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I also agree about the loot not being picked up being weird.
From a QoL stand point, i'd also point out the strange way the soldier list just rearranges itself. Either have it stay the same, or let us arrange it.
Yeah, I agree with the soldier list thing. It probably should be either static or allow custom edits.
Anyway, yeah, the game could use some QoL changes. I agree that auto-looting sacks in arena should be a thing, as it can be annoying or even dangerous to drag out a fight just so you can loot a sack all the way on the other side of the map. Another would be for manual save mode; a few autosave slots would be huge since manual save mode always autosaves over your last save. In other words, to create an alternate save, you have to save in battle to a different slot (which then becomes the new autosave target), which is kind of annoying.
As for time? Hmm... For balance reasons I can understand why it takes away time to dispatch people for jobs. I mean, if you had like 10 characters (probably too many for brutal unless there are golems involved but eh), you'd be able to just dispatch for additional tasks while doing arena matches for tons of money. It'd probably break the game's economy in half.
"We have to run around the battlefield picking up sacks before we finish off the enemies? Why? You couldn't make that automatic?"
These are what we in the SRPG design business call "side objectives." They force you to make judgment calls--do you have enough action economy to grab all the loot, or will you risk your characters' safety (or some portion of the prize money) to try to grab everything? Auto-looting is turned on in most of the non-arena fights, but the arena has its own rules to help keep things tense.
Similar deal for the time points system: you can't just split up your characters and do everything every single day because that would evaporate the challenge and turn the management side of the game into a complete snoozefest. And it's not like going to the shop would suddenly turn into a thrilling, hjgh-stakes jaunt if you could do it every day.
The common theme between these things is that Together in Battle regularly asks the player to make choices; to get one thing, you must oftentimes sacrifice another thing. Calling that lack of QOL fundamentally misunderstands what the game is doing.
In Fire Emblem you automatically loot enemies as you defeat them. In Tactics Ogre the loot sacks are automatically picked up post battle. You already earned the loot by winning the battle.
In every other SRPG shopping for gear isn't a "high-stakes jaunt," it's simply a thing that you do to prepare for battle. Characters need equipment. You earn enough gold, enter a menu, click "shop," and buy them equipment.
I know that things like rng level ups and weapon durability are FE staples. They're also decades old systems. The FE franchise itself has evolved past them. Infinite level loops, stat items. Engage has fixed stat growths. So do some other modern SRPGs. So do many older FE romhacks.
Many of us here in the SRPG playing business think the challenge should come from the battles themselves, not rng and time limits. We enjoy having the freedom to try a variety of characters/classes, build and equip them how we see fit, and use them to overcome tactical battles.
I understand the design choice behind the fixed story battles. Persona style calendar and time limit. But everything else is a bit extra. Makes the game feel tedious and unrewarding.
I would recommend playing on a difficulty setting that trivializes the management aspect of the game (such as Challenging- or All Tactics) so you can focus on the parts you find fun. I would also recommend making use of the Trainer, which is there for the exact purpose of counteracting the RNG inherent to stats gained from level-ups.
But i understand that this is not for everyone fun. Just wanted to bring in my two cents to this discussions.
I check the store. It has nothing useful. Time was wasted.
I check the recruitment office. It has no decent units. No classes that I'm looking for. Time was wasted.
This is really essential? The game's balanced around wasting your time? That's unfortunate. I can't enjoy that. Oh well. I'm happy for anyone that can.
The trainer was a nice addition. Needing a day just to assign the training on top of the 2-5 days occupied by the training itself was a bit much.
The game asks you to be efficient and adaptable, and I've designed it with the aim of providing a lot of tools to make that work. Not just the trainer--permanent stat boosters (Salubrious Draughts, Protein Pellets, Mycelium Drops), manuals that enhance or teach individual skills, and items that can permanently improve your weapons (Whetstones, Poisoned Sheathes, Counterweights, Reinforcing Spines, etc.) are other examples.
I've been a vocal proponent of lowering RNG in RPGs for well over a decade--which is exactly why you see mechanics in TIB such as every attack having 100% hit chance by default, tons of accuracy-boosting items, no crits, and the Mental element consisting entirely of skills that simply cannot miss, ever.
However, I make a distinction between randomized results (granular randomness that causes individual actions to completely fail or wildly over-deliver, like missing or critting individual character attacks) and environmental randomness (situational randomness that alters the spectrum of options available to the player). I wrote about it here[sinisterdesign.net] some 13 years ago if you're curious!
If you really are regularly encountering situations where you go to the shop or the recruiter and absolutely nothing worthwhile is there, then I would love to hear more details I can use to massage things. (I do want there to always be at least one decent choice on those screens!)
I have had multiple instances of the last enemy I kill dropping loot; even worse, being the one that picked up loot from a chest; and that loot then just disappearing into the aether.
At the bare minimum, give us the loot from the final enemy we kill, since the battle ends at that point. That isn't a choice anymore.
Yeah, that's happened to me more times than I can count. Yeah, you could make sure that the last enemy isn't one that's collected a sack, but that is very frequently not an option.
This, I think I can address! I'll see if I can put in a special condition for arena fights to keep the game from checking for victory conditions until the end of a turn. This way, the battle won't immediately end when the final enemy falls and you'll have a chance to grab their item sack.
That would be great!