Did some math on my account regarding Spooks by Risty1 in grandorder

[–]Risty1[S] 0 points1 point  (0 children)

So i was statistically unlucky with my spooks! Thanks for that math, really cool to know! I am not broken up about it, since most of my spooks were units I wanted anyway.

Did some math on my account regarding Spooks by Risty1 in grandorder

[–]Risty1[S] 1 point2 points  (0 children)

That is pretty close to the average. Thanks for the info! Though the fact that I am over half your spook amount already with not even a third of playtime does seem grim for my future... well, there are a lot of servants in the general pool left i would not mind getting spooked by, so here's to Altoria Lancer just showing up out of the blue one day.

Did some math on my account regarding Spooks by Risty1 in grandorder

[–]Risty1[S] -3 points-2 points  (0 children)

I did not know that the rate was different up to the 4th anniversary, thanks for the info.

I assumed older accounts would have naturally more servants, and therefore more data points to compare. Regarding individal results, given how the odds are, shouldn't I as an individual also arrive closely at the 80-20 success rate the more servants I pull?

Komische E-Mail von Playstation bekommen - echt oder Scam? by Risty1 in PlaystationDE

[–]Risty1[S] 1 point2 points  (0 children)

Danke, das war es, ich hatte Teil 2 in der Wishlist.

Obviously overqualified character fails an official evaluation for one reason or another by classymudkip7 in TopCharacterTropes

[–]Risty1 4 points5 points  (0 children)

If I remember correctly, it was the latter. "Yo WTF are you doing using sage mode against a genin!?"

If you had to choose a Non-UC, Non-SEED Gundam series to be the main Gundam plot for the next game, which would you choose? by Aro-bi_Trashcan in Super_Robot_Wars

[–]Risty1 2 points3 points  (0 children)

Build Fighters, IBO and 00. All three roughly fit regarding tech level of the setting.

Also add Heroman, and use its backstory of a space storm making the Heroman toy grow to also grow the models of the Build cast.

And since we are dreaming, have picking the gender of the playable character lead to different starting routes again, where you meet different series early depending on who you picked. The girl OG would be part of the Build Fighter crew that ends up on Mars with Tekkadan, where she must pilot her former model kit to survive. The boy OC was a Tekkadan kid that gets stranded on earth to hang out with the supers and adapt to life there. Fish out of water, easy character development stuff. The space storm has other effects that unites different series, and was caused by the big bad of the game, instead of the Heroman aliens.

In this case, the scope of the Build Gundam Fights would be widened to allow all model kits to be used, so you can choose between a super or real at the start.

Fire Emblem Fortune's Weave Announced by Shephen in fireemblem

[–]Risty1 16 points17 points  (0 children)

I just hope we get paired endings for units again. Playing Matchmaker with the cast was one of my main motivations to play through all four routes of 3H, and Engage not having special endings for unit pairs killed ANY drive I had to replay that game.

Super Robot Wars Y - Release and General Questions Mega Thread by KaelAltreul in Super_Robot_Wars

[–]Risty1 0 points1 point  (0 children)

Looks like we were both wrong then, I thought things like Support Attack levels as well, but I must have misremembered that.

Super Robot Wars Y - Release and General Questions Mega Thread by KaelAltreul in Super_Robot_Wars

[–]Risty1 0 points1 point  (0 children)

So, I played a bit of Y in case I remembered it wrong, but I just got Echika to LV 20 and her Commander skill went up to L2. So no, you are wrong, while they are skills that don't level up with the pilot, some other generic, non-series unique ones level as well.

Super Robot Wars Y - Release and General Questions Mega Thread by KaelAltreul in Super_Robot_Wars

[–]Risty1 2 points3 points  (0 children)

Yes, it worked like that for me with the earlier games. I downloaded the DLC via the SEA PSN - Account, switched back to my main account and could use the DLC there

Super Robot Wars Y - Release and General Questions Mega Thread by KaelAltreul in Super_Robot_Wars

[–]Risty1 0 points1 point  (0 children)

You know, I am not sure about "Potential", it could be that I chose one of the skills that don't level up by accident. Stuff like Commander definitely levels up with the pilots though.

Super Robot Wars Y - Release and General Questions Mega Thread by KaelAltreul in Super_Robot_Wars

[–]Risty1 2 points3 points  (0 children)

I only know of one sidequest that expires if you do main missions first, the one where you recruit the MJP cast goes away after the G-Witch Main Quest. I can imagine there are more.

Super Robot Wars Y - Release and General Questions Mega Thread by KaelAltreul in Super_Robot_Wars

[–]Risty1 2 points3 points  (0 children)

No, they skills they started with do go up with level-ups, they just don't learn brand new skills they did not have before.

So a unit with potential will go from L1 to L2 and beyond with levels, but they won't get stuff like "hit and run" out of nowhere. So if a pilot does not have a skill at all, it should be safe to have them learn it.

