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fracturedsanity: Looks like we've already reached the point in the show where silly venting hate dies down and the silly squabbling over opinions picks up.
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Breja: Ah, but after a while we'll get silly venting hate about opinions!
That's around day two, when the current mix of posts and discussions subside, is not it?
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Gnostic: Getting 15% from 1000000 people is surely more than 85% from 10 people. That is simple mathematics.it does not change the fact that Blizzard corrupt the gameplay for greed.
I still don't know what you're getting at.
Player sells an item for 10€. He gets 8,5€ and Blizzard gets 1,5€. He got more money than Blizzard did. Simple as that.

Unless you're trying to say that -single few people- didn't get what Blizz got from everyone combined which is of course true. But in each transaction players always profited for more than Blizz did. So the reasonable comparison is 100k transactions of Blizz getting the 15% and 100k of transactions where players got the 85%.

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Gnostic: Even though it is possible to beat the game with lots of grinding,
There was no grinding for me when I beat it. Just bog standard progressing.
In the beginning it was unbalanced as hell and it was almost impossible to beat it even if you did grind.
Post edited October 14, 2015 by Yrtti
For me : Every awesome looking game that ended up being mostly for multiplayer. Bonus point if they're the sequel/grave of a license I loved (looking right at you, WOW)
I love games as long as I don't have to interact with gamers ^^

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Hyperborean111: I have bought a few here on GOG recently, but I haven't dared to try them. I'm afraid to run into another Myst. I doubt I would survive the experience.
In that case, I would recommend Wadget Eye games (especially the Blackwell ones), nice short athmospheric games with easy puzzles. But avoid the Daedalic ones (Deponia, Edna & Harvey) at all costs, their alien-logic-puzzles will kill you (by the way of walkthrough papercut) and laugh at your grave ^^
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Gnostic: Getting 15% from 1000000 people is surely more than 85% from 10 people. That is simple mathematics.it does not change the fact that Blizzard corrupt the gameplay for greed.
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Yrtti: I still don't know what you're getting at.
Player sells an item for 10€. He gets 8,5€ and Blizzard gets 1,5€. He got more money than Blizzard did. Simple as that.

Unless you're trying to say that -single few people- didn't get what Blizz got from everyone combined which is of course true. But in each transaction players always profited for more than Blizz did. So the reasonable comparison is 100k transactions of Blizz getting the 15% and 100k of transactions where players got the 85%.

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Gnostic: Even though it is possible to beat the game with lots of grinding,
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Yrtti: There was no grinding for me when I beat it. Just bog standard progressing.
In the beginning it was unbalanced as hell and it was almost impossible to beat it even if you did grind.
Ok you win.

Blizzard is never corrupted by greed and we should give all our money to Blizzard.

It is a myth that Blizzard spike the gameplay to nudge players to the RMAH.

All Hail Blizzard.
Post edited October 14, 2015 by Gnostic
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dtgreene: Final Fantasy 7, and unlike KiNgBrAdLeY7, I actually know why.

1. Too much watching and not enough actual playing. Too much of the game is spent in cutscenes and dialogue, and not enough time in actual gameplay. Similarly, the developers went overboard with summon animations; when a summon is used, the game essentially halts for 30 seconds or more. Also, there is no escape from this; cutscenes are not skipable, and while you could avoid using summons, the final boss has an attack with a summon-like animation that you can't prevent (unless you're powerful enough to kill the boss before then).

2. The gameplay is too easy and unbalanced. Why have status spells when enemies are non-threats and die too easily? (Status ailments do work; it's just that the enemies aren't dangerous and durable enough for them to be worth using.) Enemy Skill is a bit too powerful (too many skills for one materia slot, unlike FFV where you had to make a significant trade-off to equip something like Blue Magic). Cure is more powerful than it should be at low levels, while Full Cure is useless because it doesn't multi-target. Also, whose idea was it to put Knights of the Round in the game? Who thought that was balanced? (It *might* have been balanced if it required 1000 MP to cast or had a long casting time, but it doesn't.)

3. Too much of an emphasis on damaging attacks. This becomes especially apparent if you look at character's limit breaks; the higher level limit breaks of the characters you are allowed to use end-game all do the same boring thing: damage. More variety of limit breaks would help, as would not permanently removing that character from your party. (I actually think the game would have been a little better if it had allowed you to use the character from Disk 2 onward even if it would create an inconsistency with the plot; there are already enough inconsistencies already.)

