I'm surprised that random battles are somehow to the point of being deal breakers for some, that is some shenanigans.
Like you can always flee, if you don't want to fight :/
I'm generally the same but the encounter rate controls in the Bravely games and FFIX mobile totally mitigated that for me. I hope it's included in Octopath.It's the only thing I don't like about the game, too.
Leads to serious fatigue for me, I've struggled to finish random encounter games since the PSX-era.
Hope they edit the system.
Otherwise, the game seems great!
What a dark storyline... who knew.
Credits:
At least Ragna the Bloodedge has been able to get a job else where since bbcf, I always laugh when I hear his voice pop up due to just hearing it for over 60 hours now
The encounter rate is so low tho...It's the only thing I don't like about the game, too.
Leads to serious fatigue for me, I've struggled to finish random encounter games since the PSX-era.
Hope they edit the system.
Otherwise, the game seems great!
What a dark storyline... who knew.
I don't think so, I think all will have their eyes open in the full game indicating that they're playable. Wouldn't like it if i needed to play with one character to unlock the starting point of another. Some characters seem to start relatively far away of others. (I think the position on the select screen indicates their starting position on the worldmap.)
There's no real counter-argument for the "why not let people have the option?" point so I can't really try, but to the bolded part at least, I suppose it's because I'm coming at this from the perspective of believing that getting through the dungeon itself, normal encounters and all, is meant to be a challenge in and of itself, and not simply time-filler for the "real" challenge of the boss fights. It's a gauntlet that simultaneously strengthens your party for future battles via level-ups and gaining money you can use to purchase more items and equipment, while also draining your resources and requiring the player to make decisions about when/whether to use healing items or spells, make a choice about which direction to go, whether they think it's worth it at that point in time to try and find the path to that distant treasure chest (it is, it always is), and whether they think they'll have enough left in the tank to survive a potential boss battle at the end. It is indeed more convenient to be able to fight or not fight whenever you want to, but on the other hand I wouldn't say that challenge and risk in a game should always fall secondary to convenience. If that were the case, why have non-boss battles at all, do away entirely with stuff like levels and grinding and even the dungeons themselves and just boil the game down to cutscenes and boss battles?
Like was mentioned earlier, people don't mind fights as long as the systems involved are fun, and they seem to be fun in this so far, yet people are so keen to get rid of it with the snap of a finger? I argue that the experience of beating an end-of-dungeon boss is very different if you have to fight your way through the whole dungeon to get there and beat the boss as a final punctuation mark of your accomplishment, rather than grinding levels at 200% encounter-rate around the entrance until you decide you're strong enough, then set the rate to 0% and stroll through the whole place unburdened, beat the boss and move along. I messed around with the battle slider in Bravely Default, and had my own moments of turning battles off and just running through, but I'm not convinced that the ability to do so actually enhanced my experience at all. Like I said in a previous post, that mostly just serves to trivialize dungeons and encounters and puts the meat of the game entirely on boss fights.
Again, imagine something like a Metroid or a Zelda game where you could just...turn enemies off. Am I wrong in thinking that sounds utterly bizarre and would take something away from those experiences?
Everyone take that survey and mention they need to make the enemies more animated in battle, they have no attack animations!
A sidenote, but I found that the Brave system in this demo was too generous. Once you understand it you can destroy everything but the bosses pretty easily (at least on Prim's path).
Where is the survey?
ThanksI used a link found elsewhere because they apparently refused to email me.
Quote this post to see it. I don't know if it'll be valid but it works at least
I used a link found elsewhere because they apparently refused to email me.
Quote this post to see it. I don't know if it'll be valid but it works at least
I hope the Path Actions actually mean something for the other guys though. The Challenge thing is fun but I fail to see practical ways to use it. "Expose evil doers" they said but I need to see it in practice.
In my mind when they said that in the direct I expected to be able to expose directly some people you knew were bad by playing other paths but since you can recruit everyone I guess that's not that. Too bad, could have been cool.
The encounter rate is so low tho...
Thanks for the link!I used a link found elsewhere because they apparently refused to email me.
Quote this post to see it. I don't know if it'll be valid but it works at least
I still do not understand why developers don't have demos for their games in this day and age. I don't play rpgs, especially jrpgs, but downloading this demo and playing it just because its free actually made me start thinking that I might actually buy this, and start playing other rpgs...
It's a lot of work for the dev team and sometimes demos actually turn people off the game.
It's a lot of work for the dev team and sometimes demos actually turn people off the game.
So they'd rather I shell out $60 just to see if I like a game? Or just do what I usually do and not shell anything at all even if it means missing hidden gems.
So they'd rather I shell out $60 just to see if I like a game?
So they'd rather I shell out $60 just to see if I like a game? Or just do what I usually do and not shell anything at all even if it means missing hidden gems.
Really enjoying it but wow - the first boss (playing as the warrior) - any tips? Game has been a breeze up to this point
Never played a jrpg before but this is a pleasant surprise. What I don't get is the enemies seem to have a massive health max - takes so many hits to kill some
Any tips on the boss?? (I killed the 2 brigands first)
thanks. What I don't get though is I might break him in one turn - but then I have to break him again next turn too after he recovers from his stammer. Just not sure how you're supposed to follow it up properly - it's like each turn you have to start againDon't forget to boost your skills. Try to buff your physical attack before breaking the boss, then after breaking him follow up with a boosted 6SP skill that deals high sword damage. You'll deal thousands of damage this way.
Use skills on regular enemies, too. You recover full SP after leveling up (which isn't terribly infrequent), so it's tough to run out.
thanks. What I don't get though is I might break him in one turn - but then I have to break him again next turn too after he recovers from his stammer. Just not sure how you're supposed to follow it up properly - it's like each turn you have to start again
So save your boost and do a 4 boost.... yes it would break him. But then the next turn I obviously don't have any boost (well only 2). So I use a special ability you mean?You save your boost, then you hit him until he breaks, and once he does you immediately follow up with the biggest most boosted attack you've got.
Rinse repeat until dead.
You don't have to boost to break him, and you can only do a 3 boost max.So save your boost and do a 4 boost.... yes it would break him. But then the next turn I obviously don't have any boost (well only 2). So I use a special ability you mean?
So save your boost and do a 4 boost.... yes it would break him. But then the next turn I obviously don't have any boost (well only 2). So I use a special ability you mean?
I know it's surely been mentioned already, but have to reiterate that breaks stun enemies, including bosses.
Breaks are a good way to avoid damage or "big" boss attacks. If you see a boss planning a windup, you can choose to boost and break early to stun that attack rather than just going for damage every time. I think that'll be a more important strategy when you have more than 2 party members.
It also makes managing multiple smaller enemies sometimes easier.
Not a bad idea. I don't think I ever used defense, lol. Oops.I tend to guard when bosses are winding up. I can eat the damage and it gives me another turn of boost for when I really need it.
It's in acave east of Cobblestone (leave the village from the bottom right steps). Then go right one screen after that, and keep going right and up to the cave. There will be a guard in front who will turn you back. Challenge and beat him, and then you can enter the cave.
Regarding joining party members, of course there will be a story aspect to it. Coz its a demo, the characters are just joining without any exposition.