but half the scenes feel like you’re just terrorizing people and they’re just laying down and taking it. To be fair, they get a lot better about this in later games, but I wish the characterization was more consistent and I wish there were more realistic reactions to renegade behavior. Maybe it’s because game designers know most people don’t do those kinds of routes and they’re worried that if they had genuine consequences for bad behavior, even less people would do it, but in my opinion, that type of narrative works a lot better when it feels like there’s actual stakes and also rationale for the behavior. There’s several distinct times where renegade choices could have easily been presented as “sacrifice for the greater good” or something along those lines, but for whatever reason they put in dialogue where you’re just being an asshole instead. Killing the rachni queen, for example. The base idea is good. You’re unsure if you can truly trust her. Are you mercifully saving a benevolent creature or is it fooling you and you’re unleashing a terror onto the world? That’s a great idea, but the dialogue doesn’t present it right. And then there’s too many times where the renegade decision just seems completely illogical. Like on Feros, what reason do you have to kill the colonists instead of incapacitate them? It’s just as easy to incapacitate them, there is no loss to it, so if you still chose to kill them, you just come off as irrational and totally careless.  The narrative as a whole pushes the whole “renegade shep is ruthless but gets the job done” depiction, but they just don’t actually present it consistently. Which, again, could work if it was played off as Shepard making excuses for their behavior or believing they’re doing the right thing but just going too far due to losing sight of the bigger picture or something like that, but the inconsistency doesn’t come off as an intentional character flaw of hypocrisy, it just comes off as inconsistent writing. I know they’re less motivated to write that story well because it is so much less popular for the average player, but maybe it would be more popular if they wrote it better. Don’t get me wrong, I love renegade Shepard, just... the one that I’ve created in my head and pieced together from the well-written parts of renegade dialogue. Or more like the one that the narrative promises but doesn’t consistently deliver.
#i'm sure people have been over this a thousand times with how old this game is#but still#if you're offering players 2 choices#and like 90% of the players are choosing the same choice#it is possible you're offering the wrong 2 choices#compare to for example walking dead telltale season 2#which is only on my mind because i was playing it recently#but it is notable how close to 50 50 every choice is in that game for what players most often pick#because the choices are HARD#and i'm of the opinion that you can generally play clementine as more ruthless or more kind#but they both feel like they make sense#mordin and garrus are both way better examples of a well written renegade than shepard btw#so like... they know HOW to write that kind of character#they just chose not do it consistently for some bizarre reason#like the least moral version of mordin you can imagine who never stops defending the genophage#or a garrus with no influence from paragon shep who is all vengeful and harsh#they are still better written than renegade shepard is in certain dialogues#the real problem imo is games don't like to make your decisions hard and honestly most games are afraid to let their players struggle#they are convinced that most players don't want that that they just want everything to be easy#and it is probably true of casual players but they're not the ones that are going to function as the heart of a franchise#anyway ignore me going off about 10 year old games and topics that have probably been hashed out a thousand times several years ago haha
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slasheru · 5 months
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game dev/design tips you didn't ask for, at random:
don't start by designing your game around the engine; come up with/refine/design/test your core mechanics INDEPENDENT of an engine and then FIND AN ENGINE that suits your game's purpose! (aka the Reverse Dragon Age Inquisition)
Fun Fact: The devs of Mass Effect said that, roughly, even though there's an equal amount of Paragon/Renegade (aka "good"/"evil") content in ME, 90% of players just chose all the Paragon options every time. Take this shit to heart!! Design choices that go beyond "good" or "bad". Design choices that are interesting and would make an "all good" or "all bad" etc player actually HAVE to choose between more than one option that's VIABLE for the character they're roleplaying! Like, in BG3 terms, no "tiefling village vs goblin camp" choices. I wanna make you choose between keeping Lae'zel and Shadowheart in your party permanently. Don't be afraid to cut off content that players can't all access in one playthrough, but DO hint that the other content is ABLE TO BE ACCESSED if you make different choices!
Don't forget about sound design, especially UI/UX feedback. That shit makes or breaks an environment. Never QA test with your sound off, I can feel my old boss breathing down my neck RIGHT NOW
Organize your production pipeline, no matter how small of a project! I use Trello for producer shit and Jira for my bug list. Familiarizing yourself with how to properly log your own bugs by component and priority is key, especially with more than one team member! (I might actually make a QA megapost sometime ahdjks)
When you do something in the game that you wanna reward your player for (e.g.: selecting a dialogue choice that an NPC approves of! succeeding a skill check! new DM from your crush! you just looted 1 goblin bong! etc), remember to include JUICY FEEDBACK! This is a very unfortunate industry term wherein the JUICY refers to the actual crunchiness of the feedback: A textural response from the player that Feels Good. Like, Candy Crush has the juiciest feedback. Remember: Feedback should include UI/UX/a visual element, sound, be a clear result of a player action, and give a sense of WHAT you just accomplished at the correct SCALE (bigger bang feedback for, like, killing a world boss vs opening a lockpick chest). (You can Pavlov's Dog players into getting hype at repeated sounds by ensuring your feedback retains notes of the same sound or foley, or even just using the same sound fx across different progression points. Like layering in the same chimes with a level-up noise AND when you do something that gets you closer to leveling up, like earning XP)
When designing elements, remember: What does like LOOK like? What does this SOUND like? What does this DO to the world state of the game? What else does this AFFECT? Be cognizant of how stuff can chain affect the tone of the rest of your game!! QA often!!
Achieving a balance between HIDING all the numbers/systems/guts of your game vs having the player be aware of the systems and how they work can be a tightrope to walk! I personally err on the side of Hiding Too Much, but checking in with your testers or players to see if they can "feel" how the game works, or if it makes them get too minmaxy, can be super helpful! Remember to keep your design choices in line with your "x statement" (aka one-sentence directive about what you want YOUR game to be/feel like).
Save a fucking backup zip file of your dev environment RIGHT NOW and put in a separate place from your main PC. Like right the fuck now
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thelemoncoffee · 6 months
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i've been playing SAR alot lately (cause i really want a specific cosmetic i have to complete a season pass to get) and i've been having brain worms for Saiouma playing it together.
please, allow me to brainrot for a post.
for ye who are unaware SAR (Super Animal Royale) is a top down battle royale with genetically engineered chibi furries in it called Super Animals. i don't normally like battle royales but this one is pretty nice with a good community, lore, and very rarely makes items unobtainable. its a good one for people who are looking for a chill battle royale, 10/10 would recommend
anywho saiouma playing SAR. i have so many brainworms- mostly to do with how they'd play the game, cosmetics they'd choose, and what game modes they'd prefer.
i can see Kokichi having been the one to have found the game, or was introduced to it by someone else, and then dragged Shuichi into it cause he wanted someone to share it with. he'd defiantly into the classic royale modes (solo, duos, squads), and use to really love Mystery Mode before it was removed from the mode list (there's always mummers of it coming back, but it hasn't. he misses it so)
Shuichi on the other hand prefers the extra modes (SAW vs Rebellion, Bawking Dead) over the actual Royale, mostly cause the larger teams makes it less likely for him to die instantaneously, and in both cases death doesn't mean you are out of the game. in SVR your teams respawn but have a limited respawn count pool that's connected to how many points your team has left and the first team to 0 points loses, and in BD when you die you become a chicken zombie and get to be part of the respawning hoard attacking the remaining survivors. he doesn't like the stress being against 90% of the lobby right off the bat creates, so these two modes are all he ever plays unless Kokichi begs him to join him for a round of Duos.
