
You can say it louder.
It’s okay, everyone hates it.
I think it would have been better if 8 had removed levels like FF10.
In reality, strengthening at the junction is like strengthening on the sphere grid.
>>3It’s a tough request because the person making it loves level 5 death.
If you don’t raise it much, the drop will become bad this time.
>>5For you! Tomberry Junction!
>>5It’s both drop and draw, isn’t it?
To refine it, there are only a few methods, like using cards…
I remember seeing a video of Kistis moving rustily to the FFU song a while ago, but I can’t find it no matter where I look…
stinky breath
Do you like the smell of Kiss-Tis’s breath?
>>9Do it facing the wall…
>>12It’s fine to be the enemy there.
I dislike that magic usage is limited more than the enemies becoming stronger.
I wish they would replenish magic along with my salary.
Stop it, there are patterns where it becomes unappetizing if you raise it too much.
In other works, this system doesn’t have any meaning or refreshing feeling… it’s just like that.
My throat is dry.
Is it to make the battle more challenging?
It seems that the layer looking to level up isn’t really seeking that kind of thing.
Level sync is good, but give me a cap.
>>17There is.
Only to the boss
In Fallout 4, when the enemy levels up… the weapons become ineffective.
I liked card games.
It would have been the strongest system if it could be downgraded later.
Speaking of Ms. Kistis, there are various gifs.
It seems that you don’t really need to worry about it that much.
If you don’t understand the correct rules of the game, it just makes the battles a lot more troublesome in the end…
In Breath of the Wild, it became a bit tedious that strong mobs started appearing everywhere.
Moreover, lower-tier materials are required for clothing upgrades.
It’s a downside of the system where you can tackle it from anywhere.
I’ve always thought it’s crap that in another game, when the protagonists level up, the enemies’ experience points decrease and eventually become 1.
Let me level up in the same place.
It’s interesting that once you understand how 8 works, you can do whatever you want with cards and refining.
Most players end up finishing without going that far.
>>27The fun of the FF8 cards isn’t in competing.
It’s fun to see the increase in status piling up in a visible way.
I think it’s just that not having regular battles ends up feeling the same as leveling up.
I don’t really like types that set level caps based on progress, like Chrono Cross and FF13.
>>28I don’t really like that type either.
Chrono Cross is rather smooth to progress through since you don’t have to focus on leveling up, so I haven’t felt any inconvenience with the combat system.
I thought there wouldn’t be any problems if I handled the junction properly, but…
Even with 100 Melton junctions for defense, the Rubrum Dragon’s back attack breath deals a solid 9999 damage.
I think the joy of being able to draw strong magic is stronger.
It’s good to use the Tonberry’s level down.
“Even after a long time, the enemies in Ryza 3 are tough, and with the consecutive battle system, it felt long and tedious.”
Dragon-type becomes significantly stronger from a certain level, doesn’t it?
FF8’s lack of encounters was great.
It’s a game where you can level up if you want, or you don’t have to.
So.
>>36
In RPGs, it can be frustrating that enemies often just become simply painful and tough.
In a system that targets weaknesses and traps, only the toughness stands out even more…
By the time you realize it’s a game about how to strengthen your party without leveling up…
It’s mostly after I leveled up.
After all, it isn’t that difficult even without going that far, because it’s an 8.
Certainly, there are some encounters that are quite tough, but basically, there are level restrictions on enemies, so there are almost no cases where they become extremely strong in the story.
The recent illustrations by Nomura are nice…
To be honest, I dislike the system where enemies become stronger when you level up.The first time was tough, but…
I like being able to defeat enemies and level up without using cards starting from the second time, thanks to junctions and PokéStations, which allowed me to dominate.
But in low-level play, Odin automatically defeats enemies, so I actually kind of dislike it.
>>41If it’s a strict rule of never giving any, it’s safer not to add anything, but even if you occasionally defeat something, you only level up by a few levels, so it’s not really something to worry about…
I wonder about the system where players who realize the existence of clutch techniques always end up with their HP in yellow.
