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Showing most liked content since 08/28/2021 in all areas

  1. Just wanted to make a quick post to let players know that there will be a small booster event running until the 20th of September. We hope to be able to deliver the JP Photon Arts some time next weekend, but until then this is for you. 1.5x EXP 1.5x MP 1.5x Meseta 2.0x PA 2.0x Rare Enemy Rate 1.5x Rare Mission Rate 10% Additive Grinder Success Rate 5 Silver Voloyal Coins Daily Additionally, clear boxes on S and S2 difficulty will drop 2 items instead of 1. This is experimental though, so if it doesn't work then please let me know. Thanks!
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  2. I believe it comes back to weapon depth and the lack thereof. Depth has slowly been stripped away from weapons in Clementine due to what I would say is a major misunderstanding of the problems at hand. Similar to what Gaz mentioned in their stream, there is simply 0/10 and 10/10. There's no longer an in-between and the item will only ever be its best or its worst. I touched on this in my original post, and why it's important to have weapon depth, and why it really needs to be reinstated. People are afraid of it because they think it will be terrible and awful and it will take them 5 months to find one item and 500 grinders to 10/10 it, but that simply isn't the case. If every weapon dropped at 50%, which is for some reason very slowly creeping up, and every weapon can 10/10 with ease, then you can expect the drop rates to become more difficult and the market price to rocket even more. This has already happened, and it's pretty much the reason we're in the position we are with drops. The elemental floor was raised, and the chance of 45-50%'s was massively increased, so now items have less depth and they drop in pristine condition more often. As a result, drop rates go down, Meseta income goes down, the item becomes even more unpleasant to hunt, and the market price goes into unaffordable territory. Having 5/5's on the market is good and so is 1/1, especially with the inclusion of The Upgrade Device, because it gives people another option besides 500+ runs. As I've said in a previous post, it's the same as buying junk online, restoring it, and then flipping it for a profit or keeping it. Say you want an old Playstation 1 game, and your choices are Disc Only $10 / With cracked case and no manual $15 / Light scratches, case, manual $50 / Unopened factory sealed $1,000. You could easily piece together a respectable copy for less than $50 or $1,000, if you wanted to put the time in. Now remove those options except the unopened factory copy, and all you've got is work hard for money or hope you come across one somehow. That's Clem. So, right now if I want something, I can either run the mission as many times as it takes, or I can just not. Alternatively, I could hunt until I find a "bad" one, or I could get a "bad" one off the market, then I could repair it, and hurray. I did it in less time and effort than if I had to hunt for a good one and got nothing while I did it. There are, or were, multiple roles to play here, and it's different for everyone. Some people like hunting difficult items, some people like grinding weapons all day, some people like synthesizing goods, and some people just like making Meseta. The idea is that people fill their part and have options to obtain what they want through their own means, but right now those options are also removed, and everyone is expected to do the same thing. There is more to PSU than running the same missions 1000 times, but there is also more than just grinding a weapon to 10/10. I don't agree that 10/10'ing a weapon is considered the overall end game, but it is an end point for something and some people. The inclusion of GAS will be another end game goal for players that want to take part. People will argue that repairing it is pointless and that they might as well not break, but because of what I've explained above, it should be somewhat obvious why there's more to it than just adding an extra step to grinding, and why broken weapons hold value to people. You will (or should) sell your junk 40% 0/3 on the market because someone will buy it and repair it. They make money off your junk, and they can feed that money back to you. Do this enough and you will have enough Meseta to buy a 10/10. Item depth is important to the game and the community, even if people don't think it to be. Now, this is where I get incredibly confused, and I can only assume people have somewhat misunderstood me in the past. I'm afraid people think I'm trying to make things even more difficult when I'm not. I'm trying to make things better. A lot of people voted that they liked the idea of filling the gap between good and bad items (I.E 10/10 and 0/10), but have then voted against bringing item depth back in some form or another. They are mutually necessary. The more "bad" items that can drop, the higher the drop rate can be, the more Meseta people can gain, and the more option there is on the player market. Options are important, and so is stimulation! Both of which is something that has seemingly been removed from Clementine through a barrage of complaints and a misunderstanding of those complaints. If weapons aren't going to break through grind failure, then weapons should have the potential to drop with less than 10 max grind potential, because the drop rate will be higher, and you can repair it or sell it for Meseta for... essentially free. I could argue that this is better than getting nothing at all. If grind fails break weapons again, then they can continue to drop at 0/10 no problem, but pushing all of the item depth into elemental percent alone isn't fair, especially for striking. No, not particularly. Someone will always hate something about it, and not just grinding in particular, but people hate things for different reasons. I see why people like weapons breaking and all that, and I can see why people would rather just be handed a 10/10 after 2 runs. Really, it all comes down to options and stimulation, which are being removed rather than added. I'm not against the idea of weapon repairs, because I know that it can be made in a way that isn't a tedious and time-wasting mechanic, but I'm afraid people think it will be what it is now, but with the added bonus of a 2 minute run to the 5th floor between grinds. Just... no. Getting your weapon to 10/10 will be less time consuming than it is now, and will cost you less resources, with the added bonus of there being more options to obtain that weapon, for everyone else. Well the drop rates would increase! Which is something everyone likes to hear, I'm sure. Grinding to 2/10 isn't entirely the same as 2/2, because the potential has value as well, even with the ability to repair it. Either in the form of it CAN go to 10/10 or it may cost less to repair in order to 10/10. The value of an irreparable 2/2 is beyond me though, but humans also have a fascinating relationship with numbers.
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  3. Hello and welcome! I have finally got a chance to release this UI for the public! I been working on this for like 2 months the max. Its been a up and down project for me since due to my limited time i have but I manage to get it in a release state. This UI is still not done but im going take a short break from it. If you have some suggestion then feel free to DM me here or discord. DOWNLOAD: https://www.mediafire.com/file/s18qevn6b1az27g/PSU_Modernize_UI_Xbox_one.zip/file XBOX ONE BUTTON ICON V1.01 DOWNLOAD: https://www.mediafire.com/file/aif8b0swq8oifb7/PSU_Modernize_UI_PS2.zip/file PS2 BUTTON ICON V1.01 DOWNLOAD: https://www.mediafire.com/file/xayg5akbecfmob9/PSU_Modernize_UI_PSP_Icon.zip/file PSP/Black and white PS Button ICON V1.01 DOWNLOAD: https://www.mediafire.com/file/6i9et62igh7z38y/PSU_Modernize_UI_Xbox_360.zip/file XBOX 360 Button Icon V1.01 DOWNLOAD: https://www.mediafire.com/file/31qj6066lan1kjo/PSU_Modernize_UI_Nintendo_Switch_Pro_controller.zip/file Nintendo Switch Pro controller button icon V1.01 CREDITS: Agrajag/Shadowth117 - PSU Parser Tool Parallaxed - Xbox 360 HUD template.Xbox 360 button icon Lt. Plebberoni - PS2 HUD template EvilMag - Button suggestion. TESTERS: Bando,Seority,HzE,TaKai ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- UPDATE NOTES Version 1.01 Added file 1b77ca32487ddd3944ec6ec3a7f05775 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Current Issues: SUV Animation bar have a slight graphical glitch. Will fix it another time WARNING: PLEASE HAVE A BACK UP FOR A FILE CALLED "866846b780cb87bcd54430c245e1f5e2" IF YOU WANT TO RETURN USING THE ORIGINAL UI. How to use it. 1. Drag the 866846b780cb87bcd54430c245e1f5e2 and 1b77ca32487ddd3944ec6ec3a7f05775 file to your PSU clementine DATA FOLDER 2. Click Replace the file in the destination 3. Click Clementine launcher and start playing it! PREVIEW: Party/Character HP,LV, Buff HUD Xbox one button icon PS2 Button icon. PSP/Black and white PS button icon Xbox 360 Button Icon Nintendo Switch Pro controller button icon Damage number font. (Currently use KINGDOM HEARTS III In game font) Ranks icon,Element icon, Weapon type icon Item Icon. Color matching the item shop Lineshield/Unit icon. Color matching the armor shop Clothes icon, Color icon,Rarity icon Synthesis icon. Coloring matching the Synth shop Keycard
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  4. Probably not everything at once, since boosts can also be a way to concentrate players in one place. Maybe a Clementine Day or Clementine Week on a rotation, like this week is PA boosts, next week is EXP and MP, the one after that is Grinding boosts and 2x Olpad/Copernia/Grinder Base drop rate off a specific quest, maybe one week can be 2x BT Frag/PA Frag and so on. In a way it helps with forming parties since the thing that gets boosted will have more people wanting to run it.
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  5. I think there's no issue in having a 200 or 300% casting unit with 50-75 TP on it. Part of the issue though is that Hyakka was made too rare for a non-endgame unit. It has half the TP of yasakani (endgame head unit) yet is on the hardest enemy to farm efficiently in the game on top of having a horrendous drop rate.
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  6. I'm fine with how it is currently in that you can use a variety of grinders for the lower grinds, then focus on +10's after like 6/10 or 8/10 depending on how lucky you feel. I would however request that we move away from most of the grinders coming from Copernia/Olpad. It's just another step that makes grinding more tedious, or you pay the market extra to the people who spend an hour exchanging their 3 stacks of each. I should mention copernia/olpad were definitely not the source of most grinders on official either. Right now, you get the vast majority of your grinder market from copernia/olpad in boss boxes, not area drops from running any mission. It's very common to run for a while and come out with like 5 grinder base S drops (the item itself). To adjust grinder drop rates to be more consistent, I would suggest: -replace copernia/olpad with grinder base S in boss boxes, but decrease the rate to 1/3 or 1/4 (not 1/2, see below) -increase the drop rate of grinder base S as a global area drop by a lot (specifically that on difficulty S or above a grinder base is almost always S, not A) Players shouldn't have to run boss missions just to... find grinders but that's pretty much how it is right now. There are a lot of worthwhile missions that people run (robotanical, sakura blast soon, military subway, etc.) that just don't drop a lot of grinders simply because there are no boss boxes. Copernia/olpad should be a bonus for more grinders, not the source imo.
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  7. I work alot now and I know alot of other people do, I dont have time to really grind all day anymore and grind everything. It would be lovely if you can extend the time of it to atleast one more week! Please bless us Marm, I would appreciate it and I know others would too.
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  8. Absolutely not, this should not be a discussion, end of story.
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  9. i like the idea of boosts changing each day, kind of like level up quest on pso2. you can spam EXP missions 1 day of the week, do PA leveling another. rotate every 4 or 5 days or something
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  10. not much of a QoL but more of a make me better without having to play better imo "Alot of the time as a melee user, instead of basic attacks, we just go straight into the PA without JA'ing the first combo, it's more for conveniences for not having to basic attack." this is simply not true, maybe new novice players but nah "You can only JA after blocking with Technics or Shooting" This is a JC (just counter) not a JA "To add, JA's already function as a "crit" so it wouldnt change the output of the damage, Rather it would simply allow us to JA without needing to use basic attack for a variety of skills." functions as a crit isn't exactly the best way to put it when JA/JC is much different from a crit "The reason why it's useful is because when your forced to run at a enemy, and do a basic swing just so you can maximize your PA's damage output, you run the risk of being knocked around like a ragdoll every 5 seconds" melee is more of a skill oriented fighting style and relies on positioning and timing, it's a part of the melee classes identities and adds risk/reward play styles
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  11. This won't happen. It would be pretty unbalanced for a lot of pa's especially with the crit GAS options. Whats next making all MF's spells do crits or every gun shot?
