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  4. 1) 55 /U will not be easy to get or even buy since /u cores and /u weapons that people don't want and will turn to cores will jump in price due to initial demand would cost between 5-10 million so in total (275-550m) for a single weapon multiple that by 6 for a set and you get 1.6-3.3 billion . I don't know anyone in game with that kind of meseta yet haahaha. Some /U even end up costing in the market between 100k-1m because no one want them so this could help new players as well. Another point not everyone likes farming none stop, I personally make a big part of my money form Merchanting and paying close attention to the market than farming. 2) Breakable will be a mess especially for newer and casual players. Reality most players will just get away and avoid /U after they break a few weapons and got for SPECIAL WEAPONS and Customs, This is why you will see people now more often use Custom as their only weapons since they don't want to deal with Breakable some of these people are VERY wealthy in the game and Farm a LOT. But if you are a class type like Acromaster for example you not going to break and farm till you get 24 weapons /U+ not going to happen. Especially some very difficult to get weapons that are not even in the market such as H. Rappy Paraol/U, Rep Yupke/U, SangeYasha/U, Shark Puppet/U. 2 of those Weapons even with Auguish missions with supposed increased drop rate and not even in the market. I did a test by the way making CLEM camp weapons into +10 try it yourself, if they fail count them and NPC them and try again. Now tell me after trying that out, are you going to farm for example 20+ Rappy Parasol/U / or worse 100 Sangeyasha/U to get a full set since it will go through the roof and sell for over 99m? Personally I will not farm them or spend 100m to try again.... That moment will be the moment I decide to stop playing the game and move on to another. I like to progress via consistency and time investment not based on RNG. I knew a player that I played a few times and a friend told me that quit since he waste all his money trying to get Dark Bridge. Lost around a billion got nothing due to RNG, I don't want to experience playing RNG roulette and lose 100m+. While others get "lucky". Something I notice, this may be my imagination but is something I notice in last event, that I farmed some /U multiple times but others I didn't get a single one and I farmed over 100 hours with booster on. Seems I am lucky with certain type of weapons than others types, someone told me before you more likely to get certain weapons depending on player ID but this may be just a rumor. I am very lucky when it comes to Guns but not other types of weapons I do use and have brought in my main 95% of my weapons from player market since I usually get drops from other classes I don't use. Personally I would prefer if things stay as they are because this system would force me to limit myself to a few weapons. Do you like switching to other weapons from time to time as well? Especially when using same PA for a weapon gets very boring. Having an arsenal of multiple weapons is one of the greatest joys I have in this game that would be lost with this system. Completely agree that weapons that are already 50% should still be 50% after upgrade. I love melee weapons and their PA's they are so AWESOME! guns and TECNICs get boring so fast they feel so "basic" in comparison. I would personally just stop playing the game to be honest if I was in a situation I would have to stop using melee do to a disadvantage since Melee PA's is what pulled me to this game not the TECNICs and guns.
  5. KINGDOM HEARTS UI VERSION 2.00 IS RELEASED. This is the playstation 2 button icon UI had been overhaul to become V2 - Patch note - Character HUD LV and HP changes Damage Number font has been adjusted Weapon palette overhaul Weapon Icon has been changed Item icon has been adjusted JA Icon changes Item Rank has been adjusted Star rarity changed Button icon overhaul Grinding been overhaul Equip Icon changed
  6. Anguished missions are S4 missions with boosted enemies, but boosted drops. Target Missions Lightning Beasts Village Defense Dusty Mines Enemy Boosts +25% HP +50% ATP / TP +200% Stamina +100% EXP Additional Drops Lightning Beasts SONIC KNUCKLES☆ CROSS SCAR☆ PHOTON CLAW☆ AMORE ROSE☆ RAINBOW BATON☆ Increased /U Drop Rates Additional Drops Village Defense ?Special Rifle ?Special Longbow ?Special Handgun MOTAV PROPHECY☆ Increased /U Drop Rates Additional Drops Dusty Mines BELRA CANNON☆ PHOTON LAUNCHER☆ RAGE DE FEU☆ BLUEFULL CARD☆ NIDRA☆ Increased /U Drop Rates
  7. Hi there, When it comes to upgrading the weapons you should definitely not forget about the amp weapons because they are so expensive to get anyway and also should be upgradable to their respective U+ weapon Thanks
  8. While I think this is a fine suggestion and I prefer a system like this where it rewards consistency and time investment the big problem with this system is those that play a lot or have played a lot already have the resources and/or meseta to complete this system near instantly. I believe this is where the desire for breakable weapons returning comes from and why people want it back as they want something to work towards that will be a longer grind. Personally I would tolerate breakable Awakened /U weapons because it is meant for the true endgame ASSUMING multiple layers of RNG weren't stacked to screw you over (elemental %, breaking and even getting the weapon which is why people gravitate towards MF and GM to get rid of one of those RNG factors which 50% element fixed imo) AND drop rates were adequate for the supply of breaking weapons (mostly Melee weapons since you need so many and many people want them but imo drop rates are still not tuned well to the playerbase size and need a massive increase or more boxes with chances to drop weapons ESPECIALLY if weapons will be breaking for the endgame grind). I personally don't understand reverting of the 50% elemental change because a small subsect of people didn't feel satisfied getting "perfect" drops which with this system they can go on to break weapons for Awakened /U if they want the perfect weapon they had to work for. Basically I would just add Awakened as the Devs intended but keep Elemental % at 50% because people already complain that players are skewed towards MF and GM because they are easier to gear but the Elemental Change only makes it harder to gear Melee which only discourages more people from gearing for Melee leading them to MF or GM. This way people have a system to grind that will take a while to complete for very good Awakened /U weapons and it doesn't feel like Melee is only getting harder to gear for not much of a reason imo where myself and others simply won't play Melee if the gearing is that way. Normal /U weapons could still be unbreakable and go to 10/10 which would still be plenty fine to run Ultimate Difficulty making Awakened /U weapons a true endgame stage to build up without just being painful because of the RNG.
  9. Thanks Clem! SUPER excited about the lobby and having so many missions from multiple planets accessible from one counter. Makes partying so much easier. I think this is really needed for a 20+ year old game w/ a niche community. Right now everyone congregates in Colony 5th floor, but those missions get old after a while. Whenever I want to play different missions on different planets/lobbies, there's no-one to join or join my rooms. Looking forward to the new missions & lobby!!
  10. Earlier
  11. Jakoo56