I like Miss Kistis.
>>44I also like Shu-senpai.
There is a relief measure called a special move.
Can you use no encounters? That’s not it, that’s not what I mean…
I don’t really understand the system either.
I don’t really understand the story either.
It was a game that ended without much understanding.
If anything, both the card and the refining are on the side of salvation.
The problem with the thread image is that leveling up makes the enemies stronger, but merely leveling up doesn’t make us significantly stronger.
I like the teacher better when they wear glasses.
I hate it when enemies get stronger as time passes.
It’s a game where you earn gil through resale and create hundreds of status-boosting items, after all, in FF8.
After understanding various things, if I were to proceed with the transplant, it wouldn’t even be a special technique.
At the junction, most enemies fell just because the muscular school was pulling the trigger.
It’s just bothersome.
It’s fun to level up and increase stats with people.
I feel like people who find joy in refining Curega from a tent and increasing HP don’t really get along well with others.
>>57Well, that’s really true.
8 is a game where you find your own way to enjoy it.
I think the story will become understandable depending on which perspective you take.
I think it would be best to safely follow the squall.
I think it’s not really appropriate to consider it as an example of a game where the enemy levels up at the same time.
>>59You can advance without raising this level, and there are still many means available to strengthen it.
I think it’s quite simple, even among the unusually simple games that involve level fluctuations.
Level-based games feel the most enjoyable when preparing to earn and starting to earn.
Equip junctions and abilities that increase attack power.
If you say that a game becomes one where most enemies die when Squall swings around the Gunblade using Aura, that’s pretty much the feeling.
If it’s the current FF, they would have abolished the level system, but at that time, they probably weren’t that radical.
>>64In other words, was FF2 pointed…?
>>82That’s right.
Shouldn’t we just start without any levels from the beginning? I think so.
>>65I think they probably decided to pass on it because it was too sharp for the time.
>>70Shall we do it?
FF2
I liked RPGs where the main character becomes strong and can dominate if you invest time, so I came to like the system of FF8 once I understood it.
In a game like The Legend of Heroes, the experience points you receive from the same enemies decrease as you level up, which makes it impossible to level up further.
It was really annoying that you could only use about four magic spells per person, and once you used them, you couldn’t use them for a while.
The story fundamentally requires understanding that “these guys are all underage kids whose minds are still developing, and yet they are being sent off to war,” otherwise it’s impossible to really like the characters.
This is definitely not a game that kids can play.
>>67It’s a game that I played as a child and would like to play again when I grow up.
There are people who don’t care that enemy levels also increase, but I’ve rarely seen anyone who says, “I love this!”
>>68For those who play in cycles, it’s one thing, but normally, just playing through an RPG once is enough to feel satisfied.
It’s hard to compare the changes in the gameplay experience due to the enemy levels increasing to match our level…
>>68Games after Romancing SaGa are based on controlling player growth as a premise.
Everyone likes that, right?
>>100No…
>>100I love Romancing SaGa overall, but that part isn’t so much…
It’s really tough when you want to get ready or prepare your equipment.
>>109If I didn’t like the game itself, I’d prefer it not to exist…
It’s too rare to feel the struggle when enemies become stronger after leveling up to 8…
>>69Certainly, Morbol, Elnoyle, and Ruby Dragon become incredibly strong…
These guys are pretty strong even when confronted directly.
>>69The boss has a level cap, and basically, it’s a system where the higher you level up, the better magic and items you can obtain, making things easier.
That is only a story based on understanding; if you’re just told to respond without knowing anything, then it’s not acceptable to just go along with it.
The saga may not be simple at a basic level, but it’s this type.
To be honest, when I’m in trouble, I can usually manage with the continuous sword.
The mechanism by which experience points fluctuate is based on the assumption that the development team’s estimate of the clear level is correct.
I think it’s a quite dangerous system.
>>75Right now, it might be possible to address it with an update later, but since the initial sales could stumble, is there anywhere that would take that risk?