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  12. Gearing a Techer has very steep power bumps. Rods and Wands are high TP weapons, so going from a cheap weapon to a rare BiS is a difference of hundreds of TP. Units also feel quite extreme. There's Har / Quick or Har / Smart where there's a penalty like -100 TP or reduced range, then the next step up is Hyakka which is +200 TP but SR. I feel there should be a head unit in between Har and Hyakka, in the 10★ to 12★ range, with a similar rarity to Vijeri / Resist or Paradi Cataract, so that Techer players can hunt that before Hyakka if they want a somewhat smoother gear curve. Though possibly with drawbacks if there's concerns about maintaining Hyakka's market value. A couple ideas: Lumirus / Kaos Mage (11★) An experimental GRM upgrade unit. Lowers MST (mental strength) but increases TECHNIC speed and power. +120 TP -100 MST 300% TECHNIC Speed Lumira / TECH Blitz (11★) Upgrade unit for armor. Increases PP usage and boosts TECHNIC speed and power. +135 TP 150% TECHNIC PP Consumption 300% TECHNIC Speed
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  13. I know I mentioned it before in some other posts, but I'll probably address it again more directly. This is about direction of the difficulty scaling on clementine, and also the drops again. I understand that in PSUC, players some players may have wanted harder difficulty scaling, but I feel it's important that it probably should've been left as official, and instead, offer more GAMs (guardian's advanced missions) for harder content with appropriate loot to compensate the limitations around type level, and player levels, It would alter what weapons players can use for that particular content. The issue currently is that there wasn't really much of an option for the players that didn't want this change to begin with. This would be perfect for old events like IC where you can experience the mission as it was intended rather than having to make it a generally easier experience for everyone. GAM is design in a way that it's meant for party play for doing harder content, Strategically, A lot of time's i've noticed whenever someone complained about the difficulty, the only answer to that was... what.. do a lower difficulty instead of what was originally intended for your level? PSU wasn't exactly designed to be a hardcore game in particular, but forcing that onto players isn't exactly a good idea to begin with. We always had the option, but in the current state of clementine, we currently do not. GAM should be more of an endgame feature, maybe revamp all the existing missions with a new twist, enemy patterns and gimmicks, there's so much potential that could be done inside of GAMs and it's really where the hardcore focus should be. Maybe I should just ask for core systems of the game to come back in some light as there's now plans for gas to be implemented at some point? It's like when Kritika NA had already more difficult than original "existing" content made even harder because players were running it too quickly, and then the patch came and everything was made overly difficult for little rewards, (atleast they made drops slightly higher at the time while also having linear progression..) and that's why the game died in the hands of Enmasse. Now with its re-release its dying cause its p2w af lul. In the case of clementine, content was made harder Not exactly harder, just enemies are tankier and more and more enemies have sword and shield buffs now meaning some enemies can one shot you because they're also overscaled, Drops were also nerfed, not in just value, but physically as its very uncommon for just basic mobs to drop anything at all, and to add, community was also smaller than official server, so having a steady supply of something is also an issue. Item's like Twin Caladblog, don't really exist due to it being on A rank difficulty and no one farms it. it would be healthier if more enemies dropped more items rather it being tied to a clear box that usually holds nothing but note seeds and photons. <--- Materials like these should be removed from the clear boxes and clear rewards should be more rewarding for the effort you put in. There's been many more times where I wouldn't even see a single weapon drops, iirc the drops were made in accordance to not knowing the existing drop formula the official server used, so that's also understandable. I could be entirely wrong, so if I am, please slap me. It's demotivating sometimes when you go into a mission, run out of PP chargers, kill a boss and leave with maybe just.. 10k? cause the money drops on enemies were also nerfed into the ground, and don't scale appropriately at higher levels, also with enemies being scaled higher, something like a random foie crit or an enemy freezing you in place without being able to move, you end up dying, or on some other cases, maybe the player doesn't have higher than 21 stamina, and doesn't have Vijeri / resist, then your going to be replenishing Scapes, then you replenish your Trimates and stars, and buy all 10 of your photon chargers over and over, sometimes It feels like I lose money rather than gain it, until maybe one drop maybe. (there's been many more times where I wouldn't even see a single weapon drop) iirc the drops were made in accordance to not knowing the existing drop formula the official server used, so that's also understandable. And before its brought up, not every class can attack from range and deal appropriate damage to deal with these sort of situations where you don't need to be near an enemy, and not everyone plays the exact same way. That would be pretty boring, and not how PSU was designed to begin with. A lot of changes have been put into the game in accordance to the new difficulty alterations, like techs gaining wider range, having LB built into the class from the start, bullets being buffed to deal alot more damage than they used to, and bullet/techs having higher SEs. I'm not saying these are bad changes, but it doesn't solve all the issues in the game even when the other PAs are out. I feel like if the game was too easy before hand, Then why are some mechanics not being worked on to improve the difficulty, like enemy Debuffs and functional turrets with proper damage scaling, or having explosives deal 80% of Max HP? instead enemies were made artificially stronger with cheap alterations to their stats so they can cheap shot you with spells, enemies getting stronger due to the fact people joined my missions isn't exactly fun when you consider some specific enemies have absurd amounts of HP, so while it may work for most enemies, it really sucks for those tankier mobs if players can't tackle it accordingly. Restricting player level and increasing the enemy level to be higher creates a new issue for players which cause them to mission alot more than they're used to, and there's no way around it currently as our level cap is 119, but our enemies are 150~170. In the cause of Robotanical Gardens, Enemies have gone from being 140, to 170. yet for our S2 cap. Not only this, drops don't exactly get easier the higher the difficulty goes, missions remain rather dry over all. Not only this, but it seems players are adjusting their playstyle to suit these difficulty changes rather than playing the class they'd like to enjoy. It's forcing players to shit to a sort of meta. For example more and more players are playing hybrids to take care of two issues, Enemies having high defense, or enemies being weak to incapacitate. Is one thing being so strong that it completely negates the need for the others? Then it needs readjustments if its too good, or other aspects of the classes need to be brought forward to compete. It seems like alot of classes have a way to get around their weaknesses except for some melee classes, unless you have things like incap weapons, or something to deal with annoying mobs. so I would like to suggest something like either Super armor where melee users can take a hit, without being knocked 50 yards and having to run back to hit their enemy, And allowing some weapons to pierce enemy defenses like spears, great swords, axes, maybe even rifles and shotguns. but are readjusted so the damage doesn't end up just being like bows being spammed all over again. It's funny seeing people say the game is easy when they use like 1 or two tools to completely trivialize the games difficulty, regardless of how strong that enemy may be. If it's too powerful then its something that needs to be readjusted and looked at because it will only seem to get better and better as the difficulty increases and player level caps grows. Anyway, what are your thoughts? What are your disagreements/agreements to my statements? Feel free to also drop your own rant below. Getting out frustrations is a good way relieve some stress. Just keep it civil, and mature and give constructive criticisms. No one is ever right in their opinions, but also keep in mind to not devalue those opinions, and be mindful of them.
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  14. Responding to the OP as it is the only post that I have read. PSU was never made or meant to be difficult gameplay wise. Sure Sega might have thrown in a few missions that were supposed to be more challenging than just running normal runs due to certain parameters in the run itself, but the base gameplay "non-difficulty" always was apparent even through those parameters. It just might have taken you a few runs to learn that run, but then after that even that run was easy. When enough "loud" players get together and are heard by devs and/or other players regarding this topic you end up getting both posts like this one (not saying it's bad), and the Illuminous Collusion event (not saying it was bad either). IC as a whole was the happiest I have been with this server, but also the most frustrated. Happy mostly because they made their own event run, something that I never thought that I would see, which is great for the server in the long run. Frustrated because an event run is not supposed to be made around difficulty (likely influenced by those "loud" players), weather the run was difficult or not it just didn't work well as an event run IMO. (I know it's their server and they can do what they want with it, etc. That is my opinion though. Events are supposed to be beacons of hope for EXP grinding and rares not attempted punishment while having to earn an EXP boost at the beginning of it. OK sorry mini-rant over.) The "difficulty" in PSU always came in the form of an EXP grind for typical gameplay. First is was getting to lvl 180, then if you thought that was bad then GAS would absolutely kick your ass worse than Bruce trying to solo his own dungeon (OK not that bad). For others they found difficulty in RNG (grinding or running a run ad nauseum for an item) which I never understood, and still don't understand. Either way though RNG is RNG (and Sega's Paywall) and the EXP Grind you are still killing the same things over and over while gathering it which loops back to the gameplay not being difficult on purpose. For me on Clem the most difficult thing currently is finding the motivation to log in. Which is unfortunate, but I am mostly waiting for an event (with an event run) or possibly some of those changes mentioned in Marm's post (whichever comes first). The addicting part for me on the official server that kept me playing and coming back was TAing (or speed running) mostly. It was also a way of getting a run that you might have seen hundreds of times and adding a layer of difficulty to it, as you are always fighting time, along with stuff that you and your party can't control like server ping. And before I start remembering any more of my repressed Bruce's Dungeon memories... another thing that kept me coming back was breaking Masterforce with GAS. It took a lot of grinding, but it was fun and engaging with each new thing unlocked. Also endgame gear was good enough to keep me coming back for. Clem is on its way, and from Marm's post looks to be going in the right direction. Just sort of a waiting game for me now.
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  15. Accuracy and evasion affect how much variance a hit will have. For example, as we have it right now in testing, the variance is equal to the hitrate. if your hitrate is 80%, then your damage will be from 80%-100% damage, so on average 90%. If you use zondeel on an enemy and your hitrate goes to 90%, then the damage range is 90%-100% for an average of 95%. We're not removing parts of the game, just adjusting it to hopefully make the game feel a little better. Hope my explanation cleared up a bit of confusion.
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  16. Can we just make this the new normal. This game is already a mega grind and not easy for newcomers to start. You grind your levels, techs, buffs, PA's not to mention gear. Its a non stop grind every game. Even though some elitist's say, "don't grind your techs during S2" or whatever. Everyone is all the time grinding something. With the current boosts it just feels better. It wouldn't even be bad to go 2.0 all across. Of course I didn't play this game when it originally came out so there is no nostalgia factor for me. Im speaking from a noob perspective (like 600 hours).
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  17. Its not that simple either as reducing the power of those pa's. A lot of the later playstyles with AF AT and a bit of WT is using them is fishing for counters and getting Just Counters for more damage out of them. Reducing the power of the pa's effectively makes that pointless and the pa's worse off. Regardless its all a moot point in the end since we are not going to change how first hits work.
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  18. Coming back to this as the weeklies and dailies were brought up on Discord, so... Personally, I think the quests should be a welfare mechanic for players without much time to avoid falling too far behind. If I want 20,000 meseta, I can run most S2 missions with a boss at the end, get a bunch of drops, sell them off and make more than 20k in a single run. But if someone on C or without good gear wants 20k, they probably have a tougher time. If I want 24 PA Fragments, I can run 12 De Ragans and get that in about 2 hours. But if someone can't clear S boss quests quickly then it won't be as easy. To me that should be the baseline. A daily or weekly shouldn't be slower than regular mission runs. Of course it's possible to stack both missions and daily/weekly so that it's a BOGO, but that's only once a day or week. Chances are I'll still want to run more than 1 mission a day or 12 a week because I want something besides meseta and PA frags. I also feel Grinding could be part of the daily quests. That would ease up on Grinder Base S shortage as well as sink some meseta. Something like "Craft an S Grinder to get 3 Grinder Base S daily". So that encourages sinking 50k meseta every 5 days and helps ease up the rarity of Grinder Base S.
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  19. I mean I don't think any of this should be balanced around a maxed out GAS'd character. They are supposed to be end game additions that make you more powerful. So gimping your defense the entire time until you get fully GAS'd is a bad idea. Idk how they will handle GAS, it will either be level 180 like it always was, or perhaps we will start accruing AEXP whenever we hit cap and can start saving for the future (since the total exp is massive).
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  20. I think people just mix up hard with tedious. PSU was never hard in a difficultly sense (and shouldn't be really) but was tedious. Running the same mission 300 times and getting nothing is not hard that's just obnoxious tedium. When you have very high damaging enemies mixed with low drop rates or what feels like overly tedious drop rates you have what Clem is currently. Ofc there are always going to be people that find shit right away or constantly get lucky and say things are fine, but that's not the majority. Idk about others but I sure as hell don't like giving up my 2 or so hours of free time every day, logging in, doing 15 maybe 20 runs and getting nothing for it and then repeating for weeks on end. Then having to NPC/sell every single thing I find to make any sort of meseta, and that's not even mentioning the ridiculously inflated stats on 140+ enemies and all that. This problem was not nearly as big on retail because you had many more options of income. On Clem it's you either sell everything you find or get a single big ticket item in the first few weeks before they lower in price.
