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  3. I swear, we need to cross paths with both our RPs lol
  4. Last week
  5. It would be the best thing in the world if this came back online for quarantine lol
  6. If there´s some need for a German translator just say a Word. Currently my Company informed me about short Work. So i have Time to do some Translations for U :).
  7. Earlier
  8. Hi Guys First and foremost Hope you guys stay at home, and don't go outside, unless it's really nessecery. But the real thing, thing is. I got myself to log in more often here, i know you guys work on the server, and i'm patiently wait But whenever i log in, i see this.... the green bar, that says. the server is offline. Such a let down. . . By any chanse can you guys turn it into red, or dark blue? Well anything is better than the green for this message. Take care, and enjoy the weekend ^^
  9. Any ETA on when its playable?
  10. welcome friend, when it's up pm me for heals or buffs... assuming nobody nabs my name
  11. I was among the people who wanted this suppression, because it unnecessarily limits the choice. A gender should never determine stats. It's very different than the race question. Well, Sega thought a gender should determine stats. And Sega also didn't think we should have access to all the weapons Acrogunner has in one type. So Clementine does sometimes go against the design of the game. Guntecher is just a step to reach Gunmaster, is doesn't means that cast deserve some balance by having more TP. Also, the point of Guntecher is being a support techers with ranged playstyle (especially bows and crossbows) so again, you don't need TP for that. In a very situationnal way, offensive techs can be useful as GT, but only for cc and stuff like that (and when you have the good things, like SE x1.5 and above) You know the purpose of it, right ? It's for support techs, so especially has GT/WT. Otherwise, the wand sux and doesn't have any particular properties. edit : http://psupedia.info/Creawand.html (tech 70... other 9* wands are around 400/450+ iirc) In your last post before this one, you suggested it was not recommended to be techer with a beast, without specifying "offensive techer". No one else had made that suggestion up to that point, and I wasn't going to argue that Beast or CAST techers don't presently lean toward support. But Clementine has gone against the design of the game before like I mentioned above. If you can support a gender stat change that always affects all players, I can support an optional line shield that no one is forced to equip. The people bringing up game balance, I think you make the mistake of assuming that I'm only content with a line shield that would make offensive CAST/Beast techers on par with newman techers. If it was introduced as a B-rank line shield with a 100 def requirement and a lower TP boost, I would probably still use it. I don't only play with the best equipment. Another mistake is assuming that I would only be content with this being added now (while the servers are down?), and not later in development when they've completed more urgent tasks. This seems like a wild assumption.
  12. Any planned release date? Man, I can't wait for this server to get back up.
  13. Glad that i face this problem too , iam new in clementine too thank you for the information for noob like me
  14. A warm welcome to you, Karma! It's amazing how much new player decided to check on the server, too bad you guys came when the server is out for a while. Be sure to check the fourm/discord so you can keep up with the updates ^^ I hope once the game is out, i'll meet with you all well as the people i had the pleasure to meet with already.
  15. Ohhhh okay! Good to know it's not on my side! I'll definitely be watching for when it's up again, thank you for the reply and have a good day!
  16. Unfortunately Clementine is currently offline while we continue to polish up the remaining mechanics for launch. There's still no real ETA on when things will be back online, but you can read more about it here: Sorry for the inconvenience '^' welcome to Clementine, regardless!
  17. I'm a new player that hasn't gotten to play the game yet and as I launch the game by using administrator on the PSUC.exe, I login with the correct username and password and start network play on server 1 and I get the words "Checking for new patch files" but for some reason it wont go past that. I tried the manual patch and the rewrite patch but can't get it to work, I tried using the PSUC.exe in the first place because the launcher kept giving me an error about the server not working or something and wouldn't start downloading. So I went in to the game files and checked the patch folder after I got stuck at the "Checking for new patch files" screen, I went to the Patch folder then through that to the Data folder and I'm not sure if both are supposed to be empty. But anyways, I'm about to give up and would definitely love for someone to help me through this so I can actually play the game. Thank you in advance.