I really want them to stop doing things like drawing GF from the boss, which I only realized after clearing it.
>>76Sure, there isn’t a tutorial from the boss that says you can draw GF, but would everyone really miss that draw?
>>87A commonly cited example is Elviore’s Siren, but…
Let’s take the draw out that early in the game! I think it’s precisely people who aren’t used to it who don’t do that.
>>96When it comes to beginner’s means of acquiring magic, it’s drawing (or drawing cards).
I think I might be able to draw new magic from enemies I encounter for the first time, so I generally don’t miss.
I liked the system, but I wondered if this was good for a series that had been continuing with a simple system.
>>77Simple… maybe simple…
The trend of combat canceling in WA is growing.
Even if I understand that I’m being told I’m a childlike character, it doesn’t mean I’ll like it.
It’s a game where understanding the system is important, but if you understand it too well, you can make it as easy as you want.
>>81I feel like this is pretty much all of FF.
I dislike that there are so many free quests in simulation RPGs compared to regular RPGs.
As a result, the battles for leveling up are tougher than the main story.
If the level isn’t properly enhanced, it might have been better to just get rid of the level altogether.
Existing players have probably enjoyed leveling up, so they couldn’t get rid of the element.
In Level 8, as you level up, the enemy’s magic and items improve, so I wouldn’t say it’s pointless considering that.
If someone says it’s meaningless beyond a little over 40, then yeah, that’s true.
Regarding combat, I personally found it really difficult in 9 because even the weaker enemies there frequently had counterattacks.
It’s a mystery why the system that allows you to freely change characters and equipment during battles in Wild Arms didn’t become popular in RPGs.
There are almost no RPGs doing that even now.
>>93In FF, you could freely switch characters in 10, but changing equipment consumed action points.
The next one after FF1, created following Dragon Quest, is…
There’s no level! You get wiped out in the opening! This is FF2 being extremely edgy.
There are too few games that imitate gunblades!
>>95The gun element has a stoic structure that only increases cutting force through vibration…
>>102In Dissidia, you can also shoot.
>>113When you slash, a lot of small flares come out, and the one from Dissidia has a strong feeling of a magical sword.
If anything, I think FF2 is still the most different within the numbered series even now.
Back in the day, many games had irrecoverable consequences or lacked information within the game, so they heavily relied on strategy guides.
That’s why game magazines were also selling well.
>>99In other words, hidden elements were included to sell game magazines.
Because information spreads on the internet, they shifted to a complete edition, but since that also led to a decrease in purchases, they shifted to DLC.
I liked strategy guides that included little trivia or staff interviews.
It’s tough that the timing of events is restricted rather than the enemies getting stronger.
Isn’t that just because you like Saga?
I neither like nor dislike it.
It’s a system that feels game-like enough to raise questions about what kind of worldview is behind it.
>>110The draw, junction, and GF systems are all completely in line with the world view.
>>112I really like that indescribable, unstable feeling of uncertainty about the future at 8.
I also love magazine-style hidden girlfriend stories.
>>108It gets mocked, but it was necessary in the pre-internet era.
Considering that understanding the system means that about 80% of draws are commands for securing GF.
Make the magic that can only be obtained through a draw a bit stronger.
I think it would have been better if magical refinement could be done without junctioning in the first place.
I love Final Fantasy 8 and I proceed carefully like tapping on a stone bridge before crossing.
>>117Recently, thanks to the discovery of a new bug, it’s become possible to level up the GF to 100 without increasing the character’s level.
>>122Personally, I felt that was what completed FF8 for me.
I want to do another round along with the infinite UFO eating.
While I was exploring in Tears of the Kingdom, the enemies in the field were covered in silver.
When doing the second week, I can’t help but think that Irvine really managed to pull off the sniping well…
It is mentioned in the tutorial text during the game that you can draw GF from the enemy.
Don’t you see that?
Well, there are actually a lot of people like that, so I guess that’s why recent games often have mandatory tutorials displayed.
