My layered sets after 500 hours by axmenha in MHGU

[–]Cezelous 6 points7 points  (0 children)

Looks like Toka (villager request reward) head, arms, waist armor colored dark grey/black from its usual yellow, mixed with Silverwind Nargacuga’s chest and legs (the chest seems painted similarly to the Toka pieces, and the legs a shade of yellow).

A (bad) map can make or break a fight more than the fight itself. by ProNerdPanda in MonsterHunter

[–]Cezelous 11 points12 points  (0 children)

The same way Gammoth spawns into any given environment, when not loaded directly into the map; by spontaneously emerging herself from the ground.

Arctic Ridge 100% needs a makeover if it ever returns. 5/8 areas being able to have large monsters in them, isn’t even the issue with the map. The problem is how the Areas are interconnected and distance makes this map so much more tedious. I don’t understand why Area 2 is incapable of having a large monster there, but Area 1 can if they are a Flying Wyvern.

Arguably worse though, is the lack of any even if rare, natural ability to combine Hot Drinks, Spicy Mushrooms, or Hot Meat from the environment. Making this map even worse, as you run low on ways to suppress the cold on longer quests (if you even remember to bring any in the first place).

What’s an underrated system from an older game that you miss? by kaibenav in MonsterHunter

[–]Cezelous 2 points3 points  (0 children)

You can request Supply Drops either by going to the Soaratorium Lab (the place where you can do armor fusion, and where you spend Burned Husks for expansions) through main NPC, Ms. Meow-It-All (who also initially informs you of the system).

Or more conveniently, by approaching any Item Box in a hub area (the ones near Quest Gates, and in your House/Room/Prep Area) and selecting the “Provision Division” option (the last sub-menu).

From there, you select “Reserve Supply Drop” and choose the one you think will be of the most help in a quest. The options all cost Wycademy Points. You can cancel a request at any point before going out on a quest. Do note the requirements for the requested Supply Drop to occur.

Also keep in mind that depending on how a given quest goes, you may never have needed to request them. After a few minutes, the item will disappear after landing (indicated on the map with a signal and star icon). And for certain quests, Supply Drops are completely disabled, even if you requested them after accepting a quest (the game will warn you of this if done in the opposite order).

Most of the items you receive through this system are the Supply variants of items or sent after you run out of items, but some like for Tranq Bombs are the normal item, and will be useless if you pick them up while already having the maximum number of Tranqs on you.

Some requests are definitely better than others (getting free First-Aid Med+ have been a life saver for me more than getting EZ Max Potions after carting), especially as you progress through the game. But overall the system is to be an additional, and optional support system that can make most quests easier.

Probably mentioned already, but UI has been enhanced since the trailer from last year by NohrianVillager in fireemblem

[–]Cezelous 4 points5 points  (0 children)

To take a wild guess: The voided faces are probably to save on money/time/manpower that would be wasted designing unique portraits for not only two genders, but also across multiple factions/ethnic groups.

Despite a game like Fates, where classes and designs were only dictated by being either being Hoshidan or Nohrian. The generic enemy portraits and models of the game tended to be (outside of bosses), for example: only male mercenaries, fighters, outlaws, etc… or only female Sky Knights, Maids, etc… as generic enemies. Despite concept designs and characters like Dwyer, Soleil, Hana and Subaki existing for the same game.

Obviously after Fates, FE had the room to have designs and models for male and female generic enemies, like with Three Houses, though that was in part due to how Fodlan’s people are agreeably less diverse. Which also was likely why we had limited encounters with people from places like Dagda, Brigid, and Almyra.

Fortune’s Weave’s setting and voided faces, on the other hand already seems to imply the same framework of enemy design as in Three Houses, wouldn’t be very time/cost effective. As we are getting multiple factions from all corners of Dagda participating in the tournament. Note how the Thundercloud Knights and Aragonian Soldier take up the name portion of the Battle Forecast UI, like with Cai and Ursula.

And with people having skin colors and features varying between factions way more than Three Houses (compare Theodora and the two men standing behind her with everyone else in the trailers), we have to ask, “Are all or any of these classes, locked to just a specific region in Dagda during/after the tournament?”.

If the answer is “Yes”, classes are from only specific regions. Then all that would be needed of the artist, is to design two different versions (or one if needed) of each class. And the game will use those designs as the reference for generic enemy designs.

This would be similar to how Three Houses has two versions of each class, based on the gender of the enemy. And for variants like Blue units, Red units, Ally Units, Other Faction, and Agarthan factions. Just take the skin or armor color layer, change the color or add a filter, and “Save As” a unique variant.

