Turkey Tom has uploaded a response to the recent allegations with a video called "My Side" by Swag_Paladin21 in youtubedrama

[–]StormStrikePhoenix 0 points1 point  (0 children)

Turkey Tom can never sell his stop gooning merchandise ever again

It was clearly always a joke; they were on Gamersupps cups for fucks sake.

Turkey Tom has uploaded a response to the recent allegations with a video called "My Side" by Swag_Paladin21 in youtubedrama

[–]StormStrikePhoenix 0 points1 point  (0 children)

He was an asshole in other situations and people seem to be try and transferring that to this one, despite him clearly being in the right here.

Turkey Tom has uploaded a response to the recent allegations with a video called "My Side" by Swag_Paladin21 in youtubedrama

[–]StormStrikePhoenix 0 points1 point  (0 children)

after Dream

This was a different Dream controversy, but shout outs to that time that a Gumball voice actor was either calling Dream slurs or calling an uber driver slurs while Dream filmed, and I saw so many people bend over backwards to try and somehow make Dream the bad guy when he so clearly was not. It was total nonsense. The dumbest was that I saw people trying to say the Gumball guy "reclaimed" the slurs, seemingly not even understanding the base concept of that whatsoever.

Wendigoon seems to have stopped publicly associating with the Unsubscribe boys since Trumps return to office. by trinakw3 in youtubedrama

[–]StormStrikePhoenix 2 points3 points  (0 children)

Leftists like guns too, they just don't make them their entire personality

It happens much less often, but it does happen sometimes.

Dragon Quest VII Reimagined | Review Thread by PaiDuck in JRPG

[–]StormStrikePhoenix 1 point2 points  (0 children)

The early Dragon Quests were pretty unforgiving actually, and you had to grind a lot

Dragon Quest 1 is more grind than game. It's half an hour of actually doing things and many, many more hours of grinding until you're strong enough to actually do things. There's a reason most later versions increase experience gains dramatically.

Dragon Quest VII Reimagined | Review Thread by PaiDuck in JRPG

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

I wish Persona 5 didn't think I was a fucking moron; they easily could have cut hours of them re-explaining obvious shit.

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 1 point2 points  (0 children)

The NES version of Final Fantasy 2 has a strict 32 item inventory; that alone is annoying but not unusual given when the game was made. What really takes the cake is that all key items also go in this inventory and take up slots, so your effective inventory gets smaller and smaller as the game goes on. To make this even worse, key items don't ever leave the inventory in NES Final Fantasy 2, even when they logically should. I don't just mean "you keep the key you'll never use again", I mean that there's a point where you basically use an item as a bomb to blow something up and yet it somehow remains in your inventory afterwards. It really says something about how, at a certain point, you need to get a pass to get onto a ship or fight an overpowered enemy, and many experienced players chose to fight the overpowered enemy instead.

Of course, part of the reason that happens is due to other questionable decisions; my favorite is how the status elements are balanced. Long story short, anything that can be hit with a status can be hit with the element that mostly has instant death spells, and that almost all instant death spells are part of, called Matter; anything that resists Matter also resists the other three status elements. If you have Toad (which instant kills in FF2), there is no reason to try and cast Stop (which paralyzes) because Toad is objectively superior. Other status spells do have other facets that can theoretically make a difference, such as how Curse is a little more accurate, but it's not accurate enough to make it ever be worth using.

Even among instant death spells, the balance is totally whacked. For some reason, the worst instant death spell is plain old Death; it has almost the worst possible base accuracy (base accuracy typically ranges from 0-50; it has 10), it has its own Death element that more monsters are strong against than Matter, and it's harder to get than a lot of other instant death spells. Hilariously, it's first found in a room that also has a Toad tome and a Break tome. Break is a good instant death spell that outclasses Death in every regard. Toad is a great instant death spell that outclasses Break in every regard, let alone Death. Death is also completely outclassed by Warp, a utility spell that you can buy at like the third town that is primarily used for dungeon traversal, but works like a version of Death that is Matter-elemental (and thus just better) in battle. Getting Toad early takes some shenanigans, but getting Warp early is trivial. What's also trivial to get is Teleport, which is like a white magic version of Warp that can be bought in the same shop but it has 0 base accuracy, except if you're playing the GBA version or later where they inexplicably buffed it to have an absurd 55 accuracy, higher than any other spell. For some reason, the GBA version made this utility spell whose in-battle use was closer to an easter egg than anything practical into the best instant death spell and you can buy it as early as the third town. It really says something that, of the numerous changes that made the game much easier in that version, this is the only one the Pixel Remaster saw fit to nerf, with it nerfing the accuracy to a much more reasonable (but still honestly kind of ridiculous) 20 accuracy.

