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MrMystery

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About MrMystery

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  1. To offer a slightly different opinion on the Magic Key diversity, personally I found it kind of convenient to be able to find some of the weaker-ranked monsters in the Magic Keys; I often liked training up themed teams of some of the weaker monsters (for instance, going for Golem, Dragon, and MadKnight for the DQ1 bosses), so it was helpful to be able to find those without issue. I see why it's annoying to find SpotSlimes in random places when you're looking for more rare stuff, but it's still nice, especially for things like Drackys which actually take some effort to breed. Maybe weighting the keys more toward the higher-ranked stuff would be better, but I feel as if even the lower-ranked things should still be available, even if made comparatively rare. It's fun seeing weak things like Petiteels suddenly end up with really good stats, and as someone who's spent countless hours dungeon crawling Magic Keys on the vanilla version, it would be a shame to see some of that variety disappear. Sure, you can always just spend a bit of extra time breeding them, but that argument applies to every monster. If you're still revising the hack more, you should definitely look at making that an option, especially as it shouldn't affect people hunting for the rarer stuff. Also, as an idea for helping bosses be harder, is there some way to give enemies multiple actions per turn? I'm not quite sure how you would code that, if it were even possible, but making some of the end-game and Magic Key bosses harder and have a distinct advantage over the player could be interesting. Also, some way to force the player to beat a boss within a specified number of rounds (which is a common mechanic in other DQ games) could be fun; for instance, maybe you can recruit a Magic Key boss if you beat it in 5 turns or less or something like that. Estark, who frequently shows up as a post-game boss, has that caveat quite frequently, for instance.
  2. As to follow the video most exactly, all of the disks I have created have been the maximum level; however, changing the level does not appear to affect the rewards from the disk. I'm guessing though that there's something else in the game I need to do first to get the results I'm looking for, as before I made this post I went through all of the standard trouble-shooting procedures. Looking at the video may help clarify exactly what I'm doing.
  3. That is not the issue though; the issue is the type of monster showing up as the reward not matching the videos or online walkthroughs, not the chance at getting the monster. Even when the codes for the disk are exactly the same as what the people in the YouTube videos are using, the monster rewards are of different ranks than what I am trying to get, and why that is the case is what I am trying to determine.
  4. The rewards for completing each disk pop up under the name in the menu when you create them though, so that shouldn't be the issue. I've also completed a ton of them at S-rank anyway hunting for the rank A monsters, and no sort of surprise reward or whatever has popped up. In the videos, they didn't need to complete the disks extra times or anything like that to see what they were supposed to get.
  5. Hi all, After beating the post-game for DQMJ3P (with the new final boss), I was looking around for a way to get some of the SS-ranked monsters in a bit less of a tedious manner. According to a few different YouTube videos and Japanese sites (for instance, https://www.youtube.com/watch?v=Ps9SRbfSZ9g), I should be able to get disks with SS-ranked monsters as rewards fairly easily. Despite this, even when using the exact same combinations of key words that they are using in the guides and videos (きらめく and 美しい for the monster key words), I'm not getting any monster rewards past rank A. Is there some additional upgrade or something I need to unlock for the disk machine besides just the key words? None of the Japanese sites I've looked at have said anything besides just using these key words, and even someone's Gamefaqs post didn't seem to indicate there was anything else. What am I missing?
  6. @jonahstrix I think especially for a game like this, having the unpredictability is kind of fun, and having Darck replaced with a SpotSlime or having Divinegons appear in Oasis is only part of the fun. Here's a list of features that I kind of hoped to find in a randomizer for this game (some of which may not be too feasible) -Wild monsters, boss monsters, foreign master monsters, and arena monsters are all completely randomized -Base stats shuffled around randomly, or perhaps something to redistribute them with the same totals -Skills shuffled around in a non-buggy way (no HighJump everywhere, and monsters probably shouldn't start with upgraded skills) -Monster families shuffled -If possible, randomize the world maps for Oasis, Pirate, Ice, etc. I'm not sure how you would do this while making sure that the map is still navigable and the same order of events is required (no matter how the Ice map is reshuffled, you still need to beat the mine, go back to Norden and beat "AgDevil," then save the other two castles) -Magic Key monsters should be shuffled somehow, although I'm not sure how (probably in accordance with their new monster familes) -There should be an option to shuffle breeding paths, or at least rearrange them (e.g. KingSlime+GoldGolem always gets you something specific, but whatever it ends up being is random). For extra chaos, arguably the purpose of randomizers, this should at least be an option -There should be some difficulty toggles, at least to the point where if I want I can effectively create a new kaizo hack with every playthrough Just some thoughts.
  7. I would definitely agree with the comments above, although I have never had any crashes when viewing monsters with different families even when they weren't vanilla. However, I do think not automatically being given ArmyAnt and MadGopher in Pirate is an interesting change and challenge, particularly for speedrunning attempts; it forces you to plan ahead with catching different families of monsters, or consider doing C class early to get a Magic Key (where spawns aren't randomized and you have a decent chance of getting something that helps). Getting a monster with a dance skill is kind of a pain, although I've had pretty good luck with getting something with either Magic Keys or careful Library checking, and the Kid's Class battle can be beaten even with hard skills (maybe excluding things like HellBlast that demand good RNG to dodge) if you find monsters with good resistances. As for the HighJump moves, through some testing I have discovered that they aren't all the same move; for instance, some crash the game when used through the menu outside of battle, and some do different things in battle (most involve skipping the monster's turn in some way). This should probably be remedied in a better randomizer, but it's avoidable. And I would also say that letting monsters have weird moves in the wild (for instance WhiteAir or WhiteFire) makes some parts easier, but also adds another layer of nuance to the optimal strategy; sometimes weak stats prevent monsters with good skills being useful, and the fickle AI makes it hard to exploit unless you get lucky or spend lots of money on Ribs. Overall, it's a fun randomizer, and with some refinements it could be fun for racing (or even in its current state, competing to see who can unlock Ice Key fastest would be interesting); I also know that some other people have worked on their own randomizers, which are also worth a shot maybe.
  8. MrMystery