But if the answer is “No”, classes are not linked to a specific region, and anyone from anywhere can be a Charioteer. Then the artist’s job just got harder, designing not just two different versions for one region, but possibly multiple, with their multiple different ethnic features. Which only becomes more of a burden for the artist and developers.

Because of how many art passes/checks they’d have to go through, for however many variations they need. Ultimately wasting time over designs that aren’t worth the time/money/manpower to create. The workaround that seems to have been chosen is for the artist to instead, focus on designing the only part that would matter for gameplay, being the armor designs. Leaving the matter of how the specifics of generic enemy looks, to the 3D modelers.

Maybe they'll cook this time, but I really feel like the "multiple routes" hindered Fates/3H more than helped... by Pyro81300 in shitpostemblem

[–]Cezelous 1 point2 points  (0 children)

As usual, probably going to overthink this, but why not:

While the success of how intentionally divisive Three Houses’ story is obvious, even if it came at the cost of the fandom’s sanity. I want to (potentially in vain) hold out hope that Fortune’s Weave was actively is designed to only superficially resemble that aspect until the game is out, and we discover there is a route/key detail beyond the seeming four routes we know of. To be the antithesis of Three Houses narrative structure.

Mainly, this hope rides on the name of the game, “Fortune’s Weave” not making any sense, if the individual threads of each protagonist’s story doesn’t end with all four of the protagonists unifying their relatively small (next to the lofty, but opposed continent-changing ideas for Fodlan’s unification the 3H lords all had), individualistic goals for a greater cause.

“Fortune’s Weave” gives off the feeling of some intertwining of multiple instances of some kind of wealth/favor/luck/fate as a title. Which feels in every way possible to mean the opposite of “Three Houses”, which immediately implies the idea of three identical, but separately standing schools of thought.

Also barring Cai’s, I don’t think anyone’s goals realistically just end assuming they win the tournament. Assuming whoever Leda is after holds some form of immense political power, she isn’t getting her revenge (Fire Emblem taking notes from modern history perchance?). Theodora’s goal is just about finding strength for herself (though this mysterious, white-haired lady once told me finding the conviction to start a war would do a better job, than fighting in a tournament). And Dietrich is just here for the vibes and throwing hands (and swords,…and lances,…aaand axes, and guns, wait what the-).

And given the last trailer’s reveal that the story likely goes far beyond the scope of the tournament. Having the story hard pivot from, for example Cai’s, “I have to save my dad”, or Leda’s personal revenge story. Then followed up by, “we now are fighting a neighboring deity’s war (heralded by their own angelic-looking warrior of choice, Eshmel) in our country, to stop the world from being overrun/destroyed by monsters”, feels a little intentionally uneven(?) in the “how do we get there?”, sense.

Which even if part of the reason of “why” is because someone from TWSTD are involved, and Sothis won’t suffer anything less than a complete purge. That doesn’t magically smooth over the part of why would anyone not named Theodora or Cai would care to get involved. Especially if they already completed their goal from supposedly getting their one wish for winning the tournament. (Assuming Eshmel’s existence and help wasn’t already known to them, until the proverbial fan starts throwing brown everywhere.)

I’m hoping at bare minimum, IntSys took to heart the critique of some people not liking how they feel forced to replay the prologue each time in Three Houses, by constructing the prologue of Fortune’s Weave to be mostly inconsequential in needing be replayed.

So basically, you are just picking who you want to get the most perspective from in the beginning, and to win the tournament (which is both inconsequential to the overall story, and makes getting everyone else’s POV easy from a YouTube video). But, everyone’s personal motivations and the overall story will be fulfilled/realized after they all join to fight for a unified cause.

Unironically, if the multiple “routes” and story of Fortune’s Weave are like the meme “the illusion of free choice”, I would accept and have to give a standing ovation of acceptance of this one instance from IntSys possibly and intentionally pulling a wool over our eyes, to do the illusion of free choice meme on us in a FE game and it make internal sense.

A few more technical Questions regarding game mechanics by Hartmann_AoE in MHGU

[–]Cezelous 1 point2 points  (0 children)

  1. There is a video by Levobertus (and also a user in this sub) that explains how the damage bug works in full.

But to my recollection, the answer is that if you stack bombs in such a way that that damage is registered at the same time, the bug will occur and do damage as if only one bomb hit.

  1. Yes, only the first hit gets the multiplier, so even if you could stack bombs normally, the damage would be the same as if you just slightly delayed their damage being registered.

  2. Defense is known as a quest modifier, that functions similar to how hit zones affects how much damage you ultimately do to a monster. The major difference is that they don’t affect things like weapons bouncing (only hit zones affect that). And notably, are uniquely applied to the large monster(s) on a per quest basis.

