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| Disgaea 5, a dissapointment of a perfect game |
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Posted by: classicdrogn - 01-19-2019, 04:24 PM - Forum: The Legendary
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![[Image: 3mExt2D.png]](https://i.imgur.com/3mExt2D.png)
Disgaea 5, a dissapointment of a perfect game
How can that be? Well, it's just so fun to play, except when I have to wait through one of the main story scenes. The gameplay is definitely the best in the series, but the A-plot is beat for beat the same generic, hackneyed JRPG fare that previous games in the series parodied, played absolutely straight. It would be a much better Disgaea game if Killia (most prominent of the six-member main party, and as you can see from the image above front and center only a bleach job and a half-dozen extra belts short of being another clone from the "every Squeenix MC ever" bin) was written right out of it, making the A-plot Seraphina (the pink one) running from an arranged marriage and not falling for her muscle-head childhood friend (the red one) when they cross paths again. Let Killia be a background-only element or post-game character to explain why Void's (the white one) daddy issues spilled over into dimensional conquest, if you can't live entirely without him. To quote The Supreme One, there are a lot of things I super hate, but I definitely can't forgive this!
The skit-style segments in the base area are full of the classic Disgaea flavor, so you know the writing team was up to it - or maybe they were added as an afterthought when play testers came back saying it was a great Final Fantasy Tactics sequel, but not so much fitting Disgaea lore and tone - the whole, "this is what goes on in the background of the afterlife" aspect is ignored entirely aside from timeline-breaking DLC characters from other games and a couple of lines if you track down the right Prinny (the penguin-y ones) and talk to him between missions in the base as well, to the point of eliminating the otherwise series-wide Ghost and (allowing for the redesign from D1) Reaper type monsters.
This is also the first DIsgaea game I'd actually give a content warning for - one of the CGs that gets repeatedly shoved in your face is Killia's standard issue tragic backstory girl, which isn't too bad at first glance but if you look closely she's being blown in half and that red blob at the left is where it's happening right now, with flying shreds and everything. You could probably still show it on morning cartoons - it's not super-explicit and it's more of a colored energy ball than an explosion of gore, but still. Girl with nothing left below the rib cage. Part of the package of why I think it would be better with Killia and the details of his story removed.
Control layouts are mostly familiar from previous games with the occasional hiccup, most notably having the same buttons do different things depending on whether you're looking at the item inventory from the basic menu, while equipping items to characters, the Innocent Management screen, the Innocent Farm screen, the Item World screen, or the Item Assembly screen. They do all have different purposes to fulfill of course, but the way you sort and change sort order or move innocents to and from an item, for example, are the kind of interface elements that should be the same all the time. At least there are button prompts at the bottom of the screen rather than having to try to memorize it, or look around everywhere on the screen to find them when you just want to get done and away from the Ensemble for Hold and Elevator shop-music loop. Changing the Character World from another variation on normal battles to a virtual board game is particularly appreciated, partly because it makes for a nice way to change up the play style for a bit of a break, and partly because it's just plain faster. Since it still takes somewhere between dozens and hundreds of runs through to max out a single character, that's a major improvement.
Music is something I've seen other people complain about in D5, but I'm not going to. Serphina's taste in base music may run to saxophone-laden soft jazz, but you can change that if you don't like it (except for the shops) and there's plenty of old favorites and fun new pieces to go around. The voice acting is also unexpectedly good for a non-AAA title, with emotion that doesn't (usually) come off as being wooden or melodramatic and overdone, both in the Japanese and English versions. Some of the DLC characters' English voices are terrible, due to contract disputes with the original performers from what a quick search tells me, though that's "some guy on the internet said..." level reliability so don't go betting the server farm on it or anything. I leave the Japanese audio on most of the time anyway so it's not a prominent feature in my mind.
My rating: 7/10, all time low for any Nippon Ichi game. That is praising them with faint damnation I suppose, but being demons they should be offended by merely faint damnation.
