Editing Talk:System Sector

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:Blue-green: Larger than normal.  [[User:Blackchaos27|Blackchaos27]] ([[User talk:Blackchaos27|talk]]) 06:07, 27 July 2012 (UTC)
:Blue-green: Larger than normal.  [[User:Blackchaos27|Blackchaos27]] ([[User talk:Blackchaos27|talk]]) 06:07, 27 July 2012 (UTC)
::Yes, this information is still to be added to the enemy template but Kryten reached a dead end with his translation so this project is on hold for now. --[[User:ShardofTruth|ShardofTruth]] ([[User talk:ShardofTruth|talk]]) 09:00, 27 July 2012 (UTC)
::Yes, this information is still to be added to the enemy template but Kryten reached a dead end with his translation so this project is on hold for now. --[[User:ShardofTruth|ShardofTruth]] ([[User talk:ShardofTruth|talk]]) 09:00, 27 July 2012 (UTC)
==Naming and Linking==
What do we call specific System Sectors? Currently, under "Obtainment" sections and the [[Quests]] page, it has names like "System Sector 5-A". I worked out that the "5" is the world and the "A" is the sector but I doubt casual visitors would be able to understand it. If we continue doing this, we should link the name of the SS to the appropriate "Game:World#System Sectors" page to make it clearer. Alternatively, we could just use a better naming system but can anyone think of one? {{User:TheFifteenthMember/Sig1}} 18:57, 21 February 2014 (UTC)
:Absolutely we should link to the appropriate section on the respective Game-space page, no matter what. Unfortunately, there isn't a good naming system that doesn't hit the problem of two sectors in one area.  --{{User:Neumannz/SigTemplate}} 21:31, 21 February 2014 (UTC)
== Challenge types ==
Is it really necessary to list them all? They're already part of the System Sector templates and it seems unnecessary to list things like "Play at night" which only appears once. An example in the lead is enough to understand the system. {{User:TheFifteenthMember/Sig1}} 23:00, 31 August 2015 (UTC)
== Blue bugged heartless ==
The page currently lists blue bugged enemies as being normal, but in my experience, they aren't entirely normal. They do generally take a little bit more damage to kill compared to normal Heartless (yellow bugs incidentally seem to take less damage to kill in my experience), but the more notable feature is their tendency to occasionally go almost entirely invisible. They can still be located with the targeting reticule and locking on, but when facing them in swarms as happens in some sectors, or when distracted by normal heartless, the lack of visibility can lead to Sora getting ambushed by an enemy that approached unnoticed. --[[Special:Contributions/8.20.65.4|8.20.65.4]] 19:14, 12 January 2023 (UTC)
:Looked through some gameplay footage just now - you're right. I hadn't noticed that they don't do the fade thing when in a non-blue aura, interesting.
:Since the first enemies the player faces have a blue aura, and bugged multi-phase bosses go from blue -> yellow -> red -> green, I guess I just figured blue was vanilla. --[[User:Boblers|Boblers]] ([[User talk:Boblers|talk]]) 17:36, 13 January 2023 (UTC)
::I translated the Ultimania descriptions of the different colors:
*Bug: Yellow (Fast)
:The speed of all actions, such as movement and attacks, is double that of non-bugged enemies.
*Bug: Blue (Invisible)
:Becomes invisible. When it attack, when it is attacked by the player, or when the target mark overlaps, it will be visible for a short period of time.
*Bug: Red (Violent)
:Does not flinch when attacked by an opponent and continues to act. The interval between attacks is shorter than that of non-bugged enemies.
*Bug: Green (Giant)
:Body size is increased by 1.5 times, HP is doubled, and defense is increased by 1.25 times. Does not flinch when hit by an opponent's attack, but continues to act. The interval between attacks is longer than that of non-bugged enemies.
::So, the blue ones indeed turn invisible. Also, both the red and green ones are immune to flinching, but the red ones attack more and the green ones less often. {{User:TheSilentHero/Sig}} 18:43, 13 January 2023 (UTC)

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