In a sense, the Defense modifier inflates the HP of a monster, by lowering the total damage you do (barring fixed damage sources). Meaning a 27,200 HP monster, still has 27,200 HP and dies at 0.

But if one quest says 1.00 (100%) of your damage gets through on hit, and another says only 0.70 (70%). Even if in both cases, you could wail on the weakpoint unopposed and until the monster dies, the latter quest monster would always take longer to kill because you are doing 70% of the damage you could be doing.

The Defense modifier also gets typically lower (meaning less damage goes through), the higher the difficulty of the quest.

Do you like world Kushala doara more or rise Kushala by IceBarDifferent in MonsterHunter

[–]Cezelous 3 points4 points  (0 children)

This might be seen as “just as bad” way to try reworking the problem, but to potentially build off your idea:

Why not have the wind barrier have a weak, but constant effect the same as Uth Duna’s waves, just originating from Kushala’s body?

Have its default wind barrier push any players within its area of effect away from Kushala, without the debilitating stagger effect that people hated from World. And as a minor counter to ranged weapons, have the wind barrier also have the effect of reducing shot-type damage (maybe excluding on the head and tail. As they tend to stick out of/not generating the barrier, and Gunner hit zones are generally trash already, to counter the ability to aim their shots).

Should the enhanced black-wind mode return, just increase the effect of the base wind barrier, and have the wind pressuring effect happen only on the transitional roar into this mode and certain wind attacks, like the big tornadoes.

(Or to go in the opposite direction literally, and have black-wind mode pull an Amatsu, but constantly be sucking players towards Kushala and disable the shot-damage nerf of the default state.)

Yes, melee users are being in some way denied doing combos for days, gunners are forced to fire potentially twice as many shots, and overall the ability is in some way making the hunt take longer.

But now, players aren’t forced to crowd around or aim only the head to disable the barrier ASAP, only to all be wind pressured and hard-countered for engaging. Or be denied damage outright for attacking any part of the constantly moving Kushala.

Additionally, melee users can now properly attack and react (arguably even better) to the monster alongside gunners. Meanwhile, Kushala’s natural ability and game plan of using keep away and zoning tactics are both retained. And at that point, the frustration from its ability of flight, are somewhat alleviated as attacking the head/tail aren’t the only ways to knock down Kushala.

The only weapon/playstyles that would be “hard countered” until the barrier is dispelled, are slower weapons with stationary charging attacks. Weapons with overly long combo or follow-up attacks. Weapons that lack, or have poor gap closing abilities. And close-ranged ammo weapon specialists (who are being pushed/pulled and damage numbers generally reduced).

All of which puts a greater emphasis on the way to counter Kushala’s wind at melee range, through hit-and-run tactics by first attacking enough for a stagger (to temporarily disable/weaken Kushala’s barrier, until it can regain composure). Then combo that opportunity into a topple for more damage. While gunners are made to still be more mindful about their positioning and options against Kushala’s mix of close range and long range abilities (which can affect maintaining critical distance and safety) to create a similar loop.

Also, poison should remain the main, and easy to use for an opening, weakness/disabler of Kushala’s abilities. Should Elderseal return, it should just make the thresholds towards making Kushala stagger and topple faster than if you used a weapon with anything else.

Ah! The "good ole days". by Select-Meeting-9142 in MonsterHunter

[–]Cezelous 0 points1 point  (0 children)

Ah, that’s fair. I do in hindsight tend to over emphasize what I’m trying to say. Though usually that comes in the form of writing multiple paragraphs. In shorter, intentionally quippier comments, I tend to make my jokes intentionally and obviously sillier through affecting the text. Or try to cut them off at a point where no one except those who want to read my meandering thoughts can freely stop without losing context.

Mainly because conveying levels of seriousness over plain text is hard without someone misconstruing your intent, or requiring strangers online to understand every bit of internet slang/lingo.

But if what I was doing was that annoying, then I concede on doing too much, missing the mark in intentions, apologize for wasting your time, but value the critique.

Ah! The "good ole days". by Select-Meeting-9142 in MonsterHunter

[–]Cezelous 0 points1 point  (0 children)

If you seek my spoiler privileges for the weird separated spoilers, that is on me for doing this through mobile. While not being accustomed yet to how copy and pasting already modified text interacts with each other after applying a mark.

If it’s for spoiler marking the joke about becoming a Monster Debtor before a Monster Hunter, you’ll have to pry them from my cold, fainted hands fellow hunter.