  18. I was among the people who wanted this suppression, because it unnecessarily limits the choice. A gender should never determine stats. It's very different than the race question. Guntecher is just a step to reach Gunmaster, is doesn't means that cast deserve some balance by having more TP. Also, the point of Guntecher is being a support techers with ranged playstyle (especially bows and crossbows) so again, you don't need TP for that. In a very situationnal way, offensive techs can be useful as GT, but only for cc and stuff like that (and when you have the good things, like SE x1.5 and above) You know the purpose of it, right ? It's for support techs, so especially has GT/WT. Otherwise, the wand sux and doesn't have any particular properties. edit : http://psupedia.info/Creawand.html (tech 70... other 9* wands are around 400/450+ iirc)
  19. The most important stats for MF are TP and EVP. Newman is best at both of them. There is no debate whatsoever about which race is best for MF. The other races having more HP for survival or more ATP for SUV weapon damage are nice but absolutely not worth losing TP and EVP over. At least for the melee and gun classes, there are some situations where beast can do better than cast, and vice versa.
  20. Hi, Aelphasy. Remember the Creawand? Beast and CAST exclusive. Are you implying that was an accident on SEGA's part? Also, by in-game recommendation, I assume you mean racial stat bonuses for classes. There's no racial stat bonus (implying a racial recommendation) for Masterforce, and if you still took the position that there was an implied master class racial recommendation, a CAST for example has to level Force to 3 & Guntecher to 10 to become a Gunmaster. Also, Clementine sometimes goes against PSU game logic. Like by eliminating gender stat differences. Just saying. Edit: You and some others say it's "a lot of wasted energy" or "a lot of work." Let me show you what adding Technic accuracy to one line shield might look like: There's probably a method for Technics that reads: damage_player() with the damage between the parenthesis. There's probably another that reads: get_accuracy() All I do is encode the former in the following: if (line_shield != "rabol familiar" || random(1) < get_accuracy()) damage_player(damage); else damage_player(0); Thats it. With random(1) being a random number between 1 and 0, assuming get_accuracy() returns a number between 1 and 0. The "||" just means "or." The "!=" means "is not equal to."
  21. All I know is that when PSU was popular for the 360, the add-on was free to download for Gold Members.
  22. All this seems to be a lot of wasted energy for not very important considerations. Especially when a lot of ideas has been spread there and here to improve the experience for more important stuff like endgame or weapon balance. Anyway, each game has it own logic and context, and here it is not recommended to be protranser with a newman or techer with a beast. Since it's the gamedesign, doesn't sound like an issue or potential issue to me.
  23. This is going to be my final reply to this topic and I want to address quite a bit of what you are asking for, offer some currently available "unique" playstyles, and end with my own recommendations. There are two very different MMORPG balancing philosophies, the more modern approach of, keep everything level so that it will be easier to project how players will clear content and progress, and the more archaic philosophy of, if it fits let it fly. There's a reason I enjoyed EVE online for what it was, where the systems of small gang combat got very complex very quickly, it made damage challenging and even more so if a player in your target gang made it their job to deny damage through ecm or logi. A more modern example is FFXIV, where race doesn't mater and when you get to max level you just setup a hard timed macro of your rotation, stand in a safe spot and go make lunch mid raid. There are tons of reasons why more players play FFXIV today than play EVE, simplified, in FFXIV you don't need to run through missile trajectory interactions against a target at speed in your head. On the other side of the coin, in EVE your character's appearance has no real effort or weight. In FFXIV appearance is everything to the point where there are in game fashion (Glamour) systems and a real money item to reroll your toon's race/gender/appearance. Phantasy Star Universe is a product of its time, some of the systems and mechanics have definitely been improved by systems in PSO2 and more recent titles by other studios. My concern is that PSO2 also simplified a lot of systems from PSO and PSU. Because of what I enjoy, because of the complexities it creates, and because of the creativity it can inspire, I am not at all in favor of removing racial base stat differences. With my viewpoint out of the way, lets actually get started. There are two mechanically complex concepts that you bring up in the seed post; having techs require accuracy, or a system where techs have a failure state on hit, and non-elemental or neutral techs. Giving techs accuracy would require the entire damage stack for techs to be reworked. Weapons would need to be rebalanced to accommodate for lost damage, attack speeds would need to be reconsidered, monster hitpoints and elemental weaknesses would need to be reevaluated, technic PP costs per tier would need to be adjusted, player damage modifiers would need to be scaled. This would most