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 Final Fantasy XIII

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Lod
Dark Lord of the Sixth
Dark Lord of the Sixth
Lod

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 5:01 am

I grinded in the tunnels get a nice bunch of CP in there.
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Insom
Eighth Nation
Insom

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 11:09 am

I came out of those tunnels, so now if i wanna grind it's a slow back and forth vs one enemy over and over again since Hecatoncheir keeps kicking my ass.
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Lod
Dark Lord of the Sixth
Dark Lord of the Sixth
Lod

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 11:11 am

God I hate that thing. Go back into the tunnels and get all your crystariums full to max.
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Insom
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Insom

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 11:19 am

Lesus wrote:
God I hate that thing. Go back into the tunnels and get all your crystariums full to max.

I had to summon Bahamut to get past that Box dude on the bridge, because his buddies always self destruct.

So getting back into the tunnels is like trying to leave the nightclub to use your phone at 3am.
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omega9
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omega9

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 1:45 pm

Five dollars says that FF Versus 13 takes place on pulse.
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Turtle
Sixth Nation
Turtle

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 5:13 pm

Just got to chapter 11. I saw the new Crystarium tiers after fighting Raines and thought "Oh, Square, you were doing so well with the 'no grinding needed' thing, and now this?" I dislike grinding. But it looks like I can expect a lot, given the strength of the enemies I've encountered on Pulse thus far. And I probably haven't even gotten to the hard fights yet.
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Charlie
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Charlie

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 8:55 pm

Nope, you're nowhere near the hard fights. Try and attacking one of the giant turtle elephant things walking around and see how quickly they kill you. THOSE... are some of the easier hard fights pale

Personally, I don't find the Secondary Classes that hard to level up once you get the Growth Egg and you have a decent strategy for farming Adamantoises (giant turtle elephant things) and Shaolong Gui. Sure, it's still a ton of CP, but it doesn't seem quite so bad.
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Turtle
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Turtle

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 9:21 pm

I know the Adamantoises by reputation and am not nearly crazy enough to try and attack one of those yet. But I would like to at some point. Also, where is the Growth Egg found, and where is the best place to grind in the area?
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Charlie
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Charlie

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 9:36 pm

The Growth Egg is found after defeating the Neochu (I forget which mission number it is, but remember that Death spam technique I was telling you about? Put it to good use Very Happy= :D )

Also, the best area to grind for the time being is at the opposite end of the giant plain area (I forget the name Embarassed ) where a Behemoth and the big cat thing are fighting. They're really easy to beat since you get automatic stagger and they give you something like 7730 CP. Pretty sweet Very Happy= :D
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CobaltMonkey
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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyTue Aug 17, 2010 11:52 pm

It's conceivable to take out the Neochu before beating the game, I think, but I would in no way recommend it. No
I'm not sure Death is even available to you yet.
My advice is to grind here until you can take the fight Charlie's talking about. By then you should be strong enough to grind in the tunnels without much trouble. When you are, then do so. After that you shouldn't need to grind for a while the next "level" (I won't spoil what it is. Suffice to say you'll know it's a level.) Inside which you can find farmable groups of Pulsework Soldiers(or Champions, I forget which). These are not only good to grind for CP, but also for the items they drop. Mechanical Components provide the largest boosts of EXP for weapon/accessory upgrades, and while these drop only the fairly good ones, every little bit helps.

If you don't like grinding, then be warned now: The post game is all grinding. Once the end boss falls, there's really little to do besides grind so you can take on bigger bosses and stuff.
If you look back through the thread here you'll see me whining about that quiet a bit. Embarassed
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Lod
Dark Lord of the Sixth
Dark Lord of the Sixth
Lod

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyWed Aug 18, 2010 6:33 am

omega9 wrote:
Five dollars says that FF Versus 13 takes place on pulse.

I'm thinking that myself.
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Turtle
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Turtle

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyWed Aug 18, 2010 7:29 am

CobaltMonkey wrote:

I'm not sure Death is even available to you yet.
Nope. I'm assuming that will come with one of the later Crystarium expansions (there are two, right?).
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Charlie
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Charlie

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyWed Aug 18, 2010 9:36 am

Well, there are 10 total levels of the Crystarium, so if you're at level 8, then yes Smile
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CobaltMonkey
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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyWed Aug 18, 2010 4:03 pm

And you don't get the final one until after beating the last boss.
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Lod
Dark Lord of the Sixth
Dark Lord of the Sixth
Lod

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyThu Aug 26, 2010 11:00 am

Quote :
On June 2, 2010, a class action lawsuit was filed against Square Enix and Sony Computer Entertainment America due to alleged freezing bugs in the game damaging and physically breaking PlayStation 3 consoles. Square Enix claims it is an issue with the console, while Sony blames the issue on a glitch on the game disc.

scratch
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mossy_oak01
Fourth Nation
mossy_oak01

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyThu Aug 26, 2010 12:33 pm

Lesus wrote:
Quote :
On June 2, 2010, a class action lawsuit was filed against Square Enix and Sony Computer Entertainment America due to alleged freezing bugs in the game damaging and physically breaking PlayStation 3 consoles. Square Enix claims it is an issue with the console, while Sony blames the issue on a glitch on the game disc.

scratch

I saw this but finally fot the game last weekend. Reckon people play the hell out of it until the ps3 overheats. Thinking
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omega9
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omega9