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  21. I bet the devs are sick of reading my posts but I guess I'll reply. On "easy" It's very hard to make PSU difficult. It cannot possibly be a Soulslike. At the system level heals are just about free flow and have no cast time or recovery. I can even use mates while rolling on the floor. Also unlike a Soulslike there's no dodge button, and yet there's a lot of wide attacks like Bead Groode napalm. That makes for a lot of unavoidable damage, but unavoidable damage and oneshot combos are pretty much the only way to kill a player, otherwise they can just spam mates and resta. And then at the character level... Wartecher and Gunmaster exist, and Casts and Beasts exist. Wartecher is beefy, has high DFP, MST, HP, can self buff, can debuff, can Resta. If Orcdillan charges and Galdeen spinballs were rebalanced to murder a self-buffed Cast or Beast Wartecher in melee, the game will be unplayable for Newman Masterforce. Gunmaster by design is a long range class with mobility. I can park behind an enemy's max spawn range and hold the turbo button with very little risk. If there's a lot of 2000 damage Foies to dodge, a Gunmaster is going to feel challenged but it's going to toast the Techers and Slicer throwers and slower Gunners, or the Fighters that need to get close and commit to a PA animation. I'm not saying those classes are OP, but that by design they're hard to kill. To make things "challenging" for them, content needs to be designed such that a Gunmaster or buffed Wartecher has a risk of getting oneshotted 6 times - 5 times to empty the Scapes, then 1 time to Game Over. Near-death isn't enough, they can just Trimate right back. It's possible to do it, but imagine any other class trying to run a mission like that! The way Sega balanced them was to make them lower risk / reward. Wartecher was decent but most of the time attacks came from Fighmaster, Acrofighter, Masterforce... the classes that had to take risks. So the challenge came from thinking of new ways to clear faster and optimize runs. On staying engaged For me it's not about easy or hard, it's about depth. PSU may be "easy" but it's also deep because I had a lot of choices to make. On Retail I played more than one class because it was fairly easy to gear classes decently and there were always new event missions or boost events. It was fun to try a new mission out and test different strategies and classes. If a friend was playing AF or FM I'd run AT to buff them, or I might be running AF with a WT friend. And it was balanced around Lv180 so it was easy to find parties because just about everyone was 180. And there were regular balance changes so the meta was fluid. Wartecher especially, at the start of vanilla it was a complete joke on the damage front (though hard to kill) but it eventually became really strong on JP. Buffs and debuffs, namely the DFP ones, Deband and Zalure, were buffed but it does have a compound effect with Shifta and Jellen. Personally, if the cost of buffing buffs/debuffs is enemy stats need to be raised ridiculously, then I think buffs/debuffs have too much of an impact. Ideally it should be that every class is nice to have in a party rather than a must-have so it's about reaching a point where having a buffer/debuffer is attractive but you're not screwed if you don't have them. And I would personally prefer if the value of the buff/debuff class wasn't just buffs and debuffs. If they bring good damage or control to the table besides buffs and debuffs, they'd still be a good addition to a party. Kind of like how GT brings 2 incap attacks and a 100% point blank stun and boom headshot ability besides it's buffs. If tomorrow enemy HP, ATP and TP goes down 35%, but to compensate, Lv41 Shifta, Deband, Jellen, Zalure gets adjusted to 15% up and 15% down from the current 27%. And in return Acrotecher receives Single or Ra LB and Lv21 Skills, I would still play Acrotecher. An AoE 15% is still a lot. As for Incap, again it's a question of, if I don't use it, how much worse off am I? Right now, a lot worse off because of higher enemy HP + SE override + bigger risk of leaving them alive. Personally I'd prefer to remove SE Override and rework it to either work like Final Fantasy's Demi or PSO1's Devil's (removes 25% of remaining HP on proc) or an Execute (instakill on proc if target is <30% HP). On both player and enemy side. In return make it work against all the enemies it used to work on it Retail. That's one change I'm happy to deviate from against retail. So generally speaking, it's okay for something to feel strong but it's always relative. The answer to "if I don't use it, how much worse off am I?", shouldn't be "a lot worse off", whether it's about a class or a BiS item or anything else.
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  22. Those formulas existed to the very end of the game, allowing for leeching and such, as for power leveling, missions like innocent girl, and Ohtori encampment existed to, Power level to the extreme, Ohtori even dropped some very powerful gear inside of it. To add to this, there was also GC in JP that allowed players to spend money to get really really powerful weapons, and good exp/mp to do these missions that I would argue are better than rare missions in alot of ways(actually seeing GC missions return as a sort of rare mission would be excellent content ngl.) My experience has usually always been between, solo, and duo playthroughs, so the difficulty felt appropriate, since many missions are already stated that you can run it solo, I always thought the intention was that it was balanced in a sort of way to be that way. There was also more missions, usually during event that were more suited for party play/group play(even stating 4+ is recommended.) those felt good at the time too. But is party play the reason why the game feels easy? I feel like thats one contributing factor of many. Like having the best gear available for your class to do that exact content that your farming, this is what power creeping does. Enemies themselves don't grow stronger, but the player is constantly getting more and more powerful. So is it the enemy? or the players themselves that make the game feel easy? Then we have buffs, debuffs, and incapacitate. Buffs further inflate player stats that might've already been high, Debuffs completely debilitate the enemy Incapacitate is a the greatest debuff of them all, Just random death. But these systems are a part of the game, so how does it balance it all out? So what is the solution? Negating the effects of party play? Make content with the expectation that players would be buffing themselves constantly? Mitigate the effects of debuffs? Then you would be debilitating a class, OR making it required to have that class in your party. This would end up shifting players to play and limiting some of the social aspects of the game. But I do think sometimes if the party limit should be restricted to just 4 players sometimes, which fits how the portable series, PSO2/PSO:BB, and offline have all functioned.. I think it was more of a design choice to have 6 players in the party so more people can play together.
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  23. Removing Zeroes is a soft buff to killer shot. :/
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  24. I imagine the design intent was something along the lines of: - Striking: Miss chance, have to be up close and personal to use it. But, you have a lot of crowd control effects attached to striking PAs and you can wield weapons with status effects. - Ranged: Miss chance (lesser due to high ATA% on ranged types?), but you can attack from long range and or while moving. Can inflict status effects via bullets. - Tech: No miss chance and inflicts status effects, but balanced out by cast times, lack of crowd control, and lack of mobility. (though there are a few techs with crowd control effects and they are crazy good. Grants 50 tears dark enemies apart.)
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  25. So, I’m not really sure how to get into this, or how to really open, but I suppose I oughta touch on a couple of things before we get rolling. Firstly, this post is going to be quite large and I want to make sure that I detail as much as possible. I did end up trimming out a lot of the bulk and pointless junk to get it down to a reasonable size, but while I understand that it may take a fair bit of time for everyone to read, I would appreciate it greatly if you could take the time, when it’s convenient of course. It’s important because this marks potentially a rather sharp turning point for Clementine as a whole, and I can only really take people's silence as either not caring, or happy enough to not complain. If you do care about Clementine, or just PSU in general, then this may be for you. Secondly, most of this is just on paper right now. While GAS is in the works and some other things have been implemented and tested, a lot of it is held off with the concern that, well, maybe this isn’t what anyone wanted after all and maybe I am wrong. I don’t want to waste my time doing all of this if people are going to hate it regardless, so we’ll see. This is mostly just a discussion, with the majority of content in this post not even being started, only considered and experimented with. Thirdly, I realize that there’s a lot here that most people probably don’t care for, and that’s fine. I’ll be marking sections out, so you’re welcome to comment on anything that takes your interest or concern. However, because a lot of the system and ideas detailed in this post tend to cross at some point or another, there was no definitive way to write this so it would be clean, unfortunately. I hate to say it, but there are parts you may need to re-read again, when it's convenient for you. Specifically, the sections pertaining to Prototypes, Grinding, and Drops. Read it top to bottom a couple of times, it will hopefully make more sense on the 2nd pass. For everyone that can't be bothered, I suppose you could just skim through the questions in the poll, but you will be missing out on important context and reasoning. I appreciate everyone's input and feed back, but just keep that in mind. Thanks, let's go... --------------------------------------------------------------- The Original Plan --------------------------------------------------------------- The original plan for Clementine when it launched was to give you the game, at least what was finished of it. There was to be a short period where the level cap sat comfortably at 50 or 60 to ensure that everything was ok and that there were no major errors. At worst it would only be the early game that I would have to compensate for in the event of a disaster. After the initial 2-4 week period we were supposed to make hasty progress toward 180. That's what I wanted, but I guess we crawled. All of the content is being dripped out like it’s new and amazing and wow, like we spent weeks making it all. I ask myself quite often, what’s honestly the point of me saying that Clementine will provide all of the working and implemented content, when half of it is withheld? It wasn’t exactly my intention, but I’m sorry, I guess. I was told that it would be possible to get the drops done in time, but in reality it turned out to be a lot more time and effort to get these level cap updates out. I don’t fault anyone, it’s a lot of work, and there’s more to life than PSU. If I’d known ahead of time that it would flow like this then things would have been very different. The energy and time spent over the past 10 months was supposed to be spent on custom content, custom events, everything we can do after 180 to add more to the game and to finish unimplemented features. After all, Clementine isn’t “finished” per se, it’s just in a state where I no longer have to wipe your data to continue. --------------------------------------------------------------- So what’s the idea? --------------------------------------------------------------- I’ve been thinking a lot about what should probably happen, and what I’d like to happen. Around the time IC came out I started to get more serious about it and the odd bit of experimenting began. With everyone's help, we’ve been testing and experimenting to provide a major course correction for Clementine, and below is where we currently stand. Please keep in mind, these changes are actually being tested. A lot. All of these proposals come from the fact that we’ve put in the time to experience the problems, and the time to test every applicable solution. Extended (aka “Operation Unfuck”, aka "OUF") I would like to tell you about "Extended", aka "Operation Unfuck". It is in effect a combination of implemented game features, both new and old; fixes, adjustments and general changes. Think of it as a set of expansion packs. Expansion packs, because I genuinely don't believe that rolling out small fixes here and there will hit the same way as much larger updates. Its whole purpose is to boot Clementine into a state that I had originally intended 10 months ago, and as it should have been today. At least, as close as I can get it to the state I intended anyway. Keeping in mind that there are now changes I can’t even begin to combat anymore. Clementine is approaching its 1 year anniversary, and in all seriousness, if I’m not enjoying Clementine myself, if I’m not happy with what I have to work on, then what’s the point of me being here? There are a million other things that I could be doing. I stay, because I want Clementine to be better, but I find it crazy that after almost a year, it feels like we've gone nowhere. Anyway, this post should outline the general idea anyway, so. Let’s dive in, I guess. --------------------------------------------------------------- Character Progression --------------------------------------------------------------- Whether it’s Solo or Party, PSU is super sluggish. I mean really, there’s a lot to improve on here and make the game feel nicer. While I’m always on the fence about change, remember: Adding and improving is fine, removal is often not. Starting a new character is really awful. Even with the additional experience boost that new characters get, it is bland and not at all interesting. Hell it isn’t even rewarding. It’s bad for a lot of reasons, and they’re all different problems that… I mean yeah, they can be solved, but fear, opposing opinion and nostalgia are fierce traps right now. Experience and Progression Experience requirements and MP requirements were something that got heavily stomped on at launch, and while I did move to get that resolved as best I could, it still sucks. It sucked then and it sucks now. Even with the additional experience new players get, it isn’t enough to make the early game feel even remotely fun. Getting into the game is arguably the hardest part, and it’s like a test. It isn’t inviting at all, and it’s incredibly backwards in some regards. With the changes suggested below, playing and getting into PSU has honestly become a much more pleasant experience. I actually had fun, can you believe it? The Level Cap will go to 180, or Level Cap updates will drop as full difficulty tiers. Because all of the content is there and it doesn't need to be dripped out quite so sparingly. This is also healthier in terms of Maintenance. Once in a while is fine, once a week was killing me. The Experience boost for new characters would be raised between 100-200%. I don’t particularly think that there’s any major issue with the level progression speed, except very early on. Maybe after level 50-80, the speed we have isn’t awful, but starting a new character shouldn’t be more challenging than starting a successful YouTube channel. This would most likely have an upper limit where the boost ends, instead of it being Max Level minus 15. Possibly 80? I don't want people to be carried to cap, but I do want the early game to be smooth. Also, before you panic and