However, if you've never played a Disgaea game but like long JRPGs, call it 9/10 after knocking off a point for how much you're going to have to grind the post-game to see all the content when most games don't even have anything but a cut scene, credits, and maybe a NG+ after you beat the final storyline boss. I've seen a six-hour speed run video to complete all trophies, but expect more like 100 hours as a first timer, because there's 80-ish story maps plus item worlding to power up your equipment plus level grinding your characters plus the character world mini-game for passive abilities plus doing it all again with the enemies hundreds of millions of points stronger in the Land of Carnage and maxing absolutely everything out for a party of 20 so you can (just barely) survive having characters enter the map and make an attack against the Truly Final Boss, aka 20 Star LoC Baal. Two hundred hours wouldn't be unexpected for that last one, though normal Baal or even no-stars LoC Baal are much more manageable.
The most critical advice for new players, I'd say, is ... actually, that's still long enough to stick in a spoiler. It's a complex game with lots of stuff to do!
1. Bugs are rare, but leaving it running for a very long time (which with DLC Nisa's unique Evility giving her a 1% increase in all stats for every ten hours is directly rewarded) can occasionally lead to a crash, so do save now and then. If the sounds stop playing, STOP NOW, GENCY NOW, SAVE IN A NEW FILE NOW, YOU ONLY HAVE ABOUT A MINUTE. Using two or three save files in rotation and a new one for each chapter so you can step back if you forget or miss something is as always recommended, even though there is a NG+ and a Memories shop where you can view any skit, cut scene, CG, or alternate ending you've previously reached.
2. The one really critical generic character is a Thief, preferably 3-4 if you can stand leveling that many but definitely at least two. Enemies will frequently have gear better than you can buy, plus the stuff in the shop doesn't have any Innocents included and is always the absolute lowest-stat version of that item. One of the healer classes, a Pirate, and a mage or Mystic Knight plus a Scientist and Sea Angel for buffing and some slime or shroom monsters for bouncing thrown characters are also recommended, if you don't go for a full set of generics. A couple of Maids for their unique skill that lets another character act again in the same round is also handy.
3. Map 4-2 at sixteen stars in the Cheat Shop and Martial Training 1 at one star have Lv99 enemies, which give out the same experience points as Lv323 due to an oddity in the formula for how it's calculated. The developers included that for a reason, go right ahead and abuse the hell out of it, along with turning down everything else on the first page of the shop so you can turn EXP (or Mana, when you're trying to get that one awesome evility, or Weapon EXP to learn the 3x3 high-tier skills, usually around the low 20s of proficiency levels) all the way up. Like the Cheat Shop NPC says, for a demon it's only proper to cheat any way you like! It's a single player game anyway, no one is going to be bothered by it. Getting to where you can one-hit-kill the Lv99s is a matter of an hour or two if you try for it as soon as you can reach 4-1, but worth it since Lv 300-400 will carry you easily through the story mode and early Item World at 0 stars. Remember that the Eryngi enemies in 4-1 weaken female characters nearby, so either plan for them to be higher level than the guys or get the Gender Bender evility on them from one of the recurring quests. Evilities and Revenge Mode buffs/Overload skills play a huge part in this game, so be aware of them and always check enemy units' until you're familiar with them.
4. Getting maxed out is a bootstrapping process of levels and gear and reincarnations and more gear, etc. Check the Hospital and Item World prizes and back out without taking them until you have a piece with a Statistician innocent (WITHOUT a star on its icon, the star means it can't grow on the Innocent Farm) and save those Statisticians on the in-use equipment for the character you're focusing on until you've subdued enough more common Innocents in the Item World to unlock the Hunter Squad and captured enough enemies and powered up the Hunter Squad so you get double the effect from subduing before you go in to get them. A Sage or Ninetails with their unique attacks that hit huge swaths of the map is perfect for Innocent hunting, just remember that it has to be a member of the Hunter Squad that lands the final hit to get the bonus. Upgrading equipment frequently is a hassle but still worthwhile, and if you keep stealing or buying one of the best currently available you can always pass it down to the other characters - any humanoid can use any weapon, they're just better or worse at learning the special skills for it, and monsters all use the same ATK or INT weapons. Don't bother grinding cash to buy gear, though, you can pretty much always find the same or better items and usually at better Rarity (which means higher stats even if it's not Rare or Legendary tiered) in the Bonus Gauge or by stealing from enemies.