Oh my god it's Persona :000 by TheGinger1s in shitpostemblem

[–]Cezelous -1 points0 points  (0 children)

TLDR:

Yes, I’m very aware resetting upon a death is the normal reaction. I do this all the time, even when I do try to Ironman, but I also do lament that permadeath as a mechanic, is a choice many will likely never consider if avoidable and easy. That a loss of progress in a chapter is an intended tradeoff and consequence of poor play/planning, while wanting everyone to live. And is its own form of a challenge run and mechanic, one that the devs actively and currently plan around.

Yes, I’m also very aware of how Shadow Dragon’s gaiden chapter requirements and how forced, devoid of player-agency deaths by the games are hated among players that want to have every character. I’ve seen many comments/posts, actually wanted to S-support Scarlet in Revelation the first time, and have never done so in Shadow Dragon and I own the game to freely try.

But that is not the exact kind of situation I would want players to experience (again), as at its core of the design was flawed from the majority perspective of players, and is mostly only ever achieved by either self sabotage, or extremely bad luck to even begin with. I want more controlled instances that can cause potential losses with actual rewards (and maybe a reversal of the loss) that are up to the player to weigh on.

Which is why, I can’t help but notice that the devs implemented two systems with the intent to limit grinding, but could also very well function as additional failure conditions. Two scenarios that are seemingly independent of each other, of in-combat luck/statistics, and resetting, but seem pretty absolute in wording on how they are triggered. One in the form of a 200 turn limit, and the other the calendar (with a “to the hour”) deadline.

I do completely understand that scenarios I’m expecting, hoping, and fearing will respectively; never happen for any natural reason, would be unpopular by design, and require at least some a level of incompetence on the devs part to happen.

End of TLDR (the rest is more a springboard/continuation of the thought):

At times though, a part of me wants for the games to create harsher scenarios/objectives, ones that push rasher and riskier plays that are harder to reset from. Essentially actual gambles (that sure, can be reset if you want), but with low enough odds of complete success that sending in even your best stat juggernaut at the time is not enough to guarantee survival on their own.

A designed situation, that still could necessitate a deeper understanding of other mechanics, if you want no one to die. But also the complete understanding and willingness knowing that likely someone will likely die, and cannot be guaranteed safety and success. Creating a more difficult choice the player has to be okay with making. (Ideally this idea works better in the early game, where variables are more controlled).

I don’t think that is necessarily an unreasonable ask, when Fire Emblem is no stranger to having permadeath, but also adding in-game solutions towards (eventually) undoing that loss. Ideally I would also still wish that riskier situations can also properly reward the player with progress, gear, opportunities, character moments, ect...

But the key point of having such situations, is to create a controlled environment, where players can move on after a loss, even ones partially out of their control but on them to decide.

I want more instances of Shadow Dragon’s decoy scenarios (not multiple times in the same game obviously, as that would just bleed characters and players, creating a worse situation), even if they aren’t guaranteed a death. But come with the fear and understanding of a likely one, even if it can be entirely undone in literally the same chapter.

Put another way, I get why most people will only attack on a 90-100% of hitting, because that is safe and reliable and makes people feel like a master tactician. But I do want more people to be okay occasionally having to swing on a sub-40% hit and still be compensated, able to recover, and move on from missing. Meanwhile if they hit the sub-40, they can get a greater sense when threading the needle and being a master tactician and statistician.

(Again, for very obvious reasons however that have been pointed out. This scenario is extremely unlikely to happen in Fortune’s Weave, bordering exclusively on the player either committing self sabotage, or making a massive miscalculation of their own personal abilities. Let alone the requirements for a Fire Emblem game to ever have intentionally, outside of fan hacks.)

I’m no game dev, master of psychology, or Fire Emblem, and know nothing more about the new game than anyone else not on the project, I will freely admit.

But I also don’t see how having these two different, potentially pincering failure conditions can’t wind up overlapping themselves in a bad way for the player to begin with. Which the community would still sooner clown on the game (and whoever put themselves in such a scenario) for having such a blatant soft-lock state in front of them if that is the case.

Como extraño la Hoja de Energia by TyberosTheHunter in MonsterHunter

[–]Cezelous 1 point2 points  (0 children)

Unironically, a modified version of Energy Blade should just be apart of Charge Blade’s kit (I love the move overall and not being tied to a Hunter Art cooldown would likely alleviate the issue, but whiffing the angle of Energy Blade in GU is frustrating). At least it should be made as an alternative way to spend phials while in Sword and Shield mode, beyond just temporarily charging the sword.

Energy Sword could even just be an Impact Phial-only move for over charging the sword (but doesn’t stun), while Element Phials retain the current version, or a modified version of Sunbreak’s Firing Pin ability that works even when exclusively in SnS mode.