scream like most people do when they see numbers, it’s actually not as bad as you might think. Having run the early game a considerable amount of times, even 300% is still abysmally slow, and it still takes multiple hours to hit level 30. It will take many many more to hit 100. B rank Enemies would reward more Experience than C Rank. One of the issues right now going from C to B is that the reward in experience is too diminished to be worth the hassle. You actually level faster fighting C rank enemies initially. Alternatively, C rank enemies just won’t give so much experience, and the curve can pick up the slack. Removal of the enemy tagging requirement for experience, with the intention of improving party play. Because it’s not 2006 anymore, no matter how much you wish it was. The MP Requirement for base types would be significantly reduced. Alternatively, they won’t be required at all for changing to an Expert Type, or you would just start as an Expert Type, unless it can be made enjoyable otherwise. Increased MP Payout by 50%. Because by the time you get to B rank, you might as well be level 1 again. Admittedly depends on the whole Basic Type changes, since switching is the main issue here. To escape the slug, we must confront the slug Dying would no longer lower the mission's clear ranking. Because having to restart the entire mission just to get your rewards… funny. Missing enemies and other conditions would still hurt your clear ranking. Admittedly I was never big on the idea of making death completely fucking pointless in PSU, but for the player experience, I can understand. Limit Break hitboxes would be enabled by default without the requirement of Type Level. The alternative is to remove MST from bosses in C and B rank difficulties. This one is important because it massively improves boss fighting for Force players, especially in Solo. Equipment Title Rewards for reaching a certain level milestone. These would reward the player with basic equipment to help bridge the gap between equipment and level until the player is ready to go and hunt for actual loot. The down side to this is that it may harm the early game market, but if Meseta is coming in from other sources for new players then it might not be a major issue. Adjusting the enemy HP party modifier nonsense. This is one of the many things that I face resistance with, but it violates the entire game as a whole the second someone joins or leaves the party. It completely changes the way the game feels, as well as your muscle memory. It just doesn’t feel good at all. The Enemy HP most likely would be reduced to 75% for solo play, and 100% for 2 to 6 member play. Increased Velocity of attacks. This one is actually already out for you, but specifically, straight shooting bullets and line techs. There’s no real downside to having your Bullet or Technic travel faster. It just feels nice. Junk all of the clothing exchanges and just put the clothing in the clothing shop. Still don’t understand this one. These exchange missions are never going to work correctly. I know it’s meant to be like… working toward something? But the fact that there’s an entire system there to let you try before you buy, and we’re not using it... please. Area chat can be area-wide. Not to be confused with global chat. This essentially means if you’re on the 4th Floor then everyone else on the 4th Floor can talk to each other without having to huddle up. Increase the probability of rare missions. The probability of rare missions is something that was mostly unknown, but the current system isn’t particularly bad, it could just use some adjustments. The down side to this of course is that 1 = 6, but only sometimes. Increase the probability of rare enemies. Rare enemies are something we do have some information on. On most AOTI and EOL missions, the rare enemy chance was 10%, opposed to the 1% it was on Vanilla. Judging by how pointless rare enemies are, there’s no real reason it can’t just be 10%, or higher if we keep the abandonment check. Another mild attempt at Partner NPC's I hate them, but y'know. If I can get them working at least for solo then it would be helpful, no doubt. Restricted Lobby access really isn’t helping anything Obviously PSU is a game that was designed around the whole idea that there would be crowds of people, hence the excessively fragmented lobby system that fucks us all over. There are multiple solutions to this problem, but for reasons I’ll never understand, none of them seem acceptable. I get that exploring and unlocking lobbies is like, yeeeeah cool, I’m “making progress”, but that whole mechanic becomes completely pointless once you either unlock them all, or introduce taxiing. At best it makes it more difficult for new players to get to the lobbies that people are in. If people want to explore, just let them explore via the flight NPC. If they want to explore missions, it literally couldn’t help them more by letting them get to those missions. However, this is another of the many things that I face resistance with. Of course we can argue that it forces people to “explore” or “talk to people” for a taxi, but I sincerely doubt anyone getting a taxi is going to make a new friend any faster than just getting to the lobby with people in. Having them be unlocked doesn't harm anything. At the very very least, have all of the City areas unlocked by default. My prices are too strong for you, traveler. Well you know how this one goes. It’s particularly bad as a new player to actually get equipped. The fact that you get the lowest tier of items from enemies starting out, y’know, junk that you actually start with, it’s not helping. Picture it: I’m level 15. I have the saber I started with, a pistol with no PP ‘cause my bullet levelled at the speed of light and my weapon can’t keep up, a wand I can’t use but forgot to sell, and the game’s gonna be like “Hey rookie, go tell that dragon why it can’t be playin in this field no more. I’ll give you a photon if you do.” Thaaaat’s whhhhyyy.... Supplementary Drops! Ta-da~ Because of the pain myself and many others have experienced, we’ve experimented with a new drop system that we ended up calling “Supplementary Drops”. Originally made to be “Planet Drops”, Supplementary Drops are part of the Enemy Drops category, and they have one purpose and one purpose alone: To equip you early on, and to help you fly. Not literally. It doesn’t matter what mission you do or what enemy you fight, they’re global, and it provides items that you can commonly find in NPC stores around that level. Weapons, Shields, and Units. At best you will find items that you can use and that will give you small boosts in equipment and performance from time to time. At worst it gives you Meseta so you can actually buy things you want, instead of trying to explain to the NPC why you can’t even afford a Meseta Card, let alone the overpriced weapon. That’s about it. Actual drops are still something to address. Fix the item prices Simple enough. At least on paper LOOOOL. Most prices are done by a formula, so adjusting individual items is more difficult than it needed to be, but whatever. I’d like to see the NPC item shop prices come down a touch. We can see how Meseta income fares after some time spent with Supplementary Drops. If it’s still too difficult to buy basic equipment then we’ll make more moves. Relaxing the mission level requirement I’m really on the fence about this one because it stomps right into the removal category, but with the intention of improving. While this is a mechanic that exists in other Phantasy Stars as well, one could argue that it’s a bigger issue for PSU because: There isn’t a centralized lobby, meaning you don’t get to see many people even if you can’t play with them. Unless you want to count “go to a hotspot that’s locked by default” as “seeing people”. You can’t catch up quite as quickly, and starting again isn’t exactly welcoming for older players, either. Going back to the experience boost for new characters, I know people will likely panic at this one as well. Screw power levelling! Except, again, it’s not as bad as you may think. The only situation that this is bad in is rare missions, which can be addressed. Even starting out at level 1 and having someone bring me into an S or S2 mission, I still level up slow enough that it’s not even concerning. A big problem with playing PSU in general is that it’s very difficult to actually play with people when you start out. You have to play an entire game of catch up before you can begin to play with anyone, and all the while people are moving away from you as they also level. Not to mention that half of the missions are simply boring to solo, and they’re not even rewarding. Remember when games had beginner training areas and you couldn’t wait to get out of it, but it just dragged on and on? That’s what starting fresh on Clementine is like right now. Work your ass off and prove that you want to play, before you can begin to play the game. Fun. Granted, this isn’t a major issue if you have low level friends to play with, but at the same time, it doesn’t exactly encourage anyone to invite their friends in either. In order to help them out you essentially have to start again, or slog through mundane C rank missions that don’t benefit you at all while experience gets dripped onto your friend. If you could bring them into your mission and help them to actually get caught up, and not just to level 10, it would be a lot more welcoming. Hours of play at best boosts me up to A rank tops, and even that’s a stretch. Quite rapidly I get to a point where levels start coming in slowly and I have to start pulling my weight, which I can do because all of the junk that dropped gave me just enough to buy some gear from the player market and go flat broke. The point is that I get to play. Not to mention that it also provides a fun challenge. It was actually fun going into a mission that was above me and actually being able to do it. Sure I cheesed it and it took a while to kill enemies, but it actually felt good. It was fun, and it didn’t rocket me into level 100 in 5 minutes. There are downsides to this though, of course. I can see it becoming quite annoying for players having random low levels join their mission. Obviously you can kick them, but it’s going to be annoying for both sides. To remedy this problem, I would probably lean heavily on the idea that low level players can only join high difficulty missions if they are explicitly invited by the party leader beforehand. This way, you can invite your friends in and help them get situated without the worry of keeping unwanted company out of your party. There may be runaway situations with EXP and MP, especially with Rare Missions. To remedy this one, we could implement some kind of EXP and MP limiting on extremely low level characters in high ranking missions. It would still be faster than dragging them through C and B, but it won’t get them to Level 50 in 10 minutes, kind of deal. Alternatively we can just not allow low levels into rare missions unless they pass the entry requirement. We’ll see. A funny mechanic called Attack Accuracy You missed. I don’t care that the attack landed and made an audible smack. You missed, because a funny number generator said you missed. It makes me laugh every time with its funny 0's. Also I'm lying. Hitting 0 is bullshit, in my humble opinion. Yeah I know that the enemy is supposed to guard against the attack, but even if they did it’s still lame. The idea that you can put a bullet in an enemy and it just bounces off them like they’re Captain Scarlet is nutty. The worry was that we didn’t want to make accuracy useless by removing the whole “hitting 0” thing, so something that we ended up toying with was to incorporate the idea of attack accuracy into the damage variation. In effect, you wouldn’t “miss” unless you legitimately missed, because we all know you can’t aim. Instead you just hit more accurate numbers. If you have 100% accuracy, then the only variance in damage comes from your weapon. This only really affects you if you have bad accuracy, like 50% or less, because you have the potential to do 50% less damage as opposed to no damage. Note* This only really applies to Player->Enemy interactions. You can still dodge enemies. It makes combat feel nicer, I promise. Very helpful NPCs that hold nothing but the knowledge Normally I would be fine with the idea of a tutorial mission, or even the old one that doesn’t work because of NPC's and missing data, ahaha. I hate the idea of forced hand holding or anything that takes control away for too long. The PSU tutorial was really annoying and you couldn’t get out of it because the NPC wouldn’t shut up for 5 minutes. What I’d like instead, is to just have NPC’s around the cities and whatever. Just regular roaming NPCs that you can talk to, if you want. We can have: 2nd floor friend tell you about some of the shops around. Person outside of grinding tell you about grinding. 4th floor friend tell you about the counters and planets. And pretty much anything else you can think of that might help guide unfamiliar players. Meseta Sink Something that does need to be addressed eventually is the lack of any real Meseta sink, and I can only really come up with a handful of solutions, considering what is actually possible. Have a community Donations NPC where everyone can work toward a goal. Once a predetermined sum of Meseta has been reached, there can be server-wide rewards for all players. EXP+, MP+, Meseta+, PA+, Rare Mission+, etc. Have a way to convert Meseta to GC in some way, and potentially find a way to add back the GC Shop We could sell useful equipment that isn't BiS, but good enough to help players that may be struggling due to bad luck. Guardians Quest System I mean, this one is fairly straightforward. I know that they got cut down significantly already, but I still think I’d like to see them become based around the idea that you just get rewarded for playing. At least Daily Quests. If it’s a daily chore, then I think it should stay within the bounds of, say, Clear 5 missions, Break 50 Boxes, Kill 100 Enemies. Just simple shit that you do without having to go out of your way to accomplish. Weekly quests, I don’t particularly have a big issue with them being something specific. Go and kill De Ragan, Go and kill whatever enemy. But I also think that Weekly quests should steer clear of being a chore. I’d mentioned this in another post a while back, but Weekly quests shouldn’t be a week long chore, it should be something you finish and then you get the rest of the week off. Like cleaning your house, you don’t do it all day every day, you just do it once or twice a week and then it’s done and you feel good. --------------------------------------------------------------- Advanced... Stuff --------------------------------------------------------------- Guardians Cash might actually become a reality after all, y’know? Only it would be free, of course. The inclusion of Guardians services is a major milestone for Clementine because it incorporates a lot of added progression as well as solutions to problems we have. Of course we still need to come to some general agreement on how to obtain things like AP and GC, but at the very least I know it will be free and obtainable through playing. Guardians Advanced Style Where do I even start with this one? The GAS system is utter garbage and it’s so obviously outsourced. It doesn’t follow AAAANY of the rules set by the rest of the game. Getting it to work this far has been the most stress I’ve gotten from Clementine in a while, and in general it just scares me with the amount of conditional shit going on. Of course it isn’t finished yet, but as it currently stands I can level up abilities, remove abilities, and all of the Basic and Special abilities are working. The weapon abilities and attribute abilities aren’t in yet, nor are styles, and I need to implement saving and loading. The plan is to have it working