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I fucking know rightFinished chapter 5 and started chapter 6
My partner and I had taken an edible during the
prison escape sequence
I fucking know rightFinished chapter 5 and started chapter 6
Yeah, at first I didn't noticed because all the infodump but when the game asked to save and saw the difference in time I was like "welp, they know how to keep you glued to your seat"I fucking know right
My partner and I had taken an edible during the prison escape sequence and let me just say that was a huge mistake
I feel this exact same wayI'm surprised to see so many people miss the affinity chart. I wasn't going to say anything before because I figured it would be massively unpopular, but 3 definitely feels like it's missing something without all the little things to tinker with. In a weird way, it feels less Xenobladey without that kind of stuff. I can't tell you how many times I opened my menu and thought about how I should upgrade some arts and skills before remembering I can't.
I just started the quest, butHaving the android girl party member named “Number 7” HAS to be the devs/localization team giving a fun nod to “Seven” from XC1, right?
Which one is THAT one?Plus the sounds are so satisfying. I completed every single Affinity chart (yes, including that one) in both 2 and Torna.
Hey I didn't say the game looks bad, it looks great but that was part of the issue. Take this picture of Theosoir, really looks like somewhere I'd like to explore, very enticing but it just didn't connect with me at all. I found the actual experience of being there bland, it's a big open space with a handful of pouch item shops and anything exciting you can explore is blocked by skill checks.
You really don't remember folk having trouble getting to Umon's Shipyard? I would argue if you need the map, which I don't mind admitting that I did, then your level design has some small issues but we can agree to disagree here, Gormott isn't my favourite area. I love having to find stuff, I love exploring maps but Gormott at times just felt confusing.I don't recall a single person complaining about Gormott being hard to navigate. I remember people complaining about the map system, but not Gormott's level design, which is incredible and well crafted.
You can look at full maps of XC2 regions and XC3 regions and draw your own conclusions in regards to how they're designed and fit together but again my original point is the XC3 maps are a better canvas for the game's systems to be painted over.Regarding your point, this is how you can describe every area in 3 (huge linear areas with nothing except for NPCs and enemies), minus the "you are inside a big fish" factor.
Sure maybe there was a bit of that, they're just different.I believe this also suited Xenoblade 2 when you could do it then
Has anyone else decided to go ahead and complete the Tau-Tirkin Alliance quest by doing the actual fetch quest just out of pure stubbornness?
not explicitly but that is the vibe I've been getting a lot from reading a boatload of impressions over the past two weeks. unless it was always the same 2 people complaining in circles which is ofc likely lolI don't think anyone here was doing that
I picked up every single one of these dumb green nectarinesHas anyone else decided to go ahead and complete the Tau-Tirkin Alliance quest by doing the actual fetch quest just out of pure stubbornness?
I think, when all is said and one, XC3 is another great game in the series. It's kind of funny that we all thought this was going to be the game that combined the best of XC and XC2 to create the ultimate game in the franchise, the one that would unite us all!
But, just like XC2, it very much is it's own thing. And like XC2, I think XC3 does some things better than it's predecessor, some things not so much.
Obviously there's a lot of passionate posting here and elsewhere, but I think it's all coming from a good place. I can strongly argue my case, as can others and I don't think any of us are fully right or fully wrong.
Xenoblade sits in a funny spot. It's not an annual release, or a trilogy in the truest sense. It's not FF either which, mostly, offers up self-contained stories. It's somewhere in-between, standalone but part of a larger whole. That's a tricky balance to achieve.
pretty sure the snapshot from the first two weeks of of "love the party/party is bland except xyz" "best music/worst music" "worlds in 1/2/X vs 3" is gonna be the refrain until the next game comes out. you'll keep hearing this a lot and beaten into the ground over and over.I'm just glad this seems to be a safe space to express my love for XC2 lol
Thankfully XC3 reception seems mostly positive. I just hope the long-term conversation around XC3 doesn't turn into a situation similar to the last 5 years of XC2 being criticized because it wasn't XC1. (Outside of the understandable issues everyone knows about.)
It was exhausting.
Having played through all XC and expansions this year, you would be surprised at how each game being almost completely different turned out to be for keeping the whole series playthrough fresh.
In chapter 4 I had similar concerns. It picks up again.I feel like I have to ask at this point; does the over-arching plotline ever truly take flight?
Cos I am partway through chapter 4, and while the interplay between the characters is wonderful, the gameplay progression is satisfying, the music is fantastic, and the game's contemplations on the nature of death are thoughtful and mature, I am starting to get Xenoblade Chronicles X deja vu in terms of the main story always threatening to get interesting but then never really igniting.
Don't get me wrong, it's still a really good game and I am enjoying it a lot, but should I brace myself that this is as good at it gets, that the main plot is going to remain a bunch of vague machinations that never really kick into high gear and take centre stage?
