Jump to content

Marmalade

Administrators
  • Content Count

    97
  • Joined

  • Last visited

  • Days Won

    72

Marmalade last won the day on November 6

Marmalade had the most liked content!

Community Reputation

451 Guardian

About Marmalade

  • Rank
    2★

Console Information

  • Xbox 360
    No
  • Playstation 2
    Yes
  • PC/JP
    Yes

Recent Profile Visitors

2,477 profile views
  1. Hi, I'd appreciate if you could elaborate more on your playing style, because I don't personally believe this is a problem for everyone, so much as just a few bumps in the road. I don't get a lot of time to play, but in the time I've played, I've gotten to level 45. I can afford all my healing consumables and scape dolls, I find most of the others, too. I actually have them all stacked out, and I'm making way more meseta than I'm spending, so this may be a problem with a specific part or play style. Running Solo? Trying to JC?
  2. Unfortunately next to none of the Story content was logged from the online portion of the game, so recovering it remains a challenge. The intro mission is logged, but Clementine still doesn't support NPC partners properly, so it doesn't function correctly. I'm aware of an issue with new accounts not always working, I hope to have a solution for it soon. I'm really sorry for the inconvenience it's causing right now. If you haven't come across a solution yet, the issue you're having occurs on processors with 32 or more cores. This topic may help you. Alternatively you can limit a core count in msconfig.
  3. If you're using windows, this may help: Open the Run Prompt (Windows Key + R) Type in joy.cpl In the Game Controllers window, press Advanced... Make sure that your preferred device is set correctly Restart your game for it to detect the new changes. Hope this helps!
  4. I didn't know about that either, that's cool. That one is definitely lost to the void (only got one GC mission and it hardly works), but it's something worth looking into for the future. I would suspect that the enemy stat modifiers for the mission have been made low enough that all the enemies have effectively 0 for most stats except HP. It would suck to spend GC on that and then die to it.
  5. Thanks for the report, this should be fixed by the next maintenance
  6. I've found and fixed the cause of this bug, and it should be resolved after the next maintenance. Sorry for the inconvenience it's causing!
  7. Hi, just to clear up some confusion, I can explain what I know. While I wasn't directly involved with the balance around this, I think I know what's happened. The change to missions being uniform across the game (this is to bring Vanilla, Aoti, and JP mission standards in line with eachother) had been going since before the server shut last test, and the MP was changed to be through a formula. One that was changed, tested extensively, changed, tested more. So on, so forth. For about 5 months with testers playing (and they were good testers), the MP payout, to my understanding, was pretty spot on give or take a few odd missions. However, about 2 months before we'd open the server, I had found a bug in the MP formula I was given, which greatly altered the payout per mission difficulty. When it was fixed, all of the MP payout pretty much halved, if not more. Obviously I brought this up for review, but I was told it was fine after some tests. Generally, the type requirements were altered around that change to keep from speeding things up, but from where I'm standing, it doesn't entirely look like it was taken into consideration after the formula was altered, and I'm not too sure why right now. Maybe there was too much going on, maybe people just forgot. But this is the "why" you keep asking for. Annoyingly, at this point it isn't easy for me to change the base type exp (the level should be fine), because it will produce similar results to how PA's act when their exp tables were altered. I.E, you will lose type levels or not be able to level it at all, so it's a pickle. Of course it's an intentional change, but I don't entirely believe its hitting the mark now that the formula was altered. Either way it's on my radar. It's just important now for me to make clear that major jumps in numbers aren't going to happen anymore. But to extend on what Jakoo said previously, any changes will affect all difficulties, not just C rank. We will be looking at this today, so I will keep you posted. Thanks for bringing it to our attention and being chill about it.
  8. Hi, here is all of the information you will need to know about our launch. I would encourage you to please read carefully, and if you do have any questions then feel free to ask us here or on our Discord server. Account Registration will open at the following times: 07:00 AM JST Nov. 1st 10:00 PM UTC Oct. 31st 06:00 PM EDT Oct. 31st 05:00 PM CST Oct. 31st 03:00 PM PDT Oct. 31st Account registration will open, and during this time we will be monitoring for any issues or problems. Since we haven't been able to test registration under serious load, I do expect a problem or two. If problems do arise, or any issues pop up that interrupt users being able to register on a wide scale, then registration will be closed while we address the issue. This may cause a delay in opening. It's worth noting that any issues that are strictly user-end will not cause any pause or delay in registration, and there will be no compensation for delayed user