weapons wise it's a bit trickier cause i'm not too familiar with all the weapons stats- hell i don't know the stats for the weapons i prefer- but fear not! i can uses the wiki to scrounge up stats and strategy information.
for these i'm formatting this a bit different cause there's two gun slots, a melee, a throwable weapon, and one power-up, so i'm going to do this but listing off the choices and explanations bullet point style. i won't list the melee options cause they are purely cosmetic, they all have the exact same stats and all choices are really just skins so it's pointless to list those off
Kokichi- Main gun: Hunting Rifle. Kokichi loves to makes this game hard on himself, so why not give him a really difficult gun to use, hell even the wiki is saying this gun is for experienced users. this thing needs to be reloaded ever shot, the reload takes longer than most guns, and it slows player movement the most out of any gun in the game (it's tied with the BCG in player speed but still). HOWEVER! despite this absolute bullshit, it's great gun in his hands cause if you know how to shoot it right you can break any level of armor in one shot and do critical damage to someone who's unarmored. Secondary gun: Thomas Gun. to combat his stubborn ass difficult main gun habits, this is his favorite late game gun. it's not too easy to find so when he can't find it he settles for anything he can get his hands on- but it's his favorite automatic cause it's great at destroying armor, doesn't slow his movements, and is designed for his preferred close range combat style. it's really good for when he get into the final 10 range and needs a quicker gun to wipe out his opponents in their now insanely smaller arena that is still rapidly closing in on them, threatening to suffocate them to death if they can't kill one another fast enough Powerup: Skunk Gas Snorkel. so the arena gets smaller via a ring of green gas called Super Skunk Gas that slowly suffocates you- there are also skunk bombs that people can throw to make smaller temporary clouds of it. this items allows you to take less damage while in the gas, and Kokichi, who loves to play games the hard way, would purposefully like to play chicken with the skunk gas and uses this to keep himself just a little safer Throwable: Banana. it's literally just a banana, you can use them to slip anyone both enemy and teammate and stun them for a few seconds. he uses these exclusively on his teammates to annoy the shit out of them.
Shuichi- Main gun: AK. imma be real i'm giving him my main guns cause i genuinely feel like my play style suits him. the AK is an automatic he picked up cause it's an automatic and that means he doesn't have to spam click, but kept it cause it works well with his tunnel vision game play style. it is one of the guns that slows you down the most when holding, and isn't the best for close combat, but put him in a small corridor with people running at him and he can plow them down with it while standing still (aha, i do that) Secondary gun: SMG. this is a lighter automatic gun that's bullet spread is pretty wide, so he uses it mostly when on the move and in wide open spaces as he moves from one cubbyhole of the map to the next. they also shoot a bit faster than the AK but that means nothing to him when half the bullets miss the target by the nature of the gun's balancing. Powerup: Ninja booties. these reduce the amount of noice your character makes while moving and increases your speed just a hair, they also hide your footprints that zombies in BD can normally see and follow. they don't actually help him out too much given he doesn't know how to stealth play to save his life, but they give him a sense of comfort to some degree and that's what matters Throwable: zipline. Shuichi- like most SAR players- cannot resist the sweet lure of a zipline to be mindlessly played on for way too long in the middle of a match, so why not be the one to deploy them and trigger the collective braincell? besides, he forgets he has the other throwables when they're needed in combat
okay, now i got that done, i know i made a post once where i assigned the V3 cast super animal skins, but that was based on which i think they'd be as characters, not as actual preferred skins. so now i present to you what i think Saiouma's main three skin choices would be
Kokichi- -his is pretty difficult for me to pick with cause there's a good few i think he'd really love. but my faves for him are the Alebrije variants of various animals due to how neon they are. there's six of them but the one i think he'd like the most is the tiger variant -for something less eyestrain tho, i also thin he'd like the pig on the principle of i hc that's his fave animal. i picked the Lunar Pig cause it's red and i also hc that's his fave color. he literally would use this just because it's two fave things in one -he'd also really like the dragons because dragons are fucking sick as hell, any skin would do but i think he'd get the Ice Wyvern first just because it's the hardest to get
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Shuichi- -similar to why i picked the lunar pig, Shuichi's main is the Yellow Bearded Dragon because i hc he likes yellow and reptiles. his favorite Reptile is snakes, but there's no snakes in SAR so he went with the cutest reptile option they had instead - i cannot be convinced Shuichi didn't see the Tibetan Fox, wheeze laugh at it's stupid face for far too long, then decide to get him simply for his own amusement -the Goth Possum is his second favorite skin in the whole game honestly, he likes how it looks like it has eyebags, and it's gothic
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okay i'm done now- i'd add weapon skins too but this post it too long as is, feel free to send me asks if you wanna know about those tho
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Some Doctor Who RPG Homebrew
TLDR: TARDIS Stuff, and Humanoid TARDISes
So one of the things I really liked about Doctor Who RPG 1st edition was being able to create a TARDIS with the rules in the Time Traveller's companion.
The level of customisability and the like was a bit lost in 2e, as TARDISes were made with the same system as your run-of-the-mill time machine, so I decided to write up an alternative homebrew system that's based on the 1e rules that basically models TARDISes as NPCS. I also chucked in rules for playing humanoid TARDISes, which is actually shockingly achievable in 2e if you're willing to forgoe a lot of the more powerful aspects of being a ship.
Full creation rules below the cut
Step 1 - Choose a Template 
TARDISes are constantly being improved upon and designed, currently almost 130 “types” of TARDIS exist. Talk with your GM about the kind of TARDIS that’s allowed, and pick from the following list of templates
Ancient TARDIS (Types 1-30)
An old, wise ship, with millennia of experience. It may be a little run down, out of date, and hell it’s a surprise it can even fly - but it’s yours.
Attribute Points: 16
Skill Points: 20
Distinctions: Ancient TARDIS (+Telepathy, +Vortex, -Barely Functioning), Chameleon Circuit (+Shapeshift, -Fragile System, prone to breaking). 
Story Points: 10
Decommissioned TARDIS (Types 31-60)
A ship found decaying in an old repair bay, quadrigger station, or only used as an academy training ship. A decommissioned TARDIS can be bothersome and a bit old.
Attribute Points: 18 
Skill Points: 18
Distinctions: Decommissioned TARDIS (+Telepathy, +Invulnerable, +Vortex, -a flaw of your choosing), Chameleon Circuit. 
Story Points: 15
Modern TARDIS (Types 61-90)
Top of the line, but not as experienced as other ships, a modern TARDIS is strictly monitored and hard to come by. Modern TARDISes tend to be quite argumentative, and stubborn - they are quite young after all. 
Attribute Points: 20
Skill Points: 16
Distinctions: Modern TARDIS (+Telepathy, +Invulnerable, +Vortex, -Flaw of Your Choice), Chameleon Circuit. 
Story Points: 20
Battle TARDIS (Types 91-101)
Born for war, the battle TARDIS is a heavily armed time ship designed to be deployed en masse. Some are even equipped with the ability to remove entire planets from the timeline
Attribute Points: 22
Skill Points: 14
Distinctions: Battle TARDIS (+Telepathy, +Invulnerable, +Vortex, -flaw of choice), Chameleon Circuit, Armed (+Carries shipscale 4/L/L weapons, -personality is impulsive and battle-ready)
Story Points: 25
Humanoid TARDIS (Types 102-106+)
TARDISes with the ability to take on a humanoid shape, walking, and talking with their operator. These ships are very rare and still experimental. Humanoid TARDISes are made as player characters (although they may be an NPC), with the Humanoid TARDIS distinction. This distinction gives them the ability to travel through the Vortex, and Shapeshift. However, it comes with the drawback that they are incredibly sensitive to temporal distortion, and can often become seriously ill in their presence.