    Hello

    Heya, thanks for taking the time to reply :). As mentionned previously, we're looking at ways to make the new gear not feel like a constant battle with the RNG system that the vanilla method of 10/10'ing a weapon had. I understand the feeling of having something removed, but I hope we can offer a system that resembles SEGA's idea a little more without all the pain of it. We're currently still in the process of looking at ideas and exploring what is and isn't possible and what feels or doesn't feel good. We hope to share more very soon! That... shouldn't have happened. Ideally, feedback is good. I understand the feeling of not being able to please everyone from a developer's point of view, but this shouldn't have happened. I'd like to apologize for these previous events. We're keeping an eye out to avoid this kind of behavior. Thank you for sharing with us. I've read over the mentioned post and I'm keeping a mental notes for next time we're able to brainstorm together. Thank you! Hope this answers some of the worries you've had. Sorry for not being able to share more at the moment.
  12. Regarding Customize Weapons, to clarify, are all further introduced Line Sets going to have inherent set bonuses with all Customize Weapons, or are there going to be Line Sets that are Best In Slot for use with /U+ weapons and different Line Sets that are Best In Slot used with Customize Weapons? Because the latter is a coupling precedent I wouldn't exactly be thrilled about.
  13. Xeus

    Hello

    Greetings Jakoo56 thank you for been here to listen to the community. I doubt is equal, it must be a very small minority that wants to refarm/buy weapons after permanently broking them multiple times or striking weapons to go from 50% to be downgraded after "Awakening" . Since I have not meet a single player in-game with this opinion. It must be some sort of masochists hahaha that make up 1% of the community. Since I have discusses this coming change with many players in game all the way back to the 15/15 terrible idea and now the replacement is even worse. Many players even opted to get rid of all their /U and switch to custom since they don't want to deal with 2 dreaded RNG stacked together when dealing with Striking weapons. I know people that are very upset about this coming change including players that have played for a long time, some seem to be not as active now, others don't log back into the game and I know a well know player in the community that preferred striking class that ended deleting their account after a DEV in discord told community that complained to "suck it up" and that they were been too spoiled. The vast majority of the community 99% don't want permanent broken weapons back. The majority of the player base dread having to upgrade to even 10/10 already which is why people in the player market rather pay a lot more to buy 10/10 weapons. This is especially true to people that play striking classes which requires multiple weapons with 6 sets of them. I think that the community should be allowed to be more involved and there should be polls to decide big changes like these. I wrote my own suggestion, which avoid many of the problems of the currently suggested awakening system using /U Cores instead.
  14. I just wrote this suggestion an alternative to use /U cores for upgrading without the need to rely on RNG to upgrade.
  15. Awakening Weapon: To Awaken weapon you need same weapon, so you will need to buy another. It will be 100% and 50% element for striker weapons. Awakening the weapon going to require: 15 /U Cores for Striking weapons + same weapon 20 /U cores for Bullet & TECNICs weapons + same weapon Upgrading Weapon: Instead of RNG and permanent broken weapons it would require /U cores to upgrade weapons after awakening. Striking cores requirement: +1 (1 core) +2 (2 cores) +3 (3 cores) +4 (4 cores) +5 (5 cores) +6 (6 cores) +7 (7 cores) +8 (8 cores) +9 (9 cores) +10 (10 core) For +10 it would require a total of 55 /U Striking cores per weapon Which means 330 Saber /U cores to have a 6 elemental weapon set for a Saber /U weapon Bullet & TECNICs cores requirement: +1 (2 core) +2 (4 cores) +3 (6 cores) +4 (8 cores) +5 (10 cores) +6 (12 cores) +7 (14 cores) +8 (16 cores) +9 (18 cores) +10 (20 core) For +10 it would require a total of 110 /U Bullet & TECNIC weapons cores This suggestion have many positives that solve the planned Awakened problems that many in the community don't want: No frustrating RNG breakable weapons No downgrade of 50% element striking weapon to a frustrating RNG 35-50% system that will negative affect striking class unfairly The /U can be added in the Photonic Forging Lab and code could probably be reused for ease of implementation It will help balance the game market when /U is implemented since a lot of /U will drop which means even useless /U will have worth for players Needing same weapon for initial awakening will help some /U keep their value instead of dropping due to the increased rate of /U in the server when /U is implemented Helps a lot with shopping limitation of only 32 items since you can just convert lots of useless /U that no one buys into /U cores and have them stacked like you do with current Cores Market not going to be flooded with lots of broken /U weapons that failed which will be a complete mess. It will be hard to get 110 /U cores but it will keep players addicted to the game since each time they get a /U they making little progress. Instead of brining dread to players who will quit the game when they roll %50 element striking weapons only for the weapon to fail to even reach +7 due to be permanent broken at 6/6
  16. Zeta

    Hello

    That's a great answer, actually. I'll be looking forward to seeing what you come up with.
  17. Jakoo56

    Hello

    That one is a little tough to answer at the moment. We've seen the feedback and we're aware of the concerns people may have. I've passed it along and we've been debating on ways to make it feel better than what was originally there with the regular 10/10 experience. We've heard equal feedback that people are unsatisfied with getting the best possible scenario every time they acquire a weapon. Ultimately (no pun intended), we're exploring and testing multiple scenarios. I understand this may not be the answer you were looking for, but we hope to share more soon regarding this specific feature and everything else coming with ultimate.
  18. Zeta

