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  1. 16 likes
    Well then, it's certainly been a while... sorry about that. I'm hopeful that this post will bring some spark back, so I hope you will take the time to read through Firstly I want to apologise for the lack of, well, anything... We didn't exactly plan for things to go like this, but you know. The past 3 months have been difficult for both you and us, without a doubt, but things really slowed down and almost came to a stand still. Working on Clementine as a whole has been quite the energy drain, but the last testing phase had taken quite the significant chunk out of us all. I didn't realise it at first, and none of us did, but the burn out that hit us was rather strong and depressing, and we all hit an all time low for a while. None of us wanted to do anything, or even talk for a while, and it was something else. We took some time to ourselves in these past 3 months, while still maintaining some work input, albeit minimal. I won't bore you with this, so I hope you can find comfort in knowing that we are back and working hard on everything. So I'm here to report what's happened, what's happening, and all the good stuff you've been expecting since we closed the server. First thing's first! The work on drops lately has been fantastic! For a while now, boxes in particular have gone through many changes and experiments. Their behaviour is disgusting, to put bluntly, but it's always been something with boxes. I'm really happy to say that we have now figured out the last major function that was hindering boxes, as well as some other key functions that offline couldn't tell us. Boxes now correctly identify the area and map, which now allows for boxes to have their own, and correct, area drops. This is important, because it made up nearly 50% of the functionality for boxes. I'm confident that boxes as they are now will be workable, and are well on their way to being populated with correct and decently rated items. A handful of well-versed players have been helping tremendously to not only help and fill in box data, but to also ensure that rates are sensible and items are worth while. Currently, we have drops for C, B, and A rank finalized, which was our goal and I'm happy that we've reached. Although one key note to take from this is: while we are happy with how boxes work now, it's impossible for us to play test and validate all 60,000+ boxes in the game. We will do some testing before we finally open, but we can't do them all. The network protocol for Exchange Missions has been figured out and implemented, however problems with Item ID's need to be resolved. You aren't likely to see any running exchange missions when we open the server, but you may see them shortly after. Player Shop Search is now fully functional and can search and filter by all available options. Yay. We have found and recovered 50 missing Room Decorations, 11 of those are unused or unreleased. SUV's will be available for Humans and Newmans from Level 20. We've added variants for ranks B and A. We're currently looking into and working on a daily missions system. 3 more missions have been recreated, with 1 of them being a custom mission. Thanks to @Jakoo56 for doing this work. Click one of the links here to see them: Aquatic Mama Snowcap Screamer Frozen Sanctuary Our next course of action, without rushing, is to finish and polish up some final things with the server, test everything that we can as thoroughly as possible, and then start working on a release plan. However, I can already tell you a few things that have been decided upon, and why. NPC Partners will not be available on launch. Because of how NPC partners work with the party leader, and everyone around, there have been a lot of unexpected issues with them in regards to the client just generally being upset. Right now it isn't entirely clear how or when the client needs to receive certain packets. When to disable AI, when to unload it, when to force it, etc. This is something that will take me quite a large chunk of time to figure out, so I decided that my time is better spent somewhere else on the server for now. Level caps will be a thing. I know some of you don't like this idea, and some of you do, but they're going to be a thing. Regardless of what happens, drops are still going to take time, and there will be issues here and there without a doubt. Level caps will need to sit until we have completed, tested, and validated the content (mostly drops) that comes after it, without... y'know, rushing people. This means that, while we'll try incredibly hard to keep level cap raises consistent, it unfortunately can sit for an extended period of time if any issues arise. This at least means you could be online and play, while we continue to work. Additionally, it's a pretty good safety net for us. Think of them like checkpoints, only without the major roll backs. It means we can contain any major issues within a fixed level range without causing too many issues. It lets us polish and validate as much as we can in small, easier to manage chunks, rather than the full package. While we still don't have a solid date in mind, we all generally want to try and have things ready to go within the next 2 months from now, but could be less, could be more. In general there isn't much left to fix before it's OK. Once those things are done, the rest is just added bonus. We will keep you posted on this for sure, so don't worry. We're tired and just want to play now, too. We'll be swinging by again with more information once we get there. As always, we do tremendously appreciate your patience while we get through this mess. I hope all of you have been safe and well, and smiling at the very least. Here's to hoping 2020 will be good for us all we make it to 2021 in one piece. Oodles of love
  2. 5 likes
    A massive thank you to everyone who has been working very hard lately, voulenteering their time to help further the development of this project. Looking forward to seeing y'all in-game once we're back up and running! ♥
  3. 4 likes
    No! The secret! Well, god damn it, there's no helping it now... I guess it's out there. I'm just glad that you forgot about the super secret part where all of the unreleased, never seen before alpha and beta version missions will be inclu... Oh no
  4. 4 likes
    From the moment I found PSUC I had every faith that Marmy and the amazing people helping would bring back my favourite game and I honestly cant wait to get my hands on this game out of a testing phase and grind out every single thing I missed getting the first time around whilst making new friends along the way!. Much love to Marmy and the other devs/mods/helpers
  5. 4 likes
    Awesome news. Good job on finally figuring out drops. It's great to hear that player shop search is 100% working, and new room decorations are nice. It's also good to hear about the daily mission system. I was expecting it to be weekly, but daily could be fine too. Thank you to Marm and everyone else who has helped with dev work. Keep up the good work.
