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Messages - Hungry Youkai

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To chip in on the above discussion about grinding: I utterly loathe grinding and quickly lose interest as soon as a game requires grinding, rather than only presenting it as one of several options. I will sometimes grind on my own if the gameplay itself is interesting enough, or if the grinding is about improving/practising my skill as opposed to just raising numbers, but almost never when the game actively requires grinding. I scored 92 Neruoticism, 9 Conscientiousness. So, make of that what you will.

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Extraversion 6 (Friendliness 0/Gregariousness 0/Assertiveness 28/Activity Level 2/Excitement-Seeking 32/Cheerfulness 81)

Agreeableness 32 (Trust 20/Morality 13/Altruism 0/Cooperation 61/Modesty 52/Sympathy 93)

Conscientiousness 9 (Self-Efficacy 75/Orderliness 13/Dutifulness 0/Achievement-Striving 28/Self-Discipline 0/Cautiousness 43)

Neruoticism 92 (Anxiety 80/Anger 65/Depression 65/Self-Consciousness 99/Immoderation 91/Vulnerability 89)

Openness 89 (Imagination 96/Artistic Interest 53/Emotionality 97/Adventurousness 3/Intellect 71/Liberalism 99)

Well, at least I'm cheerful!

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Discussion / Re: In this topic, we shatter each other's dreams.
« on: February 21, 2012, 12:56:51 PM »
We'll have to agree to disagree on the precision of detail issue---this is deliberate. This is scratching the surface of how brutal I take poor Dougie here, and it's slowed down some because the actual character is sped up--This is maybe three to five seconds of action. In a film, I'd run the scene in slow motion. I think if I glossed over some things it'd be a lot less dirty.

Ah, but you're hitting the issue on the head here. The fight scene doesn't feel brutal or dirty, it feels overly laboured under the character's thoughts and reactions, he's spending several lines pondering everything, and the actual brutal, gritty details are glossed over, they're not described much or focused on, all the focus is on his reactions and his thoughts. The physical actions are usually over in a sentence, very quick and lacking detail. There's punches, and some dude has been shot, but we aren't shown the details of this, there's no bone-crunching clarity to these actions. Instead it's all vaguely confusing and at the end there's some guys on the floor, and it certainly establishes our protagonist here is a badass, but the style mutes any gritty, two-fisted brutality in the scene. If you want to keep that level of detail I would suggest adding stuff about the fight itself and scaling back how much the protagonist is talking at the reader.

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Discussion / Re: In this topic, we shatter each other's dreams.
« on: February 20, 2012, 01:01:26 PM »
Well, a month after having requested this topic in the first place, I'm finally going to comment on it. I'll try to post something of my own in a couple of days as well.

VSM's piece:  Content-wise it seems fine, there's a clear conflict, stuff is happening, go out get in fight with dudes, do kung-fu, etc.

Style-wise I have a few issues. There's a lot of vague statements and generalizations and qualifying of the language. This could be something to do with the character, but it ends up flattening the tone and making it seem very generic and bland. "nothing really happened to me", "everything happened more or less normally", "It was sort of a weird", "So that was basically my reasoning for going out that night", I'm just picking out a few examples here but hopefully you see what I mean. He sounds like he's extremely uncertain or nervous or something, but this doesn't make sense in light of him kicking ass later on and whatnot. I'd try to really slim this down somewhat, it gets very woolly and heavy to plough through.

Second issue leads on from there: the prose is very thick and heavy, it lacks clarity in some places and trips over itself in others. Example: "I got maybe a quarter of the way to my apartment before I noticed that maybe I had made a mistake in what everything was about." This sentence has two 'maybes' and the 'in what everything was about' is entirely superfluous, the next sentence tells the reader what he made a mistake about, and the addition is simply confusing and distracting. The actual fight scene, for example, reads very slowly, since the action is narrated in too much precise detail to show the reader that this is supposed to be fast-paced action, or exciting.

This part is actually good:

"Then it hit me.
I didn't throw my Qi at him.
I must have deflected the bullet off of my hand and into one of the bad guys. To be fair, I didn't know I could do that, either."

