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ActualLizard
United States
เข้าร่วมเมื่อ 18 ม.ค. 2021
Fire Emblem is pretty cool!
A Look at Bonus Experience in Fire Emblem
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00:00 - Intro and Sponsorship
01:50 - FE9
17:35 - FE10
24:02 - Other games
Bonus Experience is one of the biggest standout features in the Tellius Fire Emblem games, allowing you to raise scrubs without having to chance them dying on the battlefield. You can use it to build an unkillable terror, top off your whole army, or bless your favorites with more levels. I talk about the differences between bonus experience in fe9 and 10, how much I like it, and what my ideal bonus exp system would look like
Patreon: www.patreon.com/ActualLizard
Discord: discord.gg/gyNYteDT
Twitter: x.com/ActualLizardx.com/ActualLizard
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Music:
Sally Forth - roanch
Curing Sorrow - WhimsyHeath
Nabata's Wandering Messenger - carrosa
Conquest - ali
00:00 - Intro and Sponsorship
01:50 - FE9
17:35 - FE10
24:02 - Other games
Bonus Experience is one of the biggest standout features in the Tellius Fire Emblem games, allowing you to raise scrubs without having to chance them dying on the battlefield. You can use it to build an unkillable terror, top off your whole army, or bless your favorites with more levels. I talk about the differences between bonus experience in fe9 and 10, how much I like it, and what my ideal bonus exp system would look like
Patreon: www.patreon.com/ActualLizard
Discord: discord.gg/gyNYteDT
Twitter: x.com/ActualLizardx.com/ActualLizard
Blue sky: bsky.app/profile/actuallizard.bsky.social
Music:
Sally Forth - roanch
Curing Sorrow - WhimsyHeath
Nabata's Wandering Messenger - carrosa
Conquest - ali
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One thing you didn't mention is that bonus experience makes it incredibly easy to soft-reset for certain level ups. You can save in the barracks, then level up your marcia and if she doesn't get strength then you reset, level up your soren first and then try leveling marcia again to see if she'll get strength that second time. If you have a few characters you want to level up you can easily figure out an order that gives everyone stats that they want.
I enjoyed engage's arena as a BXP system most where you had a bit of extra XP to massage a unit to a promotion they may need. The times I've been level 9 in fates with 89xp is infuriating
I know it’s still different, but I’d give a shout-out to the bonus exp you can earn from some of the newer games from a unit being marked as MVP of the chapter! While it necessitates the unit’s use in battle, it’s still a way for them to receive additional exp and can really help a unit you’re grinding to catch up more quickly. I always think about this because of the Ashen Wolves DLC for 3 Houses. Normally, if I’ve still got most of my divine pulses and I’m cleaning up the last few enemies for my current chapter when a unit gets a really bad level up, I might DP back and let a different unit get the kill instead. I wouldn’t go out of my way to abuse the level-up system - but I might delay this one level to see if it’ll be better in the next chapter :P However, all of those plans get ruined when the unit gets the MVP award anyways, gets the bonus exp, and deals with the bad level up regardless (and it’s too late to DP back) 💀. Always a funny (although very mildly frustrating moment), haha
Bonus exp is nice for leveling up healers, or other painfull to level units. But that's less of a concern in the modern games, where most characters are at least vaguely capable in combat. As for tying it to bonus objectives. It's a nice incentive, but can very quickly start to feel forced and gamey. Especially since it tends to lack the in-world logic that say chests or saving green units has. Anyways, skirmishing maps also solve the problem of generating extra exp. And as long as they're designed to be vaguely balanced and somewhat interesting, they're mostly a better system.
New Mystery has the sudo Arena during the battle prep for which ya can trade gold for EXP. But ya still need to provide your own weapons and got to be careful which weapons your units got equiped upon using it. 26:11 I have used Reeking Boxes before and they are a boon to all of those who need to 100% the supports on top of getting exp from those skirmishes. Just careful which part of the overworld ya use them. As that group of Risen will spawn with the levels of that beaten chapter. EXP will vary depending upon where ya spawn them in. Ya earn up to 2000 Gold on average per map beaten from the gold dropped by up to 2 of the Risen. FE14 has something similar to FE13's Reeking Boxes to spawn skirmishes whenever ya want. But based upon where ya want enemies to spawn on the overworld, its gonna be far more pricy than those Reeking Boxes each time ya want extra EXP. Ya still get some gold from it, but on the harder difficulties, but those are diminishing returns each time ya its done.
My thoughts on bexp as a whole is... I kinda prefer to not have it? I like that in other games exp as a resource is super limited and that you do need to find ways to train your growth units. I really don't like what Radiant Dawn did though w/ the 3 guaranteed stats on level ups, making it so that bexp is able to drastically change a unit's stat distribution, setting itself far from regular exp mechanics when abused in this sort of fashion. I don't think it needs this distinction at all.