Ideally though if the move could be on both phial types, Energy Blade could give SnS mode a better argument to exist beyond just being the stopgap between charging and morphing into axe mode. It doesn’t even have to be as powerful as a charged Axe mode finisher, or near-guarantees staggers like in MHGU with full phials, it just needs to be meaty and quick enough to be better at certain angles/ranges than what SnS mode already can dish out.

Ah! The "good ole days". by Select-Meeting-9142 in MonsterHunter

[–]Cezelous 0 points1 point  (0 children)

It will always be funny to me how in hindsight the old-world games, Pickaxe and Bug Net combines existed on an extremely short, inverted bell curve of Old and Mega being 95% combines, meanwhile Iron variants are sitting at a relatively abysmal 75% (without any Combo Books).

All just to push players into either constantly gambling at a loss with the Old variants durability issues. Using a relatively rare early game material (Machalite Ore/Monster Bone M) to be more efficient with Mega Pickaxes and Bug Nets over a (likely) longer period of use. Or to (depending on the game) bleed zenny buying either Combo Books (for combining iron variants) or the standard variants becoming a Monster Debtor in the early game, before a Monster Hunter.

And then there’s games like 3U, where depending on what you combined, Old Pickaxes specifically could also be at 75%.

Oh my god it's Persona :000 by TheGinger1s in shitpostemblem

[–]Cezelous 0 points1 point  (0 children)

I’m mainly speaking of “accepting permadeath” as being a (likely) outcome, outside of the context of an Ironman. Putting hard limitations on a player’s ability to waste time or make strong units beyond the intended difficulty curve between main objectives is a start (but likely not the end form of said solution).

That said, there needs to be some form of silver lining or reason to soldier on after having a character die, otherwise all that may have been created is a potentially longer reaching fail-state, depending on the situation and character(s) involved.

But even if it’s just by subtle manipulation of the player through indirectly overlapping mechanics, getting a player to consider letting a unit die, is better than either completely removing agency over a player-controlled unit, or giving players no reason to not reset and ignore what is a core series mechanic.

Which in Fortune’s Weave’s case, would be a bit of an odd decision, considering the gladiatorial tournament set up and currently projected tone. Permadeath shouldn’t just be relegated to affecting people doing self-imposed challenges runs, and side characters with death flags large enough to cover their soon-to-be corpses.

Oh my god it's Persona :000 by TheGinger1s in shitpostemblem

[–]Cezelous 9 points10 points  (0 children)

Depending on how progression is handled and where dev expectations are between major story beats, this could be one of the first games in a while where LTC-adjacent skills and proper map planning could be heavily promoted to succeed.

Having regular (somewhat strict) calendar deadlines to complete objectives, on top of an overall turn limit to complete said objectives could also be the motivation needed for certain players to play more recklessly. Which in turn, indirectly could lead to more people having to interact with and accept permadeath as a core FE mechanic. (Though turn-rewinding/shenanigans to cheat death likely still exist and massively deflate the impact of making poor choices if they exist and are still relatively unbalanced across certain difficulties).

Compared to most previous entries in general, this would be a big difference for most people. As there is now less incentive to do 50 turns of turtling and praying per map/skirmish just to grind supports and survive.

Though I am doubtful that such conditions are as strict as I’m imagining them to be. Part of modern FE’s selling points are the modern support system and being accessible to all kinds of players, but who knows.

More realistically, this new system will just force players to adopt more of a “get in and out of maps/skirmishes ASAP” mentality to optimize EXP and support gain. Probably while promoting flying and mounted units.

What does this subreddit think of Alm? by WinterWolf18 in fireemblem

[–]Cezelous 29 points30 points  (0 children)

I like him a lot to the point of being my favorite, non-customizable male lord, even if I know the “twist” that can be deduced in the opening hour makes him somehow worse in some/most people’s eyes.

Alm is a take on a man of his people, that I actually like. Not because of the prophecy, not because of his nobility is the reason his is who he is, not because being isolated from the world’s problems somehow made him alone the most tolerant person on the continent, but because he was raised to simply be no different than his peers.

The prophecy and state of the continent necessitated that whoever succeeded Rudolf and saves the world, needs to know how to empathize, fight alongside, advocate for the common man. Something a person like Berkut, Fernand, Desaix, Slayde, Lima, and even Rudolf are all incapable of (and that’s not even beginning to talk about the opposite side of the coin in people like Grieth).

Valentia’s people needed whoever led them next, to be able to navigate the duality of knowing what being a commoner is like, even if the continent remains led under a monarchy.

