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  1. #1581
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    I think what people mean is that they'd prefer 4 accessory slots and the ability to place whatever you want in them, rather than only being able to equip one of the four due to the immense accuracy cost of the "ultimate" accessory.

  2. #1582
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    It's for game balance people...

  3. #1583
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    Seriously there's absolutely nothing wrong with it. You just won't be able to stack a bunch of bullshit overpowered accessories for obvious reasons. Quit yer whining, it's a much better system than having just one or two accessory slots.

  4. #1584
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    I don't get whats so bad about it. Most games only let you equip 1 or 2. This allows you to have up to 4 while at the same time making sure you can't have 4 overpowered ones at the same time.

    Q_Q

  5. #1585
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    Quote Originally Posted by vadre View Post
    Some new bits of info:

    Spoiler: show
    Interactive Dialogue

    The game has an interactive conversation system called "Live Trigger." Based of the selections you make, the story may develop differently.

    The game's time traveling component makes experimenting with Live Trigger easy. In the Historia Crux screen, you can close gates that you've previously opened. A closed gate resets to its default state, allowing you to try different selections.

    Spoiler: show
    Awesome. I wonder if I was the only kid growing up who would mark pages in the Choose Your Own Adventure books so that I could come back after one choice and immediately choose the other. This game calls to me.

  6. #1586
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    Quote Originally Posted by Acturus View Post
    Spoiler: show
    Awesome. I wonder if I was the only kid growing up who would mark pages in the Choose Your Own Adventure books so that I could come back after one choice and immediately choose the other. This game calls to me.
    I did the exact same thing, lol

  7. #1587
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    Quote Originally Posted by Tyrath View Post
    I don't get whats so bad about it. Most games only let you equip 1 or 2. This allows you to have up to 4 while at the same time making sure you can't have 4 overpowered ones at the same time.

    Q_Q
    Other games have other types of equipment besides accessories though >.>. Like FF7 had only one slot for accessory but it had materia (which modified stats), armor, weapons.

    I guess we'll have to see what they do with accessories.

    If accessories are like FF13 though I feel 4 is too low (you can barely take advantage of synthesis abilities) but if they have better stats than 4 or less is okay I guess.

    I mean in other games stuff like auto-haste would last forever but in FF13 it lasts just a minute. Also things like status immunity would give 100% immunity in other games but in FF13, it would grant only a percentage.

    If stats are better in this game, then I'd be okay with few accessories but personally I'd did like FF13's system. They should have just made it so you could equip more than 4 so you can take advantage of the new synthesis ability system they added (the synthesis ability being if [for example] you equipped Sprint Shoes and a Hermes Sandle [for example] it'd give you ATB +10%. Adding another speed based accessory boosts it by 5%).

    They did say initially you get 4 though so that might mean you may be able to have more total later.

  8. #1588
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    Quote Originally Posted by Tyrath View Post
    I don't get whats so bad about it. Most games only let you equip 1 or 2. This allows you to have up to 4 while at the same time making sure you can't have 4 overpowered ones at the same time.
    There's this one bandwagon going on that only applies to certain people here. If a game has a feature even resembling that of a feature from a certain other game then it's automatically horrific, regardless of execution.

  9. #1589
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    Quote Originally Posted by Hyan View Post
    There's this one bandwagon going on that only applies to certain people here. If a game has a feature even resembling that of a feature from a certain other game then it's automatically horrific, regardless of execution.
    Well, that's what I still hope will save the whole thing. Not being able to equip too many OP acc is one thing, but when you even equip weak one's and are fast at the cap it sucks. Or just not being able to use all the slots at all (like in XIV).

  10. #1590
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    Quote Originally Posted by Gokulo View Post
    Well, that's what I still hope will save the whole thing. Not being able to equip too many OP acc is one thing, but when you even equip weak one's and are fast at the cap it sucks. Or just not being able to use all the slots at all (like in XIV).
    Of course weak ones would have their cost either eliminated or reduced.

