Magic Points

For discussion of Lunar: Eternal Blue, the original game for the Sega CD
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Nitemares
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Magic Points

Postby Nitemares » Sat Sep 12, 2009 2:29 pm

when i replayed lunar eternal blue for the sega cd a couple months ago, i actually thought that the magic points were cool.

it wasn't that big of a pain as some people complained about, when you save, it hardly takes any points at all and it averages out anyways when you go up in levels and defeat enemies, you only go up to level 30 (i think) for your magic to raise them in level.

i think they should have kept it in the playstation version, am i the only one that thinks this?

probably so.

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Alunissage
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Re: Magic Points

Postby Alunissage » Sun Sep 13, 2009 9:17 pm

No, you're not. I've always liked the Magic Experience points and having the option of deciding what types of spells to concentrate on. I'm pretty sure other people have liked them too, although they complain about the paying for saves in the US version (which never bothered me).

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Kizyr
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Re: Magic Points

Postby Kizyr » Sun Sep 13, 2009 10:20 pm

I'm in agreement here. The MEXP system was a great way to customize the kind of spells you wanted to power up. Although it was a bit limited (e.g., there was zero point to levelling up Hiro's wind magic after the haunted mansion), it gave you greater leeway to play the game how you wanted (I always loved levelling up Ronfar's chance magic, since his dice spells were by far my favorites).

There was also the awesome tie-in to Jean's story with how levelling up her dance magic was the only way to defeat Lunn.

Those kind of subtleties were lost in the remake. I do think they added some really neat points to make up for it (crest combinations, extra dungeons, etc.) but I don't see how it could've hurt to retain the MEXP system and ditch the paying-for-saves aspect (which was the only thing people really complained about). KF
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Alunissage
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Re: Magic Points

Postby Alunissage » Sun Sep 13, 2009 11:52 pm

Actually, I think JWL noted once that you can just defend repeatedly against Lunn's Chameleon attack and he'll eventually attack, or something like that. Haven't tried it myself.

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Kizyr
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Re: Magic Points

Postby Kizyr » Mon Sep 14, 2009 1:44 am

Alunissage wrote:Actually, I think JWL noted once that you can just defend repeatedly against Lunn's Chameleon attack and he'll eventually attack, or something like that. Haven't tried it myself.

I did that and he killed me. Constantly. I think the only way to beat him without building up Jean's dance magic is to just level up high first. KF
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liquidpolicenaut
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Re: Magic Points

Postby liquidpolicenaut » Tue Sep 15, 2009 4:52 am

Glad to know I am not alone in saying I actually liked the Magic XP. points system in Lunar:EB. Paying for the saves with the MPs was also never a bother to me and never understood why such a huge deal was made over it...
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Shiva Indis
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Re: Magic Points

Postby Shiva Indis » Tue Oct 06, 2009 8:24 pm

I also missed magic experience in the remake... If there's a PSP Lunar 2 I hope they keep Vanguard Works away from it. I didn't get into their crest thing. (Sadly I don't think there's any help for the cutscenes...)

As for MEXP to save, the one time you can't save because you don't have the resources is one time too many. I got used to it, but in retrospect it just left a bad taste in my mouth.
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ilovemyguitar
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Re: Magic Points

Postby ilovemyguitar » Tue Oct 06, 2009 9:02 pm

I think that if another version of Lunar 2 were to be made I'd want it to have both the MEXP system and the PSX version's expanded crest system. Some new, fresh gameplay stuff would be welcome as well.
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