  6. 2 likes
    Hi, hello, and how are you? You’re looking nice today. I want to make this post and talk to you about some weird things going on with Clementine right now, and I apologise in advance that it’s a lengthy one. I hope you’ll take the time to read it. First thing’s first. This test server? I hate it, it’s frustrating. It's a waste of time. That might be a bit harsh, but there are a lot of annoying and frustrating things that I don’t like about this test, or what it’s become. Clementine as it is now has strayed so far from the path and goal that I initially had, and trying to get it back on track is incredibly frustrating for many reasons. The server as it is, it wasn’t opened for the idea of playing or having “fun”. It was nice to be able to show off how far implementations had come, but it was opened so that I could iron out stability issues and all that naughty shit. Then something happened, and I know exactly the point that it happened, and because of it, a lot of us unfortunately fell into the trap of trying to make it “fun” and blasting out random content just to keep people having “fun”. Incap? What the fuck. Balancing shit? Ah. Aaah. Get off me. Not to mention half of the patchy and hacky code just to do shit for systems that I just don’t have any packets for. There are a few poor changes that I absolutely want to undo and correct. I just don’t like it. None of us do. It isn’t what we want it to be, and it isn’t in any way representing of what we want it to be. We have no intention of taking PSU and giving it back to you completely malformed and horrid, and there are some important things to bring to light. So that’s why we’re going to fix it over the next handful of months, and I’ll get to that shortly. Don’t get me wrong, at first it was useful and I’ve learned a lot of important things from it, but I personally think that A) It was too soon, and B) It lasted way too long. So what’s going to happen? The first thing that’s got to happen is that this test server has to go to sleep for a little while. Why? Well, besides half of that shit up there, there are a few bonuses that I’d like to think benefit us all. We can work way faster without having to worry about updating, and late late nights to fix bugs for the “play now” idea. There are a lot of SQL design issues I need to resolve, and I can’t do that so easily when it’s in use. This is important for things like Shop Search, Item Integrity, Titles, and all that other junk you want that I can’t do right now. Why am I still paying a massive bill every month when it could go toward the better future? So, I won’t be paying the next server bill, and the server will turn off for a few months. That will be on the 17th of January. But what about The Wipe™? I still hope and intend for this to be the final wipe that you will have to endure with Clementine. Next? Here’s what is happening, and what we will be done over the next few months. Synthesis: Synthesis is, for the most part, done. You can insert boards, craft stuff, wait 5 years for your product, and then be disappointed. It was one of the last atrocious systems in player rooms that I had to deal with, and I’m glad. Enemies, Boxes, Area drops and the 2nd Floor Synth Shop, will all include things for synthesising. Trading: Player Trading is troubled, but we will do our best to work with it and get a functional implementation. It’s function isn’t game breaking, but it would be nice to have out of the gate, for sure. Partner NPCs: Partner NPCs is a mix of things. It would be nice to get going, but it’s going to be a pain. Due to how they work and proxy through the party, it’s going to require me to change a fairly big part of the code for attacks, movement, chatting, and all that junk just to get them working properly. With the lack of story missions and shop missions, we don't really have an official way to add them in to your card list either. It would be nice, but I don’t know if they’ll be in at first. Drops: Okay, listen. There are some important things here that I explained before, but I want to say it again. We had a plan for drops, a plan that was in motion since before this test even started, and for all intents and purposes it was on track and all good and sweet and MMM. Drops were added into the test for a few reasons, and it was shortly before things went confusing. They were added under the assumption that correct drops would quickly come in and replace them before people got too far ahead. However, the drops that were added, were not only hasty and wrong, but also highly, and I mean highly experimental. Of course there were problems and power creeps, and that was remedied… questionably, I’ll admit, and it spawned this horrendous spiral down. Unfortunately our plan got pushed further back and back, and we found ourselves buying time, and that’s never a good thing. Kyu and Jakoo both started to properly study boxes and area drops along with me, and the combination with these gimmicky event missions has unsurprisingly left drops in a weird position. But we learned a lot of important things from this mess, one of them being that offline drops, which is literally all I have to work with, has pretty much no resemblance to the online workings. I’m not talking about the loot and items, obviously that’s different, but online boxes used a completely different mechanic, and that became apparent when we tried to smash