Eiyuden Chronicle: Hundred Heroes

Eiyuden Chronicle: Hundred Heroes

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What you would like to change/improve for the next game?
It appears that many people enjoyed the game, while others had less favorable experiences.

Even if you found enjoyment in it, there may still be areas where the next game could be enhanced. So, what are your thoughts on potential areas for improvement?

(Let's steer away from the localization debate for a bit and delve into other discussions about the game.)
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Zephyr Workshop a écrit :
honestly i would drastically play down monster encounters and dungeons, since they're usually the least interesting parts of suikoden games. most encounters should be with human enemies like soldiers, bandits and other organized forces.

dungeons should just be shorter in general.

on the design side, they need to drop the physical sizes of locations by half. it feels like the towns and dungeon rooms are enormous in relation to the size of the characters.

the combat could also be both faster, and more interesting. having both SP and MP is cool, but i still don't feel like I have a lot of decisions to make while fighting.
I disagree with every point here.
A way to upgrade/change rune slots to make preferred characters more viable. Right now there are a characters who you may like but because of their rune slots are completely worthless. Also more balanced stats for the same reason.
sdragonkroener a écrit :
A way to upgrade/change rune slots to make preferred characters more viable. Right now there are a characters who you may like but because of their rune slots are completely worthless. Also more balanced stats for the same reason.

This was the problem is the other Suikodens as well. Viktor in II was better than almost every single Short strong fighter because of his two open rune slots. Characters like Hauser were useless. I can't wait for the Remaster so we can mod and open up rune slots.
BRE Ralf a écrit :
It appears that many people enjoyed the game, while others had less favorable experiences.

Even if you found enjoyment in it, there may still be areas where the next game could be enhanced. So, what are your thoughts on potential areas for improvement?

(Let's steer away from the localization debate for a bit and delve into other discussions about the game.)
I just really want rune affinity to be visible. ;;
The ability to move faster than a snail without sacrificing equipment or support slots.
D. Seitaro a écrit :
- Better localisation
- Each town having unique music
- Improvements to the code behind characters taking actions at the same time during combat. This one felt somehow worse than in S2

OP said to steer away from the localization debate

1. Animation speed (battle animations)
2. Magick way too weak
3. More duels
4. Better story theme? Like more serious instead of lighthearted.
Remove button mashing in mini-games or at least the option to turn it off. Some people physically can’t do it. I personally can but I don’t want to destroy my controller.
1) Faster battle
2) Less battles, more engaging battles through variety and depth, look at SMT
3) Deeper features across the game, a lot of features feels like they are in the game, for the sake of it, barely defeloped and have any depth.
4) More deeper characters, yes i know the OG suikoden didn't had all of them be as deep as main cast, nor it is practically possible to have all 100 be as well developed. But it doesn't mean we don't need more.
5) Making sure game can pull the weight not only on the backs of memberberries. My wife had much more fun playing this, because she loved Suikoden, i had much more indifference because it is too much of a "product just for fans". I'll tell you this it can be both. For fans, and for newcomers, if you apply point 1-4.
6) Better localization
1) Mouse support

2) Keyboard mapping

3) Better balance between characters. (I know it's hard, but here it seems like they didn't even make an effort). At the very least a system that gives me an incentive to switch around and try several characters instead of sticking with the best ones all the time (this would be a form of balancing as well, in a way).

4) An option to replace random encounters with visible monsters on map (so each can have their own preferred system)

5) Better system to visualize the great wars. They feel very chaotic and not very challenging or strategic here. I would prefer a system similar to chess if possible.

6) Some QOL feature to manage multiple characters at the same time at the HQ, for example, level up smith weapons all to X levels at once, make me pay the whole sum, and just level them up. Dont make me level up every single weapon one by one!

7) More accessibility to save (i.e. save almost anywhere), with a challenge option to disable it for those who want an old school experience of saving only at save points.
Dernière modification de Clangeddin.86; 30 avr. 2024 à 4h30
Clangeddin.86 a écrit :

5) Better system to visualize the great wars. They feel very chaotic and not very challenging or strategic here. I would prefer a system similar to chess if possible.

Yeah I agree. It's very unclear of what's happening until the encounter is okay, S5 would literally say "Strong" or "Weak" before the battle animation would show so you at least knew what was going to happen. in Eiyuden it's unclear why much happens at all.
My biggest thing is probably the LOD transitions they are so blindingly obvious and distracting. I've tried a few things to try and hide them a bit including messing with my monitor settings (like turning sharpness down), using some reshade filters. And I tried using that widescreen/graphics mod but nothing helps. Probably the closest thing that helped was a bloom shader. But I happen to also hate bloom so... nah.

I can understand why its needed on switch or might not matter as much for console players on the couch. But damn its really annoying on a computer screen. Give us a slider or something. Some of us have 4090s and do not need detail changes so close to the camera.
Raelic a écrit :
Zephyr Workshop a écrit :
honestly i would drastically play down monster encounters and dungeons, since they're usually the least interesting parts of suikoden games. most encounters should be with human enemies like soldiers, bandits and other organized forces.

dungeons should just be shorter in general.

on the design side, they need to drop the physical sizes of locations by half. it feels like the towns and dungeon rooms are enormous in relation to the size of the characters.

the combat could also be both faster, and more interesting. having both SP and MP is cool, but i still don't feel like I have a lot of decisions to make while fighting.
I disagree with every point here.

Same. Especially the part about city size. Probably its just me but when I'm in a 'capital city' and its like a general shop and two houses that takes me out the immersion because it doesn't make sense. Like Tales of Vesperia for example, good game but the cities are so small its hard to believe they maintain a functioning economy.

Idk I guess you could consider it convenient from a gameplay perspective. I find it unrealistic from a... believability perspective.... Okay so there's desert sharks w/e its a fantasy game.

Maybe just... faster movement speed could solve this in a way that doesn't also take things away.

Shorter dungeons are sure to piss a lot of people off too.

I guess you just... can't please everyone.
iameatingjam a écrit :
My biggest thing is probably the LOD transitions they are so blindingly obvious and distracting. I've tried a few things to try and hide them a bit including messing with my monitor settings (like turning sharpness down), using some reshade filters. And I tried using that widescreen/graphics mod but nothing helps. Probably the closest thing that helped was a bloom shader. But I happen to also hate bloom so... nah.

I can understand why its needed on switch or might not matter as much for console players on the couch. But damn its really annoying on a computer screen. Give us a slider or something. Some of us have 4090s and do not need detail changes so close to the camera.
I don't know what I was saying before. It's painfully there even on console now that I've seen it. It's probably worse than the screenshot.
iameatingjam a écrit :
Idk I guess you could consider it convenient from a gameplay perspective. I find it unrealistic from a... believability perspective.... Okay so there's desert sharks w/e its a fantasy game.

To each his own I suppose, but I don't find it very "believable" when medieval capital cities have passenger roads larger than 5-lane highways.

Japanese games over the last fifteen years or so have fallen into a pattern of trying to make everything huge to try to wow the player, like these are cities made for giants. FFXIV was particularly bad about this, where even everyday houses are made to look like cathedrals with their thirty-foot doorways and windows.

The most important rule when designing a city is to remember that fictional people are supposed to actually live in them.
Dernière modification de SeraphLance; 30 avr. 2024 à 7h58
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Posté le 29 avr. 2024 à 11h13
Messages : 68