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Toucanbird

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#1 Toucanbird
Member since 2004 • 6440 Posts

I always stick a lot of hours into the Disgaea games...but I don't think it takes that long to get through the main story. There's a lot of side quests in those games that sort of drag it out.

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#2 Toucanbird
Member since 2004 • 6440 Posts

I know the feeling. I've been playing Binary Domain lately and I have to say, great game. I would've given it at least a 9. What did GameSpot give it? A 7.5. Why? Good question. I watched the video review and it sure seemed like the reviewer had a great time playing it. Sort of seems like the reason why it got a poor review is due to poor online play. Idk, that sort of tears me on game reviews. If you give a game that is moreso focused on story and campaign mode rather than multiplayer and have it effect the review. It's like saying the Cardinals are a bad baseball team because they didn't win the NL Central Division even though they won the World Series. Who really cares? They won the f'n World Series!

I guess my point is, if GameSpot is going to review a game, they should focus more on the main points that matter than the tiny details that really have little effect on the game as a whole.

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#3 Toucanbird
Member since 2004 • 6440 Posts

What should you do? You can take your little concept and shove it up your.... mail box and send it to Atlus right away Nengo_Flow

I lol'd. I was thinking about e-mailing it to them since they have a contact on their website. Not sure if I would be talking to the right people though.

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#4 Toucanbird
Member since 2004 • 6440 Posts

I posted this in the off-topic forum and not sure if it belongs there. Here's what it was.

While we all know Persona 5 is already in the works by Atlus, I've been thinking about the Persona series lately and thinking it needs a little bit of tweaking.

Personally, I'm an aspiring novelist as is and am currently working on my own novel series that I hope to submit to publication. Needless to say, I love writing, whether it be toward novels, short stories, poetry, and storyboards (such as for videogames).

I mentioned these things because over the last three days, I've thought of some great ideas for a Persona 6 storyboard and wonder if I should submit it to Atlus somehow for consideration. While I won't go over the complete details of the storyboard (don't want anyone else stealing my ideas) , I can give you a gist of what I was trying to do.

1. Create Social Links that stay truer to the Arcana in the Tarot Deck
If you ever read about the tarot cards and their meanings, and correlate them to a lot of Social Links in Persona 3 and 4, you'll notice how some of them aren't matched up very well. Some are while others are sort of, I don't think of that Arcana when I think of this character. I developed characters that flow well with the story that match the Arcana of the tarot cards more closely. What frightened me was as I was writing the character synopses, it was strange how if you read off each characters fortune through the tarot card that matches their Social Link, it does feel as though your character is reading their fortune (or misfortune). As I mentioned before, these characters don't necessarily feel "off to the side" like many characters in Persona 3 and 4. The Social Links that are outside of your party play an integral role in the game's storyline. In fact, one of the two lead female characters is a Social Link outside of the party. This character, while not in the party, dictates the outcome of the ending.

2. Tweaked the Combat System
For anyone that's ever played the Persona games, the basics are that your in a team of four who can only be subbed at the beginning of dungeons. What I developed was a combat system that places a max of eight players in your party with four in "active" mode and four in "standby" mode. There is one character in standby mode that can sub in for a character in active mode. This is a similar setup that's used in Final Fantasy X, except the characters in standby mode stand behind the characters that are in active mode and are in the field of play. If one of the characters in active are KO'd, then the character in standby will receive damage from attacks until the character in active mode is revived. Characters that are KO'd cannot be subbed. Another aspect I added was a two player combo attack. Each character gets a combo gauge and when two players within the active party have a full combo gauge, the two characters can do a specialized combo attack that is unique to only those two characters (much like the dual attacks in Chrono Trigger).