    It's a good system so there's no need to "save" it. They may fuck it up but the premise is still better than just go with one/two accessories.

  11. #1591
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    Pretty freaking nit-picky to complain about the way accessories are handled. I can't recall any RPG where it ever bothered me.

  12. #1592
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    Me either. People bitch just to bitch, I can't wrap my head around this latest batch of bitching.

  13. #1593
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    Final Fantasy XIII-2 Nearly Done

    Final Fantasy Versus XIII... probably not so much.
    Final Fantasy XIII-2 is due for Japanese release on December 15, so it shouldn't come as a surprise to learn that it's in a nearly complete state. Producer Yoshinori Kitase confirmed this with Famitsu.com during a brief Q&A on Saturday during the London leg of a European media tour for the game.

    Kitase says that he's playing through the game at present, and remarked that the game is packed with many elements, like splitting routes via the Historia Crux system and missions for collecting fragments. The story also retains its epic nature. He feels the game has great balance between story and game elements.

    In his closing comments with Famitsu.com, Kitase brought up the Historia Crux system again, saying that the game is filled with elements that involve repeat play. For example, a boss-level enemy might appear, and if you try to fight it, you'll be instantly killed. However, if you progress in the game and build up your character, then close and reopen the Historia Crux (which resets the area), you can retry the boss.

    During the first leg of the tour, fans were able to see live play sessions in such areas as Sunleth Waterscape. Kitase also joked that they showed off the game's Moogle tossing component.

    Kitase also had to briefly assume PR mode for Final Fantasy Versus XIII. Famitsu.com asked Kitase if a fan had said anything to him that left an impression. He recalled that as the event closed, a girl who speaks Japanese had asked him when Versus XIII would be released. He says that he was unable to give an answer.

  14. #1594
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    Final Fantasy XIII-2 Directors Discuss Paradigms, Summons, Battle Balance and Monster Collection!
    Spoiler: show

    Dengeki PlayStation has an interview this week with Final Fantasy XIII-2 director Motomu Toriyama and battle director Yusuke Matsui. Here are some of the highlights from Sokuho@Hokanko’s summary of the feature.

    * Paradigm Shifts

    You can now switch instantly between Paradigms. This will help out with the pacing during the game’s basic battles, as the focus for these is on speed. For the bosses and tougher rare monsters, however, you’ll need to actively and strategically switch between Paradigms or you won’t win.

    XIII-2 makes one major improvement to the usability of the paradigm system: the game will now save your paradigm combinations, so you can easily switch them out.

    * Difficulty

    Toriyama suggested that the bosses in XIII-2 may be tougher than those of the original FFXIII. However, the game has an Easy Mode, so if you’re having trouble with a boss, you can turn the difficulty down. And if you still can’t defeat a boss, one option may be to temporarily give up and move on to another scenario.

    Blood damage was added to the game because Toriyama wanted to fix the problem where if you had a healer in your party you could win the battle by just taking your time. Blood damage can’t be healed by healers, although there are items that will recover it.

    * Balance

    Balancing the battles has been difficult, in part because they don’t know in what state the player will be when they enter a particular area.

    The team made a special program just for balancing work. The program analyzes the test players’ logs, and can output such things as how the payer defeated the boss.

    The game is being balanced so that, at the extreme, it might be possible to clear the game by defeating bosses. Of course, you can go the traditional route and build up your characters gradually. The game does not place caps on your characters’ growth.

    * Summons

    The game will have summon creatures. However, they will not appear in the same form as in the original FFXIII, as the characters are not l’Cie this time.

    * Battle Presentation

    They’ve been working on the presentation side of battles. The original had relatively few character motions, but this time the characters will move around in ways that match the formation. For instance, a defender will move forward and guard. Additionally, each boss battles will have specialized camerawork designed to make give the fight impact.

