Improvements For D5

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Re: Improvements For D5

Postby Rhuen » Sun Apr 22, 2012 3:11 am

ZekeFreek wrote:If its just armor, that's fine. But like I said I don't want "vehicles".

And no, I wasn't thinking about FFXIII. Final Fantasy stopped being good after VI.


If they did armor the only way it would really be notacible is if it was Mech-suit like; which really isn't that much different.
(actually Desco Mech-suit sounds pretty cool; Overlord Prier mech-suit too)

Succubus Mech-suit (does this count as dressing in drag LoL).
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Re: Improvements For D5

Postby dood » Sun Apr 22, 2012 8:04 pm

ZekeFreek wrote:If its just armor, that's fine. But like I said I don't want "vehicles".

And no, I wasn't thinking about FFXIII. Final Fantasy stopped being good after VI.



Meh maybe armor being in there but then you unlock vehicles by doing something.

That FF thing is debatable but I think XIII is ok. X-XII were average to say the least.
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Re: Improvements For D5

Postby Rhuen » Fri Apr 27, 2012 3:30 pm

Something I've expected to see but hasn't happened.

Story characters getting (Five) unique attacks instead of just three (the monster class ones sort of do now though with the two weapon change powers).

But in all, my only reasoning for this has to do with something to expect higher up in level (like two extra moves that are unlocked at like Lv.100 and Lv.150) or something along those lines *possibly a final move at a much higher level or unlocked if other moves reach certain levels ect...*; and because honestly I feel that too often that third unique move is overshadowed by the generic weapon higher moves.

Just look at Fenrich, his third unique attack isn't nearly as impressive as say the highest level fist move in the game; which while he may learn with the fist weapons, so too could any generic character class with the same weapon type.

(plus it gives us a viable excuse to give Laharl and Etna some new moves in future games, seeing as NIS seems to be hesitant to change up their moves like they do Flonne and everyone else). Plus you can just tell with some of the new moves they gave some of the DLC characters like Mao, the designers may want to give these characters more moves.

*I'd also give every humanoid type at least one "unique" power, after all some do (like Thieves and their creation moves, and the Mages and Skulls learn their spells), it might be nice if the others would learn at least one or two special skills just for their class *regardless of weapon equipped*.
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Re: Improvements For D5

Postby dood » Fri Apr 27, 2012 6:35 pm

They have class specific moves in D3 AoD which are technically unique moves for the classes.
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Re: Improvements For D5

Postby Koro_Kizama » Tue May 01, 2012 6:13 am

I Think character specific skills should be added into D5 as it gives off a new feel to not limit the game to just weapon skills. matter of fact why not add all special weapon skills to D5 to show progress from 1st gen disgaea to latest. plus generic character skills.
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Re: Improvements For D5

Postby SiftRock » Wed May 02, 2012 12:17 am

Make it so you don't have to replay the entire storymode to unlock one class. It's super frustrating getting to say, Mushroom Baal in D3, then finding out that you need to replay the ENTIRE GAME to get that single majin class. I'm afraid of redoing my vita version as I forgot and did all the side stories and certainly don't wanna put up with that again.
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Re: Improvements For D5

Postby dood » Wed May 02, 2012 4:23 am

Koro_Kizama wrote:I Think character specific skills should be added into D5 as it gives off a new feel to not limit the game to just weapon skills. matter of fact why not add all special weapon skills to D5 to show progress from 1st gen disgaea to latest. plus generic character skills.



Nah that's a bit much.
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Re: Improvements For D5

Postby Rhuen » Wed May 02, 2012 7:09 am

Yeah all past weapon skills is a bit much; (I did suggest DLC packages of past moves; but the only reason to buy those would be for nostalgia as many are just different graphics; only a few past moves were actually very useful)

*Namely the move Big Bang from Disgaea 2 (Helped me level up Adell big time) His normal unique moves are so one on one focused that it was nice to have a move I could take out six opponents at once with; especially in the cave of ordeal part 4 stage.

