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Miyoko

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Everything posted by Miyoko

  1. I uh... I don't think you quite got the right message from my post. Overall I'm agreeing that the changes are negative, but I'll expand a little bit! You are 100% right that regular players offer great insight. After all, they're playing the game! Don't get me wrong, I'm not saying "ignore the players"; they're playing the game, often religiously, so they're your best indicator something is wrong. I'm just saying that gamers as a whole don't typically understand why something is the way it is, and that their ideas for fixing it are typically just... Wrong. Time attacks don't have anything to do with the MP changes. This was just a jab at the community; around the time of the last open test, there were a lot of very vocal TA players whom felt that balancing around TA was the "smart" thing to do. Just poking fun at that (though legitimately, TA is pretty much the last thing you ever want to balance around). Again, that's not what I'm talking about. Like I said before, I agree that this change is poorly implemented. The whole point I was trying to get across is that, while getting a carbon copy of the original servers is desirable, it's also impossible, so expecting it to be that is an unfair standard to set. We have exact data yes, but we don't have exact code, so things will always be a bit different. That's why we had the re-write, after all. Make your criticisms, voice your opinions, but know that things will never be *exact* because the best that could be done was an approximation. (And if I'm wrong on that, please let me know, but from Marms developer posts that was what I gleamed of the situation)
  2. I want to comment on this as it's a question I've been meaning to ask; A while ago I remember hearing that the intent was to speed up leveling from 1-20, then slow it down after that. The overall total would be the same but the "bad" early levels would be faster. If that's still the case then maybe that's why it feels slow? At the same time, PA EXP was adjusted throughout the game, from my understanding having two "big" times. Are we operating under both of these? Or something entirely different? While I agree this is a highlight of a core issue, I don't agree that the core issue being highlighted is the same. I've been saying it since the start, and I will keep on saying it because it's something people just don't understand, gamers and programmers are NOT game designers. Just because we play the hell out of games doesn't mean we know the first thing about designing them. If I had a nickle for every time I saw someone suggest an idea for a game that was in actuality a terrible idea, I would be a millionaire. ... If I had a nickle for every time I saw it towards Clementine, I'd at least have a few hundred thousand dollars (here's looking at you, people who think things should be balanced around time attacks.) The rebalancing of MP is, in theory, a good design choice. But believe it or not, the old MP values of AotI missions being way higher than vanilla? Also a good game design choice! A lot of the context has to do with timing, however. At one point in the past, Marm (I think) mentioned that things are not going to be exactly the same as official, because... Well, we don't have the official code. Everything done basically had to be done via "memory", getting the best approximation of how things were. To that extent, I think it is totally reasonable to assume it won't be the exact same experience we once had. Things will be different. It's just how it is. However, at the same time, unless Clem staff has actual professional game designers on their team, deliberately straying further and further away from the original is a really bad idea. Game design is mindbogglingly complex, moreso than 99% of video game enthusiasts will ever know. PSU is the perfect game to illustrate just how hard it is. Think about how often people would complain about the state of PSU, either the balance, the handling, whatever, and how much of a shitshow it was. It wasn't great, right? The people responsible for that mess are/were professionals. They know and knew a helluvalot better than we do how to design a game, and it was still a hot mess. See previous wall of text about "emulating official". I think it would be smart for that to be the intent, but am also fully aware that doing so perfectly is impossible. However, I do think keeping up some transparency on design choices might be prudent!
  3. I'd rather have a system where I can use coins to buy a specific rare than a rare mission, myself. You know, to find that one bastard item that is just eluding you like a jerk but all of your friends seem to find no problem. Besides there are so many rares in this, trading for the odd rare probably wouldn't hurt, especially if you make them expensive... Or you could just make them Photon Drops and cause everyone to die a little inside when they get one!
  4. Your current luck actually makes a pretty big impact on your success rate. It also depends heavily on the rank of the weapon. With C-rank weapons, level 3 luck ensures at least two guaranteed upgrades on a weapon, but on S-rank weapons, with Lv3 luck, you need to use an S-grinder +9 or 10 to guarantee success. I'm not sure if it's the same odds now but you can take a peek at the old info at various places. PSUPedia has it here http://psupedia.info/Weapon_grinding.html ... I think the JP wiki has ACTUAL values but, I can't remember the site at the moment!
  5. High level rifle bullets are where GMs get their crowd control, due to the knockdown they have. It's been a while since I played -- Is this currently bugged too?
  6. You know that classes can be viable for reasons other than DPS, right? One might opt to play a Fortegunner over a Gunmaster because of higher survivability or better utility. By giving GM grenades, you damage some of fGs utility. Part of what made PSU fun to play (and PSO2 NOT fun) was that it wasn't entirely about DPS. Utility can actually make a notable difference.
  7. Saying laser PAs "only" having 10% more ATP mod than shotguns is misleading. Don't forget to include the weapons ATP itself when looking at this information; Lasers typically have like ~500 more ATP than shotguns.
  8. The fact there are "travel skills" at all is pretty baffling. I distinctly remember them nerfing that one Double Saber PA (tornado dance I think?) on official BECAUSE people were using it as a movement option. If it starts getting used as a combat maneuver to evade attacks during combat then that definitely becomes a potential balance issue, as well. It's tough though because I certainly wouldn't hate being able to move faster between groups though... I think the best suggestion I could make, although I don't know if it'd be possible, would simply be "when not in combat, you move x% faster" so you can get to the next group faster, but I don't think PSU has any sort of check to see if you're actually in combat or not.
  9. I do believe this sort of information was available at some point. It was on PSP2 I know. I mean, that's why we have the title rewards on our vision phone now! I'm not sure if the game is already keeping track of this stuff or not, but if it isn't, it seems pretty low priority which means... Probably won't happen for a while.
  10. Lasers are situational in the situation of "is there more than 1 enemy? Yes? Then lasers are powerful", which is most of the time, but they certainly aren't useful in the situation of "do I need to hit more than one box". But that could just be one of the weaknesses of the class. They can already deal with bullet resilient enemies by switching to techs. Maybe a lack of multi-hitbox damage should be their weakness? I definitely think grenades should be removed from GM though, and I AM one.
  11. Ehh, I don't really agree with that. Rifles and Twin Handguns serve two different functions -- Rifles are for status effect and crowd control, while Twin Handguns, while on the low side, are used for damage and safety. It's a lot easier to back away pelting things with twin handguns than it is trying to manage you distance and shooting with a rifle, especially soloing or in a small group. That being said, I'll admit I'm basing this purely off of my experience playing back on official. With all the changes on Clementine, this could be an entirely different story now. I'm not high enough level to know for sure.
  12. Miyoko