    Hello

    Glad to have both of you back. @MarmaladeFrom the perspective of some guy who just plays the server (I don't use discord and mostly play solo so I'm likely unaware of whatever's going on behind the scenes), I don't think you have much to apologize for. With some small exceptions, Clementine has been great since I joined it way back when the level cap was 59. I didn't like the first couple custom missions, and the game wasn't too fun in the period where we had S4 but no GAS... but those are pretty small issues, all things concerned. The latter is understandable from a technical standpoint and obviously not an issue anymore, and in the case of custom missions they've gotten way better over time. I think I'd count Beckoning Woods as my favorite event mission, played it so much I maxed GAS on both of my main types at the time. Figure I might as well ask about the elephant, then -- what are your thoughts on the return of unrepairable grind breaks for U difficulty? I think I've made my opinions on that clear in other threads so I won't repeat myself, but like... is there a possibility of it being reconsidered due to player feedback or should we be expecting it to go ahead as is?
  19. Hi, I just wanted to write a quick thing, and say hello! I know that in the past I haven't exactly been on my A game at times, and for a good while I'm sure that it was incredibly frustrating for a lot of you. At times I wasn't responsive or helpful, nor was I good at managing or directing people in a healthy way. Some of you know and some of you probably don't, but my mental and physical health had declined quite steadily in the last 5 years of my time in Clementine's development. Realistically I should have taken a healthy break, but I was glued to it and really the only way that I could change it at the time was to just cut it all out. I did repeatedly try to take a break after summer, but it just never seemed to go anywhere. I have learned a lot from it and honestly I want to do better for it. While it may be far too late, and it may not hold any merit, I'm sorry that I let it affect Clementine as a project, its direction, as well as all of you as a community. I'm in a better place now, but, yeah... I had to deal with some shit, and I am sorry that you had to deal with some of my shit too. I plan to do better overall, not just for Clementine and the community, but for my own quality of life as well. As Jakoo said, our input may not be immediately noticeable, but having been away for a reasonable amount of time, we have a new and fresh perspective. We are also putting time into actually playing, so we can see things from your perspective as well. Clem on
  20. Eggpsu

    Hello

    Welcome Back!!!! Wishing you guys the best of luck!
  21. Miryks

    Hello

    Welcome Back the lovely Jakoo and Marmy! glad to see yall return!
  22. My log in information is correct, and i tried to make another account and still get this error when trying to log in.
  23. Jakoo56