But on the moves my two big ones are

Unique characters having at least 5 special moves instead of just 3 (more variety, an excuse to give Etna and Laharl some new higher end moves, and more to gain at higher levels. Plus you know from the DLC Mao, Adell, and Rozalin, that the designers really want to give them more moves)

and

each class having at least one unique move for that class.
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Re: Improvements For D5

Postby SiftRock » Wed May 02, 2012 8:52 am

A good middle ground would be like what they did with Adell in D4, put 3/4 super moves for each weapon in the game, that blends together most of the skills from older games.
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Re: Improvements For D5

Postby dood » Wed May 02, 2012 5:52 pm

SiftRock wrote:A good middle ground would be like what they did with Adell in D4, put 3/4 super moves for each weapon in the game, that blends together most of the skills from older games.



I know I was fangasming at Adells moves when I first saw them.
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Re: Improvements For D5

Postby Koro_Kizama » Fri May 04, 2012 9:39 am

dood wrote:
Koro_Kizama wrote:I Think character specific skills should be added into D5 as it gives off a new feel to not limit the game to just weapon skills. matter of fact why not add all special weapon skills to D5 to show progress from 1st gen disgaea to latest. plus generic character skills.



Nah that's a bit much.


Hmm when ya think about it there is alot of specials in disgaea
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Re: Improvements For D5

Postby dood » Sat May 05, 2012 7:24 am

Koro_Kizama wrote:
dood wrote:
Koro_Kizama wrote:I Think character specific skills should be added into D5 as it gives off a new feel to not limit the game to just weapon skills. matter of fact why not add all special weapon skills to D5 to show progress from 1st gen disgaea to latest. plus generic character skills.



Nah that's a bit much.


Hmm when ya think about it there is alot of specials in disgaea



Not compared to other games.
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Re: Improvements For D5

Postby Koro_Kizama » Sat May 05, 2012 4:00 pm

yea like phantom brave over 400 specials. geez
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Re: Improvements For D5

Postby dood » Sun May 06, 2012 4:04 am

Koro_Kizama wrote:yea like phantom brave over 400 specials. geez



I meant RPGs in general.
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Re: Improvements For D5

Postby Rhuen » Sun May 06, 2012 11:27 am

Then I'd have to disagree.

Most RPGs have a limit of around 60 or so special moves for the whole game.

Dragon Quest has a healthy amount of moves, but you will notice a great many are used by both party members and monsters.

If you add up all the weapon moves, all the spells, all the stat changer moves, all the monster moves, all the unique character moves, and those extra moves *like Crate and Barrel makers*. than any given Disgaea game can be said to have a great many more moves as a total than most other RPGs.

However individually it doesn't seem that way. One reason I want story characters to have more than just three unique attacks; because most game heroes have tons of moves (granted in most games the graphics for any one move arn't insane looking),

the game changer here is the playable monsters; this really came to light to me recently when designing an idea for an NIS traditional turnstyle game (same vein as games like Dragon Quest) *which NIS really hasn't done a traditional gameplay RPG to my knowledge where you explore a world and have the traditional random encounters and turn style pay
In this idea I realized well one we'd have to add more monster classes than most individual games have for NIS, and then most of then limit their moves considerably; most the humanoid classes I would make like Cameo NPCs (won't get into that here) *my base world design was humanoid demons came to a human world and were mistaken as elves so the demons let the humans think this; thus this clan of demons are called elves on this world and live amongst humans; but bestial demons that arrived ended up living in the wild as "monsters" thus creating a bit of animosity between the two types.

well most enemy classes would have to lose their higher end moves (especially if used as lower class enemies) that and it would keep the idea of getting even basic monsters up to crazy levels and powers as a unique element to NIS's SRPGs like Disgaea. but when the monsters are no longer playable it frees up alot of space not to worry about giving them all various moves or worrying about all of them having advanced color forms; granted some might as that is traditional for RPGs, but not all. and with humanoid types as they are just cameos and NPCs the color differences wouldn't make difference.

anywho, thinking of it this way, the primary characters would need more unique moves and spells just for them to use, although the weapon class moves don't change much; but arn't as big a priority in such a game normally (this has changed in recent years; in this type of game weapon specific moves are usually subdued and only have a few to them as players change weapons and even then the weapon move is usually a unique move for the character, as even another with the same weapon might learn something else; granted two may know some of the same moves sometimes).

Anywho, yeah, individual basis traditional RPGs look like they have more moves.

but as a total playable activation of specials the Disgaea series has more in total.
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