Pajaro Pete
(He/Himbo)
you do not carry over the region map (or the time vessel, or the stuff out of King Sei's tomb, or the Rune Stone items, or backpacks).
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I still think it's a fish wrapped in a tuba tbh.I used to think the Ghostrider enemy was some kind of horrible fish monstrosity wrapped in a brass instrument like a tuba. But now I see it's a little ghost person riding some kind of one-eyed... thingy.
I don't know whether you can keep the item, but you wouldn't be able to use it regardless; it requires you to have the otherwise-useless "Gate" spell that Blue starts with. Even if you got it in NG+, if you don't have Blue with that spell, it won't do anything for you. That's my understanding, anyway.Very curious to know the answer to this, but I'm guessing probably not. Unless they went to the trouble of coding in times when it turns off for all the characters, it seems like it would very likely break the game for the more linear scenarios? (Not "break" as in makes them easy or hard, but "break" as in introduces a bunch of bugs that are too much trouble to resolve.)
i was also thinking the other day about the way that other games, especially multiplayer ones (whether co-op or not) certainly lack this stigma, and often have the opposite expectation. obviously this isn't to say that it's good that a subset of ffxiv or wow players get mad at people who don't do research and practice for how to maximize their play, just that it's interesting the degree to which the entire concept is reversed.I personally wouldn't describe SaGas as "messes." They zig where other JRPGs zag but that doesn't mean they're products of incompetence IMO.
I was listening to a podcast the other day that was breaking the series down for new players and it framed the need for guides and outside information as 1. creating that community-shared information space that Souls was praised for, and 2. an aspect of the tabletop-inspired design. Just as tabletop roleplaying requires consulting of supplementals so does SaGa, or so goes the argument. I kinda like it. Regardless if it's intentionally trying to evoke a different kind of role-play experience, or if its using secret information to create depth, or if it's just Kawazu being Kawazu, there should be no stigma to using outside resources to learn how these games work.
As long as they've been in your party for all four Runes you acquired and don't have any Arcane magic/the gift for Arcane, they will acquire Rune magic.I am going to try not to be invested either way but will the people who've been in my party the entire time I'm doing the rune quest get the gift even if they don't have magic yet?
certainly, to me, i'm not inclined to view the game as mess, though in general i think the most interesting games (and a lot of art in general) certainly have that feeling that they're at least on the verge of being a disaster. rough edges and maybe that little bit of frustration (or at least the feeling that i had to invest myself in some way) are what make things memorable and captivating to me, not annoying and off-putting. obviously...lots of people feel differently.
The biggest lesson to learn with Mystics is that, no matter what Asellus* may lead you to believe, they do not work like humans. They can equip the same stuff humans can, gain stats after battle, and learn magic and acquire new spells with the gift for the appropriate schools, but that's where the similarities end.Reading this thread is *really* making it clear what I need to do with my Mystics — I picked them up in a quest that otherwise doesn't feature them, and so now I suddenly understand why one isn't doing great damage. Really the whole absorb mechanic was not explained at all.
I’m not sure what you mean, unless this is specifically an MMORPG thing. The major reason why people have trouble getting into fighting games and such is the inscrutability of getting started and getting good. Interacting with a community will always be necessary, yes, because the devs can’t account for all things, but I can’t think of an example where it’s good if a multiplayer game lacked documentation, or bad if it included documentation. Typically the games that try to onboard players get praised for it, however difficult that is with competitive games.i was also thinking the other day about the way that other games, especially multiplayer ones (whether co-op or not) certainly lack this stigma, and often have the opposite expectation. obviously this isn't to say that it's good that a subset of ffxiv or wow players get mad at people who don't do research and practice for how to maximize their play, just that it's interesting the degree to which the entire concept is reversed..
i guess maybe i wasn't clear enough, because i wasn't really talking about the design of games there i think, more that i would say that opposition to looking things up externally regardless of how much information is in the game is much less prominent in other genres, and i have to admit i sincerely wonder if it's because so many people who play jrpgs are just kind of old now and remember a time when you couldn't even do that. but i certainly have thoughts about this idea as well, and mmos were definitely first in my mind...but as someone who's spent most of my adult life surrounded by friends who i endlessly feel terrible at fighting games next to i would have to say that:I’m not sure what you mean, unless this is specifically an MMORPG thing. The major reason why people have trouble getting into fighting games and such is the inscrutability of getting started and getting good. Interacting with a community will always be necessary, yes, because the devs can’t account for all things, but I can’t think of an example where it’s good if a multiplayer game lacked documentation, or bad if it included documentation. Typically the games that try to onboard players get praised for it, however difficult that is with competitive games.
This is exactly why I didn't carry over Battle Rank when I went New Game+ for Asellus and also why I won't be doing it when I play Red.Ha ha, be careful bringing over Battle Rank in NG+ because you may notmbe able to just recruit your old party right away.
Had to start Fuse + Blue over after a few minutes...
A character with 0 JP will get a small amount as soon as they buy a spell. 10, I think? If you're trying to seriously build them up as a magic user, buying enough to get a crown is a good idea, though.Question - if a fighter has 0 JP, can you buy them 6+ spells to get them mastery and have them start casting 0 JP spells to build some up? I was thinking about the Light sword spell but Annie is about as magical as T260G. I'll probably not do this until a later run, but I'm definitely wanting to.