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| Which are your most wanted one? |
| Hi-Ougi is included. (2 for each characters) |
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19% |
[ 4 ] |
| Grune can call summon spirits. (12 them?) |
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0% |
[ 0 ] |
| Character story is processible in Main story. (Same as Xillia 2) |
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4% |
[ 1 ] |
| Shirley is playable in Main story. |
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0% |
[ 0 ] |
| New Battle system. |
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66% |
[ 14 ] |
| Less random encounter. |
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0% |
[ 0 ] |
| Multiplayer. |
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9% |
[ 2 ] |
| Better main story. |
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0% |
[ 0 ] |
| Shirley die!!! in ending. |
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0% |
[ 0 ] |
| Four Base (and maybe Master) artes for each spell users. |
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0% |
[ 0 ] |
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| Total Votes : 21 |
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Tempest Tales
Joined: 17 Nov 2012 Posts: 173
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Posted: Mon Dec 17, 2012 5:12 am Post subject: What would you want changes in Legendia remake? |
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Which are your most wanted one?
Grune's summon spirits will (12 them is mentioned in spoiler from japanese wiki)
I think 12 them are...
Efreet (fire)
Undine (water)
Sylph (wind)
Gnome (earth)
Rem (light)
Shadow (darkness)
Volt (thunder)
Celsius (ice)
Maxwell (element)
Origin (spirit king, ancient)
Martel (tree)
Sekundes (time)
Spell users' weapon is Quill, Hammer, Straw, Jar.
Last edited by Tempest Tales on Mon Dec 17, 2012 5:21 am; edited 1 time in total |
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Flamfas

Joined: 15 Aug 2007 Posts: 10082 Location: slaying the backlog
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Posted: Mon Dec 17, 2012 5:15 am Post subject: |
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Honestly, I think if Legendia had a better battle system, its PS2 release might have been my favorite game in the series.
So I'll say battle system. _________________ Gaming in 2013:
17 Games Beaten
8 Games Added to Library
Last Update: [beat] Pokemon Black 2
71 Unbeaten Games
Target: 75 Unbeaten Games |
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Shiv:)

Joined: 20 Jun 2007 Posts: 6484 Location: Playing ToHR
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Posted: Mon Dec 17, 2012 5:18 am Post subject: |
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I voted MA's since the battle system didn't irk me, but honestly I would love an updated battle system, physical techniques for the Crystal Erens, and the ability for Grune to semi-summon! Fully summoning would be weird plot-wise, but having special spells that hint at the summon spirits would be awesome!
Don't touch the story please, unless a new character is added, then yeah put care into writing them in properly and maintaining the strong character interaction network. Having Shirley kind-of playable main quest would be awesome. Definitely never kill of Shirley, she's one of my favourites
Also no random encounter entirely and PLEASE FIX THE DUNGEONS.
I would also like them to preserve the artstyle and environment style, the team was going for an HD-ish PS1 look from what I read, and if they updated the graphics I hope that they would keep that feel! _________________
My Tumbley
Sig and Avi by WarriorAngel01 thanks so much!!
Last edited by Shiv:) on Mon Dec 17, 2012 5:20 am; edited 1 time in total |
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Flamfas

Joined: 15 Aug 2007 Posts: 10082 Location: slaying the backlog
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Posted: Mon Dec 17, 2012 5:20 am Post subject: |
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This reminds me ... we lost my "what would you change" thread. I'll have to remake that topic soon. _________________ Gaming in 2013:
17 Games Beaten
8 Games Added to Library
Last Update: [beat] Pokemon Black 2
71 Unbeaten Games
Target: 75 Unbeaten Games |
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Shiv:)

Joined: 20 Jun 2007 Posts: 6484 Location: Playing ToHR
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Posted: Mon Dec 17, 2012 5:21 am Post subject: |
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That thing was massive and had so many good ideas T_T, I actually thought it was old enough to have survived :0 I loved Lunar's list of changes for ToP T_T _________________
My Tumbley
Sig and Avi by WarriorAngel01 thanks so much!! |
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Conn