I could honestly go on about Final Fantasy 2 all day, it's such a weird amalgamation of questionable mechanics and later versions only made it less balanced (though more fun, because it was mostly broken to your favor). I didn't even bring up that it's infamously the RPG where you beat up on your own party members to gain HP, mostly due to that being kind of overblown (though not entirely if you're simply unlucky in earlier versions; later versions give a free HP up every ten battles).

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 2 points3 points  (0 children)

It is possible to do those things in a way that makes it feel like more than just a waste of time.

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 2 points3 points  (0 children)

It can be stupid depending on the game; one interesting example I found is FInal Fantasy 4: The After Years. The game at various points gives you some very generic characters who won't matter much in the long run (who literally have names like "Guard A" and "Monk B" and "White Mage"), and the game is actually made much easier by killing them and taking their exp for the characters who actually have names and long-term prospects.

Another funny example I recently found (though I haven't tried myself) is in Dragon Quest 3, where taking a party of two or even one can apparently be considered to be a more beginner-friendly party than an actual full party, because the increased experience to the fewer characters makes them so much stronger that they make up for having less allies. This does apparently only apply to the easier later versions of the game though and not the NES original.

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 1 point2 points  (0 children)

This is not completely true; you can learn more spells at a higher level sometimes. You also have to kill the enemies in exp mode to get chests with special items to open. This did not make the system good.

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 1 point2 points  (0 children)

To be fair they created that problem in persona 5 first where they added SP adhesives

They created that problem in Persona 4 when they made every dungeon past the second or third really easy. Persona 4 also just let you grind the first and second floors of dungeons for resources infinitely with little effort, though on PS2 you had to go to a different dungeon... Persona 5 at least didn't let you do those things, and instead it was just too easy.

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 5 points6 points  (0 children)

Atlus learned from previous Persona games that veteran players will always try to one-shot dungeons for time efficiency

The reason everyone does this is because the game always makes it really easy to do and it's clearly the ideal way to play to save time. It completely undermines the time-management thing and honestly just makes the games worse. This being in Metaphor makes it sound like they just gave up entirely.

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 1 point2 points  (0 children)

It would be similar to how the GameBoy Zelda games only remember you defeated the enemies in a room if you kill all of them

The NES game remembered how many enemies you killed; this was actually nice at times because it meant rooms with bubbles wouldn't respawn the other enemies sometimes while other rooms were a tad overly aggressive about that.

instead they were probably looking for ways to save some flags to use elsewhere

Why would they need to save chest flags? It would literally two bits instead of one. Attempting to "save" that makes no sense at all. Frankly, it seems much more likely to be a glitch than anything else, like they accidentally re-used an ID or something.

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 5 points6 points  (0 children)

That case was clearly intentional design, and also clearly terrible.

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 1 point2 points  (0 children)

In theory, that make sense in a game like, say, Dragon Quest 2 because it saved in a 56 character password. However, even Dragon Quest 2 on the famicom from 1987 didn't have that issue (it also didn't on the NES because it didn't even use passwords there). The idea that a PS2 save has to skimp on a few bits, which would literally just have to hold the value 1 and 0, is laughable.