3. The Compatibility System
While in past Persona games, you leveled up Social Links to increase the level of Personas you can fuse, I've added another little feature. I call it the "Compatibility System." What is it? It is pretty close to what it sounds like. It is a tool for measuring the compatibility of the characters in your party. Shadow Hearts: Covenant used something similar. In that game, characters that had more compatibility with each other (such as Yuri and Karin or Kurando and Anastasia), the more likely they were able to perform a combo attack without even moving to a different location on the screen map. My compatibility system is slightly different. What mine does is increase the effectiveness of combo attacks. The higher compatibility two playable characters have, the stronger or more effective their combination attack will be. The compatibility between characters will dictate not only their relationships with the lead character, but with each other. Unlike Persona 3 and 4, my playable characters aren't all "goody goody" and "let's be friends." There are some that don't get along...at all. Therefore, if two characters that don't like each other are in battle at the same time and try and do a combo attack, the combo will not be very effective and if the compatibility is REALLY low, the two characters will slip and be knocked down while trying to attack (making them VERY vulnerable to attacks). I'm sure it would be frustrating to have this problem so one thing I added was the ability to increase Compatibility. In order to do that, you need to have the right responses with your Social Links while leveling them up. I also added another feature. In past games, you could choose to hang out with Social Links if they weren't ready to level up. In this game, you can choose to do this and also ask if another character in your party would also like to hang out with them. Doing this can improve the compatibility with not only the lead, but the two playable characters with each other. (P.S. There would be little side stories while hanging out with these characters and responses with the characters would affect the increases in compatibility.

4. Multiple Endings with an Emphasis in Social Links
Now, most players that have played Persona before already know about how there's usually a good ending, a bad ending and a normal ending. My game has four instead of three, the perfect ending, the good ending, the bad ending, and the imperfect ending. The ending you get usually depends on your characters actions/responses in a couple key situations. Much like Persona 3, your character's decision to fight Nix or to give up and accept that they are going to die was a huge choice that determined the outcome of the ending. A fairly similar situation happens in my game where halfway through the game, you are given a two-sided choice. This choice determines whether you will get the Perfect ending and the other determines whether you'll get one of the other three endings. At the end of the final battle, there is yet another choice that correlates with the question you answered earlier in the game. Depending on the prerequisites to get the Perfect ending and the response you make at the end of battle, you can get the perfect ending. There are three choices in the final question, one response (depending on the prerequisites) is the perfect ending. Another response is either the good ending or the imperfect ending (depends on the prerequisites to get the imperfect ending) and the third choice leads you to the bad ending. However, there is yet another feature I added that could lead you to the bad ending.

5. Morality
This little feature is much like your charm or intelligence in Persona 3 or 4. However, it has a rather heavier weight than those features. Morality dictates what sort of outcome you can get in your ending. For example, you need to have a maxed out morality in order to get the perfect ending (yet another prerequisite that comes with the choices you make). A character with poor morality is susceptible to getting the bad ending. Here's how Morality works. 1) Making the right choices while leveling up Social Links increases your morality while making negative choices decreases your morality. 2) Having multiple lovers (an option that is available in Persona 3 and 4) lowers your morality. However, there is one circumstance that does allow you to have two different lovers, but not at the same time. Unlike Persona 3 or 4, you can't max out a lover's social link and then move into a different lover's social link with no negative effects. You are allowed only one lover in the game. One thing to note is that once that Social Link is maxed, it can't go into reverse if you do get another lover...BUT it does lower your morality. Like I said, there is ONE circumstance that allows you to have a lover earlier in the game and a different lover later in the game, but I'll refrain from mentioning why since it would be a major spoiler. 3) Not taking care of reverse Social Links. Much like P3 and 4, your Social Links can go in reverse if you ignore them for a while or cheat on a lover. Much like P3 and 4, you can undo these reverse effects and undo a momentary negative effect on your Morality. However, if you don't take care of these Reverse Social Links, Morality will only continue to lower. The longer a character is in reverse, the lower your Morality will become.

All-in-all, what my setup does is puts a little more emphasis on Social Links and life outside of battle. Sure, fighting is still important to level up but what this new setup does is lets your Social Links come to fruition in battle. I do apologize if some of my explanations are somewhat vague. As I mentioned earlier, I don't want to try and give away ALL my ideas in this post. If you could tell me what you think of these concepts and if it would be a good idea to somehow submit this to Atlus, please let me know. I do have a more detailed version of this written out (approximately 20 MS Word pages worth) of details in the storyboard. I would appreciate the feedback.

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#5 Toucanbird
Member since 2004 • 6440 Posts

While we all know Persona 5 is already in the works by Atlus, I've been thinking about the Persona series lately and thinking it needs a little bit of tweaking.

Personally, I'm an aspiring novelist as is and am currently working on my own novel series that I hope to submit to publication. Needless to say, I love writing, whether it be toward novels, short stories, poetry, and storyboards (such as for videogames).