Joined: 13 May 2005 Posts: 19375 Location: Snowy climes of Canada
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Posted: Mon Dec 17, 2012 5:21 am Post subject: |
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Hey, another excuse to post this thing!
General Alterations:
- Let's see some more variety in skit topics. Currently, Legendia's skits are only about stuff the player controls (battle performance, amount of Gald, equipment, etc); which are fun, but it'd be good to see skits relating to the story and random chitchat between the party as well. Having a constant source of skits would also solve the problem of encountering next-to-no skits in the later parts of the game.
- Improve the graphics, but keep the flamboyant colours and slightly-cartoonish design to the game. It's a big part of Legendia's charm and I think the game would really lose something in Xillia-styled graphics.
- More sidequests and sidescenes. Legendia is nearly devoid of them, and the ones it does have are pretty basic. I'd like to see a sidequest that goes into Jay's job as an information broker, a lighthearted one with Norma and Grune trying to help people, and some others that better flesh out Werites Beacon and its inhabitants.
- Dynamic camera angles for cutscenes instead of static overheard and skit faces.
- Keep the busts for skits, but add more poses, facial expressions and animations.
- Cameo battles would be nice to have in the arena. No preference for who's the Team Match cameo, but Kongman needs to be there for Single Match (and as the reigning champion, natch).
- Allow the player to choose an overworld avatar separate of whom they're playing as (basically, an S-Flag, but not as an actual item).
- Change costumes from a permanent Grade Shop option to titles (you know, as is the norm) and add more costumes of them. I'm thinking beach/spa, formal, casual and fursuit sets, and then some individual costumes like Norma's school uniform. Oh, and a Kongman cameo set for clearing Single Match arena. For everyone. Including the women.
- Add in unused tracks and have some new themes composed for dungeons and characters, but otherwise, leave the music as-is.
- Please, please have the option to Quick Jump out of dungeons at certain story points. It can get terribly tedious to run through a dungeon, see a story scene at the very end of it, and then immediately have to backtrack out.
- Keep the crazy amount of eggbears! They're endlessly charming for a bunch of godless killing machines.
Battle Alterations:
- General refining to make the battles move faster and more fluid.
- Multiplayer.
- Add the ability to parry enemy attacks (Block + Forward), and make it an essential part of the battle system.
- Get rid of Areas of Effect. They add nothing but annoyance.
- Flashier spells. Namely Indignation; the current one is a disgrace.
- Give the mages some basic melee attacks to defend themselves in close quarters: Will can use his hammer, with attacks focused on knocking the enemy down, back, or both; Norma can blow bubbles long range like a gunner (with a short-range spray for up-close) and possibly cause status effects/stun/stagger; Grune can throw seeds with elemental properties; Shirley can use her Teriques.
- Expand Grune's movepool so she has high-level spells from all elements instead of just Curse and Sea, and then restrict her magic to level 3. Give her magic power a bit of a boost, too, while lengthening her casting time.
- Backstep is changed from being a literal and slow backstep into a quick hop, as is the norm.
- Have Crystal Eres learnt by levelling up instead of collecting eres stones. It's just a much easier and less frustrating ("where the hell do I find THOSE drops?") system.
- Replace Climax Mode with a shared, single-bar Overlimit gauge.
- Add Sacred Eres (hi-ougis), and give each character two (with each gained after receiving a Nerifes' blessing). Like Abyss, the first set will be activated from Overlimit (arcane arte + hold Attack), and the second set will be activated in a manner unique to each character (eg: hold Attack + Arte + Block when HP is below 15%).
- Instead of the above, Grune will have eight Sacred Eres, each being gained upon meeting a summon spirit seed. They will the activated by casting spells in Overlimit, then holding Attack— the element of the spell determines which is used. Actually, they aren't so much Sacred Eres as they are psuedo-summons.
- Change the enemy HP scaling so it's a gradual increase instead of a sudden jump to 20K.
Dungeon, Town and Overworld Alterations:
- Have enemies appear on the overworld/in dungeons instead of having random encounters.
- Remove Puzzle Boxes and add puzzles to the dungeons themselves.
- More variety in puzzles (ie: more than just pushing blocks and using teleporters).
- Make dungeons more compact instead of the sprawling messes they are.
- Add more camera control. I'd like to change where it's positioned vertically as well.
- Keep the camera readjustment thing, but only upon entering the overworld or after using a duct (ie: not after a battle).
- Keep the Chaotic Zones!
- Although I love the idea behind Werites Beacon, I think another town (even a small one) would be a neat addition. So, add a small colony somewhere further into the Legacy. Maybe even have a sidequest dedicated to attracting settlers/building it up.
- Have the shop name pop-up on the screen when approached, like Abyss and Vesperia.
Story Alterations:
- Integrate the Character Quests into the main story; and by that, I mean that the events of the CQs need to happen gradually and be built-up over the course of the story, not just popping up in the middle of the story and grinding it to a halt (although I would put Chloe's CQ after Ch 4, because it fits perfectly). So there would need to be some rewriting and shuffling of events, but the overall story should be relatively unchanged.
- In addition to the above, give the characters new conflicts and problems so their character arc doesn't just stop after reaching their CQs; otherwise, in the example I gave, Chloe's character is done (except for her relationship with Senel) roughly a third into the game.
- Vaclav and the Terrors could use some more screentime to flesh out their personalities (especially Cashel and Melanie), as well as made more formidable. Easy way to do that would be to have them dog the party more and give us more fights with them.
- Do not give any more attention to the Mainland than there already is; this is the story of The Legacy, and the story shouldn't get distracted talking about far-off lands that have little relevance to the story. I'm sure the Mainland is interesting, but it should be explored in a sequel instead.
- A one-on-one showdown between Senel and Vaclav (like in the opening) would be rad.
- Have Mauritz die. It's strange he doesn't.
- Foreshadow Schwartz from the beginning, and have her revealed to be the ultimate force behind the entire game.
- Clarify the nature of the Nerifeses; the game treats them as gods, but then throws a wrench in that by introducing Grune and Schwartz. I think the idea is for the Nerifeses to be the sea's consciousness and not outright creator gods, but it's not entirely clear as it stands (also, if the Nerifeses represent the seas, is there a corresponding 'spirit' of the sky? Sequel material, right there).
- Senel x Chloe, dammit! Don't spend the entire game setting up for it and then not follow through!
- Pretty minor, but have Shirley actually take on Senel's last name at the beginning of the game... otherwise, it's hard to buy them as siblings. Plus it gives the Ferines more to berate her for.
- No serious Grune. It throws off the group dynamic and the game really isn't the same after she appears. Instead of recovering all her memories, have her remember only bits and pieces; she is not able to remember who she is, but recognises who Schwartz is and that she needs to be defeated. Grune does become a tad more focused and mature, but remains happy and carefree when the situation is normal.
- Don't have Grune die, either. It makes little sense and serves little purpose other than being a random downer ending.
- End the game with everyone having a picnic or something~
and if I may propose something a bit more radical...
- Kill Shirley instead of Stella in Ch. 4. This gets rid of the whole "Shirley's genocide" problem and, well, Stella would add to the party in numerous ways (obviously there's Senel x Stella and the love triangle it relates, but also I think her mature, motherly personality would be a nice addition). _________________
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Tempest Tales
Joined: 17 Nov 2012 Posts: 173
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Posted: Mon Dec 17, 2012 5:32 am Post subject: |
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My wanted new changes.
Shirley's artes will unified other 3 spell users...
Indignation isn't crappy spell. |
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Shiv:)

