Narcacist posted:Another item was how each individual character's turn played out. I'm cutting the game some slack, however, as I understand this game is simply a refurbished version of the earlier Famicom game. With that in mind, I didn't like the fact that performing an action negated my movement turn. Character turns did not appear to have any phases at all with the exception of 'outside-battle' and 'in-battle.' I would like to see the character-turn phase further broken down to action, movement, and battle. That way I can actually perform an action BEFORE I moved. I know it sounds small, but it actually can be a nuissance at times as I could not, say, heal a Cavelier before he moved without waisting my Clerics movement turn. If I wanted to both move the cleric AND heal the Cavalier, I would have to limit the movement of my Cavelier to within the radius of my Cleric. Annoying.
Narcacist posted:The last item was the re-class system. Maybe I just don't understand the system (as I'm not that far in the game...I think. Chapter 13); but, there appeared to be no 'talent-tree' so to speak. In other words, is excelling in a sword-based class going to unlock higher sword classes/techniques/ or will it unlock some seemingly unrelated class. I'll leave this short as I'm very well aware this could be a direct result of my ignorance. I'd also like to see weapon skills that transcend your current class. If a charater learned how to use a sword, he should remember whether he is on a horse or not. Bottom line though, this system is definitely not as cool as the job system for FFT; though, again, this was a remake of an original dating back to 1990.
Narcacist posted:The game menu was the absolutely most annoying aspect of the game; particularly, with the pre-planning menu system just prior to a battle. the Armory did not give you a way to check equipement counts while purchasing items. This applies to both in the battle and pre-planning phases. I also did not like how you could not check a characters attributes while forging weapons in the Armory. That is something, I beleive, you would want to see!
Narcacist posted:It just seems like the information in the menus could have been consolidated a lot better. Information that you would want to compare is often distributed over several menus, with no way of actually seeing it together. This basically manifested itself as not being able to change a units inventory in the pick-character menu and not being able to pick a unit while in the inventory menu. They could have eleminated the 'pick' menu and the 'inventory' menu and just consolidated it to one screen. While they were at it, they could have allowed you to reclass on the same screen. There was no need to seperate everything!
FrostyNinja posted: Live with it. That's part of the strategy, and you're asking for it to be removed without an adequate reason. In some of the later games they've given mounted units the ability to use their remaining movement after performing actions, but that's it. It isn't an outdated feature, its one that never had to be updated in the first place.
FrostyNinja posted: I don't really understand the Forge complaint though. There really aren't any scenarios where you won't want to give the maximum bonuses to mt, hit, and crit. There's some reason to worry about Wt, because there's no reason to reduce it more than necessary to avoid AS penalties, but that only requires that you know your unit's str, and it's very rare that wt will even need a change at all.