Quick, fast-paced, clear and lots of impact. Much better, aim more for this, strip out some of the language and plodding that slows the prose down.

The third issue is that there's way too much telling the reader things as opposed to showing the reader things. This is more of a cumulative effect brought on by the first two problems than anything I can specifically point to, but if you try to pare it down some then it might become more evident.

The fourth issue is formatting. Oh my god wall of text. Please please use paragraph breaks. Indent-only style works in print books but on a screen it's really quite difficult to read, and proper breaking up of scenes and sub-scenes can really help your pacing.

As always, take my advice with a grain of salt, I can only speak from my own experience.

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Discussion / Re: DLCon 7: Florida
« on: November 19, 2011, 10:08:56 PM »
Count me in. Unless something really weird happens to me between now and then.

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General Chat / Re: Guess that video game!
« on: October 06, 2011, 01:27:19 PM »
The Great Giana Sisters

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Discussion / Re: DLC6 Wrapup!
« on: July 03, 2011, 08:53:26 PM »
In other news: wait, wait!  HY is Hungry Youkai???  Why didn't anyone tell me?  My apologies, HY: I totally DID know who you were before coming to the con, I just didn't recognize the acronym!

I am an international man of mystery. And confusing acronyms.

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Discussion / Re: DLC6 Wrapup!
« on: July 03, 2011, 07:18:07 AM »
DLCon was the best time I've had in years, and as the last person to leave (I stayed and hung out with Ran for a couple more days) I have only now recovered from the transatlantic jetlag enough to press buttan and post thing. I was incredibly energetic at the con, practically bouncing off the walls the whole time, so I dunno I may have been a bit of a blur to some people, but even if I didn't get to talk to you much, I still thought everyone there was awesome. America is also an awesome place, I love any opportunity to experience places outside of this blighted isle of Albion, and visiting America again has urged me to speed up my plans to emigrate elsewhere.

People!

Ran - What can I even say? Transatlantic Bromance forever. Ran is even more awesome in person. Also gave me real life RSO cards just before I left. Give the man some more love.

Ran's seven cats - All over me all the time. So much pussy.

Hal - I CANNOT GET OVER THE MOUSTACHE. It is very Texan. Nah seriously props to Hal for hosting the whole thing and being awesome about having 29 people in his apartment and managing not to go crazy.

Tonfa - 300+ matches of Melty Blood Actress Again. 300+ matches of Melty Blood Actress Again. Tonfa is a hilarious and awesome guy and we need to play things more together and the dude needs to come watch when I stream. As long as he keeps the Miyako technology away from me.

Snow - PONIES. Snow walks a fine line on the edge of the hipster singularity, blending Sony and Apple into one dark mixture, and manages to be an awesome friendly guy at the same time.

Grefter - Grefter is totally not like I expected him to be in person, and I got on with him so well. I barely even hear Australian accents back home but for some reason it sounded so much more familiar than an American accent. Grefter is a cool dude from whom I need to steal more music and should probably throw writing at sometime.

Tai - So much Crawl, all the time. You should stream that or something. Got to hang out with Tai quite a bit, and he is a super-chill guy.

Super - I had no idea he spends so much time on the same landmass as me! Returning to America seemed to give him interesting homicidal urges.

Zenny - Proof that the world is in fact a very small place.

VSM - If VSM loves my accent that much then he should come listen to me steaming. Although I'd read a phone book out loud for the guy too.

Niu - I am totally in support of the quest to tear down the fourth wall.

Soppy - Didn't interact anywhere near enough with Soppy! He seemed like a very awesome guy and I need to go pester him about Arkham Horror.


Everyone else, you were all cool people and I should talk to you all more in the dl, but if I list everyone then I will never get around to standing up and going to make a load of bacon for breakfast.

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I've never actually played Mafia before but this sounds like great fun. Count me in on whichever side needs more players.

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So, after over a week of near-solid gameplay, I've finished LFT up to endgame (no aftergame yet).