    * Monster Collection

    There seems to be quite a bit of variety to the monster collection system. The same monsters will have different growth parameters, with some being fast growth while others take longer. Monsters that have the same role will have different abilities.

    As previously detailed, you can give your monsters accessories that change their physical appearance. The staff decided to offer interesting decorations even if they don’t fit in with the world.

    It’s possible to build up your monsters into powerful beasts, as you can make one monster inherit abilities from others. Toriyama said that he’s currently try to make the ultimate monster. This is the first time he’s wanted a strategy guide while test playing a game.

    Wondering what happens if Serah an Noel die leaving the monster as the sole member of your party? You won’t be able to take control of the monster. When the two human characters die, the game ends.

    Highlights + New Stuff from above:
    * Summons

    The game will have summon creatures. However, they will not appear in the same form as in the original FFXIII, as the characters are not l’Cie this time.
    Hmm interesting (assuming they're not talking about just regular monsters). Though does that mean no Vanille + Hecatoncheir ?

    You can now switch instantly between Paradigms. This will help out with the pacing during the game’s basic battles, as the focus for these is on speed. For the bosses and tougher rare monsters, however, you’ll need to actively and strategically switch between Paradigms or you won’t win.
    Nice. Though I wonder if it's an option or if it will be forced upon? In FFX-2 you had an option to turn the full animation on or off.

    Well I like that they included easy mode and you can turn it on/off anytime. Hopefully there is no real penalty for using it (besides maybe achievements/trophies from bosses).

    I always hear a lot of people say they did not bother finishing FFXIII because it got really tedious at the end (plus I guess were still disappointed about the whole no town thing).

    Making regular monsters easier + bosses harder with an option of easy or normal mode sounds good.

    The fun stuff is always the bosses, so IMO they should focus them more than regular enemies. In FFXII it was the same way actually (bosses being the most fun); most people complain of FFXII being auto-pilot but on harder bosses (the optional bosses usually) you definitely have to do stuff (if you're not too overleveled that is) and the game is the most fun during those bosses. So (for FFXIII-2) if they make the bosses a lot harder (require lots of stuff like paradigm shifts, etc. Though easy mode if players are stuck) and regular enemies easier, that'll be nice.

  15. #1595
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    Quote Originally Posted by Crab_Cake View Post
    Wondering what happens if Serah an Noel die leaving the monster as the sole member of your party? You won’t be able to take control of the monster. When the two human characters die, the game ends.
    Inb4shitstorm.

  16. #1596
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    Well I like that they included easy mode and you can turn it on/off anytime. Hopefully there is no real penalty for using it (besides maybe achievements/trophies from bosses).
    The game needs hard mode and not easy mode imo

    Toriyama suggested that the bosses in XIII-2 may be tougher than those of the original FFXIII.
    That's good though.

    I always hear a lot of people say they did not bother finishing FFXIII because it got really tedious at the end (plus I guess were still disappointed about the whole no town thing).
    The rehashed monsters as bosses made it tedious, plus the farming emphasis. aside from that it was enjoyable.

  17. #1597
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    I'm willing to accept that if 2/3 of your party dies it's a game over. Just the guy you're controlling is a pain, but more than half? I'll deal.

  18. #1598
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    This shit is looking so good so far. Hopefully summons return in the form of multiple summons can be obtained on each character and can be obtained via story side quest or mini bosses, and they only replace the feral creatures in battle (I can hope right ;-;?). Already know people are going to complain about 2/3 of your party dying (just look at accessory bitching), its a shit load better than being cheap shoted and game over after only your character dies. I'm so glad they did this though since now they can make bosses really hard compared to XIII, maybe hard enough to make sentinel useful.

  19. #1599
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    Quote Originally Posted by Lonely View Post
    I'm so glad they did this though since now they can make bosses really hard compared to XIII, maybe hard enough to make sentinel useful.
    As far as I can remember, sentinel wasn't that useless?

  20. #1600
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    Sentinel wasn't useless at all. At least not for the post-game stuff.

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