5. If you're not getting the Switch or PC "Complete" version of the game and only get one DLC character, get Metallia, because she learns all the top-tier attack magic and her Overload skill will capture every enemy on the map (except bosses) as long as she could one-hit-kill them. With how critical captured enemies are for leveling up your Squads to get various passive bonuses, this is a very significant factor. After her comes the Disgaea 3 character pack with Rasberyl and Salvatore, who have very useful Evilities, and Zetta, who has beastly base stats and a powerful unique attack. Plenair also has good evilities and stats, but is only available after getting all the other DLC so it's either Complete or paying twice as much for the game for her. For standard game characters, the female magic user, Pirate, and Sea Angel probably have the best Common Evilities to transplant onto unique characters, which is as simple as setting a subclass and continuing to level them normally. A unique character that doesn't have a subclass set is wasting half their potential per experience point, so make sure to do that for both story and DLC characters as soon as the Strategy Assembly becomes available. The first evility to get for anyone is Mana Lover, though, because 10% means a lot when you're trying to scrape up 30,000 Mana during the first run through the story and can't afford to turn up the enemy levels much.
Finally, remember that the purpose of a game is to have fun. If you feel like things are starting to drag, go ahead and do something else for a while -- Disgaea (any of them, but especially D5 with its more refined game play) will still be waiting right there to suck you in again when you come back to it in a few days or weeks or months or years later you will never escape this is your life now, dood.
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| All The Tropes Wiki Project, Part XIII |
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Posted by: robkelk - 01-18-2019, 08:35 AM - Forum: All The Tropes Wiki Archive
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Ongoing stuff from the end of the last thread:
"Turn of the Millennium" lists:
(01-08-2019, 04:34 PM)Bob Schroeck Wrote: Do we really need all the subpages under Turn of the Millennium? I mean, they're just lists, not content. If the pages are properly categorized, this is all redundant. And they're all at least six years out of date anyway, as new works pages get created and not added to these lists. (01-08-2019, 07:12 PM)robkelk Wrote: Much like that no-longer-existing page of where all those tropes' images came from, we can use them as checklists to make sure the works actually have the categories. As we confirm the categories are present, we can take the works off of these lists... and eventually redirect the pages to the matching categories.
Search bar weirdness:
(01-14-2019, 08:47 AM)Bob Schroeck Wrote: (01-13-2019, 07:17 PM)robkelk Wrote: Oh, and has anybody else had trouble using the search box to find categories, templates and files since the last upgrade?
It's not just the search box. The pop-up hints no longer offer templates, categories or files, either. (01-16-2019, 10:20 PM)robkelk Wrote: (01-16-2019, 07:25 PM)robkelk Wrote: I just tried setting the project namespace to being a namespace that has content. Let's give it a bit of time to index, and check in a few hours whether we can search for All The Tropes pages.
Two hours later, and no joy. (And I won't have time to enter a Phabricator report until tomorrow night at the earliest - could somebody else file a trouble ticket, please?)
And "TVT approved examples"
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| Need AD&D 1E Advice |
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Posted by: Bob Schroeck - 01-17-2019, 01:00 PM - Forum: The Legendary
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Hopefully someone can point out something I've overlooked.
I need a way to knock out a mixed (human, elf, half-elf, half-orc, gnome) party of about 8 characters (and their horses), most of which are around level 10. Since AD&D1 Sleep doesn't affect creatures over 4 HD, that's out. It needs to be silent-ish, not cause physical damage, ignore elf Sleep resistance and saving throws -- or be stackable so multiple instances can be applied to make sure everyone's out. It also needs to last at least 10 or 20 minutes, and the victims have to be so out cold that people walking among them -- and kidnapping one! -- won't wake them.
I don't want to handwave this. Although I can resort to an original aerosol drug of some sort, I would rather be able to point at an obscure spell or magic item.
Can anyone help?
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| It's always an election year |
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Posted by: robkelk - 01-13-2019, 11:39 AM - Forum: Politics and Other Fun
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National elections expected in 2019:
February 16: Nigeria
March 31: Ukraine
April 9: Israel
April 17: Indonesia
April/May: India
May 18 (or sooner): Australia
May 26 (or sooner): Belgium
August 4 (or sooner): South Africa
October 21: Canada
October 27: Argentina
(source)
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| Re: "Feed My Sheep" |
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Posted by: Bob Schroeck - 01-12-2019, 11:20 PM - Forum: Fenspace
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Oh, Chessybell, that's a great first story. Now comes how we stitch it all into the grander tapestry...