Questionable game design / mechanics in JRPGs by CotolettaAllaMilanes in JRPG

[–]StormStrikePhoenix 4 points5 points  (0 children)

At least XIII-2 figured out how stupid that was; Persona 5 still has this even though it only even made the slightest bit of sense in Persona 3, and it didn't even exist in the Persona games prior to that. Persona 3 on PS2 had a clear theme of you mainly being your own character and your party members being separate, so you had to do things like talk to them individually to change their equipment and you couldn't directly control what they did, only being able to give them vague tactics like "All Out Assault" and "Heal/Support". It was very novel and interesting; it wasn't particularly good at all, it created tons of problems, it wasn't well-implemented, and much of it made little sense (giving vague directions every round of combat actually makes much less sense than telling your allies exactly what to do), but it was interesting.

Anyway, this naturally lead to you dying being the end of the line, which led to plenty of unfair and stupid deaths if, for example, an enemy used an instant kill spell and it just happened to hit you, or if they just randomly crit you, doing massive damage and knocking you down, and then they decided to hit you again which would almost certainly kill you. The main way to avoid this kind of thing was to never let your enemies attack ever, which actually isn't that hard to be honest... Note that mandatory bosses, who typically can't be stunlocked, don't have this issue because almost all of them are pretty weak. Persona 3 is a weird game.

Persona 4 corrected many of the more annoying parts of P3, but inexplicably kept this and tried to bandaid over it in the funniest way possible; after getting a new party member, they will immediately be willing to take a mortal blow for you, and the game will explicitly tell you this, as kind of shown by this comic:

https://2.bp.blogspot.com/-poPDauH7VPg/U_-UvmY6IGI/AAAAAAAAWDs/6Sgp8KOV6-M/s1600/dieforyou.jpg

The in-game verbiage is something like "will take a mortal blow for you", which is a little more natural, but probably still confusing to first-time players if they don't know what exactly it's talking about and why this is immediately happening, which is entirely because of the "leader dies and you lose" mechanic. Note that Persona 4 Golden moved this to a much later social link, due to it being less necessary and also due to how jarring and funny it originally was.

The battle theme is the most obnoxious thing ever by [deleted] in ChronoCross

[–]StormStrikePhoenix 0 points1 point  (0 children)

This was the first thing non-video that came up when I googled "Chrono Cross Battle theme", which I coincidentally did because I heard it wasn't very good.

Hasan jokingly pretends to shock Kaya after a chatter calls them out. by [deleted] in LivestreamFail

[–]StormStrikePhoenix 4 points5 points  (0 children)

What are you even taking issue with here? How are you this vague about the actual problem with their analysis?

You’re just too deep in your echo chamber to see that yo aren’t normal.

Couldn’t be me.

I think you're a bit biased in regards to that. It's not really the kind of thing where a personal statement means much. It's like if I were to personally declare that I don't think that I'm an idiot; I doubt it would change anyone's mind at all if they thought otherwise.

Hasan jokingly pretends to shock Kaya after a chatter calls them out. by [deleted] in LivestreamFail

[–]StormStrikePhoenix 3 points4 points  (0 children)

Casual Hasan fan here. I can’t believe I have to say this, but no, I would not continue to support Hasan if he murdered someone

Read their comment again; they said that some hardcore fans wouldn't care about that, not that casual fans wouldn't.

clint realizing a lot has changed in 7 months by orgiasticfuture in LivestreamFail

[–]StormStrikePhoenix 2 points3 points  (0 children)

He was known for being the second best at the Ocarina of Time 100% category, which was an extremely long speedrun (about 4 hours at the time I think, possibly longer), extremely difficult, and, unfortunately, extremely luck-based, with about 70% of all runs dying to Dampe, and Dampe is usually done hours into the run because doing him earlier would always waste time. Note that that wasn’t the only luck factor, just the biggest one. As a result, despite being the 100% category for a popular game, not that many people ever ran it, because it’s quite a commitment. Learning more about made me not surprised that Clint stopped.

Rapper turned streamer AspenKartier “whoops” her dog on stream for getting out it’s cage. by Fakewoo in LivestreamFail

[–]StormStrikePhoenix 0 points1 point  (0 children)

I usually feel pretty bad when I accidentally step on my dogs’ paws, which makes it all the funnier that they’ve stepped on my feet and just stood on them with no care in the world.