Sorry if this was already answered, i didn't see anything in this thread so i'm going to ask.
1) The characters in the prototype don't have levels like most RPGs, probably because it was a prototype but... it never hurts to ask, is the game going to have a tradicional rpg leveling system?
2) Will it be possible to customize our characters somehow? With stats, equipments, extra skills... you know, things that Valkyrie Profile had.
Levels, yes. Traditional? No. Gaining more levels won't solve problems by allowing you to tank damage like in traditional RPGs.
You mean like First Aid/Guts/etc? No, not really.
the website was experiencing server issues. It made it were you could go to threads if you had the direct link to them but the main page/ people's profiles and the streamers page would not show up or work correctly.
Levels, yes. Traditional? No. Gaining more levels won't solve problems by allowing you to tank damage like in traditional RPGs.
You mean like First Aid/Guts/etc? No, not really.
We're trying to have stat tweaking not be a big thing in this game, and player skill / combos / party design make up the majority of strategy.
Remember how all the mages in VP1 are the same, with reused spells for everyone? (And how all archers/heavy warriors/light warriors/etc in VP2 are the same except the main cast having 3-4 added moves? We won't talk about THAT...) For this game, everyone will be very different in combat, no reused nothin', so rather than sticking with a single party and trying to make them fit a given situation, we're aiming to have you craft your party around the situation. In line with the analogy, maybe one character has Guts and one has First Aid, but not everyone gets everything so if you want those advantages you use those characters.
Basically, yes. The characters and the way they interact are your choices, as well as Ajna's weapon. So if you're gonna make a choice, that's the one you can make. :^)
I actually have a question about this. I'm playing Bravely Second right now, and they tried and failed to create the kind of system you're talking about. The game creates these situations like "hey magic is super good now, use a party of all mages" then in the next room "ok magic sucks now, it's only physical attacks". They want you to be constantly changing classes to deal with the situation. The issue is classes don't start with every ability, you have to level them up first. Classes also prefer different equipment (archers want a bow, etc) so if you don't have that equipment you have to buy it, which means grinding for money. Spells also aren't free, you have to buy those too. A few classes also have material components you have to buy to use their spells. The end result is if you run up against a problem that your current set of classes can't solve, you have to do a lot of grinding.For this game, everyone will be very different in combat, no reused nothin', so rather than sticking with a single party and trying to make them fit a given situation, we're aiming to have you craft your party around the situation. In line with the analogy, maybe one character has Guts and one has First Aid, but not everyone gets everything so if you want those advantages you use those characters.
I actually have a question about this. I'm playing Bravely Second right now, and they tried and failed to create the kind of system you're talking about. The game creates these situations like "hey magic is super good now, use a party of all mages" then in the next room "ok magic sucks now, it's only physical attacks". They want you to be constantly changing classes to deal with the situation. The issue is classes don't start with every ability, you have to level them up first. Classes also prefer different equipment (archers want a bow, etc) so if you don't have that equipment you have to buy it, which means grinding for money. Spells also aren't free, you have to buy those too. A few classes also have material components you have to buy to use their spells. The end result is if you run up against a problem that your current set of classes can't solve, you have to do a lot of grinding.
The caves is absolutely not the only place in the game where this happens, although it's the best example of it. I just got to an area where one of the random enemies will counter attack you for all your health if you hit them with something other than magic.Some things with this
1. The Caves with that switching party gimmick that you described, imo, actually was fine. Most classes start with their primary action that you want to use, and Job Levels don't affect stat levels much, so right out of the box you should always generally be fine with switching jobs to fill roles decently unless you *must* have firaga/curaga/high level magic unlocks. It also, to me, strikes the perfect balance of being a challenging enough area where you have to change configurations, but its not "Boss level" hard where you'd need to level everything decently to stand a chance.
2. Bravely Default's design works by having multiple solutions to every problem, so it should never be a case of "I NEED 4 black mages for this 1 fight crap I need to grind to get Blizzara". Enemy has too high of a physical defense? There are multiple stat buffing/debuffing abilities across multiple classes or just straight up physical defense-ignoring attacks to use so physical classes can manage most every situation. For reverse situations, Spellcraft basically is a giant toolbox for Magic classes, and is like one of the starting abilities you gain from Wizard so its not a far grind.
There was only 1 boss I had to grind for, which was more of a case of the boss having some unclear design problems I felt. For everything else, I felt the game was fine with encouraging experimentation, especially given the other benefits they added like Favorite Macros.
Apparently. It seems to be only the main page, which still sucks.
