Like others have said, just make him start at level one and that's it. Not every gameplay aspect has to be explained plot-wise, for the love of God. At this point of the series, the gameplay and plot are so thrilling that you'll forget about it.
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I would like to see something like that in KH. Not with the command deck though.Funnily enough, this reminded me of the Sphere Grid from Final Fantasy X and the License System from Final Fantasy XII. If they could come up with that through the stat matrix, that would be awesome.
I would like to see something like that in KH. Not with the command deck though.
I'm surprised my idea is so well received and maybe work in a similar growth system that KH1 set up (you know the staff, sword, shield/ questions combo?) which will determine the stat boosts upon level up? ( like choose the sword, lose the staff= more attack boost, less MP and Magic)
Awesome. I can actually picture this working. A lot. If only for a sidegame, I would like Nomura and his team(s) to give a system like this a try.no for example it would be like this, and BTW I think Magic defense and defense should be merged
Choose the sword, lose the shield= Attack +5, Defense+1, Magic +3, HP+10, MP +30
Choose the shield, lose the staff= Attack +3, Defense +5, Magic +1, HP +50, MP +10
See where I'm going with this?
Assuming that KH3 even still uses segmented areas anymore.God, when he said that statement about endgame mobility, I can picture the player (us) skipping locations for, like, three seconds. Enter A place, get to B in 3 seconds and so on.
Nice observation. It's possible that with the PS4's power they can deliver us bigger worlds with little to no loading times.Assuming that KH3 even still uses segmented areas anymore.