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Marmalade last won the day on October 11 2023

Marmalade had the most liked content!

About Marmalade

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  • Xbox 360
  • Playstation 2
  • PC/JP

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  1. Unfortunately, as much as supporting JP and EN at the same time is something we would prefer, it's difficult for a few reasons. A fair amount of the text is sent by the server and it's stored in the quest and zone that essentially defines the area or mission. Only a handful got logged from JP, which is why you might see the odd untranslated thing from time to time. But supporting JP completely means translating every mission, every variant of that mission, and every difficulty. As well as the counter it occupies. This can get very heavy very quickly, and mass text replace hasn't worked out terribly well in the past. Besides translating all of that, there's also the problem of the server not really knowing what language you would prefer. Since 14.30, the language option was effectively disabled, and no ones looked at re-enabling it as far as I know. I don't even know if there's protocol support for it now either, but there are probably work arounds. If anything, it would be a future endeavour. Sorry if it's not ideal, but it's what we've got to work with for the immediate moment.
  2. Y'ello, I arrive with a progress update just to keep you in the know. Last few weeks have been shit, so I apologize for the silence, but I'll cut to the important things. The first thing I should explain is that I've made the decision to split the team up into two parts. Because I'm finding it too frustrating to work on certain things, and it's hurting my drive, I'm focusing on the things that I enjoy and want to do without the unnecessary stress. Aside from Myself and Gnome, Kyu now has the ability to manage and push updates to the server without having to rely on me. With this change, everyone will be in the better position to push the rest of the existing games content to you, and not have to worry about me breathing down everyone's neck. While they work on doing that, I'll be reworking my schedule and focusing on the things I want to do for PSU. Below is what has been worked on, and what the current plan of attack is. Thanks for your patience and understanding. The Upgrade Device & Grinding That thing I spoke about already. I can confirm now that The Upgrade Device is possible and has mostly been implemented, with the exception of figuring out GC income. My approach hasn't strayed terribly far from the official mechanic, but I will share with you some changes that I hope you can benefit from. It's important to note that The Upgrade Device is unfortunately limited in its abilities to be customized. It can not currently be changed beyond the system that was originally implemented, but working with it is possible, and has improved weapon management. The biggest concern was how inconvenient Grinding and Repairing was, or could end up being, but most of those concerns have been buffered out. We have made a new location on the Guardians Colony which is dedicated to weapon Grinding and Upgrade management. It has congregated all of the Grinder NPC's into one location, as well as an easily accessible terminal for The Upgrade Device services. It isn't much of a hassle to Grind or Repair your weapons, or even raise their element. It is incredibly convenient, so I hope it will improve the situation immensely. With the introduction of The Upgrade Device and Repairs, it shouldn't be a massive shock that weapons can now break again. The biggest concern or complaint that I want to avoid is people thinking grinding will remain as toxic as it currently is. It will not. The chance of getting your weapon to 10/10 will be a little more generous than the official system. I have rewritten the Grinding system completely. My goal here is to keep the integrity of the original AOTI system in place, without it being an incessant, time wasting mechanic. Besides the reintroduction of weapon breaks, there are a number of other changes you should be aware of. Weapon "breaks" will no longer reset your weapons to 0, but rather will reduce the current grind by a predetermined amount, and the maximum grind by 1. The first few grinds will always be guaranteed. The number of grinds that are guaranteed are determined by the rank of the weapon. Naturally, C and B are easier than A or S. Additionally, this also includes a bug fix where the client would report "No chance of failure", but would still fail at a 1% chance. Depending on the weapons rank, there will be a floor for how low a weapon can realistically break. C and B rank weapons will not break nearly as badly as A or S, for example. S rank weapons will not be able to drop below 4/4, and C rank weapons will not be able to drop below 8/8. There is now an additional mechanic in place where users can gain +2 grinds instead of +1, at a 5% chance when Grinding. The success rate of actually grinding your weapon to 10/10 without a single break has been raised considerably. Currently, the chance of getting a weapon to 10 without a single break is around 4% without a boost, and 11% with the boost, best case scenario. The new system raises this to a 16% chance worst case scenario, to a 44% chance best case scenario, for A and S. The success rate of a weapon successfully grinding is altered by the weapons rarity grade. The higher the rarity grade of the weapon, the slightly lower its chance of success are. For example, a 15 Star weapon has a lower chance of success compared than a 12 Star. I have spent a considerable amount of time on this and testing it to make sure it works around the stop gaps and the time waste aspects of grinding, to the best of my and the games abilities. You can expect to repair your weapon a few times, but you would be very incredibly unlucky to not have your weapon to 10/10 within 15 to 20 minutes. Compared to the fact that it currently takes people multiple hours and