In the FE-like game I'm developing I want the main use of bonus exp to be bringing neglected units up to speed. Thus I have it scale with level in a way that incentivizes spending it on lower level units, similar to how the player might prefer feeding lower level units kills because they gain more experience. I also use bonus exp as an incentive to think strategically. Since my game does not have perma death I reward more bonus exp when more/all units survive the encounter. This also synergizes well with giving bonus exp to units who fainted early and thus have to catch up a bit.
I would love if the next FE had a category next to the the Win/Defeat conditions that are just things you can do on that map to get bonuses. The Shura boat map in Conquest is made more exciting because it tells you that you are losing bonus cash by not playing faster for example
0/10 the Manta ad should've been an add for Reptizoo Hides.
The gold for training in Warriors is actually a system in other Warriors games as well.
I like bonus experience as an incentive to clear maps quickly and complete certain side objectives but I don’t like it as a resource that you can dump into a single unit or a few units to turn them into super units without having to go through any actual training process. The way I would implement BEXP would be to keep the objective system from the Tellius games and make it visible to the player, but make it so the experience is automatically distributed to each unit that was deployed at the end of each map kind of like SoV group experience (but without the 99 exp cap and adjusted for each unit’s level so lower level units gain more exp).
SoV group experience is a good shout, I like that idea
"I can imagine a mech game". Go play Super Robot Wars and see how that game treats money as Bonus EXP for the mechs.
The training system from the warriors games is great, but in practice I don’t see it working well for a mainline fire emblem game, in warriors games the level up with gold system exists so that you never feel handicapped from choosing to experiment with all the unique play styles each character has. For it to work in a traditional fire emblem game, it would need to be tweaked significantly or given some drawback. i.e. when using gold to level up, your growths would be restricted to base rates, incentivising players to level up their army through combat, but allowing players the option to boost a weaker unit who is just below a threshold. In most situations in modern fire emblem, it would almost always be better to invest your gold into weapon upgrades instead.
I liked being able to shore up my weaker units in FE10 with the BEXP as I felt I got greater value per BEXP spent, even if ultimately I could only bring ten units with me for the final maps. I like deploying units for the map I'm on, and not just because I want a unit to gain experience. In other games, if I want someone to get any development, I need to deploy them, even if I have to on maps where their strengths don't help and they are very limited in what they can do, possibly forgoing a more tactically sensible pick. Or if there is a map late in the game that one unit is good to have in, and the unit is introduced early on, then I have to look into the future and see this unit needs to be deployed on earlier maps or they will fall behind before their potential can be realized. Here, I don't have to play favorites, and can always send the best units for the job and for every map's objectives and terrain. I also like how I can choose to use FE10's experience to shore up weak stats on more lopsided units (even though that makes using master seals and crowns less desirable to use early) or I can just give a small boost to exp gained over time. Yes, Laura has great growths, but the only experience point gained that matters to growths is the last one. You can level a unit up to 99 EXP before each battle and let them gain the last point on their own to still let them try for more stat increases. I do think that BEXP breaks units who cap stats early in an unintended way in FE10 specifically, but I scratch my head on how to prevent that and still keep that aspect that made it truly fun to use.
The Training system from Three Hopes is in Warriors 1 too, btw Also Echoes technically has BEXP
The training system from the warriors games is a mainstay for that genre, a lot of the dynasty warriors games and the Zelda ones have it so that you’re not penalised from prioritising one character, and can test out all the different character play styles without feeling like you’re wasting potential (which is a common problem in fire emblem)
The cool thing about BEXP is that it doesn’t make you feel bad when you want to promote someone before the chapter starts but don't want to waste 95 EXP points.
I love bonus experience! It's one of my favorite things about the Tellius games. It's one of the main reasons why I always try to complete maps quickly in Path of Radiance and Radiant Dawn. In PoR I like to dump BEXP into Oscar to promote him before Ch 8. Using a good amount on Marcia is pretty common for me too. I do think the RD system is better overall but I like both. If they do it again using the RD method again would probably work pretty well.
I think "Training" as the bonus experience mechanic would be cool. It's just Bonus experience per chapter but you have to use it that specific chapter and only on units who weren't deployed.
On Normal mode, Awakening's Reeking Box pays for itself. They cost 500 each, and like any skirmish, there's always at least one 1000G Bullion the enemy drops, often more for late game maps. Note this is only Normal mode. Hard and Lunatic raise the cost to 4800G.
LMAOOOO this is actual top tier sponsorship segment
Honestly a good feature to keep the game from slowing down if you can accumulate exp for how good you play the game. I can see it be fun to boost your healers or lagging units instantly when needed. Healers I usually evolve when they hit 20 to be op but this could make that easier as a result. Or reverse and solo run The later games could definitely use this same as the older ones
I like the idea of bonus exp you can store and give to a unit that could use it. Awakening the random exp bonus is nice but wish it was always given same with a weapon drop. Would make runs more interesting especially early game. That same with villager units could definitely use it to top them off and go from zero to hero in an actual training arc
I only have one question, and that is why the hell did Ayra, my SWEET AYRA, given castle duty?
I love ATB , in FFXIII Trilogy & Atelier Ryza Trilogy