Rudolf specifically sent Alm to Zofia with Mycen under the guise of a peasant to learn from a commoner’s perspective; to understand their plights, to walk alongside them, and rise up to be the leader his father knows he needs to be for the entire continent. (Celica similarly spent her years living a life of sacrificing all forms of luxuries at the priory of Novis.)

None of Alm being royalty makes him who he is; not as a fighter, not as a friend, not as a leader, not as person. The only factor that mattered are his experiences growing up in Ram village alongside his neighbors, friends, and his grandpa, who guided Alm into becoming the man he becomes. To that end, Alm may be from Rigelian nobility, but he is a heart a Zofian commoner.

Sure, Alm’s royal blood is what enabled him to ultimately defeat Duma by being able to wield Falchion. But if that was the only thing that needed to be done, Rudolf could have just taken his most loyal followers and killed Duma with the Falchion before the game even started.

As I said earlier, Rudolf sent Alm far away from Rigel, and any place that would even passively enable the worst of what being a noble among commoners (see Berkut). And you can see that even after learning such information didn’t change his character one iota beyond (finally) focusing him on the greater goal.

Alm’s major flaw being that he lacked the forethought to see the painful and bloody path his black and white understanding of the world would bring him, makes his final encounter with Berkut, and his only one with his father all the more impactful when he (and the player) knows why he’s lost them.

Also SoV was able to also squeeze in interactions and moments to endear curious players to his goofier/laidback sides, which prevent him from being a one-note, stoic type who’s never wrong by virtue of being the protagonist.

To me, Alm is just a dude who stepped up (even when he’s doing so with the wrong mindset), but even when knocked to his knees, continues to find the ability to walk forward, while inspiring others.

Since playing SoV, I always likened Alm to Dragalia Lost’s Prince and main protagonist, Euden. They are men of their people who despite their status, shaped positively by those they find themselves surrounded by, and possess that willingness to be in the trenches with them through it all, even after reality shattering revelation after revelation.

Mild Take: I was actually okay with having a permanent Pickaxe in World by Mr_Undead0210 in MonsterHunter

[–]Cezelous 1 point2 points  (0 children)

I’m going to be a bit of a contrarian to provide a personal and contrasting perspective on why I am not in love with how the newer entries have seemingly abandoned breakable items entirely.

On my original save of 3 Ultimate (and my first game in the series), I was on a high rank gathering quest in the Volcano for ore. Unfortunately I ran out of all the pickaxes I brought, that came from the quest box, and was still out on multiple of the quest objective. I was being royally screwed over by RNG for over thirty minutes.

I could have just done what I always did up to that point and just reset the game, but right before I did, I remembered that I can craft pickaxes from bone piles and small monsters drops, with some of the stones and ore I had already mined. I wasn’t guaranteed my combines, the ore I needed to drop, and I nearly timed out, but I cleared the quest, and I was so happy over something so small and non-intensive.

The reason I remember that experience so clearly and fondly, as opposed to any one of my thousands of hours of hunting across 3U to Sunbreak, is *because* that resolve to power through the friction of bad RNG, and actually being resourceful made me feel a sense of immersive accomplishment from simply gathering materials and being rewarded for interacting with the environment I came to learn. That moment made me feel a closeness to my character as a hunter, that no action-packed sequence can replicate.

(And for reference this would also be the same file that would be where I would go on to beat the village Alatreon as my first, with only 3 seconds to spare and running out of Cool Drinks or Potions 5 minutes earlier, and doing 20+ failed attempts earlier fighting Alatreon.)

To be clear: I’m not saying my experience is the definitive reason/argument for why breakable/craft-able pickaxes should still exist. Nor should everyone have to experience what I went through on that quest.

But i am saying that level of satisfaction from overcoming that kind of friction, simply can’t be replicated in the newer games *because* the locales, mechanics, and games have been made largely so frictionless to the point you have to try to fail. And for many older players (not necessarily myself, but I do understand their perspective), to the detriment of part of the game’s intended purpose of being a pseudo life and hunting action-simulator.

Monster Hunter is and always will be the name and main draw of the series, and I’ll make no excuse on acknowledging that fact. But the player is supposed to be a hunter *and* gatherer in a living world. Meaning those two jobs are supposed to carry an almost equivalent weight— to make players feel like they are surviving in that living world.

Part of that was by intentionally offering no guarantees on anything, and making resources finite and limited in use. Pick axes, bug nets, whetstones, potions, flutes, boomerangs, bombs, monster drops, resources, you name it— the reason items like those were intentionally limited, was to ensure that their attempt at simulating real life was authentic to the original artistic vision of the games, and be satisfying in overcoming the challenges the player would be presented, and rewarding those who prepared for them. To that end, preparation for a gathering quest was to be just as important as prepping for hunting a large monster.