Step 2 - Concept and Focus
Now you have your TARDIS template, decide its concept (e.g. Ancient Timeship, Stolen Training Craft, Traumatised War Machine), and its focus (e.g exploration, battle, survival, knowledge).
Step 3 - Distribute Attribute and Skill Points
TARDISes are varied and unique individuals, so distribute the attribute and skill points that you see fit. TARDISes, particularly older models, may have very high knowledge skills, whereas younger models may have a more physical distribution. The TARDIS skills are used when the TARDISes sentience decides to pilot itself, or in symbiotic operation as described in the Time Traveller’s Companion.
Step 4 - Experiences
Like player characters, TARDISes learn and grow from their past. Decide one experience that your TARDIS has before the start of the game. 
Step 5 - Distinctions
A TARDIS template comes with a number of prepackaged distinctions (with its story points already including their cost), however each ship can be further customised. Perhaps they have a cloaking device, or a weapon that can remove things from the timeline, etc. 
Each Distinction costs another 2 story points, as a PC. PCs may further customise the individual distinctions working with the GM, I’m not the boss of you.
You may wish for a system to be significantly ‘broken’ and for the distinction to be lost, like the Chameleon circuit. This increases the number of story points a TARDIS has by 2, and fixing the system would involve purchasing the distinction with XP, and then reducing the number of story points again. Damage to an individual system within the main TARDIS distinction might instead be represented by an appropriate flaw. 
Step 6 - Finishing Touches
Decide what your TARDIS’s interior dimension looks like, if there are any particular rooms of note (each player may want to decide on 1 or more room to add), and you’re done. 
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beevean · 1 year
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I'm thinking of getting into the Castlevania series. Are there any good games to play as a starting point (that's preferably not an NES game)?
Haha, yes there are :D
There are roughly three CV genres: Classicvanias, '80s and '90s platformers where you play as a Belmont, you only have a whip and subweapons at your disposal, the physics are stiff, and you're going to die a lot; Metroidvanias/Igavanias, the 2000s games where you explore the castle, level up, find equipment, and gain new abilities to proceed; and 3Dvanias, which it's self explanatory :P
I'm going to assume that by "NES game" you mean the Classicvanias, so I'm going to skip past them.
Symphony of the Night (PS1) is an excellent starting point, and it was mine. It's the first Metroidvania and by far the most beloved. It's the game that turned Alucard into the icon we know today and gave Dracula his tragic backstory. The game itself has a nice structure where it starts off as linear, then it slowly opens up, and the difficulty is on the easy side (perhaps too easy, if you know what you're doing: the game has a lot of little secrets). Add a great atmosphere and a superb OST, and you have a gem in your hands. (to note, though, SoTN is the direct sequel of Rondo of Blood, a Classicvania, and while it's not necessary to understand it I feel it enriches the experience. If you ever decide to play a Classicvania, RoB is a pretty good choice)
Aria of Sorrow (GBA) is the next most beloved game. It polishes all the little flaws of the previous games, including SoTN, and streamlines the experience. The main gimmick of this game is that the protagonist, Soma Cruz, has the power to absorb monsters' souls and use their power, so every playthrough is a different experience (unless you grind lol). Fun fact, this is the second to last game in the timeline, taking place in 2035, and it's very important for Dracula's character. It also has a direct sequel for DS, Dawn of Sorrow, which IMO was pretty good but not a first player's choice.
Portrait of Ruin (DS) is a personal favorite of mine :D you play as two characters at the same time, Jonathan Morris who is more focused on melee weapons and Charlotte Aulin who is more focused on magical spells, and instead of traversing a giant castle, you traverse a castle and go inside magical portraits à la Super Mario 64 lol. In my opinion a balanced, charming game. Some of the tracks were composed by Yuzo Koshiro of Streets of Rage fame, btw!
3Dvanias are a bit of a special case: I think they're worth playing, just not as your very first titles. Maybe after you tried these three?
Lament of Innocence (PS2) is the first game in the timeline, and it narrates how the Belmonts became Dracula's sworn enemy. In the context of the games of the 2000s, it's a rather odd beast: you play as Leon Belmont, so again you mainly use the whip and subweapons (but you can combine those subweapons with orbs you collect and increase your attacks exponentially), and the structure is similar to Mega Man's, in that you choose which area of the castle you want to explore via teleporters. You don't level up, but you unlock new moves with the whip, and there is a lot of 3D platforming you'll have to do. Excellent atmosphere and music.
Curse of Darkness (PS2) is technically the sequel to Castlevania 3, but you only need to know that Trevor Belmont killed Dracula 3 years prior. You play as Hector, a Devil Forgemaster who can forge weapons and monsters to help him in battle. The structure is unique in that you'll have to go from point A to point B, but there is the occasional backtracking you'll have to do once you unlock the right moves. If you can get past the very flat level design, the main focus of the game is fighting enemies to gain materials to forge equipment with, and level up his Innocent Devils like Pokémon lmao. It's one of my favorites and I think it's super fun, but I may be biased. Also another game with a stellar soundtrack.
These are my picks. I hope you have fun <3
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emblemxeno · 2 years
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I'm glad Fates' two base routes have about 90% of the cast be different. And even the neutral characters have reason to jump ship to the other nation; Kaze has his guilt for failing to prevent Corrin's kidnapping, the party literally saves Mozu's life, Azura has the same "child of two kingdoms" deal, Silas is Corrin's childhood friend, and Felicia/Jakob are servants.
Yeah! And like... I don't wanna keep bashing 3H on this point, but literally the only reason most characters will join Byleth on whatever side they choose is because they're cool. That's literally it. They've somehow been the best teacher in the whole universe and they probably have good enough support points with them. That's all. Even with any kind of "explained reasons" for joining that doesn't have to do with Byleth, it's all moot because if those reasons actually had impact, they would join without Byleth having to do anything. But they can't.
Corrin had to prove through words and actions that his cause and him as a person were worthy to fight for, and even still, he's not the one who ultimately makes the decision for people to join or have them fight for him. When Kaze or Silas betray their countries for Corrin, they are well aware of the kind of choice they've made but do it anyway because that's in their characters, not something in the hands of the player.
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kidnappedbycartoons · 2 years
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Iroh's influence on Zuko's redemption arc
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I know that Zuko's Redemption Arc is seen as one of the best in TV history. I mean, you can look up any top 10 list about the best Redemption arcs and there's a 90% chance that you'll find him on the list. And I love zuko. That doesn't mean I think he's without flaws. And I think his Redemption Arc has some flaws as well.
I know Iroh's well loved within the fandom. But I have my issues with him when it comes to Zuko and Azula. I said in another post that I don't like how he treated Azula, by calling her crazy and saying that she needs to go down. Because I found it to be very hypocritical of him. But when it comes to him and Zuko, I understand that Iroh loves his nephew, but he was a little too adamant about Zuko going down the right path, that it got to a point where it didn't feel like Zuko's decision to change sides.
Because, throughout the entire series, he's kind of like the angel on Zuko shoulder, always telling him the good and moral thing to do. And even in the Lake Laogai episode, Iroh starts to get pretty pushy about Zuko's destiny. He keeps telling Zuko that his destiny is up to him. But then he also keeps pushing him towards a path that he wants Zuko to walk. Like, he tells Zuko not to stir up any trouble, because it could affect all of the good things that are happening for them. And when Zuko says that these are all good things happening for Iroh and that he might want more than a nice apartment and to sell tea, Iroh says that there's nothing wrong with a life of peace and tells him to think about it is that Zuko wants.