I'm nearly 20 hours in and it feels like I'm still in the first chapter in terms of the nature of the world, the villains, Ouroboros, etc.
On a separate topic, (Chapter 4 location) Colony Tau is a wonderful little vignette.
I am one who needs rewards for exploration purposes and Xeno3 is no doubt the worst in the series in this aspect, which brings down the main enjoyment of the game for me. All the rewards you get feel no significant at all. Money is useless, no thing you can buy is better than what you already have. Nopon coins are only fine because their purpose is try to make less painful the class system progress, but they don't bring anything significant. And dead bodies... yeah, they are a bunch of nothing.
Only the supply boxes may have something interesting on them but at the end the problem is only having one field in your stats sheet to make you more powerful through exploration which is the equipment menu. Xeo 2 was way better in this regard with the blade system and the affinity charts. You always felt like progressing in a meaningful way and you also could decide which way to progress. Xeno 3 is too automared for its own good.
I like this aspect the least as well. It's fun collecting items and finding stuff but I feel they could have done a better job at rewarding those that go through the trouble of properly exploring places. I find it hard to motivate my self to explore every little corner of the map. Even on hard, I'm way too overleveled to even care about the best equipment and I only did a few side quests and stuff. I didn't grind on purpose. I think XB2 surpasses 3 in this area. The battle system is way better in 3 though. I love messing around with the classes.I am one who needs rewards for exploration purposes and Xeno3 is no doubt the worst in the series in this aspect, which brings down the main enjoyment of the game for me. All the rewards you get feel no significant at all. Money is useless, no thing you can buy is better than what you already have. Nopon coins are only fine because their purpose is try to make less painful the class system progress, but they don't bring anything significant. And dead bodies... yeah, they are a bunch of nothing.
Only the supply boxes may have something interesting on them but at the end the problem is only having one field in your stats sheet to make you more powerful through exploration which is the equipment menu. Xeo 2 was way better in this regard with the blade system and the affinity charts. You always felt like progressing in a meaningful way and you also could decide which way to progress. Xeno 3 is too automared for its own good.
Eh, I don't think that will happen. People was vehemous about the issues XBC2 had. XBC3 is no where near this.pretty sure the snapshot from the first two weeks of of "love the party/party is bland except xyz" "best music/worst music" "worlds in 1/2/X vs 3" is gonna be the refrain until the next game comes out. you'll keep hearing this a lot and beaten into the ground over and over.
I think this is pretty interesting, compared to my own thoughts. I've been loving 3, but it's a case where I think it actually does fewer things better than 2 but the things it does better it does a LOT better. I think the story, cast, and side content are best in the series and up there with my favorites (I'm not done yet though I'm in chapter 6), but I find the combat, a lot of the unit customization, the main quest design, and the game's geography to be steps back from Xenoblade 2 for sure. I think I overall like both games roughly the same so far, though.I can think of very few things 2 (& especially 1) does better than 3
I can think of very few things 2 (& especially 1) does better than 3
I can think of very few things 2 (& especially 1) does better than 3
Just curious, since my first real introduction to job systems was with Bravely Default 2 last year, but how is this Class system different? How is it bad compared to other job systems?Class system in 3 is just plain bad, I can't believe how anyone can enjoy this solution when job systems were already solved decades ago. Story progression and pace, world iconography, variety of locations, ability charts, exploration rewards, upgrade systems all feel like a step back in 3 in relation to 2.
HUGE disagree here.Class system in 3 is just plain bad, I can't believe how anyone can enjoy this solution when job systems were already solved decades ago. Story progression and pace, world iconography, variety of locations, ability charts, exploration rewards, upgrade systems all feel like a step back in 3 in relation to 2.
Answering questions raised by the plot
yeah we're just going to have to agree to disagree with this oneClass system in 3 is just plain bad, I can't believe how anyone can enjoy this solution when job systems were already solved decades ago. Story progression and pace, world iconography, variety of locations, ability charts, exploration rewards, upgrade systems all feel like a step back in 3 in relation to 2.
Just curious, since my first real introduction to job systems was with Bravely Default 2 last year, but how is this Class system different? How is it bad compared to other job systems?
"We are... Ursula's New Groove!"Which one is THAT one?
The only one I refused was the dumpling one.
Not yet. The ability to use bonus EXP to buy stuff in 2 was added in the DLC.Is there any use for bonus experience besides levelling up? I seem to remember being able to buy items in previous games. Is that possible here or in postgame?
This is what happened to me.You can actually find Segiri pretty easily if you have been obsessively completing every sidequest that appeared before you before continuing the main story.