Joined: 20 Jun 2007 Posts: 6484 Location: Playing ToHR
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Posted: Mon Dec 17, 2012 5:35 am Post subject: |
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I agree with everything Conn has said <3
EXCEPT:
I feel that Grune dying made plenty of sense, and it was far from a downer ending, but I did cry. I would not want this removed, its an essential part of her character, and the mythos of the game. It would make less sense if Schwarts and Grune WEREN'T related in that way.
I don't really agree with fragmented memories Grune, because her being super serious is also a big part of her characterization, she regains her memories, and that WOULD have been majorly destructive to the group dynamic, but it portrays the character growth she's been experiencing in the background the whole time. I ADORED the conflict she goes through once she regains her memories, and everybody banding together with her was thoroughly touching both at Werites Beacon and the ending. I missed her carefreeness yes, but that wasn't how was she originally, and she was what she was originally, but not how she is now. The Grune at the end of the CQ's is a completely new combined person because of her experiences. Being fragmented, to me at least, would lose that affect. Possibly keep her a bit more cheerful and not as deadly in tone though, so that its not a heel-face turn, and make her have a more subtle monotone, akin to Shirley's subtle sadistic humour.
Killing Shirley...would honestly cause MAJOR rewrites and honestly slash many major themes :s but you did call it radical, and that's very true xD Personally I love Shirley's character development and wouldn't trade it for anything.
I agree with everything else said~
EDIT: Also Shirley needs new spells uniquely her own, but I like that she shares everyone's artes, imo its the tribute to the people that helped Senel "deliver the feelings" and saved her from tragedy after her manipulation. They provided her with the opportunity to become a stronger person, and she took it. _________________
My Tumbley
Sig and Avi by WarriorAngel01 thanks so much!! |
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mortimer09