and implemented properly of course, at least to a reasonable extent. Obviously if I can’t tell the client certain things then we’ll have the usual hodgepodge and workarounds, or it just won't exist. I do foresee changes though, and I’m not totally sure how I feel about it right now. Whether it’s the group opinion that some abilities are “too strong”, or the condensing of abilities into one package, I would prefer to keep things as close to the original intended system as possible. As it stands, the current abilities I’m to implement are as follows: Limits (Basic, special, weapon, attribute): Human Basic: 20 Special: 11 Weapon: 25 Attribute: 20 Newman Basic: 15 Special: 9 Weapon: 20 Attribute: 15 Cast Basic: 15 Special: 9 Weapon: 20 Attribute: 15 Beast Basic: 15 Special: 9 Weapon: 20 Attribute: 15 Basic abilities (max level in parentheses): Maximum HP+ (5) Strength+ (5) Accuracy+ (5) TECHNIC+ (5) Defense+ (5) Evasion+ (5) Mental+ (5) Stamina+ (5) Special Abilities (max level in parentheses): Full Custom Power (2) Exact Attack Damage+ (2) Exact Counter Damage+ (2) Attack Range+ (2) Support Range+ (2) Critical Rate (2) Critical Mastery (2) First Strike (2) Sluggish (1) Old Fashioned (1) Weapon skills (max level in parentheses): Two Handed Mastery (10) One Handed Mastery (10) [WEAPON] PA Level + (5) [WEAPON] Damage + (5) [WEAPON] Element+ (5) [WEAPON] Critical+ (5) [WEAPON] Extra+ (1) [WEAPON] PA Master (3) [WEAPON] Bullet Master (3) Attributes / resistance (max level in parentheses): LB Line TECHNICs (3) LB Single TECHNICs (3) LB Ra TECHNICs (3) LB Gi TECHNICs (3) LB Dam TECHNICs (3) LB Nos TECHNICs (3) [ELEMENT] TECHNIC Level+ (5) [ELEMENT] TECHNIC Master (3) [STATUS] Resist+ (3) [STATUS] Rate+ (3) [STATUS] Power+ (3) Weapon Style (only 1): [ELEMENT] Burst (3) Enhanced C Weapon (2) Enhanced B Weapon (2) Enhanced A Weapon (2) Status Crusher (2) Lucky Striker (2) Finishing Blow (2) Power Drain (1) Giant Slayer (3) Hybrid Warrior (2) Revenge Blaster (2) Shield Style (only 1): Reduce [ELEMENT] (3) Rapid Action (2) Ragan’s Breath (3) Protection (3) Multiple Parry (2) Berserk Stance (1) Aegis Sword (1) Aegis Guard (1) Extra Style (only 1): Competent Trapper (2) Competent Pharmacist (2) Double Time (1) Wild Blast (1) SUV Lover (1) Trusty Partner (2) Vampire Strike (1) Avenge (1) Regenerate (2) Did I mention that I hate b u l l e t p o i n t s? The Upgrade Device I haven’t started on this one yet, but Jakoo has done enough research into it that it should be possible to recover this one alongside GAS. For anyone unfamiliar, The Upgrade Device is another service that is used to manage and maintain your weapons in exchange for GC. This service included: Increasing Current Grind (Max 8) Repairing Maximum Grind (Could potentially be reworked into a "Prototype weapon" feature. I.E turn your weapon into one) Removing Element Changing Element Adding Element Increasing Element Percent (Max 40, perhaps) In general I doubt there’s much freedom with this one. It doesn’t seem possible to add or disable any of the features, which means we generally have to work with it. Since it changes the way weapons are managed, we may end up having to address some things. Low element percent drops don’t really warrant being trashed anymore, broken weapons can be repaired, and getting the wrong element is no longer a big deal. Admittedly this does worry me. Not because it’ll become “too easy”, but because I’m afraid drop rates will get the machete even more, based on the idea that you only need to get the item a handful of times at best. For more information on The Upgrade Device, please see: http://re-psupedia.info/The_Upgrade_Device Weapon Potential. Grinding and Prototypes! Aaaahahaaa hahaaaaaa. Fucks sake. Well, I’m not going to be making any decisions right now, but obviously with the inclusion of The Upgrade Device, we’re going to be opening some doors. Grinding is a hot topic, without a doubt it’s something people can’t seem to ever agree on. Like obviously, yeah, there are people that want it to be left alone, and there are people that want the breaking to be removed (free repairs, if you will). Either way, someone’s getting a little too salty at grinding, and I don’t believe it’s a system that’s ever meant to induce such an unpleasant mood. I can understand why people put a lot of worth into grinding, and I can understand how others don’t. I can understand why someone might not want to waste time with it, either. If I’m being honest, I fear that the ideas of Grinding weapons in PSU are stuck inside of a box, like Grinding can only ever be one thing or the other. Either it breaks, or it doesn’t. Sure, with The Upgrade Device you can repair it, but it’s just an extra step between Grinding and Getting a 10/10. Sometimes people come up with ideas to try and improve Grinding, and a lot of the time they’re not very workable ideas. Mostly because, well, this is PSU, and PSU isn’t a flexible game; It’s difficult for people to know what is and isn’t possible. Take the Prototype System for example. The only workable property was the incredibly limited item name, which is why Prototypes were named the way that they were. The Prototype system is something people seemed to enjoy, but there also ended up being a lot of confusion around them. The name isn’t easy to grasp, a lot of people get confused by them when they drop, and they don’t show up easily on the player market. But Marmalade, why don’t you just use the description window to show the attribute? Well, I can’t. Because of how the client handles item descriptions, it would be applied to all versions of that item regardless of whether it’s a Prototype, different Prototypes, or just basic. I know, I know, DA is bae, but I didn’t particularly plan on there being any variety either. The concept behind Prototypes was to simply make them all the same. Your weapon was either a Prototype, or it wasn’t. There was no DA, NV, AMP, EE, or whatever--it was just a status weapon to add rarity to items that were supposed to become a little more common. My biggest worry with Clementine and obtaining equipment is that we’re very slowly creeping towards the loss of rarity. Rarity is a Sin. 50+ runs is a Sin. Bad RNG is a Sin. Some items are allowed to be rare, and sometimes you can’t have the latest and greatest. Some items need to be rare, some items need to be hard to get. Prototypes were meant to be the rarity to the progressively common rare items. Here’s a really nutty idea for Grinding and Prototypes. When it comes to actual weapon rarity and signature, there’s honestly a lot more that can come about than the basic 10/10 and some random ability. Let’s say that Prototypes got cut back to what they were initially supposed to be--one thing. The naming convention and the 15 star rarity would be dumped, making the weapon easily identifiable. Instead of it being a minor boost to stats, it simply has the potential to 15/15 instead of 10/10. This also makes it identifiable on the market, because it’s information that you can actually see on the weapon stat window. I can also add in a filter similar to element, so you could search "Agito Repca Prototype", or "Agito Repca Proto", etc. Ok, so our Prototypes go to 15 instead of 10. Now let’s say alongside regular-ass Grinders we have the addition of Attribute Grinders. These are Grinders that could be ATP+, TP+, SE+, CHR+, and so on and so forth. Grinders like this would be uncommon and you would use them on 11-15 specifically. Their chances of success could be 100%, or they wouldn't break your weapon on failure. You would use them sparingly of course, but they would add an additional stat bonus and let you filter it on the player market. This opens up a few doors. Obviously this lets you customize your weapon(s) to what suits your needs and play style, instead of depending on the RNG of, say, a DA Prototype roll. But it also adds a layer of progression, it gives you control, and it adds rarity of varying degrees. It adds choice. It’s worth noting though that even though prototypes go to 15, the generic grinder bonus would have to stop at 10, because there are no stats beyond 10. We would either have to fluff something in, or it would be strictly for Attribute Grinders (regular Grinders would be a waste on 11-15). The bonus gained from Attribute Grinders would also be fairly small. Enough to make the weapon feel nice, but not enough that the gap between 10/10 and 15/15 is a problem The boundaries of this are limited for sure, but there’s a lot we can toy around with. You can easily have ATP+5, ATP+20, ATP+30. You could have grinders for PP recovery speed, attack range, even Status Effects. It’s literally GAS for your weapon, on your weapon, as opposed to your character. So, instead of this: AR-DA0103 You have this: Agito Repca 0/15 Alternatively if there's space in the item name then we can probably prepend a ★ symbol to the item name, like ★Agito Repca. The down side to this is that we have to disable Prototyping for items whose names are too long, or we need to manually shorten those names. But Marmalade, what about our existing Prototype weapons? Yeah, well, that's a tricky one. They would most likely get converted to 15 max, with the applicable stat bonus added on top in the form of grinds. If you had an Element Enhanced, then your weapon would turn into 5/15, with 5x Grinder ELE+1's attached. Alternatively they all just become 10/15. Thanks for listening to my crazy idea. Grinding Regardless of what actually ends up happening with Prototypes and the sort, it would be best to at least incorporate the weapon repairs via The Upgrade Device, whether it's to repair weapons, or in theory to prototype them. However, the main concern here is the time-to-reward ratio with Grinding. What I want to avoid is having players break their weapons going to 9 or 10, run to The Upgrade Device, repair it, run all the way back, and then break it again. That's not going to be any better than what we have now. There are a few ways that I could really think about doing this, but I want to say the best approach is this... Failing a grind could lose your current grind by some value, but not the entirety of it. Which is to say, if you fail a grind, you may lose 1~3 current grind, and a very small chance to lose 1 max grind potential. I would say that it should be okay to fail a grind and not necessarily always lose max grind potential. The idea here being that grinding overall becomes easier, but there's enough of an edge to keep the GC sink from time to time. On top of a system like that we can have weapons drop with less than 10 max grind potential, but no less than 8, which gives The Upgrade Device some use without putting it all on the idea of Grinding. It also means we can bolster drops for items and increase drop rates, because if an item has a chance to drop at 0/8 and has a chance to drop as 20~30%, then there's no reason for them to be quite as rare as they are. This is explained more in the Drops section below. Please read it, if you're interested, but the trade-off means that these weapons would drop a little more often, turning your time and attention toward efforts to repair it via The Upgrade Device, rather than pure RNG hunting, unless you want the 0/15 Prototype. This would at least make your efforts guaranteed, since you’ll most likely get AP and GC through a measurable effort, like the time you already put into the mission hunting the item. Essentially, it pays for itself. You could at least calculate how much work it’s going to be to get your weapon to where you want it to be otherwise, and figure out if it’s worth it. Add on top the idea of Attribute Grinders, and there's a lot to work towards with your weapon without leaning on RNG too much. The added bonus is that for people who genuinely don’t give a shit about having the latest and greatest, they would most likely settle for a 0/5 and be more happy with the look of the weapon rather than its performance. One thing I think I’m certain of though is that if players are going to spend a ridiculous amount of time doing anything to progress, I would rather they didn't spend it talking to the Grinder NPC. I'd Much rather be on the field hunting and playing, than snoozing my way through the slowest NPC in the world 500 times in a row. To summarize: Grinding has a low chance to reduce Max Grind potential to a limit of 0/8, to keep The Upgrade Device mildly Relevant. Grinding has a reasonable chance to reduce Current Grind by 1~3. --------------------------------------------------------------- Adding Fun and Challenge --------------------------------------------------------------- BUT MARMALADE, where’s challenge mode? Y’all said it was coming and then it never did kekw Challenge mode is something I still want to do, and I still have the plans and the intention to do it. The problems I have right now are this: Firstly, there’s a lot of mission stuff that still needs to be figured out. I would enjoy having a fair few puzzles in Challenge mode, but in order to make any fun puzzles we need to figure out as much with missions and customizing them as possible. IC was a big step toward doing custom missions, since it was the first custom scripted thing we did, but there still needs to be more. Secondly, I wanted there to be an isolated lobby for Challenge Mode, but the problem I face is that because it’s a custom map, there’s no way to enable PP Cubes or Universe Cubes, which means leaving the lobby is very difficult. The best approach that I could come up with was to have an NPC that forces an area change, which would force a universe change. The problem with forcing universe changes is that we kind of assume that the server is fit to take your request and move you. General Challenges As for a general challenge, I think it’s worth keeping in mind that sponge-ass enemies aren’t exactly challenging so much as they are frustrating. A fun challenge usually revolves around things like timed events, easter egg hunting, or puzzles to get the mind working. I know there are a lot of people that will scoff and go “lmao TA boring”, but y’know, to each their own. Anything that generally takes control away from the player isn’t and shouldn’t be considered “challenging”. Anything that depends on RNG isn’t necessarily challenging either. Overly punishing a player for failing a challenge is also a sure way to make that challenge not at all fun. I think what could be fun for the future is some long raid shadow legends style missions, with the main difficulty focused on the boss or mini boss instead of the whole mission. This isn't to say that all missions will be like this, they would be a planned group activity amongst players seeking higher rewards. We could also have some missions that revolves around keeping enemies away from something, like a poor man's tower defense. These aren't regular missions, but something to go to when you want challenging content. --------------------------------------------------------------- Missions --------------------------------------------------------------- There are a fair few missions in Clementine that need to be looked at, mostly because half of them are pieced together from various difficulties and game versions. A lot of Vanilla missions need to be addressed, and some JP missions need to be looked at. It would be nice to have some more variety in missions and rare missions. Maybe some that utilize uncommon areas, or ones that explore the unused parts of the PSO areas. Additionally, some different rare missions overall would be nice, and missions that make use of basic boobytraps and puzzles (I.E, 2 switches, 1 is trapped). Having a mission that sits along side Unsafe Passage that is more geared toward teaching players basic mechanics via message terminals would be nice. Things like switches, gates, keys, teleporters, and dark rooms, etc. It would eventually loop back to the G.Colony instead of dumping you in a dead end lobby. Extended Missions Extended missions are missions