registration. Game Servers will open at the following times: 08:00 AM JST Nov. 1st 11:00 PM UTC Oct. 31st 07:00 PM EDT Oct. 31st 06:00 PM CST Oct. 31st 04:00 PM PDT Oct. 31st Game servers will open, and you will be able to log in through the game client using the information you previously registered with using our launcher. We very much expect there to be some issues in stability, and you should expect some issues as well. The first few days may be unstable, and you may have connection issues, but we will be working very hard to resolve issues and fix everything as timely as possible. If any major issues crop up that have a significant weight to them, then we will most likely halt our launch and try again in a few days. If our luck really is this bad, then I'll update you all on the situation ASAP. ------------------------------------------------------------------------------------------------ For members that aren't yet aware, you are now able to download everything you need to get ready for playing Clementine. Members that have previously played Clementine only need to download the 1.0 patch. Otherwise (or if you just want to refresh your installation) you will need to download the full installation. You can find all of this under our Download section here: https://psu-clementine.net/community/index.php?/client_download/ Lastly, if you are not already a member of our Discord server, and you really want to be in the know about everything, during launch or after, then I would encourage you to join there. Any issues that are happening, known, or have been resolved during launch will primarily be posted on our Discord a lot faster than our Forum right now. You can join our Discord here: https://discord.gg/NTVGJG9 That's all the information I have. If you have any questions, feel free to ask here, or in our Discord. Hopefully see you in-game, or during the post-crash Discord party.
  9. And we're fixing to sink like the Titanic, bois someothermemesomeothermeme Hi, it’s kind of time for the soon™ that you’ve all been waiting for, and with it I bring news. We hope to be able to launch Clementine by the 31st of October. For people who haven't been around here for very long, and even those who have, Clementine has gone through many tests and phases, and has been wiped multiple times during its development life time. While Clementine will remain in active development, I'm glad to be able to say that we've reached a point in server stability where we will no longer have to wipe peoples accounts or character data during major changes. From this point on, players will be able to create accounts, play, and progress without the fear of losing their data. In the following days we will be providing: A patch for players who already have Clementine/PSU installed previously. A new installer for players who do not have the game, or just want to refresh everything. A guide and information on how to get set up, and how to register your account. Further information regarding opening times. All of the files you need to play will be available before launch so that you all have time to get situated and ready. For those of you who are eager to dive into the nitty gritty and start planning ahead, you can now access our Wiki, which details most things that you might like to know about PSU and Clementine in its current state. Information will continue to be added as it becomes available, but for now you are free to browse it Here As a side note, if you happen to notice any inconsistencies or conflicting information listed on our Wiki, please let @Kyu or @WhammyKing121 know, so they can resolve it asap. We look forward to seeing you on Minute 1 of Emergency Maintenance, and thanks for buckling down with us through all of this. Stay well, be happy, treat yourself once in a while. See you in a few days.
  10. The forum has bouts of slowness and just plain won't load any pages. This seems to be more of a problem with the newer version of Invision than anything else, so says the Invision community. I've even tried other (and much stronger) hosting, and the issue remains. While the forum looks nice, and it has nice features, it's bugging me that it becomes unresponsive like this. The main worry being that once we set sail then it will be more difficult for me to make a call on this, since people will be putting guides and the like here. I don't think we will be without a forum. Discord isn't good enough for news posts and the sort, but the question is: do we want this one for the next however many years? especially if it doesn't respond half of the time. I suppose for news posting and guides, it does the job.
  11. Well then, it's certainly been a while... sorry about that. I'm hopeful that this post will bring some spark back, so I hope you will take the time to read through Firstly I want to apologise for the lack of, well, anything... We didn't exactly plan for things to go like this, but you know. The past 3 months have been difficult for both you and us, without a doubt, but things really slowed down and almost came to a stand still. Working on Clementine as a whole has been quite the energy drain, but the last testing phase had taken quite the significant chunk out of us all. I didn't realise it at first, and none of us did, but the burn out that hit us was rather strong and depressing, and we all hit an all time low for a while. None of us wanted to do anything, or even talk for a while, and it was something else. We