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Showing most liked content since 02/19/2024 in all areas

  1. 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!
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  2. 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
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  3. 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
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  4. Ultimate Lobby After some debate, Ultimate difficulty will be held inside of a single lobby. Players will be able to access the lobby from the 5th Floor Elevator. Players will be able to access the Ultimate Missions from the center console. Ultimate Missions We'll be aiming to release about 20 Missions on the initial update of Ultimate. The goal of these missions is to reroute the mission using the maps they are in to play much better. You can expect the average time of an Ultimate Mission to take about 8 ~ 9 minutes, but once some of the Ultimate gear is acquired and people learn how to optimize parts of the missions, the clear times will be a bit faster. Another goal is making the Mid-Mission boxes meaningful. There will be certain boxes that can drop Clear Box loot at lower rates throughout the mission. Some may require an optional side path, these paths will have more boxes with the chance to drop the Clear Box loot from them. Some changes for missions from previously discussed topics: Initially, it was planned to have a party and duo version. One of the main reasons we had two versions was due to the initial plan of adding enemy resists to enemies in the missions for the party version and not for the duo, however we are scrapping the enemy resist idea. We are currently trying out some new HP scaling to make it so low player counts don't feel as bad to play while looking for members for your mission (or maybe you just want to solo). Gear We previously tried a X/15 Grind system, but it didn't work out. We went back to the drawing board, so here is the current plan for Gear from Ultimate: Awakening /U Weapons Players will be able to awaken /U Weapons using materials from Ultimate. When awakened they will become /U+ Weapons and become more powerful. The /U+ Weapons cannot be repaired or grinded using GC. Striking Weapons will roll from 35% ~ 50% element when awakened with a 100% chance to awaken with a leveled up Partner Machine Ranged / Technic Weapons will have a 50% chance to awaken with a leveled up Partner Machine. However, Shiny Weapons will have a 100% chance to awaken regardless of PM level. /U+ Weapons will be able to be found from Ultimate Boxes and Enemies. Striking will roll 35% ~ 50% element, but the drop rate will be much higher than Range / Technic Weapons. Power-wise, /U+ Weapons will match or become more powerful than regular /U at 40% Element +4 for Striking, and +5 Ranged / Technic Weapons. The high-end Synthesis Weapons such as True Akatsuki and Twinkle Star+ will have ways to awaken them too. They will take less materials, but will become /U+ Weapons. Customize / Special Weapons Set Bonus Customize / Special Weapons will receive a Set Bonus with certain line shields and units. The Line Shields and Units won't be easy to get. GUARDIANs Line | GUARDIANs / Force | GUARDIANs / Power : +800 ATP, +800 TP, and +300 ATA when equipped with a Two-Handed Customize Weapon (Half for One-Handed Weapons, but you can double up on the set bonus with 2 one-handed weapons equipped). RED LINE☆ | RED / FORCE☆ | RED / KNIGHT☆ : +800 ATP, +800 TP, and +300 ATA when equipped with a Two-Handed Special Weapon (Half for One-Handed Weapons, but you can double up on the set bonus with 2 one-handed weapons equipped). With the innate ATP / TP from the Line Shield they'll be about as strong as a /U+ Weapon at +7. Release Date There is still a ton of work to do for Ultimate. Ideally, I'd like to get everything done within the next month, but I cannot 100% promise it'll be done. I have about 6 out of the 20 missions done, and working on the 7th one as I write up this post. A small list to give some perspective of what needs to be done before Ultimate is released: Finish up another 13 missions Create all the files for the Awakened /U Weapons - (There are like 170 or so). Fill out drops for enemies Fill out drops for the 20 missions Fill out drops for area drops. Add new Line Shields, Units, etc. Figure out what horrors you'll have to go through to make the RED and GUARDIAN Line Shield / Units (they won't be easy!). Get everything tested, and fix 1,000,000 issues that somehow pop up. I'm sure I'm forgetting some other stuff, but that should give the general idea.
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  5. 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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  6. Idk how I feel about a single lobby for ultimate. What gonna happen is the player base are pretty much endgame right now. That mean pretty much everyone gonna be on the same lobby for ultimate. I think the big issue it's gonna make all the lobby mission empty(it's was already) and useless after hitting 180. Like a New player Will find all the lobby realy empty. Idk Maybe my feeling and opinions are wrong idk. If not, I'm realy happy to see all the change arround Ultimate quest and see how you guy's gonna make all the quest better.
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  7. 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
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  8. 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?
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  9. Welcome Back!!!! Wishing you guys the best of luck!
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  10. Welcome Back the lovely Jakoo and Marmy! glad to see yall return!
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  11. This update looks pretty good! Thanks to you and the team for all your hard work. I love the lobby choice too.
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  12. 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
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  13. 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
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  14. 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.
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  15. 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!!
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  16. 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.
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  17. 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.
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  18. 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
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  19. 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.
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  20. 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...
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  21. Hello My Name is Leon nice to meet you all ^~^ My Hobbies are gaming and 3d modeling using blender :D
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  22. Wicked Invasion is recommended because its the easiest bang for your buck. It gives you a lot of EXP and Mission Points while being a short and easy mission. That being said, I have always found that a lot of the game's charm is exploring around the lobbies. By no means are you stuck on the 5th floor, this is especially true once you can run S4 Difficulty. In S4, you can start farming for /U weapons, which are some of the strongest in the game. The drops you get from Wicked Invasion should be pretty solid for lower levels, if not, you can spend the Meseta you get in player shops. I recommend looking at the wiki for a decent weapon in your stat bracket if you are struggling to kill things. If you have around 500k Meseta, you can pick up the Feril set from the player shop when you can equip it, its a really solid armor set for all Types that will carry you into end game until you can fully refine your build. The Feril set is Feril Sojo, Feri / Force, Feril Cronos, Feril / Wall. This set will give you good defense, evasion, and damage. Edit: Events are generally REALLY good in every aspect. While the current one isn't too good for MP, the EXP you get is roughly 10x Wicked Invasion.
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  23. Your suggestions and opinions post below, this thread has a low chance to be read, but still why not discuss. Main topic is types adjustment to prepare for ultimate difficulty. Fighgunner -add critical damage 5% gas Guntecher -add +10 support tech level gas (I hear the scream of AT reading this :D) -upgrade laser cannon or shotgun to s rank due to aoe problems outside techs -at type level 101-125 adjust hp to 140% and dfp to 130% Wartecher -add +10 support tech level gas Fortefighter -at type level 101-125 increase mst to 130% Fortegunner -at type level 101-125 increase mst to 130% -s-rank dagger maybe in pair to handgun without skill increase. Fortetecher -support tech level +10 gas -at type level 101-125 hp to 135% dfp to 130% Protranser -adjust trapper gas or add another level -at type level 101-125 dfp, mst and evp to 130% Acrofighter -at type level 101-125 mst to 130% Acrotecher -adjust attack techs cap to 40 -at type level 101-125 increase hp to 140% and dfp to 130% Fighmaster -add pa boosted axe with hp stel in game -make swords playable? not sure how to do that, but let's start with fixing weird exact attack windows. -add a combined gas for knockdown and blowaway for this type Gunmaster -at level 101-125 increase dfp to 130% and mst to 145% -do something with rifles maybe, they're doing not enough damage for anything and 1 target only Masterforce -at level 101-125 increase dfp to 130% -support techs to 31+ (with gas), pointless to keep techer class at 11 when we have 31+ suv Acromaster -at level 101-125 increase dfp to 130% -same as mf, support techs to 31 (with gas)
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