4. Small party size (why only 3 characters when 4 was the standard for the series and JRPGs in general?) Also, characters don't fit specific roles; it is too easy for a character to be able to fill every role well at once. (FFV didn't have this issue; while any character can fill any role, she can't fill all of them at once.) Previous Final Fantasies (perhaps excluding FF6, which has some of the same issues, but not all) handled it much better; even FInal Fantasy 2 at least made an effort to encourage giving characters specific roles.

5. Too many mini-games. Basically, all of the sudden everything you learned about the game goes out the window when the control scheme changes totally. (This is especially an issue when playing the PC game; you learned what keys do what in normal gameplay, and you now need to relearn for each mini-game.) Some of them don't make much sense: There's a scene where you have to give someone CPR to continue, even though healing magic exists in the game and it is very likely that you have access to it at the point.

6. The game never opens up. In Final Fantasy 6, the game opens up when you get the second airship, allowing you to focus on exploration and actual gameplay without endless cutscenes. This never happens in Final Fantasy 7.

Really, Final Fantasy 7 was a disgrace to the Final Fantasy series.
Might as well kick in! I'll compare FF7 to FF6 and FF5 in that department. As for my favorite FFs, FF5 and FF7 take first place, and FF6 is the fourth. FFii and VIII belong in the second and IV in the third.

1. Can't really talk much about that. I guess you're right about it.
2. And this is not the first Final Fantasy to be very easy or unbalanced. In FF5, you could make up a variety of parties that essentially could wipe out the enemies. One of the dungeons could be crossed scot-free by having a bard in your party and having him sing the same song, and watch as every enemy disappears immediately. In FF6, some characters have some killer equipment that makes them basically beat anything they touch without much troubles. Of special note is Master Scroll + Fixed Dice. The only time I ever felt like casting a status ailment spell in FF6 was to make one of the dragons go Berserk. The same strategy can also be employed on a superboss in FF5. In FF7, Slow and Haste are good partners to have.
3. At least FF7's limit breaks tried to be varied and easily accessible. In FF6, you would get a desperation attack if you were in critical HP, and only at a chance. The most common occurrence of me sighting a desperation attack in FF6 was while fighting a boss before the mid-point; I had Riot Blade out twice in just this point in the story, and both finished off the boss. As for that character, that character isn't the first or only one to be removed from your party in Final Fantasy games.
4. Might agree with you on the small party size, but I bet that, going by your second point, you don't even have much to use from these roles to begin with. Not to mention that more roles equals less spells or advantages in battle (such as Long Range). At least levelling up these roles is a really slow job when compared to FF5's, so you can't really take advantage of every role on one character in a short while.
5. Minigames were hidden in most FF games, just not blatantly obvious. Might agree with you on this one.
6. I don't like the way opening up was implemented in FF6. While its a good idea, the fact that there is no single main character that you can pinpoint well can make your feral youth who doesn't talk in proper English suddenly speak in proper English, and then back to improper at will. It makes characters say out of character stuff, is what I'm saying. The game's dialogue in the latter half of the game could work great if a certain ex-general had to be present for the dialogue in some way.

My main gripe with FF7 is that its story is a bit confusing and complicated. Other than that, it genuinely brought me back to enjoying other Final Fantasy titles.
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Gnostic: Ok you win.

Blizzard is never corrupted by greed and we should give all our money to Blizzard.

It is a myth that Blizzard spike the gameplay to nudge players to the RMAH.

All Hail Blizzard.
Please stop with these strawmen. All I've stated is that players made more money from the transactions than Blizzard did which is true.

And again and again, the in-game gold AH existed.
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PookaMustard: 2. And this is not the first Final Fantasy to be very easy or unbalanced. In FF5, you could make up a variety of parties that essentially could wipe out the enemies. One of the dungeons could be crossed scot-free by having a bard in your party and having him sing the same song, and watch as every enemy disappears immediately. In FF6, some characters have some killer equipment that makes them basically beat anything they touch without much troubles. Of special note is Master Scroll + Fixed Dice. The only time I ever felt like casting a status ailment spell in FF6 was to make one of the dragons go Berserk. The same strategy can also be employed on a superboss in FF5. In FF7, Slow and Haste are good partners to have.
6. I don't like the way opening up was implemented in FF6. While its a good idea, the fact that there is no single main character that you can pinpoint well can make your feral youth who doesn't talk in proper English suddenly speak in proper English, and then back to improper at will. It makes characters say out of character stuff, is what I'm saying. The game's dialogue in the latter half of the game could work great if a certain ex-general had to be present for the dialogue in some way.
2. I consider Final Fantasy 5 to be the best balanced of all the Final Fantasies that allow you to customize your party's setup. One thing to note is that many of FF5's good setups are situational. For instance, the bard's damaging song works only on undead and is useless when undead isn't present (but other songs are useful). Also, if it's the dungeon I'm thinking of, all the enemies in the dungeon (including the boss) can be killed by summoning Odin, but most players won't think of a strategy like that. In 2 end-game deserts, Level 3 Flare works very well, as does Aqua Breath, but those spells aren't so good elsewhere. The thing is, these strategies are situational, as opposed to FF6 Ultima spam and FF7 KotR, which work well in every situation (except a certain boss in FF6 Advance who can't be HP killed).