And then when Zuko goes to steal Appa and Iroh finds him, Iroh asks if Zuko is following his own destiny or one that someone forced on him. And when Zuko decides not to steal Appa, Iroh tells him he did the right thing. Here's my thing. Is it the same thing to tell someone to choose their own path, to choose their own destiny, and then tell them that they did the right thing when they do what you want them to do?
Because after Zuko battles that illness and is happy helping Iroh out with his new tea shop, Iroh is happy. But these are all things that he likes. You know what I mean? When Zuko does what Iroh wants, he's happy. And when Zuko does what Iroh doesn't want, he's disappointed. When the two reunite during the finale, he literally says that he was sad because he thought that Zuko lost his way and then says that Zuko has found it again. How is he supposed to know that? Because throughout the entire series, he's saying that Zuko needs to choose his Destiny and what his honor means for him, but then when Zuko does something that doesn't match up with Iroh's idea for his destiny, it saddens him. But when Zuko does, he's saying that you've found your way. It feels like he's giving Zuko two options. Either walk the road that ozai has laid out for him or walk the road that Iroh wants.
And it's treated like that in book 3 anyway. Zuko's main conflict seems to be about whether or not he can mend things with his uncle. He's worried if his uncle thinks that he did the right thing. Hell, when Toph comforts him during the Ember Island players play, she tells him that Iroh would be very proud of him. I feel like, Zuko was really given a black or white choice. I don't think he really chose what he wanted.
Because when Zuko tells Iroh that he's the only one that can defeat Ozai besides Aang and that he needs to take his rightful place as Fire Lord, Iroh says that it would be senseless violence and that Zuko should be the one to become Fire Lord. I might have missed it when I watch the show, but when did Zuko ever say that he wanted to be Fire Lord? I don't think that was ever a goal of his. Hell, he was telling IROH to take his place as Fire Lord, so clearly Zuko wasn't even considering it for himself. But he goes back to fight Azula and take the throne, because that's what his uncle told him to do. And I have an issue with Iroh for saying that it would be senseless violence for him and Ozai to fight since they are brothers, just to nudge Zuko to go and battle Azula for the throne? When did Zuko ever train for this position? Never. He doesn't know the first thing about running a country. He was banished for three years, has his own issues to work out, and lacks social skills.
This is what I mean. I feel like Zuko's Redemption could have been so much better if it was Zuko having this internal conflict in himself without so much of his uncle's pushing. Because then it makes it seem like he's just walking the path that his uncle wants, because he's a good person and he's changed and he's wise and all that jazz. Zuko looks up to Iroh and when he went back to the Fire Nation, yeah, there were little moments where Zuko was unhappy being there and not being himself, but most of his scenes had to do with him seeking guidance from Iroh, feeling conflicted over betraying him, and wondering how to make amends. I'm not questioning the good in his heart, because we see that he does have that, but it just feels like so much of it was Iroh's influence. There's nothing wrong with guidance, but there is something wrong with pushing your wants onto someone else.
Like Zuko said, did Iroh ever consider what Zuko wanted? Or did he think that he knew what was best for him? I don't know.
Also, I typed all of this on my phone, so if it looks weird or if there's any spelling mistakes, that's why. This was a spur of the moment post.
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nykloss · 1 year
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Okay but people are advocating to get niantic to make it better for rural/disabled player, they have been for years, there are so many passionate people about the game who have given them suggestions and niantic ignores it all and chooses to go with a price increase instead which :( not to mention all the bugs they've chosen to ignore and events they've rushed recently, a lot of people were already fed up with them so ig this is a final straw for a lot of folks 😓
Yeah that's totally understandable!
They did create a feature for suggesting pokestops but I see so few come out of that, and it needs to be better. Gifts have helped a little to alleviate the need for as many pokestops, but they're FAR from a competent resource. Completing enough daily PokeStop spins used to net legendaries, I thought that was a great compromise... Until they started throwing junk in there! The ideas to help rural and disabled players are there, but they're.... Bad, as is. Getting worse, actually. I agree.
There definitely needs to be better opportunities for rural and disabled players, 100%. I just feel like "remote raids" wasn't that–from my understanding they were a temporary solution to a assumed-temporary-problem (the pandemic) that made the game unplayable in it's natural state without them. It was designed to break the game to make it work under different societal circumstances. Making them cost irl cash in additionally proved to me that this wasn't ever meant for rural or disabled players, since they had it be a luxury item. Not to mention it's just having you pay money to deprive you of 90% of the game, the part about going out and exploring and interacting with folks irl (what happens on your phone screen is only like, 10% of what the game is, imo! The social element is the rest). Like, at this point, if you're relying on remote passes, it's not even pokemon go any more, just a glorified pokemon-themed button mashing mini game–even if you are a rural or disabled player there's no way it's fun, y'all deserve better than to pay money AT ALL for a worse experience. I'm surprised it wasn't totally phased out sooner, and I also think they need to phase it out better other than a price increase... But I get that they're trying to wean players off, and the pandemic isn't really over, so idk. I definitely don't think it's being handed well, but it's just weird to see folks angrier at this than the things I mentioned above.
And, to the point, the people I'm seeing complain about the raid pass stuff the most, and calling for boycotts over it.... Are people from my old college campus page, people from the nearby downtown [city] page, etc. These are mostly people who are mostly within walking distance from a gym, people who have been dropping way too much money to grind remote passes out of choice, etc.
And I have seen folks advocating for what you're mentioning, and I think it's great that yall are! I think it's shitty that Niantic is being shitty about the game, it really does feel like they're trying to kill it off and I HATE that (this game is what keeps my mom active, I hate to see the quality dips!) and I fully support advocating for better gameplay and better behavior from Niantic. Just from what I've seen with the remote raid stuff, it's not the same people having those conversations, at least in my community. /This/ just feels like a weird hill to die on, with everything else going on.
(And keep in mind my original post was largely a small personal observation about the conversations happening in my local groups, I didn't intend to get many eyes on it, my bad if it ended up in the tags somehow! It's totally possible more folks in the big-picture are being a lot more nuanced about it–I hope they are!)
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hamofjustice · 2 years
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this may be controversial, but my dream updates for pokemon masters would be actual character customization and being able to make your egg-raised pokemon usable to go with them
i know this kind of game is supposed to be about other characters but there's still two other team slots
clothes color would be nice at bare minimum. actual clothing options would work pretty well for monetization when they inevitably make multiplayer more of a thing even though the game isn't made for it. different models like battle revolution and your choice of generic voice banks so you don't have to be the same silent 10 year old forever would be incredible
but mostly i just wish 90% of these pokemon weren't intentionally terrible with worse trainer moves than anyone else and no sync grid when literally everyone is going to have one soon. whatever grind i have to do to make them as good as even 3 star commons like roxanne, i'm open to do it. at the moment i'm not sure why eggmons even exist or why you would buy the incubators/slots other than to check a box on what features the game had to copy from other pokemon games
it can be like some of the story characters, they can be bad at first, but end up being better when you put in the time and effort as a more mature player and get grid access that was harder to earn than most. giving them all grids would probably be a LOT of work to create or remember though, maybe just a few extra passives to unlock or choose between
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tf2workbench · 2 years
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Redistribution of health
Have I already used that joke? It feels like I have. But anyway...