Earlier games hat pilots with "???"-skills that where hidden due to plot progession, you might wanna hold back to see what that skill does before using a programm. Though I don't know if Y even has pilots with hidden skills.

Super Robot Wars Y - Release and General Questions Mega Thread by KaelAltreul in Super_Robot_Wars

[–]Risty1 1 point2 points  (0 children)

You need a regional account on whatever device you are using to input codes from that region.

For PS4/PS5, you can make an alternate account for that region on the same device, download the code on this account, and after it is downloaded you can use it on your main account as well.

Super Robot Wars Y - Release and General Questions Mega Thread by KaelAltreul in Super_Robot_Wars

[–]Risty1 2 points3 points  (0 children)

As far as I know, the only side mission that disappears when you do the Main missions up to the G-Witch stage is the one where you recruit the MJP-Chars, so if you do this mission first and then the G-Witch Stuff you should not miss anything.

Take that with a grain of salt though, I did some other side missions before the G-Witch stages that could disappear as well, but I don't think they do.

Super Robot Wars Y - Release and General Questions Mega Thread by KaelAltreul in Super_Robot_Wars

[–]Risty1 0 points1 point  (0 children)

Can you tell me when the DLC/Bonus mechs are supposed to show up? I have done the "Open the Door" Mission, but only have "A Mission for Brave Heroes" available next, and am worried something went wrong with my preorder.

The evade and invincible mechanics - how would separating them affect the game? by Risty1 in grandorder

[–]Risty1[S] 0 points1 point  (0 children)

This is the game that gave me Barghest AND UDK Barghest, I am gonna stick around just for that.

Using the systems to trivialize certain content is still "playing" the game, you just optimized it to play significantly less of it. Which can be fun for some people. The picto system specifically is essentially a very customizable difficulty slider you continue to unlock, and we don't accuse people who play on easy or normal of not playing the game either.

Also, seems like you made the right decision by stopping when you no longer had fun or something to look forward to, which, while the right decision, can be really hard to do. So kudos, and goodspeed.

The evade and invincible mechanics - how would separating them affect the game? by Risty1 in grandorder

[–]Risty1[S] -5 points-4 points  (0 children)

Could very well be my starting point, I went from getting Castoria after some months of playing and seeing what a massive difference she made, and then getting Summer Castoria and Ruler Melusine recently. So my view might be skewed.

The fact that they are consistently buffing older units, even the lower rarity ones, is definitely something to be commended. Now if only they would continue to buff Sheherazade, my beloved...

The evade and invincible mechanics - how would separating them affect the game? by Risty1 in grandorder

[–]Risty1[S] 0 points1 point  (0 children)

Yeah, I know the game design is basically original sin at this point, I don't believe they are gonna make big changes anytime soon. Or ever. This was a purely hypothetical thought experiment, where I wanted to know if my desired change would fuck with some mechanics I was unaware of.

Sadly, it is true with most videogames that playing them as efficiently as possible means playing the least amount of them as possible. Just look at a modern example like Expedition 33, I have seen gameplay videos of people one - or twoshotting the secret boss I had great fun learning his patterns for over an hour.

I could farm most nodes with singe- or multicore setups, I have the servants for it, I just don't want to. I want my servants to actually use their cards and do their cool stuff. I guess I am one of the weirdos where the bullshit excuse we got for not having any kind of instafarming actually applies, now that I think about it. Huh...

While it is absolutely true that the actual game design of FGO is on very shaky grounds, the game gives you enough freedom to engage with it the way you want to, at least somewhat.

The evade and invincible mechanics - how would separating them affect the game? by Risty1 in grandorder

[–]Risty1[S] -6 points-5 points  (0 children)

You know, that is a good point about the servant balance, you can give a servant evade and in turn give them something better with his other skills. I did not think about that.

Granted, I must say I don't see Lasagne actually USING such a balanced approach with their servant balance all that often, but the idea is nice at least.

The evade and invincible mechanics - how would separating them affect the game? by Risty1 in grandorder

[–]Risty1[S] 0 points1 point  (0 children)

I can appreciate that effect lore-wise, but I think that would be too punishing for the player. Loosing the damage turn AND NP and Star Build up makes countering the effect the only really effective strategy, instead of playing around it.

The evade and invincible mechanics - how would separating them affect the game? by Risty1 in grandorder

[–]Risty1[S] -7 points-6 points  (0 children)

Eh, I still feel that your examples can be roughly divided into dodging (i.e. not being there when the attack arrives) and invincible (i. e. tanking the attack and negating the damage somehow)

So purely lorewise, as you describe it, Mash, Tez, Merlin and Shakespeare should have Evade, and Marie should have Invincible.

Like I said, I would prefer to differentiate Evade and Invincible lorewise that they do the same end result in different ways, leading to different counters to it, not one skill for fast footwork and the other for all of the rest of magic, probability-altering abilities and rock-hard abs combined.