>>124I think the kindness of the 10 tutorials comes from such experiences.
In Romancing SaGa, the system allows you to approach the game from anywhere you like.
It’s obvious that levels are linked.
Sometimes in open-world games, there are titles where levels are fixed by area, and it feels like you can’t move freely!
>>125I love the kind of freedom where I can work hard in the early stages and go to areas with strong enemies to pick up powerful items!
>>125I experienced this in Pokémon.
There are quite a lot of restrictions, making it inconvenient to catch this…
The strength of the enemy is determined relatively.
It will no longer be the case that villagers near the Last Dungeon are unusually strong!
>>126To be precise, the enemies at level 8 have varying values depending on the region.
The stagnation of the ocean and Castle Ultimecia were around +5 to +10, I think.
It feels oddly insistent that the only guaranteed way to obtain the core part of the game is with Ifrit.
I was done in by this in Sengoku Musou 1.
Don’t do it in a way that’s unbeatable.
>>129In Musou, the enemy’s parameters have actually been assessing our status all along…
The methods for obtaining Quetzalcoatl and Shiva, as well as the Siren draw, are written in the manual, so if you say you didn’t know about that back then, you’d be laughed at.
Since the increase in allies’ strength is greater than the enemies’ performance boost, it ultimately benefits us.
“I feel like there are fields where weak enemies appear in droves that you can’t defeat without a plan, making it seem more difficult to level up than the actual levels.”
I feel a bit frustrated when I’m told it’s unkind not to know parts that are explained normally.
Well, this game is quite unique, but I feel like it doesn’t clearly present that part during the main story.
When I first played it, the enemies were too strong, so I kept pushing through with my aura.
I can understand the reasoning behind wanting a difficulty that matches your level since you dislike it becoming an easy game as you level up.
In RPGs, if you level up, it becomes easier, and there’s also the aspect where players can adjust the difficulty to some extent before taking on challenges, so it’s somewhat of an unwelcome interference…
>>136The system where using Cyber Elves in Mega Man Zero gets you harshly criticized is one of those things too.
I’m not good with systems that try to force players into restrictive gameplay…
I also dislike that you earn less experience points due to the level difference with the enemy.
Using the combination of strong techniques, like the number 8, feels like a cheating way to make the game considerably easier, regardless of the level.
The boss’s level cap isn’t that high.
In this game, the only times I struggle with weak enemies are when I randomly encounter a surprisingly strong one mixed in while low-level or when I accidentally enter an island where everyone is fixed at level 100.
I feel like there was a mechanic in FFT where weaker enemies get stronger when you keep repeating battles against them.
I think the excitement of a draw being rated higher is greater than the unpleasantness of the enemy becoming stronger.
When even the level disparity rush is blocked, it’s like, “I’m bad at games, so I play RPGs.”
From one madman, a series of incomprehensible restrictions in gameplay keeps emerging.
Even if the level goes up, you can still brute-force it with GF and character-specific actions, just like in FF8.
I can’t win against the hidden element bosses or the island closest to heaven, but that doesn’t really relate to levels anyway.
By the way, heaven and hell are completely blown away in the thread image.
It doesn’t have combo moves, but this guy’s special attack is pretty decent.
>>146She’s a real witch, after all.
>>146I can’t help but think that techniques like blow-back attacks or the shockwave pulser that can break damage limits might be easier and stronger than Selphie’s slots or Rinoa’s WoL.
It’s great that you can escape from mismatched strong enemies and still gain experience points for the damage you dealt.
If that’s the case, they could have made it so escaping doesn’t lower the SeeD rank, or they could have been a bit more lenient.
It’s rare to find a game where you get paid just by walking around.
Even if you receive money, if you don’t notice the conversion, there isn’t much use for it.
I like Final Fantasy 2 and 8.
>>152You seem to like Romancing SaGa.
Among games equipped with this kind of system, it’s relatively forgiving since you can push your way through to the end.
>>154You’re quite careful about the difficulty, aren’t you?