First step in that, is, when in the timeline does this take place?
Second, obviously we're going to have a Redwall faction now; is the Catholic Church going to be a separate faction of its own?
The first implication that comes to my mind is that the Pope's put himself at odds with every country that doesn't like handwavium, and the social and political fallout from that is going to be fun to create and read.
Great work! Keep it up!
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| Feed My Sheep |
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Posted by: Chessybell - 01-12-2019, 09:04 PM - Forum: Fiction
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Jesus replied, "Blest are you, Simon son of Jonah! No mere man has revealed this to you, but my heavenly Father. I for my part declare to you, you are 'Rock', and on this rock I will build my church, and the jaws of death shall not prevail against it."
Matthew chapter 16, verses 17-18.
Jesus came forward and addressed them in these words: "Full authority has been given to me both in heaven and on earth; go, therefore, and make disciples of all the nations. Baptize them in the name of the Father, and of the Son, and of the Holy Spirit. Teach them to carry out everything I have commanded you. And know that I am with you always, until the end of the world!"
Matthew chapter 28, verses 18-20.
A third time Jesus asked [Peter], "Simon, son of John, do you love me?" Peter was hurt because he had asked a third time, "Do you love me?" So he said to him: "Lord, you know everything. You know well I love you." Jesus said to him, "Feed my sheep."
John chapter 21, verse 17.
Karen slid out from under the console. "Well Abbot, all systems green. We will be able to take off on schedule."
The Abbot nodded. "I will be sure to inform the brethren."
She smiled, and extricated herself from the console sling. No one had been certain if they could create inertial dampers, so everything had been designed to do without.
Just as well really, she thought to herself. Getting four spacecraft built had been bad enough, trying to also fit them with dampers would have been infeasible at best.
Leaving the main building, she made a beeline for the guesthouse. It wasn't long before she was swarmed by children, eyes alight with excited questions.
"Are we going to fly?"
"Are we going to go to space?"
"Are we going to go to mars?"
"Are we going to leave the solar system?"
Karen laughed. "We're going to be flying until we leave Earth's atmosphere, we will go to space, we won't go to mars or leave the solar system. We are going to enter a high earth orbit and stay there until we complete Redwall, and then we'll move into Redwall and the monks will go orbit Jupiter."
The children stared at her in delight. Before they could think of any more questions, Martha came over. "There you are! Shouldn't you be in class? Off with you, and stop bothering Karen!"
They ran off, hopefully to find the schoolmaster, and Martha watched them go. "I do hope the dibbuns didn't bother you too much, they've been chattering about nothing but whether we would take off."
"Oh, they were no trouble," Karen said. "You're using dibbun already, Martha?"
Martha gave her a look. "Karen, this is Loamhedge Abby and we have plans for building Redwall. I figured I might as well get started early."
Karen shrugged. "Good point. I'm going to make sure I've got my things stowed away properly."
Martha nodded in acknowledgement, and the two women went on their ways.
Karen entered the guesthouse and went up to her room. She made a quick check around the room for any loose objects.
Bed covers? Snugly tucked under the mattress, which itself rested directly on the floor. Check.
Books? All tightly packed. Check.
Clothes? All folded and packed into boxes. Check.
Mary grotto? Disassembled and packed. Check.
Growth light? Packed. Check.
Aloe Vera plant? Pot covered around plant and secured to the window bracket. Check!
The last thing to do was to pack away her alarm clock. Once that was done, she checked the time. Two hours to take off.
As she left the guesthouse, she took a moment to gaze at the structure of Loamhedge. How the bell tower formed the central spire, the flying buttresses that shaped the currently inactive force field, the wall that formed the outer edge of Loamhedge, and the Gothic-style stonework. It was strange to think that they had only been able to use the Gothic style - or perhaps not. It was a style of rising towers and stones reaching for the sky, after all. What could be more natural then for those stones to break free from Earth and climb into the sky?