    Hello

    Hello everyone! It has been a minute :). As some of you might have noticed on the discord, Marmalade and I are back in the development team. For those of you who may be newer here, nice to meet you! After taking a little breather and gaining some fresh perspectives, we're super excited to dive back into the mix. Marmalade will be joining back to bring more stability and new / missing features to clementine. As for myself, I will be happily joining back as an administrator. My mission has been shifted to creating tools for the developers and the bridge for communication between players and developers. If you have any concerns, suggestions, comments, please don't hesitate to reach out. I will do my best to communicate with both the development team and the players in an attempt to both gather what players expect of us and what developers intend to do with all the changes to get the best PSU possible into the players' hands. We may not have an immediate impact as we're both a little rusty when it comes to PSU, but we're slowly getting back into fixing bugs and helping wherever we can. We've missed you all and can't wait to catch up with everyone and see where we can take things next!
  24. Anguished missions are S4 missions with boosted enemies, but boosted drops. Target Missions Mechanical Ghost Aquatic Mama Sinners' Banquet Enemy Boosts +25% HP +50% ATP / TP +200% Stamina +100% EXP Additional Drops Mechanical Ghost AMORE ROSE☆ ?Special Grenade ?Special Twin Handguns ?Special Wand Bloodspear V. Bram/U Increased /U Drop Rates Additional Drops Aquatic Mama CROSS SCAR☆ PHOTON CLAW☆ ?Special Rifle ?Special Longbow ?Special Handgun Nanoblast Edge/U Increased /U Drop Rates Additional Drops Sinners' Banquet ?Special Knuckles RAINBOW BATON☆ PHOTON LAUNCHER☆ BLUEFULL CARD☆ ?Special TCSM Sangeyasha/U Increased /U Drop Rates
  25. As one of the people who's extremely dissatisfied with the update, I'd encourage you to give the game a try anyway. The update only concerns Ultimate difficulty and endgame weapons, which will be something that's far off as a new player (especially if you choose not to rush through the early game). Also, the update isn't even out yet - things could change between then and now. Plus, the main concern with this update is how badly it's going to screw Striking players - if you choose a ranged or tech class, you might not mind it all that much.
  26. Man...I was in the middle of downloading this. Haven't even made an account yet. According to people, the devs don't listen and this update is going to, basically, kill the experience for everyone? I'm now debating if I even should install this or not, if it's truly the case.
  27. I normally try to keep my posts pretty positive, since I really do appreciate all the work the Clementine team do. Ultimate difficulty on the most recent event was a lot of fun, and I am looking forward to seeing how regular missions will look on U as well. But this proposal is such a massive step back from how the game currently works that it'll be hard to even gather the motivation to log in after it. Okay, so the Ultimate Weapons that I've bought and 10/10'd are no longer endgame equipment. Well whatever, that kind of rugpull is a dime a dozen in live service games, I can deal I'll just farm more meseta and buy new gear. Next up, the new gear will have unrepairable grind breaks meaning that endgame gear will be hard gated behind the RNG. On its own this is a very unpleasant prospect, especially since my AF uses a pile of 30 weapons, but I'll at least give it a try and see what happens. Going back to having to roll element percentage is just the coup de grace on my willingness to bother. It's one thing if every weapon is 50%, I can maybe eventually keep trying and get my hands on those perfect 10/10s, but this double whammy of RNG just ensures it'll never happen. Oh, and if I want to go Customize weapons to avoid the RNG I'm looking at paying 600m or so (since RCSMs will be mandatory to get the full set bonus) for just Saber/Slicer without even doing claws or factoring in the cost of the customize set. And then I have to ditch the Amatsu-Mikaboshi/U I'm so fond of... all to get weapons that are outclassed by 8/8 awakened ultimate weapons. Needless to say, this is not an appealing prospect at all. I love Clementine, but as is this patch threatens to kill my love of it. Not saying I'll quit for sure if this happens, but at the very least I'll quit my acrofighter and dust off my masterforce, since I only have to get lucky on a few rods to get back to endgame status there. I've played AF since the level cap was 59 and loved every minute of it (even when I felt like the game hated my guts for playing striking), will be sad to see it go.