grinders to 10/10 a weapon, this is an overall improvement. The last part of this, obviously, is obtaining GC in order to repair and upgrade your weapons and equipment. This is something I would like to be farmable, so that it's available to you consistently and constantly, and without any bullshit. I think a good starting point currently is having it be rewarded for S clearing missions, at a reasonable rate. While I would like to incorporate multiple methods to obtain GC in the future, this is the most simple and straight forward solution for the time being. You shouldn't expect GC to be awfully difficult to obtain, it won't be 100 runs to repair once, but please don't expect it to be 1 run to repair your shit. Guardians Trial Service This is something that I've been working on in my own free time, and while it's still being worked on and planned, I would at least like to make you aware of it. The Guardians Trial Service is (or will be) a collection of missions that include trials and challenges. My goal is to have them be solo friendly, time attack friendly, and challenge friendly, depending on your preference. Because Challenge Mode never really went anywhere, and I'm now spending a fair amount of time learning PSU's scripting language, it's a good opportunity for me to turn it into content. Unfortunately I don't have a great deal to show off, but the basic concept is working. I would like my initial release of this system to include a minimum of 4 trials, each making use of the Forest, Caves, Mines, and Ruins areas that are in PSU. After that, I would like to create trials for some other areas, like Ohtori for instance. Trials will be taken from the previously assigned Challenge Mode lobby. There is a mission there, but all I could really show you is fighting Booma's. You know what that looks like. These trials will typically include a timer, so you can somewhat accurately mark your times. On top of this system, I would also like it if it could reward players with GC or something useful, so you have additional options for that. I would like to include the odd puzzle or challenge inside of these missions when possible, however my main concern is how nicely these mechanic can play with each other, so I will have to experiment further. Halloween Event & S3 Content While the Halloween Event and the upcoming S3 content isn't my field, I can at least share information about the expected plan. The Halloween Event mission will potentially drop on Monday 25th, however it depends on whether testing goes well. At the very latest, expect it by the 31st, but it would be preferable for Monday. It is a basic event which will hopefully aim to reward players consistently, and it will run for 2 weeks. As for S3 content, the plan is for it all (or most of it) to be released after the event has passed and ended. Whether this is immediately after or not, I couldn't tell you. It depends on whether they can finish loot and drops or not, and I don't intend to rush or push for it anymore. With the launch of the event, the level cap will be raised significantly to 150 in order for players to prepare for the next content burst. While this isn't entirely everything, it is all that I can really report on for the moment, so I hope it's something you can look forward to, or at least be reassured that things are still happening. The rest of what I'm working on is just NPC cleaning, new player experience, and the junk I spoke about in my previous post (with some reconsiderations). Making missions is time consuming and at times very frustrating, so I can't give you a realistic time for my work to become available. The Upgrade Device, Grinding and GC is something I want to be thoroughly tested before release, as well as the Trial missions. I can tell you that it will be after the Halloween event, but most certainly not with it. After I finish what I'm working on, and it's convenient, I would very much like to work on creating an event that is fun and highly polished. Thanks, as always, for your patience and support.
  3. Keep up the good work. It's a lot of effort to do, but I'm glad to see people tackling this c:
  4. 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!
  5. Most of this is addressable and can go in with OUF rebalancing. The one thing that isn't so easy though is this: Up until fairly recently I believed that the stat modifiers for enemies were consistent, so Sword being enabled would always be Sword for any enemy, and sadly this isn't true. Instead of it being Crown, Sword, Shield, Staff, Boot, etc, it's more like Crown, Buff 1, Buff 2, Buff 3, Buff 4, where the buff is specific to the enemy in question. This means a Pannon can have Buff 1 be Sword, while a Bal Soza can have Buff 1 be a Staff, and a Rogue Jasse has Buff 1 as a Shield (or something like that... I forget, but I remember it annoying me). Until we find a way to identify all of these buff types for enemies then there isn't a lot that can be done. I suspect it's more an enemy type thing than an individual enemy thing, so most of the enemies should be ok. It's just a few that are different, I guess? Cross referencing them with Official would help in some places, since I have a better chance of knowing which buff is set or unset for that enemy back then, and what it corresponds to. If anyone wants to do that... feel free. I would need to know the Enemy, what Buff(s) it has, and in what mission/rank. Generally speaking, once it's set from one mission then it should apply to all of them. Just keep in mind that the buff is set by the mission, so an enemy might have Sword in one, but Sword and Shield in another. Having them be as isolated as possible gives the best chance of recovering them. If an enemy has two buffs applied, it's going to be difficult to know which one is which. I have this vague memory of them freezing in White Beast, but I think I'm remembering the blue fire... huh. That means Turrets potentially have a flag to enable or disable inflicting a status, but again, kind of need a mission that had that behavior... Thanks for reminding.