designed around some form of gimmick, puzzle, or attitude. They would use uncommon areas, event areas, or just plain cool areas. Their purpose is to give players an alternative to hunting certain drops where they might otherwise be boring or unpleasant to hunt. Bad “Timed Quest” smells To clarify: This isn't a timed quest system like Emergency Quests, I ended up wording this poorly. I know most people hate the idea of having missions available through a timed window, as much as it would help us with the whole gathering people into one spot concern. Not all that far off from the idea of Mission Spotlight, it may be an idea to have spot lit missions based around Contamination in PSU, where players can group up to do runs and get actual rewards. Something to break away from the boring grind of hunting, anyway. The idea behind spotlit missions is that they would rotate daily, either on the 4th floor, or around various lobbies in the game. With something like this we can reward players with various guaranteed rewards, like GC, AP, Boost Items, or even Item Tickets to exchange for goodies. It would be available all day, but with limited rewards after so many runs to prevent abuse. This lets you group with your friends to help them without locking you out because you already did it. Automated Seasonal Event Missions Because figuring out seasonal enemies never happened, we would like to make seasonal missions that automatically enable and disable depending on the active season. If the Valentine season was active, then there would be a mission available based around Valentines Day and Rappy Amure. The same for Easter, Halloween, etc. This wouldn’t interfere with actual events either. We can have bigger events during these seasonal events, and it wouldn’t hurt much. It’s just something else to do if you’re bored. --------------------------------------------------------------- Drops --------------------------------------------------------------- You may already know how I feel about this, assuming you read everything up until this point. Otherwise not a lot of this is going to make sense. Besides the usual “lol drop rates bad” complaints, I think there are other issues that desperately need to be addressed before the rates get tampered with. However, combining all of the time, work, effort and research I’ve put into improving the overall drop system, I can now safely say that I’ve done everything I can do to ensure that drops have the best possible potential to be good. Now it's really just a matter of how things get distributed, which leads me into... My concerns with loot My initial concern with loot is fairly simple. We can not have an individualistic drop system and still treat loot as if the party, and in turn the entire community, is one collective. Yes the loot may get rolled 6 times, and yes the runs might go faster with more people, but that’s the point, isn’t it? A 6-player party doesn’t mean that players get 6 dice. All that being in a party means is that players get to roll their dice just a little more frequently, but I worry that this gets lost somewhere along the way. There should be very little discrepancy between one player running a mission alone, and 60 individuals running the mission alone. This is why solo hunting stinks, and hunting in general is just unpleasant. People don’t complain just because. Ok, maybe some times, admittedly people would still complain even if the rates were the same as official, but the point is they complain because there’s an issue that keeps going ignored or unresearched. We can’t keep gearing items toward the idea that they will “come into circulation” either, like any one player in the community getting it will provide instant gratification for the rest of the player base. Like excess items collected will automatically work their way down into the poor man's pocket. Not only would people rather just find their item instead of buying it, but circulation just doesn’t exist, I don’t believe that it does. Even if it did, there isn't usually a good supply of Meseta to afford a lot of these things without taking a major hit. If you want to have loot be based around the idea that people always share what they find, whether they need it or not, then circulation needs to be cultivated. To cultivate it, you need to feed it. To feed it, you need to source loot. If you don’t source loot, then you don’t feed it, and it doesn’t circulate. But how do you source loot without ruining the market? Well, depending on what we define "ruining the market" as, it's pretty straight forward. Dilute every rare hot spot that exists with other items people want. If a mission has 1 item I do want, and 2 items others want, then chances are I'm going to find something to sell on the market that other people want. Exhausting the idea of “Rare” Don’t get me wrong, there should be rare items in PSU, that’s not a problem. There are allowed to be ridiculously rare items eventually, near the end game. But right now we’re at fake wish.com end game and it’s burning people out before they even get to the part where rare items are meant to exist. I've already somewhat touched on this, but there's consistently nothing between run 1 and run 500. Seemingly a lot of why players are fed up with hunting items is because of this, and it's a problem that a lot of games have remedied in recent years. I get that these items are strong and there are a lot of items that need to be rare, that's not a problem. Rare items can still be rare, but the idea of a rare item hurts a lot when there's next to nothing along the way. If we're to measure the best scenario, how would we? 50% all elements? The absolute very best it's ever going to be for the item. If it takes 300-500 runs to get 1 of these 6 elements, and it's 32% then... ok. Now the metric is set, it's going to take me another 300-500 runs probably, for a shot at another potentially worse item, or a duplicate of what I have. I can sell it, but I'll probably price it ridiculously high that no one can buy it, because it took a large chunk of my time, and time is valuable. Unintentionally, we've ended up burning people out on this idea of “rare items” so much that when it comes time to put in actual rare items, players are already finished and done with the idea. Of course there’s no real choice, those rare items still need to be rare, so the only real solution is to make rare hunting fun and worthwhile by addressing the nothingness in-between. Which leads me to... Closing the gap between The Best and The Worst The lack of depth is hurting drops right now. I mean, the miniscule content updates aren’t helping, but there’s no actual depth to the item or what to hunt. If people argue that grind breaking adds value to a weapon, then low elemental percent floor and the theorized lower/higher max grind bridges the gap between the best and the worst. You can have the weapon, and then you can have the best version of that weapon, which was essentially what prototypes were meant to be but aren’t. --- TL;DR: When you have all the items pushed up against one side, I.E 40-50% element, then the rates get nutty because it's "too good". Allow more 20-30%'s to drop in exchange for raising the drop rates, which means more loot and less nothing. These items can be repaired through guaranteed input through The Upgrade Device. Essentially it's this: Common: 499 Runs, Nothing at all Rare: 500 Runs, 1x 40~50% Maybe VS this: Common: 200 Runs, 20% 0/5 Uncommon: 300 Runs, 30% 0/8 Rare: 500 Runs, 50% 0/10 All the while, you're gaining GC for running the mission, which you can optionally use to repair the weapon or change it to your needs. --- You see, if you have a chance to drop a totally bunk item, like 20% fire because we’re daring like that, then by all means you can increase the drop rate a little. Most people will settle, plenty of people will be happy with 20% just to get by, and if they’re not then they can get a Meseta return on it. Then, since naturally you still have the chance to get a 50% and we know it won't take 800 runs, the people that actually want to work for the best version of that item can do so at their own leisure. But when everything is rated toward the idea that it's always going to be the best and you only need to do it once, it ends up sucking the life out of the hunt, and in turn the journey to get the item. If it's not realistic to do this for a certain item then there needs to be something else that drops along side those SR's. So because there’s no real depth to any item, I can also see us gradually creeping up the element floor so 45+% or bust, because the items are so hard to get that people get frustrated when their long hunt paid off with a low-to-mid version of that item. I don't want us to be afraid of low element percent. Let it exist and let it add depth to the item so we can pad out loot. I’d rather get the low-to-mid versions of the item more often along the way, than almost never. At least then I know it’s dropping, and it’s just a matter of finding one I’m happy with. If I get a bad pull, then at least I know that I’ll get another chance in a reasonable amount of runs. Hell, I would even go as far as having at least 1 guaranteed red drop at the end of a mission, even if it’s potentially doodoo. At least I know I’m guaranteed something for my time running the mission. I’ve said this more times than I can even count anymore, but please take Pokémon Booster packs for example. Every time you open one you’re guaranteed a rare or shiny. You at least know that you’ll get something, even if it’s shit. Such is the illusion of reward, and it's why people keep trying. Every time I see the item I want, it’s exciting. It’s a dopamine hit. Is it good? Is it the element I want? How about the percent? I don’t know. Picking it up and finding out is exciting. Well, if it isn’t what I want then I at least know I can try again. At least I know I have another shot at it. Obviously this doesn’t apply so well to weapons, since The Upgrade Device just solves the problem of bad striking weapons. But for weapons we can do something else like needing to be repaired, and for shields we can have the element floor, or a combination. We need to bolster the journey. We need to add something to the journey between starting the hunt, and the eventual climax. The easiest way I can think of is to just have more variation to the item and let it drop a little more. This isn't to say that we need to make rare items flood in, but increasing their chance and lowering the chance of a 45-50% might be more ideal. At least you get rewards this way. BUT IF YOU RAISE THE RATES, THE "MARKET" WILL...?! Dealing with Item Flooding I suppose one of the biggest fears for loot is that too many items come into the game, so the market price tanks and yada yada, but I don't think you need to worry about this so much. Sure, this one is difficult because there aren't many item sinks in the game. There are NPC's to sell to, Synthesis ingredients, Exchange Missions, and the Offering Box. The problem with Synthesis and Exchanges is that they're majorly limited, and it doesn't cover most items effectively. The Offering Box is also so far out of the way that it's just tedious, and it doesn't really give anything exciting. However, the plus side to the Offering Box is that it has the UI to deal with the majority of the items in PSU, so it has potential. The idea, in theory at least, is that we can duplicate it and move it to an NPC or something on the Colony. Assuming we go with this idea that items become a little more common, but can drop with lesser element percent, or in general are just worthless to you. Here you would be able to feed in your garbage items and have a reasonable chance at a return on useful items, such as tickets or whatever would be the item equivalent of PA Fragments. Then you can at least convert your trash items, and in turn your efforts, into a somewhat guaranteed currency that you can spend on items you actually do want. Whether it's boards for desired items, boost tickets, or something like GC. The alternative is to have a shop NPC that you sell to that converts items sold into some other kind of currency along side the Meseta gain. The only down side is that it probably can't add anything to your inventory, so it would have to be rewards like GC or AP. There's also the natural sink of players that just never play or return, which is inevitable. This applies to Meseta and Items. So consider that at least 50% of all incoming Items get removed at some point in time, either through selling, offering, or just being locked behind inactivity. Synthesis A quick note on Synthesis. In general I think it would be reasonable that if we’re going to have boards for items then they should also be able to drop as whole items, even if the chance is lesser. If we’re worried that it would invalidate Synthesis as a whole, then we can work to make it rewarding and worthwhile. At the same time, there are a lot of players that really don’t enjoy crafting, so making it a requirement for some things isn’t all that fun. I know that most of the boards are 100% regardless of the bot level, but still. Some of us just want to kill enemies and farm the item instead of piecing it together. Also can we remove Photon, El-Photon, and Im-Photon from drops? Just put them in an NPC shop. I want to die every time I run S2, break 8 boxes, and get 3-4 regular-ass Photons without fail. --------------------------------------------------------------- Final Notes --------------------------------------------------------------- At the end of the day this is only a game, and It’s a game that happened already. There are plenty of healthier ways to revitalize it, so there’s no need to hold such a tight grip on PSU and its content. Just let it be. I know some of what I touched on was a bit wacky, but these are things that I want to work on or consider. I want to think that most of what I spoke about is in everyone's best interest, but if it isn’t then… huh, I guess I really am lost. Of course I know it’s a lot to ask, but if you do end up reading all of this, I would somewhat urge you to give the parts you cares about a re-read when it’s convenient, just so you can be sure that you got everything. There’s a lot to take in here, and I’m sure there will be a lot of questions, a lot of “This is dumb”, and a lot of confusion. I don’t want to cause a stir between people, and I don’t want people to start pointing fingers or calling names like usual. A lot of you will probably wonder when something like this could happen, and how long. The short answer is that I don't really know, but most likely this year for most of it. The way I envision all of this would roll out is as so: The First update is the early game character progression, so new players don't immediately die on entry. Possible. Next up would probably be drops with the level cap bump, either 180 or whatever the next difficulty tier is at the time. Possible. Then we would work on finishing GAS and The Upgrade Device, along with the Prototype stuff and Grinding, if people want it. Should be possible. Well I think that might be it, or at least as much as I can be bothered now. I’m sure there are some things I missed, but if I write any more than this then I'll be 90 before I know it. Don’t be afraid to ask questions and give feedback. Now’s the time, after all. Cheers, thanks for your time, really. Love from the Team
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  26. The Partner Machine "Talk" option and Vision Phone "Help" options are not translated, and are unlkely to be any time soon due to the sheer amount of work involved for little gain. However, for the Vision Phone entry you can view full translations on re-PSUPedia: http://re-psupedia.info/Your_room (look for Glossary (script) and Play Guide (script) The Partner Machine option is meant to take you into cutscenes but these do not function correctly, and again are not high on the priority list to resolve.