I think part of my problem with it is a personal problem, and that's that I haven't really been able to "enjoy" it because I'm just constantly shifting people around to be learning new classes while still in a roughly-balanced party makeup. I COULD try to really build out my whole party in what I think is the best and has the best skills and arts, but then I wouldn't be learning anything new, and my brain simply won't allow me to do that.XC3’s class system kicks ass, I’ve had so much fun experimenting so far. The process of unlocking classes is dumb, not a fan of how only one person gets a class to start, but beyond that it’s awesome.
The system would be fine if succession points were actually explained in game. Considering how much Monolith filled this game with tutorials for everything else, the fact succession points are a hidden stat with restrictions on how you get them is frustrating. "How do I unlock classes on other characters" is the most comment faq I've seen on this game and it really didn't need to be.XC3’s class system kicks ass, I’ve had so much fun experimenting so far. The process of unlocking classes is dumb, not a fan of how only one person gets a class to start, but beyond that it’s awesome.
I mean, main/secondary job systems don't level your secondary job, so you're kinda still running into the same issue there in that you'll need to switch up classes to level them up and get the most benefit from them. I do see where you're coming from with the fact that only one character gets a Hero's class immediately, but that's what the Hero slots are for (also pretty helpful in balancing party compositon). I do agree though that reconfiguring your party after changing a class can be a bit of a hassle, but tbh I enjoy this sort of progression anyways so it isn't a huge deal for me. I'm more of a fan of having a bunch of levels constantly ticking up than necessarily building towards a specific optimal team comp.I didn't play Bravely Default 2 so I can't compare both games.
But I can say what I don't like about the class system of Xeno 3 and why is taking a big part in me not enjoying the game.
A big attraction to JRPGs for me and most out there I would say are the progression systems and getting more powerful while improving and tweaking your characters over their initial base. In a traditional job system you have your main job and a secondary job, you can have this secondary job to techniques/arts from other jobs that complement or synergies with your main job. But you always have s clear focus over what you are working.
In xeno 3 everyone can be everything, which is not a negative for a starting point. However, the way the class system is implemented goes against the game mechanics. Xeno3 almost always demands you to have at least a pair of healers in your team, a defender and two attsckers. Then, from my experience after 40h, you can have the extra position working as a second defender or maybe a third healer/debuffer if needed. In Xeno 3 you need to constantly change your class to learn new ones so other team mates can learn it too. Problem is, new classes are already fixed to some team mates. This means, you can get a war medic asifnsted to your defender member, meaning you will need to change the whole composition of the team to accommodate to that, meaning you will need to change all those gems and items associated to every party member, and also those arts because some will not be available for some of your party member because Agnus/keeves duality shit. Meaning also you are losing that sense of progression because you are not using your ideal team because you are always planning for the future when you get a new class. Even the game gives you a big pop up on your character screen telling you to change their class because you are already class 10.
What if I don't want to change what I was already working towards to and at the same time get some attributes from other classes? Just use a main/secondary job system. Less painful and much less time consumed in menus rearranging a load of things.
I find it a massive step down in a QOL feature that never was a problem in the series.
I agree that Xc2 (and Xc1) have more memorable areas than Xc3, mainly because the art is more evocative and secret areas were more special in the older games, but I think that the level design in Xc3 is better. How each area has different sub-areas (which is something they have taken from XcX), and how you can find lots of interconnected paths between them. And after watching the screenshots you posted, I really hope that Monolith releases high res patches for the 3 XC games (and Torna) when the new Nintendo system comes out. Improving the res, toning down the aggressive TAA and increasing the draw distance will make the 3 games gorgeous in a modern 4K TV. They have been pretty good with patches and supporting their games, so I kind of expect to have at least a big patch for Xc3.
This is how I feel, but I still prefer the OST from the 2 previous games a bit, maybe because the songs are more energetic and easy to remember. I will be listening the OST of Xc1 and Xc2 a lot more in the future, when working o doing house chores, but the OST of Xc3 is perfect to accompany the game so I'm not complaining, it's better fitted for the game's tone for sure.Exploring the world actually feels immersive.
This was a big issue for me at first too, but I ended up adapting fast to changes all the time (and using the auto-equip button, I only modify arts manually). For me the big issue with the class system is that the last classes you obtain are not well distributed, you get 2 consecutive classes for Lanz on the same area and this does not help use them at all.Problem is, new classes are already fixed to some team mates.
Is not the same as progression affinity? I always thought that a character with an affinity of A towards a class will both learn it and progress through it faster than the others.The system would be fine if succession points were actually explained in game.
The very quick summary is that unlock classes on the non inheritors based upon an invisible stat called succession points. The only reason we know that name before datamining is one of the amiibo prizes is "succession points". The formula is something like thisIs not the same as progression affinity? I always thought that a character with an affinity of A towards a class will both learn it and progress through it faster than the others.