I've only played 2 rpgs before all the way to the end, and never any tactics-style games, and I can confidently say that LFT very much is doable and is set up well/good for new players, as I really had no idea what I was doing at the start, but nothing ever felt impossible or out of my range.

If I had to try summing up the difficulty in one sentence, I would say it felt as if I had all the tools I needed, but had to respect and out-think the enemy each time. Lack of thought or respect would lead to getting my ass kicked, I couldn't just "do stuff and win", but always had to play smarter rather than play harder.
The only small criticism I have here is that before I started the game I got a lot of information from a helpful friend on all the battle mechanics and party setup, on the different stats and the zodiac system, the classes and what they did (but no advice on how/what to actually use in battle, of course). If I didn't have this advice about the game mechanics, or had to rely on the in-game tutorial (which I honestly would have given up on because of engrish) then I probably would have spent a lot of time flailing around between classes and ended up with a much much less optimal party, I don't know if the game would have gone so well for me then. Equally, some of the abilities have unclear descriptions in the game itself, and I needed to ask what does this really do/how does this work. Now, I had people to ask, but an isolated player just grabbing LFT for the first time might be left feeling more lost. The reference documents for LFT don't seem to go into enough detail about game mechanics there, and I humbly suggest adding some kind of basic manual or something.

For me, gameplay and difficulty is a highly narrative experience, and the way LFT was balanced pulled this off better than any other videogame I have ever played, hands-down, especially in relation to important or dramatic story battles. Gaffy was scary, difficult, reflected his placement in the story even though it was early on. Queklain battle and Velius battles were balanced just right, along with a load of other battles that went right down to the wire, only one or two party members left standing and just managing to scrape though through luck and sound tactical decisions. That kind of gameplay feels intensely right for this sort of game, doable but very challenging, always having to pay attention and outthink the game. It makes the gameplay itself exciting, the foes scary and victories meaningful.

Lots of random thoughts on difficulty in general so I'm just going to bullet point it all

- Randoms are great, I find myself constantly wanting to go fight monsters since they do unexpected things and often provide as much challenge as story fights.

- Most feared move: Death Sentence. Over and over, rocking out in more battles than I can count and sometimes ensuring a wipe.

- Once I got Dragon Spirit I put it on everyone, all the time. Raise seems very very important, and I always made sure I was running at least two characters with raise of some kind, in addition to Ramza's Wish skill.

- Lancer = best class. Loads of HP, Jump allows spell dodging, and by Chapter 4 two-handed spear was godlike, shank shank shank.

- I used Agrias as in the 5th character slot for battles, and to be honest she was rather crap while actually in Holy Knight, which had tiny PA and barely chipped away at enemies. She only became genuinely useful when moved out of Holy Knight, and frankly if I had known it would take so long to get all those sword powers, I probably would have given up and focused on making her a two-handed Lancer like my other PA-based characters.

- First wipe was in the last battle of Chapter 1, and wipes in general didn't tend to happen more than once or twice on a battle (after seeing what was going on and being able to react to it from the start of the battle), with a couple of notable exceptions. The hardest battles in the game were Weigraf assassination at Orbonne, which took a dozen or so resets but was very very fast, relying on avoiding those 25% status effects and rushing him down once I got set-up right, and ... Balk 2, which was hands-down the hardest part of the game and the only moment I seriously doubted my ability to pull it off. The Hydras were incredible, near unbeatable, and I had to rely on making everyone Lancer for the HP + hiding in Jump, and pray that mathskilled confusion went off on monsters as much as possible.

- Favourite thing: mathskill. Mathskill so hard, all day every day, confusion, cure, fire, often pulled off battles for me, and CT5Cure2 just ploughs right through undead.

That's all I can think of now! Feel free to ask questions and stuff, as I haven't played the original there's probably loads of stuff I don't consciously realise or take for granted.

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So I'm about to start playing LFT today, and I haven't ever even touched normal FFT. Been told that not many players have come to the game totally cold, and I might be the only one to be doing that so far. Still interested in feedback/response, especially from somebody completely new to the game?

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