Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

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More Uses for GP
I wouldn't mind spending >100k GP on some endgame components or items, or possibly being able to pay GP for some AP progression at some point late game. GP just kind of sits around and accumulates now, it's a shame there isn't more to do with it.
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Showing 1-8 of 8 comments
Sines Feb 9, 2020 @ 10:22am 
I know what you mean, but I think this game does better with gold than most. You start off with a lot of empty slots that needs to be filled with accessories, and if you don't want to be constantly moving gear around between all your characters, you need to pick up extra gear.

Pretty much all games run out of things to do with your money eventually, Fell Seal does a very good job of keeping you spending money until pretty far in the game. On my first playthrough, on Very Hard, it was only at the very end that I found myself with more money than I knew what to do with.

I wouldn't say no to extra features, because even if I didn't like them, I could ignore them. And the endgame isn't complex enough that it needs some careful balance either. But I really wouldn't class it as a priority.
wolff_laarcen Feb 9, 2020 @ 1:16pm 
You're right; It's not a gamebreaking problem or anything, just something that crossed my mind during my current playthrough.

Originally posted by Sines:
...if you don't want to be constantly moving gear around between all your characters, you need to pick up extra gear.

As a side note, I end up doing this anyway because of the autoequip on class change. (Is there some way to disable that?) Even with enough gear to deploy my entire team at once, I always end up with the wrong gear on the wrong characters when switching classes around for benched AP.

The equipment micromanagement is almost its own minigame.
Originally posted by wolff_laarcen:
Originally posted by Sines:
...if you don't want to be constantly moving gear around between all your characters, you need to pick up extra gear.

As a side note, I end up doing this anyway because of the autoequip on class change. (Is there some way to disable that?) Even with enough gear to deploy my entire team at once, I always end up with the wrong gear on the wrong characters when switching classes around for benched AP.

The equipment micromanagement is almost its own minigame.

Wolff-

No, there is no way to disable the auto-equip to my knowledge.

As some clarification on how it works, see this:

Originally posted by 6 Eyes Studio:
The way the auto-equip works is that it favors making sure you have a weapon, then an armor, then a shield, then a helmet and leaves all your accessories alone.

This change was made back on April 21, 2019 https://steamcommunity.com/games/699170/announcements/detail/1636405351626181887

As an example of how this plays out, see this quick test that I did.

https://ibb.co/3zXfpMF Got this caster guy here.

https://ibb.co/R943F7r Change him to Mercenary. Notice how the only things which changed were the Weapon / Armor / Helmet, the accessories were literally untouched.

https://ibb.co/vv02z4X I went ahead and removed his accessories, leaving only Weapon / Armor / Helmet.

https://ibb.co/5YR43gt Switched to Wizard, and again, only Weapon / Armor / Helmet changed, and the accessories weren't auto-filled in or anything.

The point behind this is to ensure that people have "some sort of gear equipped" when switching classes, as it can be all-too-easy to "forget to equip someone after changing their class". This helps prevent a situation where you accidentally field a unit "naked". My other point in showing precisely how this system works is to show it's really not that obtrusive -- it's JUST putting on Weapon / Armor / Helmet and not touching accessories. Like most people, if you were just going to re-equip them anyway, then it's as simple as replacing the weapon / armor / helm, meaning it doesn't really cause any harm.
Mechalibur Feb 9, 2020 @ 2:12pm 
For what it's worth, we'll probably get more uses for gold in the Monsters and Missions DLC coming out later in the year.
wolff_laarcen Feb 9, 2020 @ 4:43pm 
Originally posted by Conan The Librarian:
The point behind this is to ensure that people have "some sort of gear equipped" when switching classes, as it can be all-too-easy to "forget to equip someone after changing their class".

I figured as much. I have definitely done that! It's not a bad idea at all, I just wouldn't mind a couple more options to cut down on the time spent in the Troop screen. You'll still need to strip a character (an 'unequip all' would be great) if they're benched and you only have a limited amount of gear or accessories to deploy.

Turn-based strategy RPGs have long conditioned me into saving after every fight anyway, so I'll just reload if I've really screwed up the gear or class setup too badly. Thanks for the insights.
Last edited by wolff_laarcen; Feb 9, 2020 @ 4:45pm
whatever Feb 11, 2020 @ 4:32pm 
i think 6 eyes should add an option where weapons had limited usage. That way you'll have an extra layer of difficulty, while forcing you to spend gp to replace a broken weapon
Nod to get Booped Feb 20, 2020 @ 9:26am 
Originally posted by whatever:
i think 6 eyes should add an option where weapons had limited usage. That way you'll have an extra layer of difficulty, while forcing you to spend gp to replace a broken weapon
Sounds like a terrible idea, imo. It just adds a layer of unneeded micromanagement. What, exactly, is gained from this?

Edit: Having investments of some sort for the end game would be nice. Maybe a party wide 'buff' system, where you upgrade certain things? For instance, better camping gear, so your people are better rested, and so everybody gets a small (say +5%) boost to their max hp. Minor buffs, nothing game breaking.

Another idea: Equalizing levels. Invariably, I end up with some people at level 40+, and a few lag behinds at 30~ish. I wouldn't mind throwing a couple thousand gp at them per level, to get them up to the others.
Last edited by Nod to get Booped; Feb 20, 2020 @ 9:30am
Mechalibur Feb 20, 2020 @ 10:35am 
Weapon durability should be limited to games with finite amounts of battles. In games like Fell Seal, it would just be unnecessary micro management.
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Date Posted: Feb 9, 2020 @ 2:29am
Posts: 8