likely add months of downtime or just have FO classes unusable for an extended period after Clementine's launch. To further complicate things, since damage can fail, there would be max hit creep as well which would put Beasts and Casts farther behind in max hit and damage per minute. This would also cripple tech casting for Humans as they have worse accuracy than Casts and Neumans and with this +900TP line shield in play, humans would be outclassed by Casts who would now be preferred picks for FO/HU/RA classes. It would be impossible to maintain multiple simultaneous approaches to how techs work so keeping this accuracy option as an option only to the line shield would not be maintainable in the long run without increasing the balancing workload by a quarter just to maintain a line shield. This means their patreon needs to triple or the accuracy systemic change would have to affect all or nothing. In this case it would be best if this never happened. You gain semi-viable damage techer beasts, gain Cast supremacy in FO roles, lose human viability in FO and AT roles. Imagine if a last second Resta "missed." Your second mechanical suggestion is much simpler but offers its own complications. Techs are inherently elemental, they do a portion of their damage as that element and that portion is calculated as the elemental effect. Right now if you have a 0% elem rod, there is no modifier on the elemental % of that tech, you just get the base %. if you have 2 or more techs of the same element on a wand or rod the elemental bonus of the weapon is additive (Someone with source access please verify this for me please.). This gives you Base + Weapon mod for the elemental effect. This can be manipulated already against resisting targets by dropping the weapons % to 0. Removing the elemental base % from a tech could lead to very interesting mechanics in the long run and I would like to challenge anyone reading this to come up with a Yetch, RaYetch, GiYetch, and NosYetch non-elemental techs that gain whatever element their weapon is or run as neutral without weapon element. The other option for neutral techs is if you setup negative elemental mods off of weapons. For example if you have Zonde, RaZonde, Gizonde, and Diga on a rod, should that rod gain a Lightning elemental bonus? Should that elemental bonus overwrite the base elemental bonus of Diga to make it lightning aspect? Hopefully you can see the problems with this approach. If these weapon elemental %s were to overwrite existing tech base %s you would have people running NosDiga as any element that they need. Unfortunately I see the best option is creating new neutral techs that simply gain whatever element % their weapon gives them rather than reworking how elemental weapons work. I'm also assuming that adding new stuff is easier than breaking all the stuff we already have. That being said, making new techs from scratch is no small feat and having them interact in the current systems would be harder still. You keep mentioning setting up new "unique" playstyles for Beast and Cast players. The sapper method from my first post works better than it would seem. Lets take a look at what else is available. For WT your tech cap is at 30 meaning you don't get the best, you don't get the worst. Its a very tanky class, so think of it less as "I'm the tank!" and think of it more as "I am the anchor that keeps my team in mission." You can focus heavily on freezes, stuns, and paralyzing to quickly lock a room down and get your team back up. DamBarta, SuZonde, SuBarta are already in the game and let you do this. To a lesser extent, NosDiga as well with the stun procs. You can run a debuffing or freezing whip in your main hand and heal in your off to help your team keep the pressure on without having to duck for items. You also have access to plenty of heavy weapons to help said team crush through whats in front of you. The class as I have described it here will not be a favorite amongst damage players but if you are running with a tight knit group this would allow your team to push through harder content without breaking the bank. My recommendation for Masterforce will get me plenty of hate, I accept this. Procing Fire and Virus status effects deal a percentage of the targets hp per tick. If you decide to go with MF as a beast it may be in your better interest to focus on boss-killing techs as well as spreading damage overtime effects to everything you can reach. This style of play comes no where close to the raw damage output of a hard tech slinging Neuman, to be fair, not much does. Which leads me to my recommendation, a head unit that cuts TP by 130 but causes status effects to proc twice as often. Unfortunately, I'm afraid such an item may be impossible to create without introducing a lot of extra problems with the live build of the game but it would offer a great deal of options for DoT builds and an even weirder array of kite builds. The drawbacks for the item are not just in the TP cut either, freezes and stuns would end up breaking in half the time which removes a lot of control options from the build. If you were to add this item to most of the boosted status effect chance items in the game, it would work outside of the FO classes as well. And there you have it, two recommendations, some playstyles that will have the try-hards down my throat, and hopefully an understanding as to why I don't entirely agree with your points. Have yourself a wonderful day, stay safe.
