- Joined
- Apr 6, 2010
- Messages
- 3,219
Wait, so is
once you meet up with Robin?
If you go back to Goldshire after getting the DK, Hoolen stays under your control.
Darowin's Tower:
* ... So what's with the upside-down/conjoined head statue doodads?
* Several gaps in the walls look like they can be crossed.
* Giant circular floor doodads with a big fin through the middle should have doodads blocking off the half you can't go on.
* Horizontal conjoined head doodads should be taller, otherwise they look walkable.
* Arcane Golems' healthbars float high above the golem, often offscreen.
* I agree, that was very awkward.
* tier -> story / floor
* T2:
** There should be a ping on the barriers to the south when killing an orb.
** The east-side Good room with an Angel Bangle has no walls, so you can walk onto empty space.
** During the cutscene, both statues had two orbs (one of each).
* T3:
** Towards the end of the cutscene (the zoom into a starfield), rocks and logs are still present on the edges of the screen.
Nick and Nicholas' portraits are the same.
----
Finished (and well worth finishing). Good plot (though somewhat confusing at times), good music, good characters.
A quest log would be very nice, both to keep track of what you're doing, where it needs to happen and with who, and recapping the story.
Skippable cinematics. PLEASE. They're well-made, they're informative... but when you repeatedly have to sit through the same one for a minute before you can get to a boss, they really lose all their charm.
Job system was kind of clunky at times, and there really should be more SP powerups/a way to exchange them for money, at the end of the game I was sitting on more than 100000 gold that I had no use for, while the single job I'd mastered (due to lack of SP) was Ranger.
On several occasions, characters change clothes/hair color inside the same cutscene.
Skybox is sometimes missing.
The text is understandable, but you might want to run it through a spellchecker.
Storage system is convenient, but 3 boxes just isn't enough as the game goes on, should be 1/character (and with longer pickup ranges). Maybe have a "send all items in area to storage area" spell, as this would prevent one world's items from showing up in the other one.
Phoenix downs could use a better system than the current one (especially since they don't stack). Maybe make it a global resource (food currently only serves to tell you how many Life Points/NPCs are currently "yours").
All-black floors (especially in the modern world) really don't look good. At least they should use some kind of tiling.
Towards the end, battles became less about abilities and more letting item crits do their thing.
Item auras should stack, otherwise there's little point in finding/making multiples of the same one.
Life Points should have a full-heal ability, it'd be used a lot more often than Life, which is easily available through the White Mage job (I think I used the White Mage version less than five times total, and the Life Point once).
Unit tooltips (mostly those of the "click to advance plot" variety) should be corrected (or at least not use the Siege Engine's tooltip).
Item and job upgrades are good, but they should tell you what the upgrade's abilities are, especially if they lose one ability in the process (i.e. Black Robe regenerates MP -> White Robe regenerates health).
* As I mentioned, job upgrades seem completely arbitrary, especially in terms of spell damage from one level to the next or how long a spell remains at the same level.
* Maybe some kind of combining method?
Things I'd have liked to see:
Now to wait for 3.
Luna dead again
If you go back to Goldshire after getting the DK, Hoolen stays under your control.
Darowin's Tower:
* ... So what's with the upside-down/conjoined head statue doodads?
* Several gaps in the walls look like they can be crossed.
* Giant circular floor doodads with a big fin through the middle should have doodads blocking off the half you can't go on.
* Horizontal conjoined head doodads should be taller, otherwise they look walkable.
* Arcane Golems' healthbars float high above the golem, often offscreen.
* I agree, that was very awkward.
* tier -> story / floor
* T2:
** There should be a ping on the barriers to the south when killing an orb.
** The east-side Good room with an Angel Bangle has no walls, so you can walk onto empty space.
** During the cutscene, both statues had two orbs (one of each).
* T3:
** Towards the end of the cutscene (the zoom into a starfield), rocks and logs are still present on the edges of the screen.
Nick and Nicholas' portraits are the same.
----
Finished (and well worth finishing). Good plot (though somewhat confusing at times), good music, good characters.
A quest log would be very nice, both to keep track of what you're doing, where it needs to happen and with who, and recapping the story.
Skippable cinematics. PLEASE. They're well-made, they're informative... but when you repeatedly have to sit through the same one for a minute before you can get to a boss, they really lose all their charm.
Job system was kind of clunky at times, and there really should be more SP powerups/a way to exchange them for money, at the end of the game I was sitting on more than 100000 gold that I had no use for, while the single job I'd mastered (due to lack of SP) was Ranger.
On several occasions, characters change clothes/hair color inside the same cutscene.
Skybox is sometimes missing.
The text is understandable, but you might want to run it through a spellchecker.
Storage system is convenient, but 3 boxes just isn't enough as the game goes on, should be 1/character (and with longer pickup ranges). Maybe have a "send all items in area to storage area" spell, as this would prevent one world's items from showing up in the other one.
Phoenix downs could use a better system than the current one (especially since they don't stack). Maybe make it a global resource (food currently only serves to tell you how many Life Points/NPCs are currently "yours").
All-black floors (especially in the modern world) really don't look good. At least they should use some kind of tiling.
Towards the end, battles became less about abilities and more letting item crits do their thing.
Item auras should stack, otherwise there's little point in finding/making multiples of the same one.
Life Points should have a full-heal ability, it'd be used a lot more often than Life, which is easily available through the White Mage job (I think I used the White Mage version less than five times total, and the Life Point once).
Unit tooltips (mostly those of the "click to advance plot" variety) should be corrected (or at least not use the Siege Engine's tooltip).
Item and job upgrades are good, but they should tell you what the upgrade's abilities are, especially if they lose one ability in the process (i.e. Black Robe regenerates MP -> White Robe regenerates health).
* As I mentioned, job upgrades seem completely arbitrary, especially in terms of spell damage from one level to the next or how long a spell remains at the same level.
* Maybe some kind of combining method?
Things I'd have liked to see:
Chuku being reunited with the island goblins, Duncan & Clyde & Kiye meeting, what happened to Clyde in the restored timeline, Robin trying to get back everyone she lost thanks to the crystal, what happened to Alucius and Seth, Nick / Nicholas remeeting at a safe distance...
Now to wait for 3.
Last edited: