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November 28th, 2006

ff3 is for me

I’m an RPG junkie. This is a well established fact. Before I knew what they were called, I was addicted to the games. Thus, it is no surprise that I’m also quite fond of the Final Fantasy series (at least most of the series :))

For a very long time, my favorite installation in the series has been FF3. I’m sure anyone reading this doesn’t need the clarification that I actually mean the 16-year-old FF3j and not the mid-90’s US localization of FF6j that they released under the wrong name (though that’s probably my second favorite :P).

Also, for the longest time, I’ve bemoaned the fact that there hasn’t ever been an official release of FF3 in English. Well, that changed a few weeks ago with the remake of FF3 for the Nintendo DS. I placed the pre-order for it at the same time I ordered FF12.

Remake, not re-release.

They completely overhauled the game. Plot tweaks and fixes (and additions - the actual story element of the original was kind of thin), class rebalancing, and of course the graphics… oh the graphics. The game went from being a rather unimpressive 8-bit Famicom offering to a brand of 3D love that makes something like FF7 look like… well, a rather unimpressive 32-bit PSX offering :) It looks too good to be running on a handheld.

One thing they didn’t change was the difficulty level. FF3 has always stood out as the most difficult game in the series, and the remake is no different. It’s not just hard. It’s (as we said when I was a kid), “Japan hard”. The game is merciless and unforgiving. It will kill you for no reason and then /spit on your corpse like a 13-year-old undead rogue.

Oh, and nobody sells phoenix downs

And unlike most other FF’s, back attacks in this game are practically a death sentence. They’re not terribly common, but when they happen, somebody’s gonna die and that whole phoenix down shortage suddenly becomes very relevant.

Playing through the game has been an exercise in déjà vu for me. But not your standard issue déjà vu… more of a “frequently wrong because they changed something on me” variety :)

plot changes

I won’t spoil any major plot points, I’ll just mention a few things that have changed since the way I remember them:

A lot of the reason the original was a bit thin on story is just the limitations of the system it was written for compounded by translation. Old NES games weren’t measured in megabytes. They weren’t even big enough that the authors of Famicom RPG’s could use kanji. This (using their phonetic alphabets) seriously damages the words per character ratio in Japanese.

balance changes

The original FF3 was difficult. This game is equally difficult, but in slightly different ways. Old-school RPG’s never really seemed to care about such fuzzy concepts as “balance” or “playability”. FF3 was no different.

The most notorious example is that you go from farming cuddly little one-shot goblins to potentially wandering into a cave full of +10 skeletons of infinite death in the SECOND TOWN IN THE GAME. You are not expected to kill the skeletons, but that doesn’t stop you from wandering into the cave and getting pureed by them. It is entirely probable that you didn’t save your game before this happened, so you’ll just have to start over.

Well, the skeletons are still there, and there’s still no warning about them. And… despite my vague recollections of previous experiences with this particular cave. I still wandered in and was ground into so much zombie chow.

No, the balance changes seem to be in that they actually tuned the fights you were supposed to fight. Some bosses that were too difficult seem a bit easier than I remember, and the boss I remember as having been the easiest in the original is now the first point in the game where i’m going to have to grind and try again.

They also juggle the classes around quite a bit. And this, I like. See… in the original, most of the classes were largely pointless. The game is all about inflicting mad DPS on your enemies and healing up afterward if anything lasted long enough to hit you. So, classes who weren’t built for sustained reliable high damage output (like the viking and bard and summoner and numerous others…) were useless when compared to monks and stuff. Shields were useless. It was all about dual-wielding. It still is, to some extent, actually ;)

Well, they’ve added abilities to classes that didn’t really have them. They’ve improved classes that were weak, and nerfed classes that were overpowered. I like the viking class now. And geomancers, who were fun in the original but not terribly practical… are just plain cool now.

They’ve also changed the limiter on how frequently you can change jobs. In the original game, you had to earn up points to spend in order to change classes. This meant you could save up points and then go into an area ready to switch to a different class for one reason or another - only to switch back again w/o any penalty.

Now, you don’t have to earn up points in order to change, you simply suffer a penalty after you change. This makes changing jobs in order to pass a particular obstacle kind of difficult. You’re essentially being encouraged to change classes at safe points in the game and grind a few fights before going back into the thick of things.

It makes for some interesting changes to the strategies I remember.

class changes

As I’ve mentioned, the classes have been juggled around slightly from the original. I hereby list the new classes in the order they arise in the new game.

freelancer

available: very beginning
abilities: lvl 1 black/white magic
role:      making you wait until new classes come along
utility:   necessary evil

This is a new class to the game. It basically replaces the ‘onion kid’ default class in the original. They can use most early game equipment as well as 1st level spells. They don’t get much mana, but then again, you don’t need much at this point. Either way, you’ll grow out of the class soon enough and will never look back.

black mage

available: wind crystal
abilities: lvl 1-7 black magic
role:      elemental damage
utility:   very useful

The black mage is the obligatory early game heavy hitter. They get a lot of good spells and can do a lot of lovely damage. It is generally advisable to have one around for boss fights. Equip them with staves to get infinite castings of their first tier nuke spells. These staves, when used regularly, still outdamage your physical characters - and their output scales with the caster’s stats. It’s literally like getting free fire spells, and it lets you save your mana for more important things (bosses and bad situations).

Maximum laziness mandates that you eventually dual wield staves and are thus easily able to select which element you hit things with.

I kept one black mage around for a while, and she proved to be the luckiest member of my party - frequently surviving wipes. In fact, at present, the XP lead still stands, with my ex-black mage well over a level higher than the rest of the party. Part of the luck is no doubt the result of the mage’s ability to pretty much decimate anything you encounter at this point in the game if necessary.

I finally replaced my black mage with a geomancer.

monk

available: wind crystal
abilities: retaliate
role:      melee dps
utility:   average

Squenix apparently really wants/expects you to use monks. They are, after all, one of the staples of the FF franchise. After a while, you start getting tons of monk eq. However… I never really found a reason to use a monk. They don’t hit as hard per punch as some other dps class would get when wielding a weapon. They don’t have very good armour options early on, either.

The monk’s retaliate ability is a sort of strange upgrade/replacement for the ‘guard’ command. They stand still and counter… if a mob happens to attack them physically. The damage they do with retaliate is higher than their normal damage… but the ability is so unreliable as to be generally not worth the trouble.

I tried a monk for a few levels but he just couldn’t keep up with any of my other characters for damage output (the holy grail of this game, remember?), so he went byebye.

red mage

available: wind crystal
abilities: lvl 1-5 black/white magic
role:      pinch hitter
utility:   extremely useful

Red mage is traditionally a twink and a munchkin. He’s no different in FF3. He can use most early game equipment (including staves), gets a few spells, and is generally a great choice if you can’t figure out what do do with the fourth member of your party. It’s probably the most effective single class in the early game - so if you had to pick only one job… this’d be it.

Like all of the early-game classes, however, red mages quickly lose their utility. In general, the red mage became obsolete to me the minute his wimpy mana pool started failing me during my run to the fire crystal.

Happy red mage strategy: Wield a staff like any other mage… but wear heavier armour and stand in the back row with a shield (only sensible use for a shield, really). Now you get free elemental dps + mana for heals + way more durability than a black mage.

thief

available: wind crystal
abilities: steal, flee, pick locks
role:      potion farmer
utility:   average

Thief wasn’t originally one of the original classes… in the Famicom version it didn’t come until after the fire crystal. But this change doesn’t much bother or excite me much, thieves still aren’t all that spectacular. They can’t wear good armour and they don’t get very good weapons until much later in the game.

Steal in this game isn’t nearly as good as it is in later FF’s. Bosses don’t drop good eq or anything. Mostly… it’s potions. So not worth the trouble there.

Flee is good - it means a much happier running away experience, especially when you consider the thief’s tendency to act near the beginning of the combat turn order. Unfortunately, in a game like this, you can’t afford to run away from fights very much. You need that XP. So… flee is only really useful when you’re already in over your head.

The lockpicking ability happens when you set a thief as your active party member and try to open a locked door. However, since magic keys only cost a whopping 100 gil… that’s not really much of a reason to keep one around either.

I tried a thief and didn’t like it.

warrior

available: wind crystal
abilities: advance
role:      I like swords
utility:   very high

Warriors dish out a lot of hurt with their two fisted monkey style of sword-fu. Give them the biggest, hurtingest weapons you can find and let them do their magic. They wear good armour and are the closest thing you’ll have to a tank for a while.

The advance ability is sort of an improved attack command. They hit for even more damage (compounded further if you’re dual wielding - shields are bad, remember?). The only downside at all to advance is that any damage taken after using the command is increased. But… that doesn’t much matter when the mobs don’t last long enough to retaliate.

Silly warrior tactics: Warriors can pretend that they’re archers. Stick them in heavy armour on the back row and fire away. They’d do more damage advancing with a pair of big swords, but shrug.

I immediately upgraded my warrior to a knight.

white mage

available: wind crystal
abilities: lvl 1-7 white magic
role:      medic
utility:   essential

A white mage is absolutely essential. They make the owies go away. They’ve also got a few spells necessary to get into certain places for plot reasons… and teleport.

Teleport is wonderful. In FF1, it was a stupidly high level ability, but in FF3, you get it really quite early on. And with the difficulty of some of these dungeons, that’s important. Run into the dungeon, explore until you’re almost dead, port out. Heal, repeat.

The best thing about white mages, though, is that they too can wield staves and get free fire spells. So… keep one around to play lazy black mage while grinding/exploring and then switch into boo-boo kissing mode during boss fights with a full tank of mana.

White mage dps FTW.

This is the only wind crystal class I haven’t replaced yet. I don’t plan on doing so until I get the upgraded version - the devout.

onion knight

available: side quest
abilities: lvl 1-8 black/white magic
role:      twinkish badge of honor
utility:   lvl 8 white magic

The onion knight is an optional class with absolutely horrible stats until max level, at which point they apparently get max stats. The cool thing about onion knights is that they get lvl 8 spell slots from the very beginning.

So… if you wind up doing the side quest… and feel up to it, having the ability to switch somebody over to onion knight and play with lovely big heal spells just might make up for the lack of phoenix downs.

geomancer

available: fire crystal
abilities: terrain
role:      free spell dps
utility:   high

The geomancer is like a slightly tougher mage w/o any mana points and w/o any means of choosing which spell he’ll use. I like it. They gave them a major upgrade in this version of the game, so much so that I’m relying heavily on one as my primary damage provider at the moment. The original geomancer class had a chance to backfire and hurt themselves…

The terrain command allows a geomancer to cast a random offensive spell based on your current location. There isn’t much variety here, but is there really any variety to using any other reliable dps class?

Every location seems to be able to cast “wind slash” (aero on a single target) and “ice storm” (blizzara on all enemies). In addition, you occasionally get lovely little effects like “shadowflare” in some places (thousands of damage on a single enemy - it’s never failed to kill whatever it’s hit for me).

I’ll replace my geomancer when you can pry her out of my cold dead fingers. Or when I get magus, whichever comes first.

knight

available: fire crystal
abilities: lvl 1 white magic, defend, cover
role:      unreliable tank
utility:   average

The knight is better than the warrior, except that he loses the advance command. But you probably won’t miss it - his stats are higher that it doesn’t really make a difference.

Knights have a lot of utility in that they’re free cure dispensers, but they can’t use higher level magic like in other FF’s, and they don’t get much mana to work with.

Defend… is like an upgraded version of guard… which I guess you might somehow manage to find a use for… some time. Remember, DPS is king.

Knights supposedly will automatically cover for injured party members. But they only do so when the party member is being attacked physically and their hp is in the yellow. I guess this’d be the time to use defend… except I’d rather try to kill the mob off or use the knight’s magic to heal them…

Once I realized that the knight’s tanking was spotty at best, I threw him away in exchange for a viking as soon as possible.

ranger

available: fire crystal
abilities: barrage
role:      machinegun dps
utility:   very high

I like rangers. Arrows are cheap, you pick up bows from treasure chests pretty reliably, and archers only take half damage since they’re on the back row.

My ranger was the first character in my party to hit for both 10 and 12 hits in one round. Arrows do extra damage to flying enemies, so there are certain places where my lvl 25 ranger can hit for well over 1500 damage… with bargain basement ammo. When using more expensive arrows it gets even more ridiculous.

Barrage allows the ranger to spray arrows at random. This generally translates into dividing their damage somewhat evenly among most of the mobs in the fight. It’s useful sometimes but is pretty random. You’re generally better off just using normal attacks.

Fun fact: Even though it says you hit numerous times with a single attack, only one arrow is spent per turn. So… those 150 gil elemental damage arrows aren’t as expensive as they first appear, and iron arrows are better than free.

I like my archer. I’m planning on keeping him until… I’m not sure when. I’ve not seen anything in particular that I plan on replacing him with just yet.

scholar

available: fire crystal
abilities: study, lvl 1-3 black/white magic
role:      one boss fight
utility:   essential/low

Scholars got both upgraded and downgraded in this version it seems. I remember my scholar being an effective melee dps character whom I liked better than geomancers in the original, but this time around he was pretty wimpy. In stead, he gets a few points of mana now and an upgraded study command.

Study basically gives you free castings of the lvl 4 white spell Libra, which tells you a mob’s hp and elemental weaknesses. Except on bosses, when it refuses to tell you the hp. As an added bonus, the ability also now dispels positive status effects on enemies you scan with it - free castings of the lvl 5 black spell Erase.

During exactly one boss fight in the game, you’ll need a scholar to keep your mages firing the right damage type. You can get a full set of starter scholar gear from one of the locked rooms in the empty castle… and you can probably sell it off after the boss fight. It’s kind of sad, I remember this being one of my favorite classes, but it’s just not worth keeping around any more.

bard

available: fire crystal
abilities: sing
role:      buff-bot
utility:   annoying but high

I don’t use bards, they’re too passive. I can think of any number of ways to replace one in my party, and have done just that.

The sing ability allows the bard to cast a free beneficial effect on the party. Like cure spells, provoke, and flee, sing is one of those abilities that tends to land near the beginning of a combat round, so it can be pretty useful if you have the right harp equipped.

Yup, the spell you get out of singing depends on the harp you have wielded. This means there’s some eq switching to be done if you want to pick your spell. This gets old fast. Unless of course you don’t have enough harps to choose from… then shrug.

Whenever I find some higher level harps, I’ll try bards again, but until then, I’m not terribly impressed.

dark knight

available: fire crystal
abilities: souleater
role:      melee dps
utility:   good

They’re not as durable as knights or vikings, but they supposedly hit harder - especially against targets weak to dark damage. Unfortunately, I don’t have any katanas yet, so I’ve not played much with the class.

Souleater allows them to spend hp to deliver a good AoE hit.

dragoon

available: fire crystal
abilities: jump
role:      unkillable dps
utility:   very high

The dragoon is a classic final fantasy job - but they started in FF3. They’ve got high defense, wear good armour, and can hit hard.

But the real reason you want a dragoon or four is their jump command. It takes the dragoon out of combat for a round, making all sorts of enemy attacks miss while they’re flying. Then they come down for increased damage. At higher job levels, jump does over 2x the dragoon’s normal damage.

I like dragoons. I’m currently a bit upset in that it feels like they’ve been downgraded a bit from the original, but we shall see.

evoker

available: fire crystal
abilities: lvl 1-8 summon magic
role:      slot machine
utility:   low

Evokers are the first class able to use summoning spells. Summons in FF3 aren’t as good as they are in later games, but they’re decent enough.

The big problem with an evoker’s spells is that they’ve got a 50/50 chance of doing either an offensive or a defensive effect. And when you need healing or big damage, the last thing you want is to blow mana on a pretty animation that does exactly the opposite.

I played with these guys in the orginal and wasn’t impressed. I don’t plan on using them in the new version either.

viking

available: fire crystal
abilities: provoke
role:      offensive tank
utility:   very high

Vikings are the most durable class in the game. They’ve also got the highest strength. Their only downside is that they’re slow and don’t hit very many times. But I don’t notice much difference between a viking’s damage output when hitting 4 times and a ranger’s when hitting 8.

They’re advertised as pure defense, and that may be possible - stick a viking on the back row with two shields and he’s invincible. However, in most cases, that is probably a bit extreme.

The viking is perfectly happy to stand on the front row and take hits for 1 damage and deliver hammery death to all who oppose.

Their provoke ability is pretty nice, when it works. It tends to fire earlier in the round than a viking’s melee attack might. When provoke works, a single enemy is forced to attack the viking in melee in stead of whatever else they may have done.

I’m currently loving my viking. I’m not sure if I’ll be upgrading him to anything else on a permanent basis.

black belt

available: earth crystal
abilities: boost
role:      melee wrecking ball
utility:   better than monk

Black belts hit hard. When they boost, they hit doubly hard. It’s apparently possible to boost twice for even bigger hits. Also it appears that bad things happen if you boost three times in a row? Need to confirm this :)

I don’t have black belt yet, so I can’t attest to their usefulness, but it looks like they’re most certainly better than monks.

devout

available: earth crystal
abilities: lvl 1-8 white magic
role:      medic +1
utility:   essential

These guys are your upgrade to white mages. Not much to say about them except the costume is adorable :P

magus

available: earth crystal
abilities: lvl 1-8 black magic
role:      ultimate in elemental dps
utility:   better than black mage

These guys are the upgraded black mages. Also not very much to say about them.

ninja

available: earth crystal
abilities: throw
role:      ultimate physical dps / trash compactor
utility:   very high

The ninja got a most heinous nerfing in this version. They used to be unstoppable. Once you got them, there was no point not to use them for all of your physical characters.

Well, now, they’re simply good damage. I’d upgrade any dark knight to ninja as soon as I got the chance.

Throw is now a classic Final Fantasy ability. It allows a ninja to permanently discard a weapon in exchange for some obscene damage. Any weapon may be used for this purpose, but shuriken are built for it. They’re expensive, but if you can somehow afford a good stack of them… most bosses don’t stand a chance.

sage

available: earth crystal
abilities: lvl 1-8 white/black/summon magic
role:      red mage on steroids
utility:   extremely high

The sage can use any spell in the game. This usually means that you’ll want to equip them with the full gamut of summons and healing spells with sprinkles of big black nukes to fill out their list.

They were the ultimate class in the original game. With a pack of sages & ninjas, there was no point to use anything else. However, like the ninja, the sage has taken a few hits from the nerf bat. They’re much more sanely balanced, but still make a great addition to any party.

The biggest thing you’ll notice is that sages get about half the mana that the specialized jobs do. The second biggest thing is that their nukes don’t do quite as much damage as a magus’s would, but they’ll still be worth using - especially if you want the flexibility to heal or smite depending on the situation.

In this version, their summons have also been downgraded. Originally, sages used to summon like summoners (ie, reliably for big dps). Now they’re like evokers - summoning randomly for a grab bag of effects.

summoner

available: earth crystal
abilities: lvl 1-8 summon magic
role:      unreflectable spell damage
utility:   very high

Summoners get reliable results when they cast their spells. They’re all big bad nukes.

There are three optional pets (Bahamut, Odin, and Leviathan) that you’re gonna want if you want to use a summoner seriously. In order to cast these summons, you first have to fight the creature in question (they’re all lvl 40+ bosses).

The only real down side to summoners is their lack of variety. Every spell level has exactly one spell that they can use.

The plus side to summoner spells is that they blow through reflect.

Posted by Ammon as ff3, final fantasy, games, play at 12:06 PM EST

3 Comments »

November 27th, 2006

camping is a sin

This weekend, we did Thanksgiving up in Farmington with Penny’s family. Well, on Thursday and Saturday mornings, the men-folk (well those 16+) ran out into the desert to shoot each other with paintballs. I was headaching on Thurs, so didn’t get a chance to play. But I was fine for the carnage on Saturday.

We played some pretty standard games. Half of the group runs off into the bushes to hide and the other half attacks. Then you switch sides. Get hit with a shot that breaks, you’re out.

The terrain was brutal (rocky desert hills around a sandy wash). My legs and back are still killing me from the experience. It’s actually hurting to sit upright in my chair here. Feh. I’m not quite 30 yet and already I’m getting too old for this sort of thing. :P

I came out of the game mostly unscathed. Sure, I got hit a few times. But the only time that left a mark was when some loser (who shall remain nameless) cheated.

[flashback special effects go here]

It was the third game. We were on the offensive. The other team had been given plenty of time to get into position on their half of the field. We let them know that we were on our way.

To paraphrase Penny’s uncle Rick as we walked over to the wash from where we were parked: “You know… Jimmy and [whatsisface] were pretty mad about how we beat them last time. They’re probably gonna be hiding pretty close to the entrance. Hey, Ammon? Come stand in front of me :P”

At this moment, he who shall remain nameless (because I never bothered to catch his name) popped up from a bush behind us and opened fire. The distance was probably 20 feet from him to the furthest guy in our group. I was in the back of the group, so I was closest to him when the ambush happened - probably more like 10-12 feet away.

He started with the far side and worked his way back to me. About the time he was shooting the third guy on my team of five, I had realized what was happening and had turned and raised my gun.

I fired two shots. The first one missed. The second one glanced off of the side of his mask. By then, he was ending his first sweep and hit me. In the chest, just under my left arm. I don’t think I’ve ever been hit that hard with a paintball before (enter my suspicions of heightened pressure settings…).

Anyhow, the shot hit me so hard, I actually staggered backwards, lost my footing, and landed on my back. I’m pretty sure I made appropriate noises of groaning and injury. I don’t remember what happened after that, I was too busy running a systems check to see where all he’d hit me and was kind of surprised to find that it’d only been once.

By the time the dust settled, he’d run off and we were regrouping to figure out what to do next. We decided to play the round as normal.

I only got one kill that round. It was the camper. I shot him in the face at about 15 yards.

[end flashback, fade to present]

So… karma, yeah. We won that round, and the one after it.

In retrospect, I realized something interesting about myself. Every hit I scored that day (there were not very many) was a head shot. Shrug.

PvP - May 28, 2001

Posted by Ammon as griefers, paintball, personal, play at 1:52 PM EST

No Comments »

November 20th, 2006

no groups file?

Ok. I just finished upgrading a web server from Apache 2.0 to 2.2. I’ve been running 2.2 on other machines for months now and have never had a problem with the upgrade process until today.

I have a Trac install on the server that’s protected with generic http auth:

AuthType basic
AuthName “Repository Name”
AuthUserFile “/dir/to/htpasswd”
Require valid-user

This sort of config has worked for forever. It worked fine under 2.0. It works fine under 2.2. This is not the problem.

When they changed the version number to 2.2 they renamed a whole bunch of the auth modules. They also split a bunch of the behaviors out into multiple separate modules.

So, in order to get the behavior I got by including just mod_auth, I now had to include several different mods. No problem there. The docs tell you this. No problem there.

Thus, my config got a section that looked like this:

LoadModule auth_basic_module modules/mod_auth_basic.so
LoadModule authn_file_module modules/mod_authn_file.so
LoadModule authz_host_module modules/mod_authz_host.so

Mod_auth_basic for the fundamental behaviors. Mod_authn_file to allow me to read from an htpasswd file. Mod_authz_host because they renamed mod_access (the “allow from xxx.yyy.zzz.com” type directives).

That got apache loading and understanding all of my config file. Then I tried to go to the trac install and blam. 500 internal nastiness error of kabloomitude.

Apache log file said:

[Mon Nov 20 11:47:12 2006] [crit] [client my.ip.address] configuration error: couldn’t check access. No groups file?: /projects, referer: http://hostname/

Yeah. I was pretty sure I never mentioned anything about auth groups. Checking the entire config file proved me right. 30 minutes of quality time with Google proved entirely unhelpful. Just a bunch of cries for help that were either unanswered or eventually resolved for reasons unrelated to my problem.

I did discover that including mod_authn_default at least prevents the 500’s - just turning them into auth denied errors.

Turns out in my case that in order to actually auth against usernames you must include mod_authz_user now. This wasn’t mentioned in any of the docs I dug through.

So what was happening?

The “no groups file?” error message provided is erroneous. It’s generated as part of some fallthrough code in Apache itself that happens when no existing auth mechanism is able to assume responsibility.

It requested the password and then had nothing to do with it - it didn’t know how to “Require valid-user” or something so it just bombed through, hoping another mod would answer… which of course didn’t happen since I didn’t specify a second authentication method for these url’s.

Moral of the story?

Starting from scratch with Apache config files is painful. Avoid it if possible. If upgrading versions, grab the default config file and merge your changes into it in stead of dropping your file in place and hoping it works as is.

I would have done this but I was working on a Windows server (yeah, I know, but some people in the .NET group are scared of progress - more on this particular saga later) and the windows apache installer doesn’t apparently generate a default config file if it detects one already in place. On unix, I always compile critical server applications by hand, so I always have the defaults to work from.

Posted by Ammon as apache, howto, sysadmin, work at 1:23 PM EST

13 Comments »

November 13th, 2006

ldmud jabberd

Mud <-> outside world communication. It’s an idea that I’ve been throwing around for months (years now). I’ve given up on it several times. And today, it reared its ugly little head again when McKay (Sora) poked me about something vaguely related.

The incarnation of the idea this time around is simple enough that I’m willing to commit to producing it in the nearish future. It’s simpler than previous ideas but still adds a lot of value to the game - and by virtue of being simpler it has the added bonus of being more likely to see its way into implementation :P

General Idea

Write an ldmud erq daemon that masquerades as a simple chat line inside the game and as a simple jabber user on the outside.

The ‘jabber’ channel would be added by default to all players (along with the ‘chat’, and ‘newbie’ chans). It would ideally eventually supersede/merge with the general purpose ‘chat’ channel.