  6. Unfortunately there's no apparent way to have more or reskinned bosses, so having it be visually obvious that it's a rare variant might be difficult. Back end I could work some kind of magic to change the behavior of certain bosses if they're considered "rare", but not really sure how far something like that could go... Outside of giving it more HP or buffing other stats. Adding more boxes dynamically wouldn't work, but spawning items where the boss died, or near the crystal, might be a solution. Sucks because there's not much room for something like an Ultimate Mode, as cool as it might be. Reskinning certain areas is doable, but enemies not so much. At best we have contamination variants of some enemies, and the alternate models (Pannon, Bel Pannon). I suppose with some kind of magic, we could put De Ragnus into the De Ragan arena, but yeah... boundaries and mission edits.
  7. Looks like there was a limit of 10 per day? Probably only became apparent now that there's a lot of liking going on. Let me know if it still happens?
  8. So you can only post or DM when you're in incognito mode? I haven't had anyone else complain to me about issues like this, but if clearing your cookies and whatnot doesn't help... er, let me know, I guess? Although I'm not sure why that would be. Does it give you any kind of error when you try to do these things?
  9. Keeping in mind that all of the boss AI had to be rewritten from scratch using reference material, a lot of them most likely won't act exactly how you remember them acting. Enemy speed modifiers don't tend to do much to bosses except speed up their animations. I believe the problem you're experiencing is that Dimmagolus and Onmagoug think logic is too fast, especially for C rank. This is something I noticed about a week or so ago as well. By the time you get close enough to attack, they move again, which makes for a frustrating battle. I'll slow down their think and movement logic in the future so hopefully it will be a more enjoyable battle.
  10. @Dakkon You're fine to post these things on the forum, generally it's better to do it here than on our discord where it can be sunk with relative ease. While I don't know if any of this stuff will come to pass (I keep my hands off balance these days), I did at least want to pass mention to some things in regards to: Over the course of Clementines development, proper hit flags and enemy responses have been a fair bit of challenge. Up until recently there was one important hit flag that was missing, which people call "phase", aka "interrupt". This is the soft flinch that was present on things like guns, dam techs, and striking PA's in general, which interrupt the enemy but don't push them back out of range. It's the correct flag to replace what is the frustrating hard flinch, which makes combat feel somewhat awful for all, that's why it was removed in favor of no knock back. After next maintenance you can expect to see phase be active on guns, technics, and striking PA's, which brings it way closer to how the game officially did. I'm told from testing that it feels way better than things do right now, so I'd like to hear from you after that update whether it helps your concerns with guns or not. I hope it's another step in a chain of many to bring the game back to feeling like it always had. Thanks! c:
  11. Speak for yourself. The problem doesn't lie in the community, except for ridiculous and unhelpful nonsense like this, which seems to only ever serve to drive people away further with lies. Are you trying to help solve the problem, or make it worse? I could hazard a guess. If I'm a shitty owner then so be it, but unfortunately I'm what you landed with and I apologize for that. But there are plenty of amazing people in this community who are passionate about a game they love, as am I, and we've all always done our best. If I didn't care then I wouldn't have spent as much time as I have working on this project or fighting the fights. I would have left years ago with the rest of them. I try hard because I love this game, and I owe it to the community to get PSU into as full of a state as I possibly can, even if it drains me dead some times. Please don't forget that we actually have to reverse engineer all of this, and we're confined to the limits of what is realistically possible. We don't have any resources or packets from JP, so there is very little reference data. Lastly, there are no more wipes! I don't know where people keep getting this idea, but blathering it out blindly doesn't help to reassure new players reading that. Most of what Selphea has listed we're already aware of and started working toward solutions. Being that it's likely to be a major update, it will take some time to get going but you can expect a couple of helpful tweaks next maintenance at least which address some bad feels and bad smells. The problem for me is that the game isn't fun right now and fails to scratch certain itches. It's grindy as hell to catch up, running the same mission is boring, nothing rewards your time and effort, and it isn't friendly for new players to even begin. There's little to no stimulation. Rather bafflingly, there's also an entire game here that isn't... here. All of which are problems we're aware of and have been working to address for quite some time now. Last patch introduced huge changes to how the drops system worked back-end, which was massively from community demand, but also sets us up to solve many other problems over time. Now drops can be filled into boxes without the worry of them being full, since in the past they were limited to 3 items, as well as allowing boxes to roll multiple items instead of 1, which will be utilized more in the future, as is the hope. We'd introduced the guardians quests which, while I'm aware they're not enough still, are a step in a better direction for helping new players get into the game. I know early game Meseta is an issue, as well as leveling basic types, and generally gearing up. We've already kicked into action and are experimenting with this specifically since 2 weeks ago. I'm happy