Joined: 04 Jul 2008 Posts: 201 Location: France
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Posted: Mon Dec 17, 2012 12:12 pm Post subject: |
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| Basically, my wishlist is... Well, see that Conn's post. ^^ |
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Ryuuka of the 7th Flame

Joined: 02 Jan 2007 Posts: 5126 Location: Adrift on a sea of blue
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Posted: Mon Dec 17, 2012 6:04 pm Post subject: |
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I agree with Shiv except perhaps on adding to Shirley's movelist. I found it quite amusing that she simply stole the spells of others and turned them pink.
Also, add multiplayer please. _________________ The ember is dust before the wind... |
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Veghesther
Joined: 19 Jan 2006 Posts: 2040
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Posted: Mon Dec 17, 2012 6:40 pm Post subject: |
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Most of them but remove the eres stones all together and just make spells like eruption require x50 uses of it to learn it.
Increase it from hard mode to Very Hard (mania) the existing hard mode isn't that hard at all.
Lastly remove the crappy cooking in town and can only make 10 or 30 recipes in total ie use Symphonia/Abyss/Eternia's way better cooking system.
In addition make it easier to actually find the said dungeons I always had trouble walking to the Man Eating Ruins in the existing version of Legendia. |
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Sunny

Joined: 23 Aug 2005 Posts: 9748
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Posted: Mon Dec 17, 2012 6:54 pm Post subject: |
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Well Conn's post pretty much sums it up. _________________ Support XSEED | Listen to Falcom music | Do life the right way
It's not that I'm above the law. It's just that the law is beneath me. |
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Veghesther
Joined: 19 Jan 2006 Posts: 2040
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Posted: Mon Dec 17, 2012 11:17 pm Post subject: |
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and while your at it add better AI settings as in Legendia has no use only healing spells for Will/Norma/Shirley and by the time the AI uses those spells their already dead or down to under 10% of their HP left.
So 99% of the time I had to shortcut key cast any healing spell so a remake better use a use healing only spells AI tactic similar to Abyss/Symponia. |
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Ruin