Back in the days of Advanced Weaponiser, the Soldier had a briefly-used melee weapon, the Death Warrant, that made overheal never decay on its user. Tweaking that a little bit, we have:
Legally Distinct Death Warrant Iteration 1 Soldier melee weapon (+) Restore half your max health on kill, which can overheal (+) Overheal on wearer does not decay (-) -25 max health
I’m immediately noticing significant overlap with the Half-Zatoichi, which functions similarly without the overheal preservation. However, I think it’s fair to state that the Zatoichi has always been more of a Demoman weapon, since the Soldier doesn’t really have the resources to be an effective melee class. Why don’t we look at this as sort of a divergent Half-Zatoichi tailored to the Soldier’s needs?
Well, first of all, persistent overheal is really quite powerful. You can wander far away from your Medic without being on a timer, allowing you to pick and choose your fights. Of course, you may have to rocket jump some of that health away if you want to get anywhere fast, and time is always of the essence on the battlefield. That health management in and of itself is a good thing to play with: it gives players a lot to consider, which means the weapon provides a lot of new, interesting gameplay.
I can’t really think of anything all that bad about this weapon. My only complaint is that, by removing the overheal timer, you put less pressure on the player to keep playing the game; but I think the ticking mission timer on most maps is also a motivator along the same lines, so I’m not terribly worried.
Given that this is a decent tool for the Soldier, let’s experiment on giving it to the Heavy. Small tweaks to the stats might be necessary, but the base concept remains the same.
The first and most important thing is that, with this weapon in the melee slot, Heavies any reliable means of lowering their own health. The Gloves of Running Urgently/Eviction Notice can do that, converting HP into movement speed, but they’re also melees. To that end, let’s make this a secondary weapon, the Heavy’s second unique shotgun. That way, you can manage your overheal like a Soldier would, expending it to get around if you have the GRU/Eviction Notice.
However, despite the popularity of the heavy-go-fast gloves, we have to acknowledge that they aren’t the only Heavy melee. Many players using this secondary would have no way to drain their own health, meaning that the only use for the overheal is to engage in combat. That isn’t the worst thing, but it means you’ll be more of an insurmountable obstacle, especially in a defensive battle where time is on your side. Unlike with the Soldier, there’s no way you can lose health without being hit, which means there’s far fewer choices you have to make about health management. And since you have a larger health pool, enemies are in for an unpleasantly tough struggle whenever you have time to prepare, and once you’re overhealed there’s not a lot they can do to make the fight easier.
I’ve talked enough, so I want to propose an alternate version:
Legally Distinct Death Warrant Iteration 2 Heavy/Soldier shotgun (+) On kill: Restore half your max health, which can overheal (+) Overheal does not decay (-) -10% movement speed while overhealed (-) -25 max HP on wearer (-) -90% health from healers while active
There’s now a choice involved with this weapon! Because it has that thinking involved, it’s deeper than the first iteration. Do you need health, or do you need speed? Of course, if you’re a Heavy, you might still lack a way to manage your own health, making this weapon again better-suited to the Soldier...
I’m still not entirely sure about this weapon, in part because it runs into some class role problems that I discussed in my last post about a health-related Heavy shotgun. But I’m still sure that this second iteration is a more interesting concept than the first, and that both could certainly work great as Soldier weapons and moderately well for the Heavy!
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desertdragon · 2 years
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I couldn't resist so I looked up all Variant Dungeon paths and went straight to the one I completed to see if I had missed anything by chance, and honestly no, turns out you unlock changes only if you choose a different phrase at one of the doors or kill mobs in a specific order and all it does is change one mechanic to the same boss- with the exception of one actually well hidden room which also relies on mob kill order and then relies on you having read scattered notes from previous sections to perform a rite that unlocks the true boss
I like that latter choice to be honest it's good for players who pay attention (as well as forces those who don't to start paying attention) and you learn more about culture in the game, but the other choices only changing one move in the same boss's kit doesn't add phases or makes him summon more mobs or has any sequence which still changes the standard boss options...still kinda sucks ass, that's like the bare minimum definition of creating variations and feels incomplete (mob kill order also swaps out one move only from first boss)
You could also argue that using mob kill order is too vague a sign (for anything other than the secret boss trigger) to telegraph you've triggered a variation but I still have to decide how much I do or don't like that choice
EDIT: I just recently found this guy and I don’t like his attitude but he does sometimes make good points in context of the gameplay side of things, so I think you can supplement my opinions with this video as it stands now (and personally as a casual player again I think if anything Sil is too bland and easy with more lackluster rewards and no baseline skill standards for lvl 90 players, I can only imagine the people even more casual than me fucking pissing themselves I guess fjsdfjkds)
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hallowcked · 7 days
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📺😋 Isadora, Stella, Benjamin, Lex, Jesse, Seth
📺 tv  show  that  they’ve  rewatched  multiple  times?
Growing up, Isadora watched and rewatched Scooby-Doo until she could quote every episode. She thought both Fred and Daphne were equally attractive and loved playing detective with the gang when they were solving mysteries. Her family was one giant mystery so maybe that had something to do with it. Her father was a closed off enigma and her mother was always in competition with girls half her age. Her brothers were too busy being boys. She felt alone a lot of the time. So having the Scooby gang helped her for as long as they could. She doesn't watch as much television now but when she does its usually reality dating shows. Bring out the abs and boobs.
Stella never had cable or any streaming services. Her parents left behind a DVD player and an old box television from the 90s. Dante bought a crate of used dvds from a yard sale and one of them was a British series called Misfits about five juvenile delinquents who gain superpowers after a storm. Stella has watched it over and over and over again because (according to her) its one of the best shows they have.
Benjamin's all-time favorite tv series is The Sopranos. He can't resist clicking on it whenever he's laying on the couch bored out of his mind or stuck in bed while recovering from an injury. He recently re-binged all six seasons after having a bullet removed from his back. He's fine now (minus the cringe Italian accent he'll have to shake off again - i'm twalkin eeer).
Lex has rewatched Game of Thrones more times than he can count, even though he never watches them in order or all the way through. His father raised him under the belief that all Luthors were kings and queens playing a deadly game for control. He can relate to the struggle over power and the desire to claim the throne. The show may be fantasy but in the Luthor mansion its very real.
Jesse considers himself a TV junkie for sure. Over the years he spent traveling with his father for work, he was left behind in hotel rooms where he'd gorge on room service and binge-watch anything and everything. His favorite show to watch though was Supernatural. The main characters Sam and Dean traveled around a lot and slept in motel rooms. He could pretend him and his father were hunters and helping save the world from monsters. The show still brings him comfort today and he'll rewatch old episodes whenever he's feeling down.
Seth's is Californication. At first, the show's premise made him think of his father. Like the main character from the series, his father is an author who fell off after a successful start. But as Seth continued watching and rewatching he stopped thinking about his father and started thinking about himself. He can relate to the character now. The guy is in his forties and acts like he's in his twenties while chasing around beautiful women despite the negative impact it usually has on his life. Deep down, maybe he's trying to relate to his father, and understand him better. Or maybe he just likes watching other men his age make the same mistakes because it helps him feel better about himself.
😋 food  from  childhood?
Isadora's is your classic peanut butter and jelly sandwich. For years she thought she created the combo herself. She has a distant memory of her sitting in the living room in front of the television and her mother calls to her from the kitchen and asks if she wants peanut butter or jelly and she responds, "both!" She still can't believe she didn't make it up. She knows she did!
Growing up, choices were limited. Stella's favorite was Ramen because there were different flavors to choose from and Dante would get creative sometimes and add extra stuff to it. She's tried it with cheese, soy sauce, eggs, canned vegetables, tuna, and Sriracha. The winner was always the shrimp flavored Ramen with Sriracha mixed in, but every once in awhile she would let him add vegetables because they were the 'healthier' option, blah, blah, blah.