    Buff crea weps

    But they hit one extra target on normal attacks! Think of all that extra PP recovery! ... :v
  13. So this came up in the discord the other day. Instead of typing a big thing, I'm gonna copy and past (and tidy a little bit) up of what I said: Adding PA levels to a cap, even just one, would probably fudge the balance pretty hard. You'd have to do a lot of other small things to compensate, and that would be -extremely- difficult. The first and most obvious part of this is that masters would get the short end of the stick. If you're gonna give all the classes +1 PA, then you need to give masters something to compensate. One of the major draws of the master classes is that they can get higher PAs so... What do you do then? Boost their ATP? IF so, by how much? Do you give them more weapon types? A bigger speed boost? Any one of these you pick, someone might like, but someone else might find useless. An added danger to that is that, for any single one of these changes, PA level cap included, you start stepping on the toes of other classes. It would be dangerously easy to make a class obsolete through one single change, much like how people feel Fortegunner feels due to giving Gunmasters grenades. GAS was nice because it let you work around it to your liking. But without that... It's tough. PA levels are a huge part of a classes draw, so even adding 1 level would be a monumental change. I personally would not want a large sweeping change like this, purely to avoid the homogenization of classes. Part of the joy of the game is that classes feel so different, getting rid of that makes them feel less special.
  14. The range thing is is already in place, actually, but it only goes up the further away you are. I also don't recall LBG and HBG being different in regards to their damage drop off, but rather it being bullet specific? Maybe I'm mistaken. That being said, it strongly depends on your bullet level. On official, Lv41+ twin handgun bullets did substantially more damage than Lv41+ rifle bullets, but I haven't gotten than far on Clementine yet. I only just recently got a couple Lv31+ twin handgun bullets and it DOES make a huge difference at that point.
  15. Materials are already in. Also boards are a good thing to include for a number of reasons: One, from a game design standpoint, they are a smart idea. They give a player a sense of progression; finding the board, finding the materials, and waiting for the synth time to tick down -- It's one of those things that just kind of adds up. The success rate could be done away with though, or at least made 100% for not-store-bought stuff... But, the more important, and practical part, of synth boards, is that it allows you to choose the element of weapon/armor you're creating. Allowing the player to control that helps remove some of the tedium of finding multiple (imagine if you just found 6 of the same element in a row), or lets you pick and choose based on what else is available to you ("I already have a 50% lightning axe so, I can make this spear something else!"). I honestly prefer boards over pure drops, but, I don't mind having both.
  16. Twin handguns SHOULD be the least damaging weapon of the gunmaster's arsenal, due to how highly mobile and safe they are. Early twin handgun PAs definitely feel pretty weak though, but I remember 40+ twin handgun bullets dealing reasonable damage considering their mobility and general ease of use.
  17. Miyoko