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyThu Aug 26, 2010 1:08 pm

^That. Addictive game is addictive.
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Turtle
Sixth Nation
Turtle

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyThu Aug 26, 2010 5:58 pm

It was... until the Chapter 11 grind and the long and repetitive missions.
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CobaltMonkey
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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyThu Aug 26, 2010 7:02 pm

Lesus wrote:
Quote :
On June 2, 2010, a class action lawsuit was filed against Square Enix and Sony Computer Entertainment America due to alleged freezing bugs in the game damaging and physically breaking PlayStation 3 consoles. Square Enix claims it is an issue with the console, while Sony blames the issue on a glitch on the game disc.

scratch
Shenanigans. The game is not going to break your machine.
The same thing happens whenever a major title hits the shelves. The more people who are playing a game, the more likely that any PS3 that was near breaking will break while it's the game being played. Same thing happened with Uncharted 2.
Wildly popular game comes out.
Tons of people play it (many of whom are doing so for extremely long amounts of time).
A number of PS3s that would've broken anyway break while playing it.
Suddenly you get a bunch of people saying "Uncharted 2 broke my PS3!" Rolling Eyes
No, it broke because A.) It was faulty equipment, or B.) because you played it for 36 hours straight. Rolling Eyes Rolling Eyes

It would make me ask, "When will people learn?" but I'm afraid the answer might be, "Never." so I won't. No
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Lod
Dark Lord of the Sixth
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Lod

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyFri Aug 27, 2010 4:33 am

The answer to that question is always never.

I like how Sony are saying its Squenix's fault and vice versa.
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CobaltMonkey
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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyWed Jan 19, 2011 12:44 pm

Here's a pic of Lightning in the little heard of FF XIII-2.
Final Fantasy XIII - Page 12 MpJtS
I'm slightly annoyed at the wardrobe change. Why? Square's acting like a teenage girl. The mindset is, "We're not popular enough. Quick, less clothes!"
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Raistlin
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Raistlin

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyWed Jan 19, 2011 2:24 pm

THey did it with FF X-2 did they not?
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Turtle
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Turtle

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyWed Jan 19, 2011 5:34 pm

I think the mindset is more "We could be even more popular! More fanservice!"

Although it all effectively amounts to the same thing. I liked that Lightning didn't dress like a hooker.
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CobaltMonkey
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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyWed Jan 19, 2011 6:55 pm

For all the crap that X-2 gets, (and yeah it does deserve most of it) I actually did enjoy playing it. Combat could get pretty hectic and quite fun. It was also kinda funny that, properly timed, you could use a Phoenix Down on yourself. Laughing But that's just it; if you were playing on Active, then it required fast thought and good timing, but didn't reduce you to simple button mashing or remove you from the characters by only allowing you to pick a general strategy for the other characters.
I hear they plan changes to XII's battle system, among other things, but I have no real source. Just hearsay, so take it with a grain of salt.
What I would like to see is a system that falls in between these two titles' combat styles.
1. Do NOT limit us to one character. It makes absolutely no sense for the game to suddenly be over when one character is down when if another character is KO'd our guy/girl can simply revive them. I simply cannot understand the logic behind this decision, if there is any.
2. Change the archaic class system. Why would the characters spend time and effort to learn abilities only to have them become completely inaccessible due to a shift in their actions? What I propose is this: Characters have access to all their abilities at once, regardless of class, however depending on their current focus the effectiveness of those abilities is changed. Ie, a Cure spell is quite potent from a White Mage, but not so much from a Knight. To get the equivalent effect, he might need to cast Cura or Curaga. Or perhaps it could cost more MP.
Maybe lock out a few of the weapon specific abilities, or alter them. For example, Shield Bash would work normally with a shield equipped, but when the character has a staff it lowers their magic defense or makes them more vulnerable to status effects.
Point is, you still have all the abilities without being tied down to a particular class, or having to constantly shift between them, wasting time.
3. A setting between Active and Wait that doesn't completely remove you from combat like Wait does or leave you at the mercy of the enemies while you dig through large lists of skills and items like Active does. This setting would slow down time (not just your ATB gauge, but character/enemy movements and animations as well) while you're in the menus.
4. Customization of your in game battle menu. This isn't new, it's just never been taken quite as far as I'm suggesting. Back in FF8 you were only forced to keep the Attack option on your list. In FF5 and Tactics you were required to have Attack, Item, and whatever your current class' command was, but could select another class' special if you'd learned it. All well and good.
But what I want is to be able to completely customize my menu. Let me decide what I want on hand. Let me pick that I want a menu option which I name "Magic" that includes whatever of the spells my character has learned in a specific order I choose. Another option I label "Abilities" with the more physical based skills inside. Etc.
5. If you want to maintain the kind of speed XIII had in a fight, then let me set up macros for my characters to use ahead of time instead of just relying on the computerized AI.

Thinking
I may have to reuse these points in future writing.
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Raistlin
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Raistlin

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PostSubject: Re: Final Fantasy XIII   Final Fantasy XIII - Page 12 EmptyWed Jan 19, 2011 7:07 pm

I dont know if I would like the idea of macros. That would get closer to the FF XII setup. Don't get me wrong, FF XII was a decent FF title....just not as good as others I enjoyed in the series.

I definitely agree that the party leader dying = game over = horrible. That needs to be addressed.
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