took some time to ourselves in these past 3 months, while still maintaining some work input, albeit minimal. I won't bore you with this, so I hope you can find comfort in knowing that we are back and working hard on everything. So I'm here to report what's happened, what's happening, and all the good stuff you've been expecting since we closed the server. First thing's first! The work on drops lately has been fantastic! For a while now, boxes in particular have gone through many changes and experiments. Their behaviour is disgusting, to put bluntly, but it's always been something with boxes. I'm really happy to say that we have now figured out the last major function that was hindering boxes, as well as some other key functions that offline couldn't tell us. Boxes now correctly identify the area and map, which now allows for boxes to have their own, and correct, area drops. This is important, because it made up nearly 50% of the functionality for boxes. I'm confident that boxes as they are now will be workable, and are well on their way to being populated with correct and decently rated items. A handful of well-versed players have been helping tremendously to not only help and fill in box data, but to also ensure that rates are sensible and items are worth while. Currently, we have drops for C, B, and A rank finalized, which was our goal and I'm happy that we've reached. Although one key note to take from this is: while we are happy with how boxes work now, it's impossible for us to play test and validate all 60,000+ boxes in the game. We will do some testing before we finally open, but we can't do them all. The network protocol for Exchange Missions has been figured out and implemented, however problems with Item ID's need to be resolved. You aren't likely to see any running exchange missions when we open the server, but you may see them shortly after. Player Shop Search is now fully functional and can search and filter by all available options. Yay. We have found and recovered 50 missing Room Decorations, 11 of those are unused or unreleased. SUV's will be available for Humans and Newmans from Level 20. We've added variants for ranks B and A. We're currently looking into and working on a daily missions system. 3 more missions have been recreated, with 1 of them being a custom mission. Thanks to @Jakoo56 for doing this work. Click one of the links here to see them: Aquatic Mama Snowcap Screamer Frozen Sanctuary Our next course of action, without rushing, is to finish and polish up some final things with the server, test everything that we can as thoroughly as possible, and then start working on a release plan. However, I can already tell you a few things that have been decided upon, and why. NPC Partners will not be available on launch. Because of how NPC partners work with the party leader, and everyone around, there have been a lot of unexpected issues with them in regards to the client just generally being upset. Right now it isn't entirely clear how or when the client needs to receive certain packets. When to disable AI, when to unload it, when to force it, etc. This is something that will take me quite a large chunk of time to figure out, so I decided that my time is better spent somewhere else on the server for now. Level caps will be a thing. I know some of you don't like this idea, and some of you do, but they're going to be a thing. Regardless of what happens, drops are still going to take time, and there will be issues here and there without a doubt. Level caps will need to sit until we have completed, tested, and validated the content (mostly drops) that comes after it, without... y'know, rushing people. This means that, while we'll try incredibly hard to keep level cap raises consistent, it unfortunately can sit for an extended period of time if any issues arise. This at least means you could be online and play, while we continue to work. Additionally, it's a pretty good safety net for us. Think of them like checkpoints, only without the major roll backs. It means we can contain any major issues within a fixed level range without causing too many issues. It lets us polish and validate as much as we can in small, easier to manage chunks, rather than the full package. While we still don't have a solid date in mind, we all generally want to try and have things ready to go within the next 2 months from now, but could be less, could be more. In general there isn't much left to fix before it's OK. Once those things are done, the rest is just added bonus. We will keep you posted on this for sure, so don't worry. We're tired and just want to play now, too. We'll be swinging by again with more information once we get there. As always, we do tremendously appreciate your patience while we get through this mess. I hope all of you have been safe and well, and smiling at the very least. Here's to hoping 2020 will be good for us all we make it to 2021 in one piece. Oodles of love
  12. Unfortunately Clementine is currently offline while we continue to polish up the remaining mechanics for launch. There's still no real ETA on when things will be back online, but you can read more about it here: Sorry for the inconvenience '^' welcome to Clementine, regardless!