I mentioned these things because over the last three days, I've thought of some great ideas for a Persona 6 storyboard and wonder if I should submit it to Atlus somehow for consideration. While I won't go over the complete details of the storyboard (don't want anyone else stealing my ideas) :P, I can give you a gist of what I was trying to do.

1. Create Social Links that stay truer to the Arcana in the Tarot Deck
If you ever read about the tarot cards and their meanings, and correlate them to a lot of Social Links in Persona 3 and 4, you'll notice how some of them aren't matched up very well. Some are while others are sort of, I don't think of that Arcana when I think of this character. I developed characters that flow well with the story that match the Arcana of the tarot cards more closely. What frightened me was as I was writing the character synopses, it was strange how if you read off each characters fortune through the tarot card that matches their Social Link, it does feel as though your character is reading their fortune (or misfortune). As I mentioned before, these characters don't necessarily feel "off to the side" like many characters in Persona 3 and 4. The Social Links that are outside of your party play an integral role in the game's storyline. In fact, one of the two lead female characters is a Social Link outside of the party. This character, while not in the party, dictates the outcome of the ending.

2. Tweaked the Combat System
For anyone that's ever played the Persona games, the basics are that your in a team of four who can only be subbed at the beginning of dungeons. What I developed was a combat system that places a max of eight players in your party with four in "active" mode and four in "standby" mode. There is one character in standby mode that can sub in for a character in active mode. This is a similar setup that's used in Final Fantasy X, except the characters in standby mode stand behind the characters that are in active mode and are in the field of play. If one of the characters in active are KO'd, then the character in standby will receive damage from attacks until the character in active mode is revived. Characters that are KO'd cannot be subbed. Another aspect I added was a two player combo attack. Each character gets a combo gauge and when two players within the active party have a full combo gauge, the two characters can do a specialized combo attack that is unique to only those two characters (much like the dual attacks in Chrono Trigger).

3. The Compatibility System
While in past Persona games, you leveled up Social Links to increase the level of Personas you can fuse, I've added another little feature. I call it the "Compatibility System." What is it? It is pretty close to what it sounds like. It is a tool for measuring the compatibility of the characters in your party. Shadow Hearts: Covenant used something similar. In that game, characters that had more compatibility with each other (such as Yuri and Karin or Kurando and Anastasia), the more likely they were able to perform a combo attack without even moving to a different location on the screen map. My compatibility system is slightly different. What mine does is increase the effectiveness of combo attacks. The higher compatibility two playable characters have, the stronger or more effective their combination attack will be. The compatibility between characters will dictate not only their relationships with the lead character, but with each other. Unlike Persona 3 and 4, my playable characters aren't all "goody goody" and "let's be friends." There are some that don't get along...at all. Therefore, if two characters that don't like each other are in battle at the same time and try and do a combo attack, the combo will not be very effective and if the compatibility is REALLY low, the two characters will slip and be knocked down while trying to attack (making them VERY vulnerable to attacks). I'm sure it would be frustrating to have this problem so one thing I added was the ability to increase Compatibility. In order to do that, you need to have the right responses with your Social Links while leveling them up. I also added another feature. In past games, you could choose to hang out with Social Links if they weren't ready to level up. In this game, you can choose to do this and also ask if another character in your party would also like to hang out with them. Doing this can improve the compatibility with not only the lead, but the two playable characters with each other. (P.S. There would be little side stories while hanging out with these characters and responses with the characters would affect the increases in compatibility.

4. Multiple Endings with an Emphasis in Social Links
Now, most players that have played Persona before already know about how there's usually a good ending, a bad ending and a normal ending. My game has four instead of three, the perfect ending, the good ending, the bad ending, and the imperfect ending. The ending you get usually depends on your characters actions/responses in a couple key situations. Much like Persona 3, your character's decision to fight Nix or to give up and accept that they are going to die was a huge choice that determined the outcome of the ending. A fairly similar situation happens in my game where halfway through the game, you are given a two-sided choice. This choice determines whether you will get the Perfect ending and the other determines whether you'll get one of the other three endings. At the end of the final battle, there is yet another choice that correlates with the question you answered earlier in the game. Depending on the prerequisites to get the Perfect ending and the response you make at the end of battle, you can get the perfect ending. There are three choices in the final question, one response (depending on the prerequisites) is the perfect ending. Another response is either the good ending or the imperfect ending (depends on the prerequisites to get the imperfect ending) and the third choice leads you to the bad ending. However, there is yet another feature I added that could lead you to the bad ending.