Benjamin's was chicken wings or chicken tenders or chicken nuggets, anything chicken related. It's the only thing he would order every time his family went out. It got to a point where his sister started calling him a chicken. He can barely say the word anymore without thinking about her and wondering where she ended up after he saved her from Killian's hitlist. He wishes he could see her again and have chicken nuggets with her one last time but its not safe.
It's more of a delicacy than a food, but Lex got hooked on Ruby Roman grapes. They cost twenty six dollars per grape, but they're worth it to Lex. He would never tell anyone this, but the first night he had them was the first night he kissed Lena - ever since then the taste of Ruby grapes brings him right back to the moment that changed his life.
Jesse's is a cheese burger and French fries with a chocolate shake. That was his room service order for seven years. He mixed it up a few times but would always return to the classic. He should be sick of it by now, but he still orders the same thing whenever he visits a local diner or can't decide what to order from home.
Seth's favorite food from childhood was sushi and lobster. He knew his family was rich and would be dammed if he was going to eat a stinky peanut butter and jelly sandwich like his sister. No, for breakfast it was always eggs and bacon and for lunch it was sushi and for dinner it was lobster whether wrapped in a pastry or served in pasta, he was getting his lobster - and scaring Isadora with the uncooked ones. 🦞
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alln64games · 3 months
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Sumo 64
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JP release: 28th November 1997
PAL release: N/A
NA release: N/A
Developer: Bottom Up
Publisher: Bottom Up
Original Name: 64 Ōzumō
N64 Magazine Score: 90%
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N64 Magazine gave this Japanese-only sumo wrestling a rather impressive 90%. Even so, I was surprised as to how much I actually enjoyed this. Unfortunately, there is no fan patch for this game but thankfully Google Lens did a pretty good job at translating the dialogue – it was a bit odd in places, but I got the general gist of it.
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And, surprisingly, there really is a lot of dialogue, as this has a fully fledged story mode – not just pitting you against other fighters like every other fighting game, but a proper story about you joining the professional Sumo wrestling and your life outside of the ring. You’ll encounter good or bad events based on how you perform in the matches.
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Each match is extremely short but very fast paced. The game suggests optimal moves, but you can also do your own thing. To be completely honest, I wasn’t entirely sure what I was doing most of the time and there was a lot of button mashing, but I did deduce that there was a rhythm to the fighting, and performing moves in time to your opponent’s bar flashing is what triggers your finishing moves. The matches are only on average 30 seconds but extremely frantic and they are surprisingly a lot of fun.
As you defeat higher ranked opponents, you’ll gain stars which let you achieve a higher rank, with your goal being to be the best Sumo wrestler. After each tournament, you can also play a minigame.
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There are five minigames: sleeping, eating, training, jumping and fishing. The first four are short, enjoyable distractions while I couldn’t figure out the fishing at all. They’re a nice, relaxing change of pace for a quick breather before the next tournament. Sleeping has you rolling around a little island collecting stars, eating has a judge calling out food you need to grab before your opponent, training is a “simon says” and jumping has you moon jumping high in the air, bouncing off trampolines and clouds as you pop balloons.
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Between some individual matches and tournaments, you’ll progress in the story. To begin with, it seems like a bunch of random events as your character interacts with a few different girls (eventually going on dates with all of them), rivals and a few other characters. I am not sure how much your performance in the game affects the outcome, but one girl (Akira) eventually suggests marriage – which was surprising as my main character had stood her up on two dates. On one, he overslept, on another, he forgot and had a date with someone else.
The only direct choice was choosing your response to the marriage, although I suspect that saying you want to concentrate on your Sumo for now has the same end result, as if you say yes, Akira suggests waiting until you’re at the top anyway. However, the encounters and dialogue are charming on their own.
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As you approach the high ranks, the story becomes more plot focused as you get attacked and then discover a “Dark Sumo” illegal gambling ring. You shut it down (you still have no input on this, it’s just dialogue) and the leader vows revenge – which he does on his wedding day as he kidnaps your wife.
The ending is both utterly absurd and wonderfully charming at the same time as you have your final fight with this villain and his “ultimate body”.
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Sumo 64 is a combination of really enjoyable short fighting mixed with charming dialogue (which would probably be even better if it got a proper translation). If you understand Japanese or are willing to point your phone at your TV a lot, this is a surprisingly great game.
The animations are simple but delightfully accurate with for example, wrestlers sweeping aside their long skirty bits (technical term) as they squat down for the ‘off’ and cheering crowds throwing their cushions in the air when their favoured wrestler wins. Even better, the announcer calls every player’s name, rank and tournament record (wins and losses) and then delivers a running commentary during every bout.
- Max Everingham, N64 Magazine #11
Remake or remaster?
There is another Sumo game in this series on N64, so a compilation of both with a proper translation would be great.
Official ways to get the game.
There is no official way to get Sumo 64
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apn-music · 3 months
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MESA/Boogie Reference Signature Collection for TONEX released
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In the world of guitar amplification, few names carry as much weight and reverence as MESA/Boogie. Now, guitarists worldwide can rejoice as MESA/Boogie's iconic amps step out of the Tone Lab and into the limelight with the all-new Reference Signature Collection for TONEX.
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A Legacy of Tone
For decades, MESA/Boogie amplifiers have been the gold standard for tone, sought after by professionals and enthusiasts alike. Now, with the Reference Signature Collection, that legendary tone is within reach like never before.
Five Timeless Icons
This collection features five of MESA/Boogie's most iconic amplifiers, meticulously captured and recreated with the latest AI Machine Modeling Technology. From the classic crunch of the 1984 Mark IIC+ to the earth-shaking power of the early '90s Triple Rectifier, each amp offers a distinct sonic palette ready to inspire. 1. 1984 Boogie® MARK IIC+™
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The 1984 Boogie MARK IIC+™ stands as a testament to MESA/Boogie's enduring legacy in the world of guitar amplification. Revered for its versatility and unmistakable tone, this iconic amplifier has left an indelible mark on the rock and metal landscape. Captured with precision and finesse, the MARK IIC+™ Tone Model in the Reference Signature Collection delivers the same raw power and dynamic range that made the original a favorite among guitarists like James Hetfield, John Petrucci, and Steve Lukather. 2. Early '90s Boogie® Mark IV™
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The Early '90s Boogie Mark IV™ represents a pinnacle in MESA/Boogie's amplifier design, offering unparalleled versatility and tone-shaping capabilities. From its distinctive lead channel to its lush reverb, the Mark IV™ has been a staple in studios and on stages worldwide. Now, guitarists can experience the full spectrum of its sonic capabilities with the Mark IV™ Tone Model in the Reference Signature Collection, meticulously captured and finely-tuned for maximum impact. 3. Early ‘90s MESA Engineering® DUAL RECTIFIER® (2 channel)
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The early '90s MESA Engineering DUAL RECTIFIER® revolutionized the world of rock and metal with its thick, high-gain tones and unparalleled dynamics. From its aggressive crunch to its searing lead tones, the DUAL RECTIFIER® has been a go-to choice for guitarists seeking maximum sonic impact. With the DUAL RECTIFIER® Tone Model in the Reference Signature Collection, players can harness the same earth-shaking power and explosive sound that defined an era. 4. Early ‘90s MESA Engineering® TRIPLE RECTIFIER® (2 channel)
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The early '90s MESA Engineering TRIPLE RECTIFIER® takes the iconic Rectifier sound to new heights with its massive power and unbridled aggression. Known for its tight low end and searing high-gain tones, the TRIPLE RECTIFIER® has become a staple in the arsenals of hard rock and metal guitarists worldwide. Now, guitarists can tap into the full sonic fury of the TRIPLE RECTIFIER® with the Tone Model in the Reference Signature Collection, capturing every nuance and detail of this legendary amplifier. 5. Boogie® Limited Edition King Snake™
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The Boogie Limited Edition King Snake™ pays homage to a bygone era of tone, offering players a glimpse into the past with its warm cleans and rich, vocal-like sustain. Modeled after Carlos Santana's original "Budokan" Mark I, the King Snake™ is a true collector's item, with only 600 examples ever produced. Now, guitarists can experience the same magic with the King Snake™ Tone Model in the Reference Signature Collection, capturing the essence of Santana's historic sound in exquisite detail.