  13. Specifically, the main reason this isn't a thing is because of how missions identify which counter the player is in. For example, if you were to select a mission and it randomly put you in to Unsafe Passage, then no one else in your party would be able to join without going to the 4th floor. There's unfortunately no real way I can force this without adding every lobby and counter to every mission in the random list right now. There is an option to start any mission on the G.Colony from the 5th floor, but it suffers from the same problem. However, at some point it's likely that we will have both a Mission Spotlight mechanic, which randomly highlights existing missions and draws attention to it, and the Guardians Boost Road.
  14. Hi, hello, and how are you? You’re looking nice today. I want to make this post and talk to you about some weird things going on with Clementine right now, and I apologise in advance that it’s a lengthy one. I hope you’ll take the time to read it. First thing’s first. This test server? I hate it, it’s frustrating. It's a waste of time. That might be a bit harsh, but there are a lot of annoying and frustrating things that I don’t like about this test, or what it’s become. Clementine as it is now has strayed so far from the path and goal that I initially had, and trying to get it back on track is incredibly frustrating for many reasons. The server as it is, it wasn’t opened for the idea of playing or having “fun”. It was nice to be able to show off how far implementations had come, but it was opened so that I could iron out stability issues and all that naughty shit. Then something happened, and I know exactly the point that it happened, and because of it, a lot of us unfortunately fell into the trap of trying to make it “fun” and blasting out random content just to keep people having “fun”. Incap? What the fuck. Balancing shit? Ah. Aaah. Get off me. Not to mention half of the patchy and hacky code just to do shit for systems that I just don’t have any packets for. There are a few poor changes that I absolutely want to undo and correct. I just don’t like it. None of us do. It isn’t what we want it to be, and it isn’t in any way representing of what we want it to be. We have no intention of taking PSU and giving it back to you completely malformed and horrid, and there are some important things to bring to light. So that’s why we’re going to fix it over the next handful of months, and I’ll get to that shortly. Don’t get me wrong, at first it was useful and I’ve learned a lot of important things from it, but I personally think that A) It was too soon, and B) It lasted way too long. So what’s going to happen? The first thing that’s got to happen is that this test server has to go to sleep for a little while. Why? Well, besides half of that shit up there, there are a few bonuses that I’d like to think benefit us all. We can work way faster without having to worry about updating, and late late nights to fix bugs for the “play now” idea. There are a lot of SQL design issues I need to resolve, and I can’t do that so easily when it’s in use. This is important for things like Shop Search, Item Integrity, Titles, and all that other junk you want that I can’t do right now. Why am I still paying a massive bill every month when it could go toward the better future? So, I won’t be paying the next server bill, and the server will turn off for a few months. That will be on the 17th of January. But what about The Wipe™? I still hope and intend for this to be the final wipe that you will have to endure with Clementine. Next? Here’s what is happening, and what we will be done over the next few months. Synthesis: Synthesis is, for the most part, done. You can insert boards, craft stuff, wait 5 years for your product, and then be disappointed. It was one of the last atrocious systems in player rooms that I had to deal with, and I’m glad. Enemies, Boxes, Area drops and the 2nd Floor Synth Shop, will all include things for synthesising. Trading: Player Trading is troubled, but we will do our best to work with it and get a functional implementation. It’s function isn’t game breaking, but it would be nice to have out of the gate, for sure. Partner NPCs: Partner NPCs is a mix of things. It would be nice to get going, but it’s going to be a pain. Due to how they work and proxy through the party, it’s going to require me to change a fairly big part of the code for attacks, movement, chatting, and all that junk just to get them working properly. With the lack of story missions and shop missions, we don't really have an official way to add them in to your card list either. It would be nice, but I don’t know if they’ll be in at first. Drops: Okay, listen. There are some important things here that I explained before, but I want to say it again. We had a plan for drops, a plan that was in motion since before this test even started, and for all intents and purposes it was on track and all good and sweet and MMM. Drops were added into the test for a few reasons, and it was shortly before things went confusing. They were added under the assumption that correct drops would quickly come in and replace them before people got too far ahead. However, the drops that were added, were not only hasty and wrong, but also highly, and I mean highly experimental. Of course there were problems and power creeps, and that was remedied… questionably, I’ll admit, and it spawned this horrendous spiral down. Unfortunately our plan got pushed further back and back, and we found ourselves buying time, and that’s never a good thing. Kyu and Jakoo both started to properly study boxes and area drops along with me, and the combination with these