6. I actually like that FF6 doesn't focus on a single character. It's especially nice not having any specific character forced into your party late game. It's also worth noting that the two most obvious choices for "main character" happen to be female, and one of them is explicitly asexual. With that said, I think FF6's plot should have focused less on the characters and more on the world they inhabit, especially given the single most significant plot event that happens in the game. (Of note, I actually consider FF6 to be a step down from its predecessor.)
Wow, so many games I enjoyed are on this thread.. :P

Let's add some more:

Mass Effect 3: After having played and enjoyed ME & ME2, I' ve waited patiently for the third installment. And when it was released, I learned I should install Origin to be able to play it. Nice!

Arcade racing games: Not hating them, I just don't enjoy games like Need for Speed. I prefer good racing sims.
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Vythonaut: Wow, so many games I enjoyed are on this thread.. :P
Ditto. :p

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Vythonaut: Mass Effect 3: After having played and enjoyed ME & ME2, I' ve waited patiently for the third installment. And when it was released, I learned I should install Origin to be able to play it. Nice!
You're among the luckier ones if that's your only problem with ME3. Unless that means you never even played it, in which case ... not sure if lucky or unlucky.
Most people seem to disagree with me on this one but I hate Oblivion
It's so ugly looking and the game play itself is just atrocious
but hey, that's just my opinion lol
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dtgreene: 2. I consider Final Fantasy 5 to be the best balanced of all the Final Fantasies that allow you to customize your party's setup. One thing to note is that many of FF5's good setups are situational. For instance, the bard's damaging song works only on undead and is useless when undead isn't present (but other songs are useful). Also, if it's the dungeon I'm thinking of, all the enemies in the dungeon (including the boss) can be killed by summoning Odin, but most players won't think of a strategy like that. In 2 end-game deserts, Level 3 Flare works very well, as does Aqua Breath, but those spells aren't so good elsewhere. The thing is, these strategies are situational, as opposed to FF6 Ultima spam and FF7 KotR, which work well in every situation (except a certain boss in FF6 Advance who can't be HP killed).

6. I actually like that FF6 doesn't focus on a single character. It's especially nice not having any specific character forced into your party late game. It's also worth noting that the two most obvious choices for "main character" happen to be female, and one of them is explicitly asexual. With that said, I think FF6's plot should have focused less on the characters and more on the world they inhabit, especially given the single most significant plot event that happens in the game. (Of note, I actually consider FF6 to be a step down from its predecessor.)
2. Remember when I talked about Master's Scroll + Fixed Dice? Lesser in power but just as deadly in FF5 is Dual Wield + Rapid Fire. By simply activating the Rapid Fire command, and with a weapon in each hand, I deliver each enemy a whopping 1000 damage per hit. Multiply by 8, and you get something disastrous. So disastrous that the bonus dungeon of the Advance/Android version has enemies that respond to Rapid Fire with deadlier moves. That and getting very powerful equipment is pretty much really easy in FF5, dare I say easier than FF6. Dual Wield + Rapid Fire makes up for the loss of Ultima (my favorite spell) in FF5. Even then, bosses in FF6 would not go down with just one Ultima; they had to face many. By the time you get Knights of the Round in FF7, the only times you're going to use it is against the final boss, and even then you can't spam the summon that much; only twice or thrice before you can no longer use it.

6. I myself like the idea too, however, the idea had to make a sacrifice in return. The same character who'd normally say "Me not want hurt you" would then be able to say "What can we do to help her?" and then would revert back to their older form of English, which is a bit awkward. However, I agree with the point that says the plot should have focused less on the characters and more on the world itself. Besides the Peepers who die immediately and the talk of the world, yes, there should've been more focus to things.
As of today, I have a new benchmark for abysmal and objectively broken adventure game design: Darkseed

Full explanation here:
http://www.gog.com/forum/general/games_quit_in_2015/post299
Not going to write a book to explain it, but I also hate FF7.
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Crackpot.756: You're among the luckier ones if that's your only problem with ME3. Unless that means you never even played it, in which case ... not sure if lucky or unlucky.
No, I haven't played it nor I plan to, unless EA releases it DRM-Free. The only thing I've heard about the game is that the ending sucked. Then there was some patch/ expansion with a different ending (did that sucked too?). Next time I replay the first two ME, I'll read on wikipedia about what happened in ME3, just for story's sake.