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  27. Oh yeah, let's just nerf a PA that only 3 2 classes can use and one has max skills at 20. This discussion is moot. Taking out JA's would fundamentally change melee classes just to save a second or two when attacking. Use basic attacks when you feel it's right to JA or don't. If that's too hard, play a gunner.
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  28. Yeah, there are a lot of striking PAs, and experimenting with them involves getting a full set of the relevant weapon + getting the PA to level 40, and dealing with the fact that there's a 36 PA limit. The game isn't really set up to allow you to try everything out easily. There's a fair chunk of PAs I'm not too familiar with either. Anyway, Senten Kazan-ga works great against dragons. I generally hug the neck / front body and go ham on it (just be careful on Zoal Goug since its neck can block you from moving under it during some animations.) Falz/Fakis Final, I typically use other PAs - though since the recent buff I've been playing around using Senten some. If you can get underneath the thing on Falz/Fakis' tail (dunno what it's called), you should be able to hit 4-5 hitboxes without too much trouble.
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  29. Also @Marmalade while these changes sound nice, I would like to point out one other thing, The voting for something, but arguing against that same thing players voted for. It's really good to see both sides of an argument, So i tend to play more of a chaotic role when discussing subjects. Its usually to dissect an issue and see all viewpoints of that topic to show it's pro's and it's con's. I would enjoy a simpler game, But at the same time I'm perfectly fine with the way the game is, at the same time. Both have their issues, and nothing will ever be perfect, it's usually better to follow things in steps rather than trying to pop every balloon with a needle. Take your time, and don't feel too pressured on anything, The games population fluctuates on down time, But in all honesty, The average seems to always be above 100 players, The hardcore fanbase won't exactly just leave unless there's really nothing else to do, and that's okay, games grow old. While saying that, I would also like to say, lean away from making the best items of that tier tradeable. Not everything in psu was tradeable, There should definitely be more independent progression that isn't entirely locked to rng. The way PSU handled these sorts of things was by trades, and some aspects of those trades had some randomness to them, but it's really important that not every item should be solely handled by meseta, or just rng drops. There should be a reward for hard effort. And I do believe there's a place for higher difficulty missions, Maybe even more difficult then IC (at it's original scaling), I welcome it. But also don't lean to heavily into changes that would force a meta, or a specific playstyle.
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  30. Y'know... with all that's being discussed I also gotta ask: Are there any plans to raise the max amount of PAs we can have at a time? Is that even possible? I mean I don't even remember a detail like what the cap was on official, plus I don't know if even something like this would be hard coded or not (I'm sure dumber things in games have been hard coded).
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  31. Agreed that while it may seem that more players would just put junk weapons on the market, This is definitely not always the case A lot of the time weapons are just NPC'd. If this weren't the case, there would be alot more variety to melee weapons on the market than it is currently even with double clear box rewards. Trash will remain trash, if the upgrade device only goes to 40% (like official) not many striking users would want it. I suggest boosting it to 50% If you can't get an item to 50% then it will also become an item that striking users would just not opt for, thats anywhere from a 1~10% difference. Look at how the price spikes for items that are 49% and 50%, even a 1% difference has a inflated value. Yes it would add more depth and make 40~50%s, more valuable, but at the same time it would be similar to the grinder situation, there's no possible way to get that existing item to 50%. I would suggest reducing the % of weapons considerably, at a minimum a weapon could have should be 10~15%, and never drop above 39% when the new system is introduced. But also allow more ways to craft items so that they can achieve 50% instead of only having that item drop in a mission and also not have a board for it. Currently things that are more expensive items are the prototypes, and 50%s To melee users, they typically only wanting/needing DA/EE items, 50% weapons dropped off slightly in value, but are still sought after. Even low ele DA weapons are looked down upon, it has to be 50% or the value is completely lost, So I would highly recommend the upgrade device to allow for elements to go to +50%, to keep prices from further inflating. After reading all this, the impression I got was, by making striking weapons and armors have specifically higher %, it resulted in ALL Items having low drop rate, meseta amounts being lower, ect. But this doesn't account for tech users, or range users who's items drops were also made to drop infrequently aswell. Or why enemies hardly ever drop any weapon at all. the boards themselves shouldn't also be this rare when you have to make them. I think I was the one who brought up the fact that having items drop at an excessively low rate but the % is completely random as melee was kind of an issue back in an old CBT, If I had knew drops would only become even more infrequent then I would have never suggested something like that. I don't think item's losing the max grind on their initial drop would be nice, It would be better to just have the player find the item for the first time, then attempt to grind it, before given the chance to repair it. It just seems like: by devaluing elemental % items and ALSO reducing their maximum potential, we can have a normalized drop rate. But on top of this, also resetting the grind system to it's original state. Because a new system of GC will be introduced to handle it, along with the upgrade device. My only issue is that it doesn't explain why certain items were so rare when they don't have an elemental % or can be grinded, or why the value of so many items were made so cheap that it overall devalued an item's retail price? I guess the response to this would that we need more sinks to help with the economy, but I guess if drops are more frequent then I would have more items to sell, unless their values are made even cheaper. Enemies still don't exactly drop much meseta even on S2, official, it was easily thousands, and 10s of thousands, but here its barely anything over 200~800, and that would've helped with costs of consumables before hand, but hopefully the increase drop rates will also see an increase to enemy drop rates too, cause those are even more scarce then clear box rewards, and more rewards are tied to clears rather than some enemies, which would've added more variety to missions overall. ========================================================================================================================================= While the idea that having specialized grinders drop may seem like a good idea, I would personally keep it away from further increasing weapon damage from it's intended values, increased PP/Range/Accuracy would be a better choice. instead of it being 10/15, lets keep it to 10/11 but you can select one trait of the following: Let's say there's two options, the damage-type option(name changer), and the QoL option(PP/Range/Accuracy.)(shows as 10/11 or 11/11) As for existing DA/EE weapons, I would suggest keeping the system an option, the only change would be the items name like currently, but you have to get a specialized grinder from either farming for it that would allow you to select the weapon to become either a DA, EE or SE weapon(i would love a SE boost on melee weapons too.) Like an DA/EE/SE-EX grinder.
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  32. That's the problem I have understanding when it comes to breaking items. What's the point of an item breaking if it can be fixed? Nothing will be permanently broken. For those whom advocate for items breaking, it should be for permanent breaks with no fixing, for it to actually be different than what the system is down. Hense, a break&repair system won't satisfy those players. My post was more a question to those who would prefer unrepairable breaks. What makes that system better than the one we have now? If people just want to see numbers change for whatever reason, I'm seriously lacking some information as to why this is needed, when in theory it changes nothing in the end (except take extra resources and time.)
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  33. If we go back to the old system of weapons breaking, can we at least keep the 'grinders below +10 are actually usable' bit of the current one? A big part of the reason I never touched grinding S rank weapons before the change was the fact that only +10s were worth using, which is a huge problem when you're playing a striking class and need to grind like 6x (7x if including neutral) as many weapons as tech or ranged focused characters do.
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  34. Anything to do with traps has the client screaming and throwing a fit most of the time... It's a miracle it works to begin with based on what I remember Marm explaining to me.
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  35. Pretty much this: tedious. The gameplay is fun, I don't really pay too much attention to the cries about how x needs to be able to clear faster or y's weapon is too functional(or how this game is too easy, but enemies dodge too much), but yes, getting things is tedious.
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  36. As a striking player, the things I'd like to see are: - Address the 'meseta cost per run' of being unable to use support TECHNICs. On a run with my AF I could spend up to 10k on consumables. On a run with my WT I often spend 0 meseta on consumables, sometimes 1k or 2k on photon charges alone. The cost of buff items has been significantly increased from retail. Agataride et al used to be 150 meseta, whereas Megistaride was 300. At the very least this should be reverted. A reduction in the cost of trimates would also be nice (to 300, maybe?) - A Level 150 enemy on retail has 1017 EVP. A level 150 enemy on Clementine has 1117. So the enemies have boosted base EVP, which when combined with enemy levels generally being higher in Clementine results in too many zeroes. At the least we should revert enemy base EVP to retail values. Maybe even a touch lower than retail to make up for the boosted enemy levels. - Shield buff and strike resist should not stack (probably true for bullet resist too). Doing half damage against something is one thing, doing one third damage is another. There's just no reason for this. Strike resist alone is enough to encourage you to use a different damage type (and or status ailments / SUV). - Spread the line shields out to missions that are not filled with strike resist bots. It's fine to have different types do better with different missions, but when striking does badly on pretty much every mission that drops the best line shields... yeah it sucks. Buffs to lesser used/weaker striking PAs would be nice too.
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  37. Nah, I go without deband on some easier missions. Stuff like Unsafe Passage S2 or Scarred Planet S2 are fine with no deband. Saves meseta and means I don't have to deal with the backlash damage of megistaride, which is definitely more annoying when you're not a techer with (gi)resta. I've swung around some Kronos Scythes on my low leveled FM (leveling on White Beast) and it's nice when it procs. Not really into the 'spam off element incap attacks just for the incap proc' gameplay but I'll probably cave on that eventually and buy megid for WT. Might farm Demonic Muramasa sometime, but getting a whole set in acceptable element%s will be a pain. Though that's just life as striking. I main Human Acrofighter actually. I have a Newman Wartecher (ex-Masterforce) that I made because some missions just aren't reasonably doable as a striking class (that and because I just like leveling new characters and trying different types.) Striking main is pretty much playing PSU on Hard Mode. Harder to gear, harder to play, meseta inefficient because of consumables. I love it anyway but some parts of the striking experience are not exactly great right now. And this is one of them.
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  38. Isn't this why FM was the best on official damage wise? They have the highest risk to reward, as well as having to deal with loads of RNG to get a decent palette. (50% weapons and 10/10 six for each element. ) I was unware of how multiplicative the damage was when it goes against those with low DPS or any poor soul whom lacks lv 40+ buffs/debuffs. This doesn't seem right at all. I'm with you @Selphea. If I were to make a dps class currently, it would definitely be gun-focused for sure. Also, the yummy ATA and DFP of CASTs make them more tempting to pair with.