gimmicky event missions has unsurprisingly left drops in a weird position. But we learned a lot of important things from this mess, one of them being that offline drops, which is literally all I have to work with, has pretty much no resemblance to the online workings. I’m not talking about the loot and items, obviously that’s different, but online boxes used a completely different mechanic, and that became apparent when we tried to smash to two together more and more. Of course we used offline as a base to learn things, it’s all we have! and while it did teach us, albeit wrong, it did eventually highlight most if not all of the key differences. Drops are now going to be redone, completely, to make for a balanced experience. This includes Enemy, Enemy Special, Area, and Box drops. Drops are going to be done for release, and not for this testing phase. I know that there is a lot of worry over the rates, but we’re determined to see this one right. Yes some rates are and were painfully low, we’re fully aware, and we’ll go stupid to rectify that issue. No more pissing about now. Moderation: I know a lot of people have been annoyed about this one in particular for a while, too. For the most part, when I do know that there have been issues with moderation, I do talk to them and try to correct it. And fair do’s, they take it well, and they work to correct it for future encounters. Unfortunately, I think what happened is that with them constantly being told “Hey don’t do that, hey don’t do this”, they don’t really know what the line is now, and I apologise to both you and moderation for not being better about this. I’ve already spoken to moderation about how to better approach situations, and to try and address a few shoot first, ask later moments, as well as what is and isn’t okay. In the near future, I will also be revising the rules so that everyone knows what’s going on anymore, so I hope this will help everyone to feel more comfortable. Now, here’s some things that I desperately need to address, personally. Phantasy Star Universe, the game that you loved and want back in its entirety, is hurt, and damaged, and it’s missing pieces. That’s just the sad truth of it, and I can’t do anything for that right now. It’s important for me to bring light to this, because it’s been one of the most infuriating parts of this project for me, especially in recent months. The bar is too high, and that’s just the way it is. I spend so much time poking and picking and ripping apart the shit mechanics and poorly designed systems of this game, and I can see and tell you exactly why Sega put it down. The amount of shit in the protocol that’s purely for Vanilla compatibility, even after they dropped it, is an entire level of hell all in its own right, and there are just things that I do not have. When I started, I was using the US client (2.0009.2 to be exact), and that client I have packets for! enough to get it going, anyway. But it lacked so much content, and the client was so volatile, it was just so lame to work with. Eventually I moved over to 14.30, and while it was and has been a major pain to get some protocol mismatches resolved, it did work for the most part, and it was lovely. It doesn’t crash when I give it malformed data, and it doesn’t spit in my face for trivial things. But I’m sure you can imagine the issue here. I don’t have many packets for 14.30, and I certainly don’t have any packets for the content that comes with it. Hell, we almost lost player shops entirely, were it not for ScriptKiddie strong-arming the client as well as he did. We wouldn’t have any of the few JP missions and lobbies that we do, were it not for Agrajag. But GAS, and Limit Break, and a shit ton of counters with no data whatsoever… I don’t have anything for it. I can smash my brain against GAS all I want, and I can try to pick it apart over a long period of time, but it just isn’t in the realm of sane moves right now. Nothing else would get done. I don’t want to hack and patch code together to make the server mimic these systems, and poorly at that. I don’t want to. If things like GAS are going to be implemented, then I want to do it correctly, the way the client expects it to happen. If it can’t happen that way, then I don’t want to weasel my way around it for a quick and dirty solution. Because of this, we’re aiming Clementine a little further into PSU’s past. A time that is obtainable, manageable, and workable, while keeping as much of the JP content available for you as possible. Our target is somewhere between US and JP Aoti. The game is going to be balanced around fun and what works, and a lot of the Vanilla and JP missions will be properly balanced in accordance to Aoti. There’s still a lot more that needs to be discussed before we share, but we feel like this is the best solution, given the circumstances. This year has been both good and bad for us and Clementine, but ultimately we have come a long way and are determined to see the game come out right. We would like to wholeheartedly thank you for sticking with us through all of this, regardless of the incredible pain. It’s made the whole project and time spent completely worth it. But in case you missed it, the server will be closing temporarily on Friday 17th of January, while we work to finish the server and correct a lot of issues. I hope that 2020 will be good for us all, because 18 and 19 sure as shit weren't all that great. Love you
×
×
  • Create New...