The mud would log in to a normal jabber account (probably walraven@simud.org or something similar).

Players inside the mud would be allowed to register a single jabber account (such as their google talk address or something) with their character account. The daemon would then add those accounts to its contact list.

When somebody says something over the channel, it is broadcast to everyone in game as well as everyone who is currently logged in to the jabber side of things. When somebody in jabberland sends an im to the account in question, it is relayed to the chat line as if the player in question had said it normally from within the game.

IM’s from non-registered accounts will simply be ignored.

Users who log in/out of jabber should have their presence announced on the channel, and should show up in a special section of the ‘who’ list. Users who log in and out of the game should have their presence announced to jabber-side users.

If a user is logged into both jabber and the mud, they should still receive the jabber-side messages unless they turn this option off.

Example

Sora, Malap, and I have all signed on for the jabber service with our various accounts. We all maintain a generally high degree of jabber presence all day, every day.

A newbie logs in to the game. The three of us see the notice and are able to instantly help out if needed. Even though we’re not actively playing around in the game world, we can answer questions and the world doesn’t feel empty.

Athenon and Garvin have jabber accounts but don’t use them 24/7. They could register as well, and thus give us an even better semi-permanent presence in the game.

If the newbie is still playing and Garvin logs in, he’ll see the notice and will be able to chat with a fourth person. All w/o anyone else actually being inside the game space itself.

Potential Upgrades

Posted by Ammon as jabber, mud, play at 4:09 PM EST

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November 7th, 2006

spore dragon

Penny and I have been playing a lot of FF12 this week and I think we’re past the halfway point now.

It’s a very good game, and I like it quite a bit. It’s surprisingly similar to the ps2 .hack game(s) in that it plays much more like an MMO than a more traditional console RPG.

The game’s been nicely designed. It plays smoothly, the writing is great, and the voice acting is incredible (better than FF10, which I really liked). I like how you can sneak around zones, avoid fights, etc… I like the chaining system and the LP board. It gets full marks for interest and innovation.

Now, normally you don’t have to really spend any time grinding. It’s mostly possible to play the game straight through with only minimal time spent actively carving your way through mobs for xp and loot. I’ve noticed that a good rule of thumb for suggested party size comes in the form of your guest members. When you get a 4th, note his level and match it before attempting the next boss. Elsewise, it will be… bothersome.

When on your way to Bur-Omisase to consult the Jedi oracle, you will encounter two boss fights essentially back to back. The first one, in the mines, will be straightforward mob pounding. Nothing fancy there. The second one is the spore dragon of toxitude and status effects. And unless you spent some time grinding, you will die horrible repetitive deaths and the dragon will call your mother names.

I encountered the dragon at lvl 18. This was not sufficient. My guest was 21, so I decided that a few more levels were in order. One massive grind session later, I tried again with nobody in the group under lvl 20. Closer, but still not really doable. Luck seems to play a big role in this, but I figured grinding felt better than rerolling several times in hopes of a lucky win.

After a bit over four hours and three failed attempts, I was finally able to take down the dragon with a lvl 22-23 party but it took some serious strategy - which I will now reveal. Muahahaha.

The most important thing to remember is that you can heal party members who are switched out to your reserve list. Switching people out is good.

step 0: preparation

Apart from the obvious advice of being sufficiently leveled and well equipped, I made sure I had a good stack of potions, hi-potions, and phoenix downs. Normally potions are too expensive for mundane healing and magic is the way to go, but this is not mundane healing. Magic is much slower and you’ll be better served if you save your mana for other things.

Those of my characters who could cast esuna were instructed to do so. Everyone was given at least one healing gambit and they were instructed also to cure status effects on impact. The boss’s big attack can potentially inflict every member of your party with each and every single stinking one of the the following effects:

  1. confuse - cure with smelling salts
  2. oil - cure with handkerchiefs (esuna does not work here)
  3. sleep - cure with alarm clocks
  4. sap - cure with esuna (regen also works but is more expensive)
  5. poison - cure with antidote
  6. blind - cure with eyedrops
  7. slow - cure with esuna (haste also works but you probably have more effects that would be cured faster by using esuna)

I came in with about 20 of everything and found that to be sufficient.

Esuna is nice in that it cures multiple effects at once. Remedies can potentially be even nicer, but they’re still at a premium at this point in the game and unless you’ve spent a lot of LP on upgrading them, you’re probably better off with cheaper items and esunas.