5. Morality
This little feature is much like your charm or intelligence in Persona 3 or 4. However, it has a rather heavier weight than those features. Morality dictates what sort of outcome you can get in your ending. For example, you need to have a maxed out morality in order to get the perfect ending (yet another prerequisite that comes with the choices you make). A character with poor morality is susceptible to getting the bad ending. Here's how Morality works. 1) Making the right choices while leveling up Social Links increases your morality while making negative choices decreases your morality. 2) Having multiple lovers (an option that is available in Persona 3 and 4) lowers your morality. However, there is one circumstance that does allow you to have two different lovers, but not at the same time. Unlike Persona 3 or 4, you can't max out a lover's social link and then move into a different lover's social link with no negative effects. You are allowed only one lover in the game. One thing to note is that once that Social Link is maxed, it can't go into reverse if you do get another lover...BUT it does lower your morality. Like I said, there is ONE circumstance that allows you to have a lover earlier in the game and a different lover later in the game, but I'll refrain from mentioning why since it would be a major spoiler. 3) Not taking care of reverse Social Links. Much like P3 and 4, your Social Links can go in reverse if you ignore them for a while or cheat on a lover. Much like P3 and 4, you can undo these reverse effects and undo a momentary negative effect on your Morality. However, if you don't take care of these Reverse Social Links, Morality will only continue to lower. The longer a character is in reverse, the lower your Morality will become.

All-in-all, what my setup does is puts a little more emphasis on Social Links and life outside of battle. Sure, fighting is still important to level up but what this new setup does is lets your Social Links come to fruition in battle. I do apologize if some of my explanations are somewhat vague. As I mentioned earlier, I don't want to try and give away ALL my ideas in this post. If you could tell me what you think of these concepts and if it would be a good idea to somehow submit this to Atlus, please let me know. I do have a more detailed version of this written out (approximately 20 MS Word pages worth) of details in the storyboard. I would appreciate the feedback.

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#6 Toucanbird
Member since 2004 • 6440 Posts

Well it is April Fools Day you know.:P I sure it will come to NA. Atlus will probably announce it a little after JP release date. Anyway what do you guys think of Quest Editor? Sounds like it could be fun to use.

Wanderer5

Haha, it's getting to the point where April Fool's Day doesn't even phase me anymore.

I also agree with you that this game WILL be released in NA. Considering that the PSOne version of Innocent Sin wasn't released in NA and many Persona fans were left unhappy about that, I find it hard to believe that this game won't be released in NA either. Also, Persona sold so well in NA for the PSP that I also find it hard to believe that lack of interest or sales would be a deterent.

Hell, now all they need to do is release Eternal Punishment and Persona 4 for the PSP and you can get the whole set. ;)

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#7 Toucanbird
Member since 2004 • 6440 Posts

Last time I heard, it was going to be released during Q3 this year...

...that's pretty much all I can tell you. You'll need to get more specific if you want something more detailed from me.

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#8 Toucanbird
Member since 2004 • 6440 Posts
I would be stoked if the Packers make it to the Super Bowl. I'm sure Brett really isn't upset about coming back at all now.
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#9 Toucanbird
Member since 2004 • 6440 Posts

To be honest, I think Chad Johnson WANTS to be out of Cincinnati. Let's face it, they were on a princess cruise two years ago.

The biggest problem the last two years is that defense isn't forcing turnovers like it used to. Perhaps the Bengals should trade him for some good young defensive players.

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#10 Toucanbird
Member since 2004 • 6440 Posts

[QUOTE="Toucanbird"]Honestly, I think Favre will keep playing until he isn't having fun anymore. However, I think if, and this is a huge if, if they beat the Patriots (supposed greatest team of all-time) in the process of breaking just about all the passing records this year, then I think he should retire. I can't think of a better way to go out.Ngamer05

Agreed, but Favre will probably still want to play one more season

I wouldn't blame him. Elway wanted to play another season after Super Bowl XXXII.