to two together more and more. Of course we used offline as a base to learn things, it’s all we have! and while it did teach us, albeit wrong, it did eventually highlight most if not all of the key differences. Drops are now going to be redone, completely, to make for a balanced experience. This includes Enemy, Enemy Special, Area, and Box drops. Drops are going to be done for release, and not for this testing phase. I know that there is a lot of worry over the rates, but we’re determined to see this one right. Yes some rates are and were painfully low, we’re fully aware, and we’ll go stupid to rectify that issue. No more pissing about now. Moderation: I know a lot of people have been annoyed about this one in particular for a while, too. For the most part, when I do know that there have been issues with moderation, I do talk to them and try to correct it. And fair do’s, they take it well, and they work to correct it for future encounters. Unfortunately, I think what happened is that with them constantly being told “Hey don’t do that, hey don’t do this”, they don’t really know what the line is now, and I apologise to both you and moderation for not being better about this. I’ve already spoken to moderation about how to better approach situations, and to try and address a few shoot first, ask later moments, as well as what is and isn’t okay. In the near future, I will also be revising the rules so that everyone knows what’s going on anymore, so I hope this will help everyone to feel more comfortable. Now, here’s some things that I desperately need to address, personally. Phantasy Star Universe, the game that you loved and want back in its entirety, is hurt, and damaged, and it’s missing pieces. That’s just the sad truth of it, and I can’t do anything for that right now. It’s important for me to bring light to this, because it’s been one of the most infuriating parts of this project for me, especially in recent months. The bar is too high, and that’s just the way it is. I spend so much time poking and picking and ripping apart the shit mechanics and poorly designed systems of this game, and I can see and tell you exactly why Sega put it down. The amount of shit in the protocol that’s purely for Vanilla compatibility, even after they dropped it, is an entire level of hell all in its own right, and there are just things that I do not have. When I started, I was using the US client (2.0009.2 to be exact), and that client I have packets for! enough to get it going, anyway. But it lacked so much content, and the client was so volatile, it was just so lame to work with. Eventually I moved over to 14.30, and while it was and has been a major pain to get some protocol mismatches resolved, it did work for the most part, and it was lovely. It doesn’t crash when I give it malformed data, and it doesn’t spit in my face for trivial things. But I’m sure you can imagine the issue here. I don’t have many packets for 14.30, and I certainly don’t have any packets for the content that comes with it. Hell, we almost lost player shops entirely, were it not for ScriptKiddie strong-arming the client as well as he did. We wouldn’t have any of the few JP missions and lobbies that we do, were it not for Agrajag. But GAS, and Limit Break, and a shit ton of counters with no data whatsoever… I don’t have anything for it. I can smash my brain against GAS all I want, and I can try to pick it apart over a long period of time, but it just isn’t in the realm of sane moves right now. Nothing else would get done. I don’t want to hack and patch code together to make the server mimic these systems, and poorly at that. I don’t want to. If things like GAS are going to be implemented, then I want to do it correctly, the way the client expects it to happen. If it can’t happen that way, then I don’t want to weasel my way around it for a quick and dirty solution. Because of this, we’re aiming Clementine a little further into PSU’s past. A time that is obtainable, manageable, and workable, while keeping as much of the JP content available for you as possible. Our target is somewhere between US and JP Aoti. The game is going to be balanced around fun and what works, and a lot of the Vanilla and JP missions will be properly balanced in accordance to Aoti. There’s still a lot more that needs to be discussed before we share, but we feel like this is the best solution, given the circumstances. This year has been both good and bad for us and Clementine, but ultimately we have come a long way and are determined to see the game come out right. We would like to wholeheartedly thank you for sticking with us through all of this, regardless of the incredible pain. It’s made the whole project and time spent completely worth it. But in case you missed it, the server will be closing temporarily on Friday 17th of January, while we work to finish the server and correct a lot of issues. I hope that 2020 will be good for us all, because 18 and 19 sure as shit weren't all that great. Love you
  7. 2 likes
    Excellent. Thank you for all the hard work
  8. 1 like
    I know, I feel the same. It's been like 6 years and shit, what's taking so long All I do is wait so I hope it's today too but I wouldn't be surprised if they missed this one too
  9. 1 like
    If the maker of Psu Clementine is reading this release it already it’s been 7 Months
  10. 1 like
    A light in the dark, finally some good news.