I didn’t wind up using any of my ethers or elixers, but this fight would be a good time to consider breaking the shrinkwrap on them. Try to save them for later but don’t hesitate to use them if you think they’ll make a difference.

Make sure you have ranged weapon options for a few of your party members. Always keep at least one person on ranged bombardment duty. The spore attack only hits those close to the dragon, so it’s entirely possible to keep one or two of your party members outside of the radius.

It would also be a good idea to make sure all of your characters are kitted out with at least a few ways to gain mana other than walking in circles. It’s not difficult to get augments that make you regen mana when both dealing and taking hits, especially by this point in the game.

step 1: crowd control

The dragon has two treant friends. They’re identical to the ones right outside of the Viera town, except aggro. They’ve got to go first because the dragon is just too nasty to fight with any distractions - and the treants aren’t a trivial distraction. They hit decently hard, have ~5000 hp, cast buffs, and inflict a few minor status effects.

They’re weak to wind damage. I outfitted my dagger-wielder with a gladius and my black mage with aero. The treants went down in seconds. A third member inflicting wind damage would have been nice, but I didn’t need it.

I then switched the wind damage chars out and changed all offensive gambits from “attack leader’s target” to “attack anything”, ie keep attacking the boss even if the leader loses their target. This saved me tons of downtime.

step 2: initial beatdown

After killing the treants, I switched in three party members capable of unloading with a quickening chain.

Quickens are probably the most confusing part of FF12 combat. They’re very similar to skill chains in FF11 with the caveat that they generally blow all of the participants’ mana. A few things that you should know if you’ve not played with them much before this point:

A good chain can do over ten thousand damage to the dragon. I think he has something in the neighborhood of 70-80 thousand health.

step 3: surviving the first spores

About now you’re probably going to get hit with your first aoe spore attack, and you’re probably not going to be prepared for it. There’s no way to prevent it from firing and you can’t switch out party members once he starts casting because it “targets” everyone.

You can, however, make sure that your party is scattered to minimize the damage. If you try to keep one party member on melee up with your guest and one on archery duty in the corner, you can control the third active member and run away from everyone when the spores fall. If you’re lucky, only one party member will become disabled.

If anyone gets confused, switch them out. If anyone dies, switch them out. The rest of the status effects aren’t so bad, unless you get hit with five of them at once. If that happens, switch them out.

Your first priority after spores is to remove as many of the negative effects as you can, starting with the members on the playing field. Once they’re back in shape, take somebody off of combat duty to cure the reserve members with esunas or something. If you can only afford to heal one condition, confusion gets priority, followed by oil. However, there’s not much of an excuse to run out of smelling salts or handkerchiefs, they’re quite inexpensive. Use them.

The oil effect is particularly nasty in that the dragon likes to follow his spores up with a fireball attack. The attack normally only does about 500 damage, but if you’re soaked in oil, it’s a guaranteed death for the unlucky victim.

When you have time, rez people. It’s important that all of your party members are alive in case you need to switch people back out again. After performing all of your recovery tasks, you should still have plenty of time to apply a bit more beatdown before the next wave of spores lands…

step 4: summon if you got em

Now would be a good time to consider pulling out your summon. He can do a good bit of damage, easily removing another ten or twenty percent of the dragon’s health.

I would, however, be cautious about when you summon. It’s too easy to blow your summoner’s entire mana charge with the spell only to have them get hit for 800 damage two seconds later and lose any potential benefit it might have had.

The summoner should spend their entire time avoiding attention and healing the pet. It is possible to pull off a full duration summon, but not if you draw aggro and get flattened.

step 5: repeat

After that, just keep up the pattern. Apply the constant beatdown, switch out confused and dead party members, heal them with an archer who’s staying out of range of the spores, recycle them back in, rez your guest, repeat.

The last third of the fight seems to be the hardest. At this point, it’s all about endurance, making sure you’ve brought enough phoenix downs with you, etc… The dragon doesn’t change tactics, so there’s no need to conserve your offense. Blowing your quickenings and summon at the beginning of the fight means you have the rest of the battle to regen mana - and throw off another quicken chain or summon if you’re incredibly lucky.

After this fight, the game reverts to easy mode, so you have something to look forward to. Well, except for the ice demons and aoe spewing zombies, but that’s another story. Enjoy.

Posted by Ammon as ff12, final fantasy, games, play at 2:20 PM EST

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