I can’t take it anymore at Ultimecia Castle! I was saying that I couldn’t hold it in.
I learned that the teacher is really strong in bondage play.
Many people who couldn’t clear FF2 at the time probably found it completely unforgiving.
Because 8 has a level cap for the main bosses, it doesn’t feel particularly challenging.
Since I was completely beaten by Diabolos in the past, I’ve been progressing without using the magic lamp.
“Don’t show up while I’m in the middle of solving a puzzle! I was really frustrated in Ultimecia Castle…”
8 can be easily broken at the junction, but
If you proceed with a draw focus, it was quite a standard balanced RPG.
I was shocked to learn that people were so resistant to the enemy becoming stronger, as it was something normal in Romancing SaGa.
>>163I believe the growth of enemies is meaningful precisely because Romancing SaGa has a free scenario where you can tackle it from anywhere.
In a linear JRPG, it’s rather uninteresting for the enemies to get stronger.
I remember hearing that the final boss and Rinoa are the same person, but what was the conclusion in the end?
>>164It was denied by development.
Well, the person who wrote it only mentioned it as a theory.
>>166Didn’t you retract your denial later?
>>170There are basically three main writers, and the other two might have specified the storyboard with that intention.
It seems like things got tricky when they denied it.
>>164There are elements that are intentionally overlapped, but I think it’s a contrasting expression.
Shinra-kun is a writer who thinks about Shinra, so there’s a possibility of it being discreet, but it’s not impossible.
It was a while after the release of “Understanding Junctions and Refining.”
Since I’ve taken the trouble to level up, I want to be able to handle weak enemies just by spamming the buttons!
That’s how it is.
In the SaGa series, it was quite annoying that in SaGa Scarlet Grace, the enemies had the same appearance but just increased in strength.
The reason Ultimecia became the final boss is that SEED is conducting a witch hunt and is telling people to kill a witch named Ultimecia.
There is also revenge because I was turned into an evil witch without understanding why.
Isn’t it concerning that the witch’s power keeps accumulating in loops?
If the thumbnail smells, it’s here.
There are a lot of elements that feel like that.
As it hasn’t been explicitly stated, I think it’s good to discuss it from a stance that treats it like an urban legend.
It’s certain that the witch born in the future where Squall and Rinoa are together is Ultimecia.
I can understand the desire to want to connect something.
Before we talk about the junction, it takes too long to open the menu screen.
Back then, everyone was just creating the Final Fantasy games with their own free-spirited live feel, so it’s all like that…
There is a possibility that Kazunari Nojima might actually do it.
It’s a PlayStation game from back then, so there’s nothing we can do about it.
Increasing the level improves the quality of drops and draws.
Also, since there is a level cap for the scenario boss, it is easy to clear it without junctioning by leveling up to the max.
Having only half-baked knowledge and clearing it without leveling up makes it more difficult instead.
Genshin Impact was somewhat like this.
I would say that Totoro is a nonsensical story akin to the afterlife.
>>182It’s not entirely nonsense, and when you look at the elements, it makes sense.
The garden where the knight who solved the riddle of Ultimecia’s castle sleeps is, in a way, unrelated, which is itself a bit strange…
It’s just that throughout the story, there are significant moments where Rinoa and Ultimecia seem to overlap.
The development side has also become more interesting and no longer clearly denies it.
It seems that it wasn’t necessary for Linoal to officially deny it.
Kitase denied it, and based on that, when Nojima was asked, he simply responded that the fans’ imagination is interesting.
>>187Kitase later retracted his denial, thinking that it might have been staff other than himself who had prepared it.
I remember using a weapon with the name of Rinoa’s weapon when Ultimecia appeared in Dissidia or the FF festival game.
I’m a guesser, though.
The quality of the draws increases as the level rises and the progression in the story continues.
It was quite fun to do it with zero knowledge.
There are things that are better left ambiguous because they might narrow the range of future developments.
By the way, do you have any plans to develop a spin-off or something for 8?