Why do most jrpgs and turn based rpgs still stick to 3 active party members?

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Auli
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Re: Why do most jrpgs and turn based rpgs still stick to 3 active party members?

Post by Auli » Wed Jan 16, 2019 5:50 pm

Old Black Man wrote:
Sun Jan 13, 2019 11:45 am
Auli wrote:
Sun Jan 13, 2019 10:58 am
I kinda liked "the last remnant" where u had heroes in squads. Shoulbve had more heroes annd death consequences, tho

Bahamut Lagoon on the snes had something similar. was good game and u could feed ur dragons with porn mags to stat, evolve and stuff
That game is awesome just for the fact that you can alter your environment with elemental magic, say by burning down a forest or melting frost. You can even destroy bridges and stuff to give your army a tactical advantage.

Ever heard of Earth Light?
No.

I don't remember the story nuch in Bahamut Lagoon, but didn't
SpoilerShow
the main protagonist get cucked by the antagonist second-in-hand by Stockhold-syndroming the good-guy princess??
Or am I waaaaaay off? xD
I'm in your bedroom, folding your clothes.

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Le Redditeur
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Re: Why do most jrpgs and turn based rpgs still stick to 3 active party members?

Post by Le Redditeur » Wed Jan 16, 2019 6:52 pm

Auli wrote:
Wed Jan 16, 2019 5:50 pm
Old Black Man wrote:
Sun Jan 13, 2019 11:45 am
Auli wrote:
Sun Jan 13, 2019 10:58 am
I kinda liked "the last remnant" where u had heroes in squads. Shoulbve had more heroes annd death consequences, tho

Bahamut Lagoon on the snes had something similar. was good game and u could feed ur dragons with porn mags to stat, evolve and stuff
That game is awesome just for the fact that you can alter your environment with elemental magic, say by burning down a forest or melting frost. You can even destroy bridges and stuff to give your army a tactical advantage.

Ever heard of Earth Light?
No.

I don't remember the story nuch in Bahamut Lagoon, but didn't
SpoilerShow
the main protagonist get cucked by the antagonist second-in-hand by Stockhold-syndroming the good-guy princess??
Or am I waaaaaay off? xD
I think you got the gist of it. It was a weird game, with cucking by the princess you're supposed to save, that gay old dragon speaker which I wouldn't be surprised if the MC marries in the end, and the side characters being generally much more interesting than the main ones.

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Guest

Re: Why do most jrpgs and turn based rpgs still stick to 3 active party members?

Post by Guest » Thu Jan 17, 2019 4:44 pm

You forgot how the antagonists, who kill a lot of people in the beginning of the game, suddenly and for no reason become good guys with no transition or consequences halfway through.

That game is like Star Wars if the empire and the rebellion became bffs all of a sudden to fight some shit from another dimension, Leia cheated on Han with Darth Vader and then married him, while Han has nothing else but buttfucking dragons in the background.
Amazing

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VoiceOfReasonPast
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Re: Why do most jrpgs and turn based rpgs still stick to 3 active party members?

Post by VoiceOfReasonPast » Thu Jan 17, 2019 7:11 pm

Modern audiences would love the shit out of that rendition of Star Wars, no doubt about it.
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Guest

Re: Why do most jrpgs and turn based rpgs still stick to 3 active party members?

Post by Guest » Fri Jan 18, 2019 12:42 pm

While having similar gameplay, Bahamut Lagoon is the thematic opposite of this:


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rabidtictac
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Re: Why do most jrpgs and turn based rpgs still stick to 3 active party members?

Post by rabidtictac » Sat Jan 19, 2019 7:52 am

SpoilerShow
1. Squires learn accumulate and Chemists learn autopotion. Then swap roles and do the same again so your entire party has both skills.
2. Mage characters go white mage and black mage with autopotion. Fighters go for Monk. Brief foray into Knight IIRC to unlock monk class.
3. Monks learn Chakra. You have now officially broken the game. Learn revive next and it's even more busted.
4. Get a time mage with auto potion, game is now even more broken since every fight will start with the entire party hasted and the game can't do anything about it. Monks should continue learning OP skills and breaking the fuck out of early game balance.