    DWM2 Battle Music

    Thanks! I only have the free version, but I can probably figure out something.
  9. I was curious as to if anyone had the sheet music to the DWM2 Battle Music or knew where to find it. I thought it would be interesting to learn how to play. Thanks in advance!
  10. The art for Torneko doesn't seem like the type of art you would see for a Dragon Quest game. It's a bit too dark for my liking. And I'm now going to have nightmares about that WindBeast's face.
  11. MrMystery

    Finally playing DQM TWL!

    I know that you wouldn't run it on your PC, but you could still have malware that compromises your 3DS. Like Plattym3 said, do not expect that much sense about malware. Maybe you could do something with the eShop. However, this is rapidly getting off track.
  12. MrMystery

    Finally playing DQM TWL!

    I would consider downloading a program to bypass region-lock on my American 3DS, but I am paranoid about malware. I haven't been using my 3DS that much lately, but I would prefer not to take the chance unless I have verification that the programs are safe. Back on topic, I have heard that the Infinite Battles after you beat the game in the gate with the jester are fun. Just breed very often and upgrade your skillsets, and you should be fine.
  13. Does anyone have any advice?
  14. 1. Is there a reliable way to get the "Shimofuriniku" without paying? I have been trying to use the drops from the various special events to get some, but it is really slow and arduous. 2. What is the best way to train without waiting for the "Metal Festival" events? 3. What is the best way to upgrade the skills on your monsters? Help would be appreciated.
  15. MrMystery

    Monster Parade help

    Thanks. Is there any way to have multiple skills on a monster? When I've been doing the synthesis-esque process, I haven't figured out how to get multiple skills on one of my monsters.
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