Out of curiosity, what problems does ME3 have?
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PookaMustard:
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dtgreene: 2. I consider Final Fantasy 5 to be the best balanced of all the Final Fantasies that allow you to customize your party's setup. One thing to note is that many of FF5's good setups are situational. For instance, the bard's damaging song works only on undead and is useless when undead isn't present (but other songs are useful). Also, if it's the dungeon I'm thinking of, all the enemies in the dungeon (including the boss) can be killed by summoning Odin, but most players won't think of a strategy like that. In 2 end-game deserts, Level 3 Flare works very well, as does Aqua Breath, but those spells aren't so good elsewhere. The thing is, these strategies are situational, as opposed to FF6 Ultima spam and FF7 KotR, which work well in every situation (except a certain boss in FF6 Advance who can't be HP killed).
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PookaMustard: 2. Remember when I talked about Master's Scroll + Fixed Dice? Lesser in power but just as deadly in FF5 is Dual Wield + Rapid Fire. By simply activating the Rapid Fire command, and with a weapon in each hand, I deliver each enemy a whopping 1000 damage per hit. Multiply by 8, and you get something disastrous. So disastrous that the bonus dungeon of the Advance/Android version has enemies that respond to Rapid Fire with deadlier moves. That and getting very powerful equipment is pretty much really easy in FF5, dare I say easier than FF6. Dual Wield + Rapid Fire makes up for the loss of Ultima (my favorite spell) in FF5. Even then, bosses in FF6 would not go down with just one Ultima; they had to face many. By the time you get Knights of the Round in FF7, the only times you're going to use it is against the final boss, and even then you can't spam the summon that much; only twice or thrice before you can no longer use it.
The particular combo you mention in FF5 has some strict requirements to use. Consider the 3 options:

1. Use a Ninja. You have to master one job (Archer), which takes a while and isn't practical until the third world. Also, Ninjas are limited in their weapon selection, and you have no room to equip something else, so there is only one thing the character is good at.

2. Use a Freelancer. This requires mastering two jobs (Ninja and Archer), and the only reason you have a free slot is Dual Wield becoming innate, which I consider to be a mistake. Also, for max damage, you will want Spellblade or Time Magic in that slot, limiting your options (you can't have the character also be a good healer). As a side note, when I play FF5, I choose not to use the Freelancer and Mime jobs, as it makes the endgame more interesting IMO.

3. Use a Mime. Similar issues to Freelancer (though you get another slot), plus, when RapidFire is not a good option (like the final battle or against enemies that harshly counter it), the character doesn't have a fallback option, unless you spend a slot to equip one (and lose out on damage).

Also, while getting powerful equipment might be easy in FF5, you can't do that until the third world, and before then the best strategy is to use consumables or magic. Even when you have the powerful equipment, RapidFire is really only exceptional against single enemies; summoning Titan/Syldra/Leviathon/Bahamut works much better against groups. (Leviathon + Elemental Power (Mix Antidote + Holy Water) is the most powerful spell to use.)

Of note, in the final area of the Interdimensional Rift, there are two things that work really well:
1. Throw Water Scroll. Most of the enemies are weak against it, and it is countered as a physical attack despite using the magic damage formula. Against Movers, you can Throw FIre Scrolls.
2. Spellblade Break. Most of the enemies here can be instantly killed by it. Against Movers, Spellblade Firaga.

The problem with Ultima in FF6 is that it ignored defense (like Flare/Meteor), hit all enemies, and was so powerful it would outdamage Flare even when factoring in split damage. That spell makes Flare and Meteor useless. Also, it is stronger than a -ga spell when hitting a weakness against a single enemy. The game would be more balanced without that spell, or if it ignored Magic Defense. Also, there's the Dualcast + Quick + Ultima combo that can easily hit 49995 damage (and MP can be conserved with a Gold Hairpin and easily restored with Osmose). (The corresponding strategy in FF5 is less powerful and requires a Mime to pull off.)

[FF7] You mention Knights of the Round being only for the final boss; the thing is, that spell annihilates other bosses and random enemies as well. The limited casts per battle is not going to be an issue simply because of how powerful the spell is (unless you're fighting Emerald/Ruby, of course), and MP is a non-issue thanks to the MP Absorb materia. In other words, you can cast KotR in every single battle and not become unable to use it. Also, keep in mind that you can also give the same character the ability to multi-target Curaga, summon Phoenix (to revive characters), and the entire Enemy Skill set; you can't do the same thing in FF5.