Early game auto-potion will make you unkillable combined with Chakra and accumulate/guts is OP as shit for JP grinding and even works for clearing maps, since you can spam it the entire time the enemy is walking to your starting position. 11 strength in early game is ridiculous and very easy to achieve with accumulate.

That's really all you need. The next upgrade from Monk is Ninja and Punch Art Ninjas are strong enough for endgame. But you can do a lot of other things later too. You want to get blade grasp on all melee characters and the aegis shield on all characters who can equip shields.

Orlandu is the strongest character but he has no utility and you get him too late. If you focus on rushing Orlandu and spamming red chocobo, you'll probably get bodied in early maps.

Not only that, but the method I outlined is much less restrictive since it doesn't limit your choices past the initial character building phase.
FFT minmaxing bullshit copypasta'd from game cunt thread so I don't have to type it twice. In case anyone cares or wants tips for the game. The only bottleneck to becoming OP as fuck is what equipment you have available. You eventually reach a point where you have to progress in the game to acquire equipment for certain classes. One easy fix is to get the brawler skill for Monks, which gives you increased damage with bare hands. This eliminates the need for new equipment and allows you to continue building OP characters in whatever class you please. Barefisted samurai with the brawler skill are perfectly viable. The other solution is to progress in the fucking story lol, because if that's happening, you're probably too strong already.
SpoilerShow
Early game monks are god. Monks level off in late game but you can take your monk skills into classes like ninja, samurai or knight and make them endgame OP. Punch Art never stops being good for its utility. If you don't like monks, Knights are also good in early game. They're terrible at midgame but get good again for endgame when knight swords become available. Even the weakest knight sword, the defender, is still good. PSP version players get the alternative dark knight as a strict upgrade to the normal knight.

Magic classes are very simple to build. I usually have one white mage and one black in early game. I build the black mage for offensive magic classes/skills and the white for indirect support and healing. You can also have a separate mage purely for support spells like time magic or oracle magic, but since Rafa and her brother are required, you could instead use them. Their starting class is shit, but they make good oracles/time mages and you get them somewhat early.

A summoner with the golem spell is OP as shit btw. It's worth it to have a character who can summon golem in every party, just to ensure your weakling magic users stay alive. Auto potion will keep them alive well but the activation is based on your bravery stat and you probably aren't minmaxing bravery in early game unless you're me.
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Thu Jul 25, 2019 1:18 am
I know somebody is in the right and telling the truth when they block me when I start asking questions.

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Le Redditeur
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Re: Why do most jrpgs and turn based rpgs still stick to 3 active party members?

Post by Le Redditeur » Sat Jan 19, 2019 4:52 pm

Don't forget the "renewable invincibility" trick that any character can have, in addition to any of the abilities you mentioned: Move MP Up + MP Switch. Now your MP becomes a "negate one attack" shield that is renewed any time you move. The easiest way to trivialize the Wiegraf battle before Orlandu and his All Swordskill + perma-Haste make the game a breeze, until the Rafa on the rooftop battle...

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rabidtictac
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Re: Why do most jrpgs and turn based rpgs still stick to 3 active party members?

Post by rabidtictac » Sun Jan 20, 2019 6:13 am

True. I forget about that sometimes because that style of play is at odds with the flexibility I prefer to have. Also, you only get one or two hits and it completely drains your mp. If you use your MP to stay alive like that, you can't use it for anything else. So that means magic characters can't use the Move Mp Up + Mp Switch combo at all.

The other big reason I don't like it is it takes up your move slot. I prefer to give my magic users Teleport and my physical fighters Move +3. Teleport has a chance of failing, but the nice thing about it is the success rate is tied purely to the number of horizontal squares you're moving. It completely ignores all height. This is amazing. Magic also ignores height. See what I'm saying? Find a really high place, teleport your mage to the summit and let them cast from a position where enemies can't reach them. You can also position mages on islands surrounded by deep water, effectively making them unreachable by melee opponents if you set them up right.

A summoner with teleport and golem can absolutely fuck up a map.
Guest wrote:
Thu Jul 25, 2019 1:18 am
I know somebody is in the right and telling the truth when they block me when I start asking questions.

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