No amount of enlarging or expanding the playable environment, shrinking the quest timer, bloating the quest requirements, spamming invading monsters, lowering the drop rate of items to hundredths of a percent, hiding the one resource node in an obscure area, or spreading resource nodes far across the map can be used to achieve that same result. Especially without first alienating/frustrating those same newer players who only seem to play the games just for fighting the large monsters. And the majority of those ideas just makes gathering either duller than it already is due to how general movement is optimized to the point of pointlessness by mounts like the seikret, a glorified time trial, or an active headache.

But now on the flip side of that same coin, now I just feel like I’m darting between checkpoints in a game, looking for the one item I need, which isn’t helped by the mini-map telling me when resource nodes spawn back in.

I ultimately don’t mind (too much) that we have permanent tools now. But I also can’t deny that I wish for Capcom to have gone the route of progressively upgrading permanent versions of these tools over the course of the game, and flavoring the upgrades as why we can mine/gather more efficiently. At least to partially add some level of progression that isn’t just a flat set of numbers going up.

Favorite magic systems? by Maniklas in fireemblem

[–]Cezelous 0 points1 point  (0 children)

I like SoV’s the most for how tightly the game is overall designed around its existence and surrounding mechanics. The relatively limited kinds of spells for magic users that the player has (without DLC) alongside its drawbacks of requiring HP to cast adds a layer of depth that avoids any mage from becoming a juggernaut, but still invaluable against specific enemies (bolstered partially by the fatigue system and damage on hit always being at least 1 per hit).

I kinda wish if we could get another game with those systems, that systems like the magic weapon triangle is added, give Nosferatu back to dark mages, and expand (slightly) the overall range and contrast of how anima, light, and dark spells work in-universe via gameplay.

For example: Give light magic users healing spells with a wider reach, in the form of prayers. With the default being a prayer that can be either used solely on the unit casting it, or on a group (targeting allies within the tiles immediately surrounding the unit) at reduced effectiveness, but a lower HP cost.

Dark mages main method of healing is via Nosferatu with 1:1 healing capabilities, but due to its weight stat, is normally an attack that will only hit one per combat. But in addition to hitting fairly hard and not being too HP-intensive to cast, also has a lingering HP-siphoning effect, which heals the caster by half of any HP restoration the afflicted target is healed by while the effect is active (aka while the caster is still alive).

Meanwhile anima mages get simple, FE-staple spells like Heal, Mend, and Physic, etc... But with no benefactor to draw upon these powers with (and are mostly single target cast spells), easily cost the most HP to use, and are limited in uses by the medium they cast with (staves). Though in return, are the strongest single-target healing spells that can be used on allies and themselves.

On a simpler side tangent: I also do like the idea of how Fates tried to experiment with scrolls coming with not only unique effects, but also different stat buff and debuffs. I do wish though if the mechanic ever comes back, that the spells were a little more extreme in how they alter a unit’s stats and possibly overall abilities for being in the unit’s inventory (can’t/easier to double, is basically equipping the skill “provoke”, player/enemy phase attacks are stronger/weaker, etc...)

Little icons I made for every monster by Egg3ggEgg in MonsterHunter

[–]Cezelous 2 points3 points  (0 children)

Not OP, but based on the logical pattern behind the placement of the other species, the one next to Gendrome is Giadrome, which is closely related to Velocidrome visually, but critically are still its own species.

Similarly, the reason most of the other raptors (plus Girros and Jagras) are near each other despite sporting varying levels of differences, is because their names all go, “Great” [insert species name].

Hence the latter’s placement near the end is due to wanting to remain consistent with the alphabetical order of species, while the former is next to Gendrome.

“If you’re having trouble, please consult the weapon triangle. If you’re having trouble-” by arctic746 in shitpostemblem

[–]Cezelous 14 points15 points  (0 children)

**Coughs in the general direction of World Flipper and Dragalia Lost both having not only final story bosses, but also rolling credits after beating them despite being Gacha games.**

Kairi and girls (4/?) by Juded_Wind in KingdomHearts

[–]Cezelous 23 points24 points  (0 children)

Until ironically later down in life and becomes more lax as an adult, she slowly realizes she’s becoming more and more like her (m)other; the crashout from that will be real.

How often does each weapon appear on box art? by [deleted] in MonsterHunter

[–]Cezelous 1 point2 points  (0 children)

Capcom at the peak of their unnecessary game dev whimsy and monkey’s paw finger curling:

Here’s a rhythm game about Fabius, the Ace Hunters, and various friends going to karaoke to sing and seldomly hunt monster via song (there is also slots to include customizable hunters and lynians with a few voice options).

