Dovahqveen wrote:Hello friends!!!
I'm not as much of a veteran player in games like PSO or even PSO2, but I've definitely got to develop a perspective on PSU's play style. Although I completely cherish all of my memories of the game, most of those memories were created outside of the mission areas. In general, I found lots of the missions to be lackluster, and made me question why they were in the game at all. Most are based directly off of events from the storyline, but not a lot of people are going to appreciate just that. It's not that hunting around and killing enemies is boring, but in hindsight, no one wanted to run missions like Mad Beasts, Unsafe Passage, and numerous amounts of Moatoob missions, which all seemed to be the same anyways.
I turned to prefer the social aspect of the game because...
1.) Each time I wanted to actually look for items to farm... they were always there for me in the same mission (((not White Beast or anything))).
2.) I longed for event missions- event missions, unlike the regular ones, would give great drops, great xp, interesting and sometimes new and exclusive enemies that gave, hey, NEW AND EXCLUSIVE DROPS, and lots of the missions looked pretty and had great soundtracks!!
3.) I was sick and tired of receiving Cladorian and Par Wood as a reward for spending 20 minutes of my life killing Svaltuses alone because no one else wanted to.
4.) Boards just generally looked unattractive to me because of how much effort you could put in and still fail miserably. What was worse was if it was a rare board that can only be dropped, it was gone forever after you created (or failed to create) your item, which was most likely only once.
5.) Grinding for my bot was fun... for my first 40 levels. After she evolved into the PM stage, it excited me that I could finally take my baby out for walks! 5 missions later, I seized to find reason to take her out anymore. She just miserably sat in my room all day, catering to customers in my shop. I wanted better for her!
I'm sure lots of people would agree with me on the boards situation. The success rate, sometimes just being above 50%, would make me lose hope in making the weapon. I would always much rather prefer simply stepping behind my counter, looking up a decent 5/10 version of it with a good attribute percentage, and spending astronomical amounts of meseta than to go out looking for items that I knew I wouldn't be able to find OR items that are all jumbled into the same mission. Moreover, what if the board was an event exclusive item, say for example. If it breaks, I would never be able to have the chance to make whatever item the board contained again. Just thinking about that is frustrating. All of the items you found for it are GONE, obliterated, and your precious board and item are thrown into subspace as well. IT WAS A LOSE-LOSE SITUATION MAN.
In terms of bots and PMs, I don't remember clearly if taking them out had some effect on them, but why not make them even more useful, and implement an item tracking system on them? Not only would they help fight for you, but instead of saying pointless things like "These creatures are aesthetically charming!" and "Oh-ho ho!" They can identify enemies and areas, and tell the player if they can contain items included in boards that they have stored inside them. This is an otherworldly suggestion, but if that existed, I would be supremely interested in board synthesis.
To sum it up, I think items should be better distributed between missions. Let's relieve players of their constant running of White Beast. Let's find ways to help obtain exclusive items casually, and not make certain exchange missions useless to new players who didn't have a chance to play event missions. It might take work, but the final product would be more... appreciable. In my opinion, at least I would want to run around to each planet finding certain items and weapons. It shouldn't have to be a single item for each run, but at least give the shittier missions a purpose.
PS: Bruh imagine these tiny ass bots with JP weapons
Event missions were fun and challenge. The downside was it made rares and materials too accessible to players; Which caused inflation in PSU economy. Lightning Event and Shred the Darkness did do something cool so I want to pitch this idea: how about using photons or collectibles like photon drops (and crystals) as currency to run these kind of maps. The idea might add replay value to neglected event maps so make people play them longer. What do you think dovahqueen?
I just thought of this but the missions you can play on the 3rd floor. What made them so much fun that gave gamers the incentive to replay those maps? Maybe that can applied to the regular missions.
This just came to mind: is it possible for pa frags to have another use aside from trading for physical discs to learn Photon artes (strike, bullet or technics)?