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Behind the scenes, MESA's own Doug West, affectionately known as the "Tone Boy," has painstakingly fine-tuned each amp to perfection. With over 40 years of experience at MESA/Boogie, Doug's expertise ensures that every Tone Model in this collection captures the essence of its real-world counterpart.
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Unparalleled Versatility
With over 70 Tone Models to choose from, guitarists can explore a universe of tone, from classic rock to modern metal and everything in between. Plus, advanced effects, including drive, chorus, delay, and reverb, allow players to sculpt their sound with precision.
The Ultimate Playground for Guitarists
Whether you're a seasoned professional or an aspiring enthusiast, the MESA/Boogie Reference Signature Collection for TONEX offers endless possibilities. Compatible with all TONEX versions, including the free TONEX CS, this collection is the ultimate playground for guitarists seeking to unlock their full potential.
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Experience the Legacy Today
Don't miss your chance to experience the legacy of MESA/Boogie like never before. The Reference Signature Collection is available now for 99.99 euro. Vist IK multimedia website for more detailed information. Read the full article
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freyayuki · 5 months
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Dissidia Final Fantasy: Opera Omnia Burst Power Token Exchange Shop Pick
In the Dissidia Final Fantasy: Opera Omnia (DFFOO) mobile game, once you have 50 Burst Tokens, you can exchange them for 1 Burst or BT weapon in the Burst Power Token Exchange shop.
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You get a Burst Token every time you complete a Challenge Quest. They can also be a possible reward for special missions and the like though this is very rare.
The Burst Power Token Exchange shop contains every single Burst weapon that is currently available in Dissidia Final Fantasy: Opera Omnia. Every time a new BT is released, it will be added to this shop.
Players can only carry a maximum of 50 BT Tokens on hand. If you get any more Tokens, they get sent to your gift box where they’ll stay for 90 days.
After 90 days, the Tokens and anything else that have been there for that long will automatically be deleted.
Anyway, the point is I now have 50 Burst Tokens. Actually, I’ve had them for a while now.
At the time that I’m writing this post, I have 50 Burst Tokens and 19 more in my gift box. One of the Tokens in my gift box will expire in 3 days then 2 will expire in 4 days.
In short, I’m running out of time. If I don’t want to waste a Token, then I need to exchange for a Burst weapon ASAP so I can redeem all the Tokens that are stuck in my gift box.
The problem is trying to figure out which Burst to get. Here’s a list of the Bursts that are currently available for exchange and that I don’t have:
The Warrior of Light from Final Fantasy I
Firion from Final Fantasy II
The Emperor from Final Fantasy II
Onion Knight from Final Fantasy III
Golbez from Final Fantasy IV
Kefka Palazzo from Final Fantasy VI
Shantotto from Final Fantasy XI
Vaan from Final Fantasy XII
Ramza Beoulve from Final Fantasy Tactics (#ad)
Bartz Klauser from Final Fantasy V
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Bartz doesn’t show up in the shop yet but he’s the next BT char after Golbez and his banner is dropping a day or 2 before one of my Burst Tokens will expire, so I’m considering him as well.
Right then, let’s take a closer look at these chars and see if I can try to narrow my choices down:
The Warrior of Light from Final Fantasy I
Have his LD. He’s fully MLB except he’s at Ex+ 0/3 only. If I get his Burst, then I’d Purple him so I can get the passive from his Ex even while he’s equipped with his BT.
I wouldn’t say no if I come across his BT while pulling for another char but I’m not sure it’s worth pitying or using my Burst Tokens on.
The Warrior of Light (WoL) is a tank. He does his job well. It’s pointless to rely on him for damage though. He shields and protects his allies but his damage is nothing compared to an actual DPS.
If you had his and a DPS char’s Burst on the same team, then it’s highly likely that you’d choose to use the DPS char’s BT as opposed to WoL’s.
I don’t think WoL needs his BT. He already does very well with just his LD. And that’s why he’s now out of the list of chars that I could use my Burst Tokens on.
Firion from Final Fantasy II
Don’t have his LD. His 15cp and 35cp are fully MLB. So is his Ex but it’s not even at Ex+ 0/3. Don’t know too much about Firion but he’s more of a support with some damage capabilities. He can heal and battery as well.
Not that interested in him though. And, AFAIK, he has yet to be updated or reworked even in the Japanese version of DFFOO. Also, even if I get his BT now, I can’t really use him without his LD. And that’s aside from the fact that he’s been powercrept by now. In short, he’s also out.
The Emperor from Final Fantasy II
My Emperor’s Purple and fully MLB except I’m missing his LD. He’s a magical DPS but he’s also been powercrept by now.
Already have Terra Branford (from Final Fantasy VI) fully built and maxed, including her BT, LD, High Armor and she even has Spheres as well as perfect Artifacts.
So, yeah, I don’t think the Emperor’s gonna be replacing her anytime soon, especially since she only recently showed up so her DPS capabilities are better than his.
Besides, chars without LD aren’t really usable, at least not in harder content. If they have a LD, then they need that LD. So I’d say that the Emperor’s out as well then.  
Onion Knight from Final Fantasy III
My Onion Knight’s in a similar state to my Firion. The latest story chapter where he was featured really made me hate him so, at the moment, don’t really want anything to do with him, and that’s why he’s out.
Golbez from Final Fantasy IV
My Golbez is fully built. The only things he’s missing are his High Armor and Burst. He’s a mixed physical and magical DPS who’s locked to the dark element. He’s pretty good although I heard that there will be lots of upcoming fights that will absorb dark so he won’t be usable in those quests.
Golbez just showed up though. Heck, right now, the banners featuring his weapons are still up, so he’s usable when compared to my other choices who have long since been powercrept.
My worry is not being able to use him much though. Heck, I didn’t even end up using him for the Divine Alexander Lufenia quest (level 200) or the Nine Lufenia  quest where he’s synergy since I don’t have his Burst.
I did use him for the Challenge Quests but those are Chaos-level (level 180) and he worked well enough even with just his LD.
I’ve yet to do the Kadaj Lufenia quest but I’ve already seen runs without Golbez or those that only use him with his LD so I don’t think that I’m gonna need his Burst for that.
Also, Tifa Lockhart’s (from Final Fantasy VII) LD is coming soon, and I’m gonna pull for her.
Aside from the fact that I like her (planning to give her Spheres and buy her High Armor; can’t say the same for Golbez even if I get his BT. I mean, I like him well enough but not sure about the armor and Spheres), she’s also hyped to be the next meta DPS and, unlike Golbez, she isn’t locked to an element.
She doesn’t have a Burst though so that’s one thing that he has over her. Hmmm. Gonna need to think about this some more so Golbez is still in for now.
Kefka Palazzo from Final Fantasy VI
His 15cp and 35cp are fully MLB. His Ex is at base Ex only and not even fully MLB yet. Missing his LD.