to tell you that it feels a lot better than it did, and I hope it will help players ease into the game in a much more natural way, when the patch releases anyway. Realistically, and if I'm being honest, there's a very real barrier between what we can do, and what we can be allowed to do. I could list off many things that could help to resolve these issues and make the game fun for new and old players, but would it be accepted and allowed? The general standing for a lot of us for a long time was that change = bad, but maintaining an old RPG in 2021 with unpleasant mechanics will only bring in temporary nostalgic fans, who will inevitably leave either way, and thus we have "50 players" all the same. If I'm to maintain a server, if I was in Sega's position, shouldn't I make some effort to resolve these issues with more modern and generally accepted changes from this era, to align with what current gen players expect? Well to some extent, yes? if we want new players to come in anyway. The important thing is that PSU maintains its charm and character, and I can already identify many things that directly violate that, and hope for it to be resolved sooner rather than later. Although not all of the changes Clementine has introduced are inherently bad. On a closing note, people will come and go from Clementine, others will wait for something to release or to be resolved, and others will take breaks from time to time. It is the nature of private servers. I'm painfully aware of the people that have moved on, why they did, and the ones making complaints about Clementine not being like official (and the others making complaints it is like official), whether in features (again, working on it), or overall feel. People often think I'm oblivious to it, that I want it or ignore issues with it, but I can tell you that the biggest waves of depression that come from Clementine, for me, are from some of the changes it's had. Half of the problems that exist come from things being changed and "balanced", but can you believe that going backwards is harder than going forwards? at least in some aspects of these changes. Naturally I want to fight it, and I do when I have the energy to. Thank you to all of you for taking time to share your concerns and ideas. While I might not reply often, I do still read them all and think about them. Rest assured, we've been working ridiculously hard to resolve issues and bring in more features, and I hope to be able to write up about it soon. I hope people will continue to work with me to resolve issues. As always, much love
  12. Thanks! This should be resolved today. It's an issue with the seasonal Neudaiz lobbies, and a fix I did months ago to try and resolve out of bounds issues. Oops.
  13. That's an odd one... Assuming they're using the installation from our forum. Do they have any anti virus software that might try to block the domain after an initial connection? You can check their anti virus or firewall for psu-clementine.network Additionally, you could also do an nslookup to see if the domain resolves. Most likely it's being blocked by something after game uses it the first time.
  14. This is a fairly common occurrence, more with Defender, but I wouldn't be surprised if other anti virus software's flag the installer. If you're in our discord, you can see other people that had the same issue, but worked past it. As long as you're downloading Clementine from this forum ( see: Downloads ) then it's as clean as can be. Nothing has changed with Clementine on the client end in the past however many years, aside from a domain name update is all I can really recall. The reason your anti virus may be flagging the installer is for a few reasons. Our launcher is susceptible to false positives because of the Windows Defender cloud-based detection, and we never got very far with Microsoft to resolve it. It went resolved for about 5 hours, actually, and then it came right back. This is a problem that's popped up quite viciously in the past year, not just with Clementine, either. Rest assured the launcher is clean, and most likely only gets flagged because of the optional mods it applies to the game client (custom resolution, faster start up, farther viewing distance, etc). Because it directly modifies game memory, it's seen as suspicious. The other one is that the client is modified to point at the Clementine domain rather than the now defunct Sega domain. Essentially the game client is "tampered" with, so it too is suspicious. In reality, all that changed was the redirect, but it's enough to cause concern for most anti virus software's, which tend to go with "Better safe than sorry", which is fair. You've got every right to be wary of it, and ultimately it comes down to whether you trust it or not. I can only really explain why it gets flagged, and leave the door open for you. It sucks that it's a problem we need to fight against, but unfortunately it is what it is right now. Also, if your anti virus is going hard on it already then be ready for a bit more trouble down the road. The most common issue people run in to (again, see Discord if you have it), is that the client will open and close immediately from Defender blocking it. If you have any other concerns or questions, feel free and I'll do my best to answer them when I can!
  15. Hey, I wanted to make this topic for players to throw ideas into the pot for new missions. Generally, because I still need to put time in to figuring out more with mission functionality and the sort I figured something good may as well come from it. I'd like to know what kind of areas in the game people would like to see more missions of, whether it's lobby or mission scenery, as well as the kinds of enemies you think would be exciting to see more of. Obviously these are going to be basic missions, so nothing terribly crazy can happen with them (no cut scenes or scripted events). Just A to B, kill enemies, maybe a boss, and loot. Want to see more Beach missions? Maybe more Moatoob missions? Let me know if you have any preferences.
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