  11. 1 like
    Okay I trust you, don’t let me down
  12. 1 like
    I'll be waiting for the day this server opens it's doors again.
  13. 1 like
    I would just love to say that while I haven't been active on the server , I do periodically check in too see the progress. What you have announced here is epic and awesome. I am overjoyed to see the progress you have here. I remember when this thing was just a few working missions. It has come so far and I can't think you or your developers enough for keeping it going and reviving something that holds so many memories.
  14. 1 like
    Fantastic work, and thanks for an update! I'm sure I speak for many others when I say I appreciate the work, time, and love put into the server. We're lucky as a community to have a group of passionate individuals, take as much time as you need, and stay in good health.
  15. 1 like
    It's been a while since we had an update indeed, but this year could be better. So it's okay ^^ While i reading the notes there's something i remember... This part remind me something I not sure if someone have tested/reported or fixed already. But before the shutdown happend, the "box-like" room decors such like "GRM Express" caused a major issue uppon interracting with them. If you tried to do so, it's simple made your game frozen on your end. I wish i can join early with you guys well as you guys are safe/healthy/happy
  16. 1 like
    love you guys, Thank you so much for the hard work. Stay safe y'all
  17. 1 like
    Take your time take, your, time.
  18. 1 like
  19. 1 like
    Hi, Clemers. Here's an idea that's been floating around in my brain for a while now. A line shield to help CAST/Beast techers, but create an experience different from Human/Newman teching... Rabol Familiar / Wish Line CAST/Beast only No body slot DEF 150 EVA 150 MST 150 STA -5 10-star 75 DEF req. A special line shield that syncs with Technic weapons to make them feel less foreign to CASTs and Beasts. ---------------------------------------------- The following could occur as a set bonus with Me / Quick, Har / Quick, etc. if need be. PROS: TP + LV*5 (+900 at LV180) LV180 CAST LV20 FT TP: 2678 = 1778 + 900 LV180 Beast LV20 FT TP: 2945 = 2045 + 900 LV180 Human LV20 FT TP: 2667 LV180 Newman LV20 FT TP: 3113 You can neutralize Technics' element by neutralizing the wand/rod they're equipped to (like how bullets/skills on neutral weapons have no element) Example: this can give you the opportunity to hit SEED with Megid for good damage! If Technics neutralized in this way could eventually be made green later in Clementine development, that would be a bonus! CONS: STA - 5 and no body slot Technics also now affected by accuracy (EDIT: this could be off of a multiplier of level, crit chance, base stamina/end., or some other racial constant if low beast accuracy is a concern) Or you could give an ACC bonus equal to CAST accuracy at you level, and then treat technics as having a 50% ACC modifier, like this: technic_accuracy = 0.5 * (my_ACC + CAST_ACC_at_my_level) That would halve the difference between Beast & CAST accuracy, and you could go even further if need be. ---------------------------------------------- If you don't agree with this idea, how would you boost CAST & Beast techers in a way that makes them different from Human & Newman techers?
  20. 1 like
    For people that are new here, or just unaware, Clementine is currently offline and will remain down for another few months. If you haven't kept up with things, here is a brief overview of what's happening. Over the next few months, we'll be working to correct some issues and further polish the server so it's ready to be played properly. Right now, our main focus is finishing these mechanics: Synthesis Drops Trading NPC Partners Mission functionality & polish We'll be posting updates to keep everyone caught up just as soon as we have something ready to publish. Sorry for any inconvenience.
  21. 1 like
    I'll be back in 5 years and check up how things are. Wish you all luck to the Dev Team and screw the majority of players here
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