    Clementine Area Drops

    Indeed it does for the most part! I was very much curious about the boards part of it, as a lot of people I've talked to seem to never think about the fact board = the ability to choose your element. It absolutely makes sense to me that elemental drops should be more plentiful because you need more of them; boards would alleviate that, but not entirely of course! Good news and information for everyone to have, I think. Thank you!
  18. I went for 2-3 as it's a bit nicer for early players who can't buy them easily. It makes me sad when one drops but I can't pick it up because I... Have a single one in my inventory
  19. Miyoko

    Clementine Area Drops

    First off, I want to say thank you for all the hard work trying to patch holes left by official servers that might not ever get filled. I am fully aware that some things will never work the way they did in retail simply due to being difficult (if not impossible) to recreate, so having to find alternatives, and accepting that things'll never be a "perfect recreation" are a given. That being said, I'm wondering if some things could be expanded upon for the sake of transparency. While I think it's important for conservative minded people to realize that some things will have to change simply for the game to function, progressively minded people also need to realize that change isn't always better. Discourse is important, and nothing should be designed in an echo chamber. Critique is important, as is getting the opinions of people who don't agree with you, as they can point things out you might not have otherwise thought of. I am very curious to know what the process was for coming to these values. It was mentioned in the chat that "party size" and personalized drops factored into this, something that the solo players and small-group playerbase aren't fond of. While I personally fall into that group, I don't want to jump the gun before I know all the details on what might be a simple misunderstanding. Another thing I'm curious about; is this taking into consideration synthing for when the time comes? Will drops be replaced with boards? The nice thing about boards is it gets rid of the randomness of elemental drops, which could affect the drop rates for elemental versus neutral. Will things change when synthing is finished? Will it stay the same? Too far down the road? Or is it just a test run? Are area drops static or easily manipulated by modifiers? If there were an event that boosted drops for example, would this also affect area drops or just mob drops? Can you affect one but not the other? And what exactly is an "insane drop"? Just a 14-15* drop? An area only drop? A clear box drop that can't be implemented properly? Or a pre-existing item that's been modified?
  20. I always felt that the WT class was fine, but it felt a weird niche. If you look at the stats, the WT is basically a paladin. Huge defensive stats with tons of HP, DFP, and MST, plus they have access to healing spells. They're probably the tankiest of all the classes in general. Problem is, on official PSU (less here, but still so), damage matters so much more than survivability. With the change in EXP though, there's less need to be an offensive powerhouse while still being an asset to the team.
  21. Yes, it's *always* 100% higher. And when it's not 100%, it's even higher, and there's nothing left but a smoking crater where the enemy just was.
  22. Unless the intent was to do a massive buff and gradually scale it back and never leave it at 50% to begin with, I have no idea how you could look at this and thing "Yeah this is fine". :v +50% +multiple targets is WAY too huge of a buff; I could tell looking at the patch notes alone it was too much. I went from having a decent challenge fighting even level mobs to effortlessly soloing the same mission one rank higher against +20 level mobs, not breaking a sweat. I also went to dealing twice as much damage to enemies, not 50%. I did tell Marm about it though, so maybe it's just a bug on my end. It's funny to see how much damage I dish out, but it's definitely not a change I want to keep. Feels way too easy now (but it's fun for the time being!)
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