  28. The 20+ Lobby issue has always been in the game. it's never helped. All mission need to be run from ONE or ALL locations to begin with. You can never find anyone doing the same missions as you. There is never anyone in any other place other then 5th floor. You need to unlock a location if you are a new player.(you cannot use the new fast travel unless you've already been there once.) It'll make finding a random pick up party easier for the place you wanna farm. Instead of using 3rd party programs to communicate with others, taking you out of the game. New players all have a bunch of mission they can choose (or join) from on the 5th floor. A new player can quick wrap there head around: 1 counter = All missions or All counters = All missions instead of wondering a empty online game, no knowing anything. they should be able to find people to run stuff as quickly as possible. PSO1 understood this. Portable 2 corrected itself from PSU. you could join missions from any counter in PSO2 as well. PSU needs At least the same join mission system as PSO2. If it's possible. Everyone just sits in one lobby anyways...
  29. Can you listen to the community? Make poll and discuss changes, since people that made their complain were literally ignored in both discord and the forums. I never seen people begging to bring back permanent broken weapons and to make the whole upgrade grinding which is the most annoying part of the game even worse and more frustrating, especially for striking classes that lacks the flexibility of bullet and TECNICs type weapons. For example make changing weapon element more flexible by making it cost meseta instead of 750 GC which can take a couple of hours unless you find a willing player to sell you their GC or lower the GC cost. The x15 upgrade was dropped since it was bugged, which was a terrible idea to begin with due to many negative points other players made before when x/15 was introduced and now a new replacement that is multiple times worse is no the plan to be implemented? Seriously?? Is as if all the complains and concerns of the community were ignored. Now instead of going from 10-15 with change to permanently break weapon, we have to go from 1-10 without option to repair and you can't even use GC either to upgrade till 8th. But that was not enough to screw melee classes that need a weapon per element, now striking weapons going to roll 35% ~ 50% element after awakening? What?? It does not matter if melee weapon have higher drop rate since rolling a 50% weapon is very difficult to begin with and harder than a 50% to fail. I rather if melee weapons had a 50% fail rate instead like guns and TECNIC weapons have and came with 50% instead of downgrading the 50% after awakening due to a bad roll. Having a weapon with 50% element and then Rolling it under 50% feels like a nerf targeted at melee classes and a downgrade. This is going to screw melee classes that relied and heavily invested on /U weapons and love using them instead of custom/special etc. This is an idea that should be given more thought to find solutions with the community and not rushed within a month. I think there are better ways to implement end game gear upgrade without having to dramatically increase the reliance on RNG on your character projection. I personally hate RNG when it comes to upgrading and now making the upgrade system more frustrating and adding another layer of having to roll element on roll will just end up killing my desire and other players to keep playing this game. The current system in place was perfect, don't screw up what is perfectly balanced. In the end what matters most is enjoying the game, Is not fun to roll elements and break weapons and limit yourself to certain weapons. Since maxing a striking weapon will be either near impossible or take considerable amount of time that I do not want to waste focused on a single weapon type.
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