Honestly not that fond of Kefka. Okay, okay, I don’t really like him so not really interested in exchanging for his Burst. I mean, if it shows up while I’m pulling for someone else, then, sure, I’ll happily accept it, but I don’t want to use my Tokens for his BT. In short, he’s out.
Shantotto from Final Fantasy XI
She’s in the same state as Kefka except I recently got her LD and Ex. Not really fond of her either although there’s more reason to get her since at least I have her LD. Don’t really want to use my Tokens on her either though. Heck, although I just got her Ex and LD, haven’t done anything with them.
Just locked them so wouldn’t accidentally sell them. I did equip her with her Ex so I could finally sell her MLB 35cp.
But she’s been powercrept by now so it’s not like I can use her in Lufenia quests which was why I haven’t bothered to build her.
I’m thinking I’ll consider building Shantotto if she ever gets usable again in the future. By then, I might have already gotten my next set of 50 Tokens to allow me to exchange for a second BT. For now though, don’t want to use the Tokens on Shantotto so she’s out.
Vaan from Final Fantasy XII
His 15cp and 35cp are fully MLB. Missing his LD. Recently Purpled his Ex so I could give his Sphere to Aeris or Aerith Gainsborough from Final Fantasy VII.
I like Vaan well enough, and I heard that he’ll get an update and rework that’ll make him pretty good.
When that happens, all of his weapons will be featured on a banner that also includes, IIRC, all of Kefka’s and Ardyn Izunia’s (Ardyn Lucis Caelum from Final Fantasy XV) weapons. Yeah, it’s a triple BT banner.
Already have all of Ardyn’s weapons though and, like I said, not really interested in Kefka, so if I pull on that banner, it’ll be for Vaan. Getting any of Kefka’s stuff would just be a bonus as I’ll likely stop as soon as I get Vaan’s LD and BT.
The thing is though, I’m not sure if I really want to spend gems on that banner. Sure, Vaan gets a rework and update that makes him very good. But that doesn’t mean he’ll be necessary. There will be other DPS who I could pull for.
if I exchange for his BT now, then I’m ready for when he gets that rework of his. But I’ll still need to pull for his LD. If I pull on the triple BT banner while already having exchanged for Vaan’s BT, then I run the risk of possibly getting a dupe of his Burst. I mean, the odds are low, but it could still happen.
On the other hand, if I exchange for his BT already, then I could stop pulling on the triple BT banner as soon as I get his LD. So at least I won’t have to go all the way to 125k gems to pity his Burst.
That’s assuming I don’t end up getting a dupe though. Anyway, even if I get Vaan’s BT now, it’s not like I can use him. Heck, he’s Purple now and I’m not using him.
So maybe I’m better off just waiting for that triple Burst banner. At least I have the chance to also get Kefka’s stuff there as well, not that I’m all that interested in him. Then again, I could just end up with Ardyn dupes anyway.
So, yeah, I don’t know. Need to think about this some more. For now, still considering possibly exchanging for Vaan’s BT so he’s still in.
Ramza Beoulve from Final Fantasy Tactics
My Ramza is fully MLB and Purple, including his LD. Just missing his BT. He’s a support so you’re more likely to use a DPS char’s Burst as opposed to his.
He hasn’t been updated or reworked in a while so it’s also been a while since I last used him. Sometimes, very rarely, I still bring him out (just in Cosmos (level 150) and Chaos-level quests though), but he’s no longer my go-to, not even as a Call.
So if I exchange for his BT, then it’s highly likely that it’ll just be sitting in my inventory, unused.
AFAIK, Ramza has yet to get another banner even in the Japanese version of the game. So choosing his Burst now means that I can skip his future banners unless they come with a char who I want to have or feature new tech for Ramza.
Since Ramza isn’t set to appear on a banner anytime soon though, at the moment, there’s no risk of getting dupes of his BT even if I get it now.
Bartz Klauser from Final Fantasy V
My Bartz’s 15cp is fully MLB. Have a copy of his 35cp and Ex but neither are MLB. As aforementioned, the banner featuring the debut of his LD and BT will show up in a few days.
I’ve been hearing a lot of good things about Bartz so was planning to pull for his LD on his LD banner though, at the moment, I still haven’t made up my mind on whether to go with gems or tickets.
What I’m sure about though is that I’m gonna be pulling for Galuf Halm Baldesion’s (from Final Fantasy V) and Tifa’s LDs with gems. Their banners will also feature Bartz’s BT but not his LD or his other weapons.
Galuf’s LD banner will show up a few or so days after Bartz’s LD and BT banner then Tifa’s will show up a few days after Galuf’s LD banner. All of these banners will overlap for a few days at least.
I don’t actually mind using my Tokens to get Bartz’s BT. But my worry is that I’d end up getting dupes when I pull for Galuf’s and Tifa’s LDs. Yeah, the odds of that happening aren’t exactly high, but the possibility is still there, especially since I’m planning to draw across 3 different banners, all of which feature Bartz’s Burst.
If you get a dupe Burst, you can sell it and get 5 Burst Tokens. If I spend 50 to get Bartz’s BT though, getting a dupe of it soon after would feel like such a waste.
One of my Burst Tokens will expire in a few days so there’s no way that I could wait until after I pull for Tifa’s LD to see if I can get Bartz’s BT there or not. So therein lies the problem. Definitely need to think about this some more.
Candidates for Burst Power Token Exchange Pick
After going through each char whose Burst I’m missing, I’ve managed to narrow the list down to the following:
Golbez from Final Fantasy IV
Vaan from Final Fantasy XII
Ramza Beoulve from Final Fantasy Tactics
Bartz Klauser from Final Fantasy V
Ugh. Still way too many to choose from. Still don’t know what to do and I’m running out of time. Need to make a decision ASAP, otherwise I’d lose a Burst Token, possibly more, the longer I take to pick a BT.
Okay, let’s try to narrow it down some more. Let’s see. I think I should take Vaan out already. Even if I get his BT now, I’ll still need to pull on the triple Burst banner for his LD anyway. I’m better off just going for his Burst there.
Bartz should be out as well. I’m pulling across 3 different banners that feature his Burst. I’m planning to use gems on 2 of those banners so there’s a chance that his BT will drop on one of those pulls.
I don’t want to risk picking his BT via Tokens only to have it drop as a dupe while I’m pulling for Bartz’s LD, Tifa’s LD, and Galuf’s LD. If his Burst ends up not dropping at all on any of those banners, then I’ll worry about that then.
So that leaves me with Golbez and Ramza. I’ve narrowed my choices down to 2 but it’s still difficult trying to decide between these 2. I’m really running out of time now. There’s now only 1 day left before one of my Burst Tokens will expire. Need to make a decision now.
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Ended up choosing Ramza’s Burst. The BRV freeze effect on Golbez’s BT is pretty good, but I heard that he got a pretty underwhelming BT+ in the Japanese version of the game. Ramza has yet to get a BT+ so here’s to hoping that he gets something good.
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Conclusion
So, what about you? Which BT did you pick from the Burst Power Token Exchange Shop? What do you think about this feature? Feel free to share your thoughts and opinions by leaving a comment below or by reblogging or replying to this post.
Notes:
screenshots are from my Dissidia Final Fantasy: Opera Omnia game account
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ubaid214 · 7 months
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RTP vs. House Side: What's the Big difference?
When diving in to the planet of gaming, especially casino games and slots, you might usually come across the term 'RTP' ;.For most players, this acronym could be somewhat mystifying, but it keeps the key to understanding the potential profitability and equity of a game. This short article seeks to elucidate the significance of RTP in games and help players steer their gambling choices more wisely.
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Conclusion
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