The caves is absolutely not the only place in the game where this happens, although it's the best example of it. I just got to an area where one of the random enemies will counter attack you for all your health if you hit them with something other than magic.
Something else I forgot to mention, you get stat bonuses based on your current class. Yew has spent most of the game as a wizard and when I tried to switch him to a ninja I found he was doing way less damage than other characters with the same level, class, and equipment. That's garbage.
Literally everything was the same except for base stats and the fact that Yew was hitting for half the damageI'm definitely sure that you aren't right on the stat bonuses mattering too much. I shifted regularly throughout all classes for all my characters (aside from most magic ones), and while each character does have base stats to affect damage, it ultimately never mattered more than 100-200 damage at most. Are you sure that you had the same abilities setup in comparisons as well? Cause those can make a difference too. It was the same in Bravely Default, though Job Levels did tie into stats more there but it was still very minimal.
so it wasn't just me earlier today. ok. Oh well, it's running now XD
I dunno about THAT level of it, I don't think we'd ever do it per room, but like "this dungeon hates plants" or whatever.I actually have a question about this. I'm playing Bravely Second right now, and they tried and failed to create the kind of system you're talking about. The game creates these situations like "hey magic is super good now, use a party of all mages" then in the next room "ok magic sucks now, it's only physical attacks". They want you to be constantly changing classes to deal with the situation.
Each character has their three attacks; you may have to earn the 2nd and 3rd but that wouldn't take very long, like would be probably be based on how many times you use their existing ones rather than leveling, and wouldn't lock your supers anyway. There isn't purchaseable equipment - there's no money - and so far we've avoided having any consumables at all...think Super Metroid rather than SotN. Leveling is more about bar speed and number/availability of attacks, rather than stats.The issue is classes don't start with every ability, you have to level them up first. Classes also prefer different equipment (archers want a bow, etc) so if you don't have that equipment you have to buy it, which means grinding for money. Spells also aren't free, you have to buy those too. A few classes also have material components you have to buy to use their spells. The end result is if you run up against a problem that your current set of classes can't solve, you have to do a lot of grinding.
He may do a bit less damage/have fewer attacks, but at the very least his supers will do what you want him for (armor piercing? or whatever).
Well, there's a chance that 505 might not even want certain LabZero staff to post directly on that forum, just PR folks. I doubt they would do that, but it's not really our call either way. We'll just have to see what happens.
So, does that mean the game will "force" you to use characters you don't particular like in order to succeed or will we be able to take our party of favourites all the way through? This makes me a little concerned that the incarnations will be just tools you pull out when you have to rather than "companions" in your adventure that you actually want to use and choose to have with you.For this game, everyone will be very different in combat, no reused nothin', so rather than sticking with a single party and trying to make them fit a given situation, we're aiming to have you craft your party around the situation. In line with the analogy, maybe one character has Guts and one has First Aid, but not everyone gets everything so if you want those advantages you use those characters.
You know someone's going to do a "solo Ajna fists-only run." Chances are you can use a sub-optimal party, but it'll be harder than if you don't.So, does that mean the game will "force" you to use characters you don't particular like in order to succeed or will we be able to take our party of favourites all the way through? This makes me a little concerned that the incarnations will be just tools you pull out when you have to rather than "companions" in your adventure that you actually want to use and choose to have with you.
Inevitably, individual players will seperate the cast into those they like and those they don't like. If you HAVE to whip out an incarnation you haven't really used throughout the whole game just to pass a certain section, won't that feel more like a drag?
So, does that mean the game will "force" you to use characters you don't particular like in order to succeed or will we be able to take our party of favourites all the way through? This makes me a little concerned that the incarnations will be just tools you pull out when you have to rather than "companions" in your adventure that you actually want to use and choose to have with you.
I see this type of question a lot and it's weird to me.
Wait... I was supposed to use the ninja to run away from all the fights in the final dungeon, and then let my wizard die in the final boss so I could keep everybody else alive?
Eh, if they let you pick your split it's not so bad. Final Fantasy 9 had a part where you have to select a team for an anti-magic castle; I've always been pleased by guessing I'd have to use the remaining magic-heavy team afterwards, and leaving my mana-restoring melee monk character with the mages. FF8 also let you pick your split for the final dungeon and was fine, especially since you can re-form it for the boss.So just so I can understand. As long as I create a diverse team (like water Mage, fire Mage, fighter, healer, etc.) I should be fine? I wouldn't have to rely on a certain party member? That sounds fine sounds like basic RPG party building.
However while I highly doubt it will happen I hope there's not a party seperating event. I've played a couple RPGs where the party members need to split up and now I'm stuck with an under-leveled team of characters I never used. Hate those types of things.