Karen shook her head to clear it. This was no time for philosophy, there was still work to do. After all, they would only get one shot at this.
It was thirty minutes to take-off, and the Abbot was leading them all in prayer.
"... Dear St. Christopher, you have inherited a beautiful name, Christ bearer, as a result of a wonderful tradition that while carrying people across a raging stream you also carried the child Jesus. Teach us to be true Christ bearers to those who do not know Him. Since you have been chosen to be the Patron Saint of all travelers, we humbly implore your powerful intercession for the blessing of safe journeys. Protect all who often transport those who bear Christ within them and intercede for us to Jesus and guard us with your prayers. May we travel safely in space and carefully follow the pathways of life until we reach our goal in heaven and may we then join you and all the Saints in praising God forever and ever. Amen."
The congregation then arose and went to their work. Karen went into the basement of the main building, to the control center of the mechanical aspects of Loamhedge's mission.
Twenty minutes to take-off. She slid the launch sling into the console and fastened herself in to run the final flight checks. Above her, the Abbot organized the community as they prepared to take off.
Fifteen minutes to take-off. Karen switched on the comm link to the Vatican. "Saint John, this is Loamhedge calling, confirm all systems are go, we can leave at any time."
"Copy that Loamhedge, stand by for take-off."
"Standing by." Karen stopped talking, but did not switch off the comm.
Ten minutes to take-off. "Loamhedge, this is Saint John calling, switch to comm all."
"Switching to comm all."
Five minutes to take-off. "Loamhedge, this is Saint John calling all comms, do you read me?"
"Loud and clear." Karen listened to the take-off controller call the three Jesuit spacecraft.
T-minus twenty-five. Reactor online.
T-minus twenty. Force field active.
T-minus fifteen. All primary space systems online.
T-minus ten. All back-up and secondary systems online.
T-minus five...
Four...
Three...
Two...
One...
Lift-off! Loamhedge's main drive roared to life as she activated it, pushing her back into her seat. She felt the acceleration of the ship as it parted with the Earth and headed skyward to space. An outside observer would have knocked off their feet by the seismic shock of it ripping free, buffeted by the wind of its passing, and thoroughly awed by the sight of the stones reaching higher and higher into the sky they yearned for. They would be somewhat less impressed with the shower of loose dirt it trailed in its wake.
"All ships, this is Saint John, confirm take-off and switch to comm single."
"This is Loamhedge, take-off confirmed." Karen put her hand on the switch, but did not immediately switch to comm single.
"This is Saint Francis Xavier, take-off confirmed." That was one...
"This is Saint Isaac, take-off confirmed." Two...
"This is Father Marquette, take-off confirmed." Three. That was all of them. She switched to comm single.
The transfer orbit went smoothly, and she soon had it settled in the intended orbit. She switched off the comm and went outside the building to take a look at the new surroundings.
She looked up at the force field, and stopped dead in her tracks. "Well, that wasn't what what happened last time."
"What isn't?" asked Martha.
Karen pointed up at the force field. "It wasn't opaque green when we tested it, it was a transparent iridescent gold. Looked a bit like a golden bubble."
Martha looked up and saw that the force field could have passed for the sky on Earth if it wasn't green. "It's very pretty."
Karen nodded. "Working properly too. It's not a problem, just a mite odd."
The Prime Minister of Canada looked up from the report in shock.
"The Pope did WHAT!?"
The woman who had delivered the report took a moment to reply. "He permitted the launch of religious communities into space."
"Really?"
She nodded. "A Benedictine monastery and three Jesuit missions." She paused for a bit. "It is possible that more were launched when those took off, but those are all that could be confirmed."
"How?"
"I imagine they used Handwavium."
He nodded, and went back to reading the report. His eyes went wide again. "What's this about 'unaffiliated lay people and clergy'!?"
She took a deep breath. "It seems that everyone directly involved with this went along for the ride, including immediate family members and three bishops."
"Why?"
"I don't know, something about setting up an archdiocese out there."
"What?"
She shrugged. "Our source said that they were going to 'provide proper spiritual care to Catholic Fen and spread the Good News to all who seek'."
He looked at the report again. "They launched an actual monastery!?"
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