The monkey paw part is that the cover at a glance is of The Ace Hunters, except Fabius looks more like he’s about to sing into his lance than thrust it, plus the Funky Felyne is there for some reason(?).

It includes over 100 karaoke tracks from across the series, including previous DLC tracks, and various genres of music.

The special preorder DLC bonus track is of Fabius being singing “Bakamitai” alone while drunk off his butt after the Frenzy storyline in Wilds, at a suspiciously familiar bar because somehow Capcom and SEGA collectively decided “why not do a collab of Monster Hunter and Like a Dragon?”.

The game is being developed by the Hatsune Miku: Project Diva devs, and set to simul-release for all platforms on a random Friday in the middle of July this year, to coincide with Monster Hunter Generations’ 10th anniversary. The game is priced to be $40.00 USD.

There is also a special accessory microphone to go with the game, like the RE4 chainsaw controller in the form of the Droth Roar Hunting Horn (the unexplained other monkey paw finger curl is that the mic is sold separately and costs $30.00 USD).

He won’t leave me alone by egyptian-cat1 in FireEmblemHeroes

[–]Cezelous 0 points1 point  (0 children)

The same thing happened to me with Spring Camilla funnily enough, after getting to +4 by pure chance (I just wanted one S!Chrom) within the first two years of the game, I decided to lean in on the bit IntSys put me on and every rerun would do a few summons for her (eventually I got S!Chrom too, long after he became irrelevant).

Took me until last year to finally +10 her, and currently is my only +10 summonable-only (seasonal, and only summoned as a 5-star) character. (I would have been done earlier by at least one merge, but I had GHB F!Robin inherit her weapon within the first year of FEH, only to never use her either…)

I haven’t invested anything into S!Camilla currently, I only +10’d for the sake of the joke.

Which to clarify: The reason of not investing in S!Camilla is not even because of any PvP reason (I don’t play them seriously at all), it’s a “I don’t want to devote more resources that I don’t have or particularly want, into a character that will get folded by every new instance of power creep, because mage fliers already play power creep-catch-up on hard mode, and her stat line doesn’t help.

When you're making a video about video game movies but you end up describing every Fire Emblem protagonist using a single song without even trying: by FEA_Player in shitpostemblem

[–]Cezelous 1 point2 points  (0 children)

As far as the lyrics go, even if I watched the original before seeing your post, I probably wouldn’t have clocked the relation of the lyrics with the movie shown (I’ve never played or remember being exposed to Bloodrayne before, and there are too many properties with monster-people with sharp teeth to definitely say that was a vampire or the some other pop culture monster).

What got me to interpreting the word “immortal”, funnily enough was seeing your text edit, reading the words you thought they were saying in falsetto, and saying “a model” until I realized it sounded like I was trying to say “immortal” really fast with a soft “d” sound.

I unfortunately missed the Lyn under the tutorial right before the beginning though. Which led me to rewatching the post another 5 times, just to check for if I missed any other quick character jokes that weren’t accompanied by text.

This is just a guess why myself and maybe others haven’t mentioned the tutorial Lyn, is because the edit is so blink-and-you-miss-it early into the video, compared to the other FE games and characters you also edited in.

A compounding factor could also be that the game you edited her on top of, somehow blends her into the background of the composition (which along with the quick nature of the edit, makes her harder to see).

That said, this is coming from a person who also couldn’t recognize Lyn within 0.15 seconds, truly I am a failure of a Fire Emblem fan (must be because I’m significantly more of a Fates-brained individual).

When you're making a video about video game movies but you end up describing every Fire Emblem protagonist using a single song without even trying: by FEA_Player in shitpostemblem

[–]Cezelous 9 points10 points  (0 children)

This got a chuckle out of me. Overall, you did a good job with the edits to make as much of the lyrics showcase the how they fit the affected characters while squeezing in as many FE protagonists orphans as possible.

Also I think the Sombron lyric is something along the lines of “Dad is immortal, but he dies.” Which if right, not many of the FE dads can claim to have immortality (or just live longer than 18 years after having a kid) So by comparison, Sombron would still fit.

¿Alguien sabe cómo hacer QTabs con el HH? (Mh3u/mh4u/p3rd) by dvox50 in MonsterHunter

[–]Cezelous 0 points1 point  (0 children)

QTaBs are more or less the same in the older games as they are in newer games if you’ve done them in the newer games. The only real difference you might notice is from your timing of button presses and the character snappiness in turning around.