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  39. I'm not complaining that the game is too hard or anything, just pointing out how much of a spike that S -> S2 was. It's a much bigger jump than any of the previous difficulties, and we still have two difficulties to go. What will enemies on S3 and S4 be like? I'm curious to know. Yeah, it's not fun to break clear boxes and get things that are effectively worthless. I wouldn't complain if photons and other sub 7* crafting materials disappeared from clear boxes completely. I think everyone can agree that buffs to less appealing PAs and weapons would be great to see. In particular I'd love to see more use out of one handed sabers. They're super stylish but they aren't good at mobbing (which my single claw is good at) and they're outclassed by daggers or assault crush for multi hitbox enemies. The main use I've found for them is to Spinning Strike tanky single hitbox enemies (like bal soza). And yes I know 'farm incap sabers', but come on I want to use them against things that aren't vulnerable to incap too.
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  40. I'm not completely against removing 0s but maintaining damage levels is going to be tricky. Tricky because if player damage goes too high, S4 enemy durability needs to go up. And since enemy DFP is frozen, the only thing we have is HP so their level needs to go up a lot. Suppose hit rate right now is 80%. If ATA variance is as described in the post, 80%-100% for an average of 90%, that means physical classes are getting an 11% damage buff and the impact of ATA on damage is halved. To maintain the average of 80%, ATA variance actually needs to be 60%-100%. Adding weapon-based variance on top, that could be a range of 57%-100%. And add an ATA adjustment to SE proc on top of that, so that proc chances end up around 80% of the current proc chance with some up/down fluctuation based on how much ATA you have. I would highly highly highly prefer to either adjust enemy levels first, or adjust or freeze enemy EVP similar to DFP/MST (though I'd question if dropping enemy levels might be more efficient given the number of stats that need freezing) first before exploring a system change. If the idea was to increase effective accuracy and DPS from 80% to 90%, cutting enemy EVP seems like a simple solution. Ideally I'd like to avoid a situation where we borrow increased DPS on credit and pay it back with ridiculous S4 HP, and I'd like the skills-bullets-techs balance and SE vs damage balance to remain stable.
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  41. Perhaps I haven't played enough missions solo, but the game doesn't seem as drastically hard as you are putting it. Sure, it's not a cake walk and does take some time, but things seem fairly do-able. My issue is when you've battled through all that mess, what you're rewarded with is frequently underwhelming. "Oh look, 4 Photons at clear boxes again." That's the main thing that kills my momentum over anything else. Also, I feel the same with @Selpheain which I want to use my cards and techs while I play, but then I'm cutting my dps in half if I don't soley use my dagger. It seems like certain things are so op, that you're doing something wrong if you don't play a specific way.
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  42. Enemies should absolutely still be able to miss, that would be ridiculous if you couldn't evade. You'd get in stun lock chains and have nonstop SEs triggering and all that. Us not hitting 0s is not going to be a huge issue, it's fine, or we could just keep 0s and have proper enemy stats and not miss as much, really doesn't matter. Though I personally like the idea of your hits that hit actually hit. So all for this ATA change. We can change some stuff to make the game feel a bit less 2006.
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  43. DFP/MST stopped scaling because if it went on much further, player damage would get throttled hard by % reduction on enemies with the new damage formula. Enemies with 350DFP take 26% reduced damage which is already much, much more effective as a stat than even 1000DFP was before the change. Buffs/debuffs were changed to be multiplicative because before zalure was *useless*. The only way to keep it effective is for it to be multiplicative due to the damage formula (old or new). The majority of the power creep comes from several different sources: ・we have much stronger weapons at S2 than we ever did on official. MUCH stronger. i personally view this as necessary to spread out the drops more. otherwise, everyone would be weak as shit going into s3 where just EVERYTHING drops, and it makes progression feel worse. the introduction of more items into the system to help balance out the curve of available weapons will help the progression feel better (the whole GC system Marm has talked about), but it's too late and not really necessary to nerf what we already have access to. ・many PAs have been adjusted/buffed compared to official, but not all. there are plenty of PAs that never see the light of day simply because they have not been buffed enough, adjusted correctly, or don't have a large hitbox to reliably hit stuff. To be frank, even on S4 official, stuff just died fast in a party. That's how it was, that's how PSU is. By trying to make stuff overly tanky without adjusting PP usage or how much PP weapons have, the game just becomes tedious rather than more difficult. Right now, enemy HP is a fair bit higher than official, but it's not enough to make it tedious yet though I think they need to be careful not to overdo it further with S3/S4 HP or it quickly will become very boring, especially since bosses are buffed by a lot compared to official as is. Ignoring drops, by far the largest problem is the other enemy stat buffs (ATP/ATA/TP/EVP). ・enemies currently are dealing MORE than many S4 enemies dealt on official, and S4 was already difficult as it stood WITH GAS. again, without changing a lot about the game, just throwing more stats at the enemies doesn't make them "tougher", it just makes the game feel tedious. ・various enemies need adjustments/fixes due to getting the sword icons (all humanoids). the extra ATP they have from the base enemy file on top of the sword icon they shouldn't have makes them essentially impossible to fight on S2. ・as if getting hit for 1500 wasn't enough, the enemies have more ATA too meaning you're less likely to counter when you aren't getting one shot. because the default hit rate formula multiplies enemy ATA by 10 (which is normal), even the small enemy ATA buff feels impactful. ・0s by themselves were already a problem to begin with on official, so giving enemies increased EVP is just a big no-no.
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  44. Overall I appreciate the work being done on Clem. I started playing around the same time PSO2NGS launched, so that should say a lot about how much faith I have in the Clem team compared to Sega! That said here's my concern with balance. We have a burst damage meta. Enemy DFP and MST stopped scaling at 100, so player damage is inflated. Zalure is multiplicative, so player damage is inflated even more. Twin Mayalee applies Lv5 Zalure so solo GM damage is also inflated. There's also the prototype system where DA amps your damage. Types will keep scaling in stats past Type 20 so they can squeeze out even more ATP and TP (not to mention a problem with changing the game from horizontal progression across different types to vertical progression speccing in a single type). There's some weapons that have Lv50 numbers at Lv40 and so on. And on the SE side, if something is vulnerable to incap and you use anything other than incap, like y'know, the element they're weak to, you're frankly wasting your time. I can solo fine, I just need to abuse the broken stuff, like whichever PA has really high numbers on the DPS chart spreadsheet or using incap. It's just that I can't shake off the feeling that I'm abusing broken stuff. Should I think about hitting enemies from behind so I hit less 0s? Nah waste of time after the change, gotta shave those seconds off my run. Should I try a non-meta build like EVP instead of stacking elemental % and going for Shijin or whatever high ATP set bonus in the current tier? Not worth. Should I use Cross Hurricane? Hahahahahahaha... no. Also most arm units are noob traps, just get an arm unit with 250+ ATP. It's not that classes are very unbalanced, it's just that viable options within a class is quite one dimensional.
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  45. I've ran the numbers for this (back when someone was proposing skill 30 on AT), and nope you're correct. Acrofighter's damage is really not that much better, given equal weaponry. Like, 5-10% better depending on weapon (higher ATP weaponry being more favorable to the AF). And that's assuming the AT doesn't use Zalure. With Zalure, Acrotecher outdamages AF by a fair bit (>10%).
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  46. I think the issue here (cost of consumables sucking your meseta away) is that of 'classes without support techs' vs 'classes with support techs'. On my Wartecher I can get through some missions spending close to 0 meseta on consumables, because I have Resta/Giresta/Megistar. Meanwhile on my Acrofighter I have to chug mates every time I need to heal, Megistarides every 3 minutes for buffs (or Agatarides at the cost of missing more often, taking more damage and dealing less RCSM damage), and... well, no equivalent of Giresta's regen unless I give up my extra slot for a regen unit (which is not generally worth it compared to an SUV or +End unit). It wouldn't be so bad if every class was equally meseta taxed by consumables, but classes that can't use support techs end up playing exponentially more for consumables. It's just way less meseta efficient to play a class that can't use support techs (unless you're constantly partied with people who can).
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  47. There's also the fact that not all LBs are created equal. Line and Dam LBs are lackluster in comparison to the rest - all they do is a small damage increase. Every other type of LB fundamentally changes how the TECHNIC works (and sometimes also adds damage). Particularly dramatically in the case of Nos techs (well, Nos LB doesn't fundamentally change how nosdiga works but 50% power increase can't be argued with, this makes it strong enough to be useful for off element single target DPS). For Dam and Line techs, you can use them without the LB and all that happens is that you do a bit less damage. Nos techs without the LB? I doubt you'd even bother. Maybe nosdiga just to stun things. Maybe. Unrelatedly. You misread the tables a bit - you're looking at Type Level 100, not 20. At 20, FT has 12% more HP. I'm not sure how I feel about MF getting an extra 10% HP at 100 whereas FT doesn't, though. Looks like they get ATP instead (probably for bows).
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  48. On ATA and stats in general, this is my impression of things. Enemy levels were raised, for instance True Darkness S2 went from Lv125 to 160. On top of that, enemy stats were also raised. Looking at EVP, PSUPedia says Lv160 base EVP was 1077. On Clem it's 1177, and that's before any enemy-specific modifiers like Gaozoran and Deljaban's 200%. So on those enemies, EVP went from 1734 to 2354, or an increase of 620 EVP. And because of that your chance to get two 0s in a row doubled from 3% to 6%. Around 1 in 20, in a game that throws hundreds of enemies at you per mission. And enemy EVP was not the only problem. As previously mentioned in this thread, enemy DFP and MST stopped scaling at Lv100 because if they scaled, player damage wouldn't keep up. Enemy ATA too -- the risk-reward for going for counters is also hugely skewed because their ATP is also higher so your counter has a higher chance to fail and when it fails their ATP hits you a lot harder. This might be just me but maybe the original system wasn't designed for players to fight enemies this high above their level? I think the contention here also is that this change turns ATA into a junkier ATP because the only thing it'll be good for is damage and not even max damage. There is a huge difference between 5% more DPS and 5% more DPS + 5% higher chance to flinch or launch + 5% higher chance to proc SE. The latter is kinda attractive to stack with Zalure's 27%. The former is like, I can make up for that 5% by casting a nuke and maybe even proc SE on top of that.
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  49. ... Except the post is about making it easier in the end, so you do care. That's what your idea of an earnable consumable does. Also what I suggested isn't any more or less an option than what you're suggesting. On top of that what're you even talking about that PA leveling is "arguably completely disconnected from the core gameplay loop?" It's at the very core of it because you're using PAs pretty much all the time. Anything that isn't a support tech gets leveled by natural use. If anything it's support tech leveling that's completely disconnected since you need to sit around and buff/heal people or debuff mobs to level stuff. That's the exception, not the rule.
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  50. I see a lot of people worrying that removing the death penalty makes people trivialize death. I can tell you that this is not true. Here are some misconceptions: 1. people would be less inclined to buy scapedolls, because they already aren't buying scape dolls. --people already aren't buying scape dolls. I'm under the assumption that using moons is better, because it costs less, but that's just me. People that actually care to buy scape dolls would still buy scape dolls regardless, and people that don't want to buy scape dolls for a particular run still won't. 2. people would return to lobby instead of waiting for revive. --no, they won't, unless you stop bringing moons because you don't want to rez them. It's much faster to get revived and much less work when you don't have to walk back. 3. it makes runs too easy/people would stop learning how to play better because death penalty forced me to play better. --Absolutely untrue. I soloed bladed legacy by myself, and there's no way that I'm spending 5 scapes dolls in one mission, dying, and throwing 5 more scape dolls just to "brute force" a mission. I kept running it, because I wanted the drops for that run. Guess what? Through continued practice, I got better, and was eventually able to clear it without dying(sometimes). Practice makes perfect. Putting stress on not dying doesn't, regardless of your belief that it does. --Returning to lobby makes the run take a lot longer. If you're solo, all that walk time is basically added to your mission. If you're in a party, you're -1 until that person comes back. It in no way makes the run any easier. You still get the same box rewards, and the only effect it has is your mission clear reward at the expense of TIME. So what does removing the penalty actually change in regard to how we play the game? Absolutely nothing, except sometimes we feel better about the run because we died and couldn't get a rez. Those of you that are oriented towards "optimized" or "party" play wouldn't even notice any change.
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