KobaBeach wrote:I was bored and so I replayed FFVIII, up until a bit after where I was last time, all while trying to make sure that I got Siren when fighting Elvoret
Only took me 3 and a half hours, no biggie (I'm not the most rational person)
Heh, I was gonna actually recommend you just restarting, since GFs are super useful especially early on, but I wasn't sure how you'd take it, so I didn't. Glad you got Siren, though; she's got some useful abilities, and an extra magic junction is always helpful.
KobaBeach wrote:I'm about to go to Timber
Triple Triad is kinda neat, but I'm p. bad at it
It takes some practice. I recommend playing defensively. Once you've obtained a few cards with strong corners (that is, numbers 7 or higher on both of any of the card's four corners; you should have the Ifrit card, which is one of these), it becomes very unlikely you'll lose against normal players (whose cards' values will never exceed 7). Play those cards in ways in which the opponent can't take it no matter what it plays; obviously, the more of these strong defensive cards you have, the better. You may want to consult an FAQ to find out which people have one-of-a-kind cards (which are almost always extremely powerful), since it's pretty arbitrary (for instance, the Quistis groupies in the Garden cafeteria use the Quistis card, and the boy in blue running around the Garden's halls uses Minimog). You can also learn Quezacotl's "Card" ability and try to turn enemies into cards. While most enemies will be turned into their own card, there's a small (about 1/8) chance you'll instead turn them into a "Boss" card. These are weaker than GF and Character cards, but are still plenty stronger than the ones you'll find on most players. Outside Balamb Garden, Bite Bugs can sometimes be carded into Elvoret cards, and Glacial Eyes can sometimes be Carded into Jumbo Cactuar cards, both excellent "Corner" cards.
Other than that, practice, practice, practice. Later on, you'll find that other regions have different rules... once you offer to play a game with them, if your last opponent was from outside that region, they'll ask you to combine rulesets (for instance, the first time you play with someone in Timber, they'll ask to use their rules and Balamb's). Once the Triple Triad screen opens, you can play a game, or cancel out of the menu, and the same thing will happen: there's a chance of either a rule from the region you were just in being "spread", meaning everyone will now use it, or a chance of one of the new region's rules being abolished (no one will use it again). You can save before playing and reload if a rule you didn't want to spread does, or you *really* want a rule abolished. Balamb is one of the only regions that, by default, has the Open rule in effect. You'll absolutely want to spread that to every region in the game, as without it, the computer flagrantly cheats. Their last card will always magically be *just* the one it needs to beat you, especially under the Same and Plus rules. Also, many regions have the horrid, horrid "Random" rule in effect, which forces your cards to be selected at random. Obviously, this has absolutely no effect on the AI, whose cards are random *anyhow*, but it seriously screws *you* over, since there's little reason to use anything other than boss, GF, or Character cards, and it almost always gives you really crappy cards. Abolish this at all costs. It takes a while, but you'll be glad you did. Especially get rid of it in Dollet, as there's a card-based subquest that originates there which requires you *lose* certain cards to someone. Obviously Random makes that much, much harder.
Phew. Sorry about the wall of text. I just love Triple Triad.
KobaBeach wrote:Drawing spells is kinda tedious but I don't mind (I try to draw at least 20+ of one spell, except for Cure, of which I have like 65+ on Squall, Zell and Selphie each and a few like Protect and Esuna that I have really few of because eh)
Drawing magic will become considerably easier once you get a higher magic stat. Once everyone has a magic junction and a decent set of spells junctioned to it, you'll find that it's rare that you won't draw 9 at a time. Though tedious, it's worth getting 100 of many spells, not to use, so much as to junction, as the more spells you junction to a stat, the better the effect. Yeah, it's kinda weird that you stock all these spells and end up not using most of them to keep your stats high, but... yeah.