  24. An overlaying issue I want to cut against is the binary view of change to the game held by a lot of the community. You either eliminate gender stat differences or keep them. You either eliminate race stat differences or keep them. This general perspective on a lot of issues I don't approach the game with. If female techers were considered too strong and male fighters/gunners too strong, I would have maybe raised the male techer & female gunner/fighter critical hit rates or status-infliction rates. Or maybe female gunners' traps might do 5% more damage. Yes, it requires more work my way. (And I'm not arguing ideas like mine should be worked on now and have precedence over finishing the server.) But I think that's how you make the game better. Prioritizing trying to keep/provide a unique experience while making a change. You say: This piece of gear would then allow players for CAST and Beast toons to do exactly what humans and nuemans do out of the gate. I don't think you can say exactly how humans and newmans play, but you can help me make it different if you feel that way. If you take the binary view that CAST techers in particular should either be made the same as Newman/Human techers through a stat boost alone or kept as they are, then we can agree to disagree that that binary perspective is the only approach available to improving the game. Edit: there are other ideas I had for the line shield like the following, but I wanted to keep it simpler so I didn't include these: Incapacitate fails on elemental technics and burn/freeze/shock/silence fail on neutralized technics (like most bullets) The third hit in a row with Gi-technics inflicts blowaway (like Tornado Break)
  25. Ive been following this closer than I would like and here at reply, what 12? 13 now? I still need one core point clarified. Specifically the last part of this. What you seem to be asking for is a bit of gear that amps TP for the races that already suffer from lower TP base at no real cost to the players of those races. This piece of gear would then allow players for CAST and Beast toons to do exactly what humans and nuemans do out of the gate. I do not understand how this would make a "unique" experience for those players without reworking how techs handle from the ground up for all races to accommodate the accuracy mechanics that you have mentioned. The draws backs for playing a techer are predominantly the vulnerability periods while casting, using heavy amounts of pp to cast, and having lower defensive capabilities than their melee counterparts. Adding in accuracy on top of the existing systems would skew things way out of place. Not even to mention the amount of work required to put such a system in place. There were cat ear hair options in the customization shop as well as cosmetic robo clothing pieces that you can use to make the character you want to play the character you want to be as well. I am aware that these options are significantly less convenient than the character creator system but they are what is on hand if you want a techer that plays like a human but looks like a beast or cast.
  26. If you concede that a lot of technics are useless for CASTs in particular, but don't think it would be worthwhile to add equipment that could make these technics useful while attempting to provide a different experience from Human & Newman techers, I guess we can agree to disagree. Imagine that there's an Orc race. Its technics are affected by accuracy, and it can neutralize technics by neutralizing the wand/rod they're equipped to. The Orc race has low stamina. Catch: the Orc race is actually a line shield equipable by CASTs & Beasts. That's all I'm proposing. It's quicker than making a new race.
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