Joined: 13 Feb 2010 Posts: 4789 Location: Idiots can believe in anything! So you can believe in yourself!
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Posted: Tue Dec 18, 2012 4:20 am Post subject: |
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Figured I'd get of my ass and post my idea for a Legendia Remake Battle System
since I'd say aside from story stuff it was all the game needed
BUT RETSU GOU
Basically, the game would take Legendia's emulation of fighting games and flatout play like a Tales-ified fighting game.
First off, it would use TP/AC. Second, it would have a lot more normal attacks than other systems. It would be like a 4-button ArcSys fighter or some such.
The four buttons would be Light Attack, Medium Attack, Heavy Attack, and Eres Attack. However, not all eres would limited to the Eres button. Eres could be set as command normals along with the Eres Button and traditional Tales shortcuts. For elaboration on the command normals thing for the fighting unaware, say you set Demon Fang as the Eres which responds to the command "Forward M", which would simply be holding forward on the control stick whilst pressing the Medium Attack.
Furthermore, many Eres would take on attributes of fighting game special moves, such as being an aerial launcher, being able to cause a wallbounce, or being able to hit OTG(off the ground).
In the a vein similar to other fighting games, each character would have a 4-sectioned gauge which runs from 0 to 100 that allows characters to use various advanced techniques in battle. Some techniques require only 25%, others 50%, and some require the entire gauge to be filled.
What are these techniques, you ask? Well, I'm glad you did.
These techniques consist of:
Altered Eres, the "EX Move" equivalent that changes the properties of various Eres. Cost 25% of the gauge.
Unique Abilities, character exclusive techniques for use in a quick pinch. Cost 25% gauge.
Burst Eres, the "super" equivalent. Powerful techniques that **** em up good. Cost 50% gauge
AC Cancel, A technique that automatically cancels whatever animation your character is doing and refills their AC to max. Used in extending combos. Costs 50 Gauge.
Sacred Eres, hi-ougis that you all know and love. Cost 100% Gauge. Some have restrictions beyond that, however.
I'll probably think of more, but that's it in that field.
Time to move on to the characters.
Senel would be the grappling ground fighter we all know him as. His aerial options would be limited and would most likely be more focused in grounding aerial enemies than anything, but his ground combos are ferocious. His throws work more or less the same, but they aren't all OTG this time. They come with varying effects, but size classes and such still apply.
His Unique Ability would be Lord of Creation. Which would function as it did in the original Legendia: A throw that works no matter what enemy it is used on.
Chloe would be a balanced melee fighter who is equally powerful on the ground and in the air. Her sword gives her normals good reach as well. She would retain her counters too.
Chloe's Unique Ability is Phalanx, which makes her unstaggerable for a few seconds.
Moses would be a ranged zoning character, obviously. His normal attacks would function a little differently than the other characters too. Rather than simple attacks of different strengths, Moses' normals change distance and angle depending on the button pressed and in what position Moses is in. His Light, Medium, and Heavy Attacks go close-ish, a medium distance, and far respectively. When Moses is standing normally, his normals go straight(in an arc), but when he is crouching, his normals are thrown at 45ish degree angle upwards. The same applies for the air, only Moses can also throw his javelins in a downward angle as well.
Moses' Unique Ability is Guard Smasher. A originally named technique that blasts right through enemy guards.
Jay would be an aerial speedster type, with some midranged game due his daggers and all. Due to Jay's tendency of whiffing moves completely in the original Legendia, I elected to make a feature for Jay that makes it so a good deal of his Eres require a preliminary hit before the rest of the move continues, this means a lot more combos and a lot less JAY STOP JUST BREAKDANCING AND HIT THINGS.
Jay's Unique Ability is Thievery, a self-explanatory ability, with added bonus of being a guaranteed steal. because who wants to spend 25 Gauge of a steal that might work?
Now onto the Crystal Erens. You might be wonder just how magic works into this system. Well, I figured it work similar to Graces and Xillia 2. Magic without any form of comboing would have a longer casting time than magic cast after or during a combo.
Will would remain a single target spellslinger. His magic would be most focused in pinning a single enemy down as hard as possible. His normals would be focused on launching enemies away from himself, so that he has breathing room and time to cast a few spells.
His Unique Ability is Barrier Burst, which was in no way ripped off from Blazblue. No way no how. Now Barrier Burst works more or less exactly like in Blazblue. It is meant to be used for the launching of enemies across the field, to fit in with Will's focus on repelling and pinning enemies.
Norma would retain her focus on area spells but would also gain an enhanced ability to launch enemies into the air and juggle them with spells or open them up for a Burst or Sacred Eres. Norma's Normals would focus on keeping enemies at arm length and restricting movement as to keep enemies right where Norma wants them.
Norma's Unique Ability is Magic Bubble. It makes her unstaggerable to magic damage and reduces magic damage by 75% for a few seconds. Perfect for taking on spellcasters.
Grune would focus on ****ing enemies as fast and hard as possible. Rushing them down with a near constant barrage of magic. I figured this was the best way to translate Grune's total overkill that she possessed in the original Legendia. Something unique about Grune's normals is that her Heavy Attacks are low-tier spells, something that Original Legendia Grune lacked.
Grune's Unique Ability is Resurrect Hearts, A technique that heals her fellow party members for 30% their max health. I figured I should give her something that isn't total butt****ery.
And that about covers everyone...hmm? There was one more?
Oh.
Right.
THAT one.
*sigh* Fine.
In short, Shirley would suck. She'd be the Dan. She'd be lower than Dan. Her normals would be terrible, her damage output abyssmal, and her spells would retain their original Legendia animations(aka terrible).
Her unique ability would be Attempt Genocide. Shirley attempts genocide and fails miserably, damaging herself in the process.
there, that's everyone. _________________
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Conn

Joined: 13 May 2005 Posts: 19375 Location: Snowy climes of Canada
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Posted: Tue Dec 18, 2012 4:34 am Post subject: |
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I dunno how well I'd do at that LMBS (I really, really suck at fighting games) but it'd be really interesting and unique and I'd love to try it.
Changes are good all around but I especially like what you've done with Jay. Making him more speedy fits with his (insanely) fragile nature, giving him more air game gives him his own niche, and having some of his eres require a start-up hit is godsend.
Also Shirley Hibiki is great. _________________
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