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Everything posted by Aelphasy
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Maybe I'll come back to PSU; I recently cleared Returnal and I'm on the level 100 road on Diablo 4, needed to play easier games than this hellish, but now that I have a real strategic vision thanks to this guide, it's time to get revenge on polty !
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Do Exp boosts 25/50/100% affect PA exp?
Aelphasy replied to Thienien's topic in Phantasy Star Universe
No. But there is an item for PA exp boost. https://psu-clementine.net/wiki/index.php/Resident_Security_Department -
Indeed.
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The music is relaxing.
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Some suggestions based on 200 hours of clem gameplay
Aelphasy replied to Noitcudes's topic in Suggestion
Suggesting solutions will always be better than yelling on discord, so thank you for that. Idk about the mentor idea. Don't really like it. For cyclone dance and overall balance, think we now need to wait both S4 and GAS to have a more clear view of everything and fix all in once, but guessing you probably right for that specific PA. For mission spotlights, thats idea as already been shared, and its a good one. Basically, its also something that could help for the "player retention issue" since it allow to concentrate people on one mission. But for rate it self, I'd prefer that they stay the same (and even harder for BiS) but with a solid pity system (like +0.5% every 50 runs, reseted when you loot, clunky and just random numbers, just to give an idea) -
I think I no longer need to tell how grateful I am, my thousands of hours over the past 6 years bear witness to this. Thanks for everything. Advice, if it can help for a "better future" like I saw on discord : to sum up, a more severe moderation. I think you are doing yourself harm for nothing by being lax on improbable behavior. Hope this server will stay for a long time... Good luck !
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https://psu-clementine.net/wiki/index.php/Weapons
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I hope you haven't based your whole analysis / thinking on that mission, because it really gives that impression. ... Yes ? Yes. It's known. Try 50-60 more at least or go run another one.
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If you missed an event, basically you missed an event, like if someone join this in 2023, well, it will have a hard time ""catching up"" below 5k IDs which are still playing regularly. Idk ? Anyway, what I see is that an average run against 160+ monsters is done in 6-9min. And we are level 119. And the next update should mechanically make the game even easier, for the early game at least but not only but will see. So what's, exactly, the issue ?
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Something like Plains Overlord S gives around 15-20k per run (minimum, taking into account loot at the end, payout, copernia / olpad). Even in A, average missions give around 8-12k. Which mission in what rank gave you 10k ? Even with all that, for some mission, FF/FM have better clear time. What makes you say that ? I feel that there is a good balance between the classes played. Care to elaborate that point ?
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To sum up, more "builds", better designed. Better to do that when endgame, to have a clear picture of what would be "good"/revelant/fun etc to do + even if balance is close to be good, maybe some stuff need to be polished before working on custom set, but yes would be nice. edit : since we already had some good custom stuff, this will probably happen again in coming months/years anyway.
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Something close to that could be good. To keep value on both grinders and weapons. Another way to see it, that I've posted long ago : possiblity to "merge" a weapon similar, to gain +2% each time you merge, capped to 10. So if you plan to easily 10/10 your Caduceus, basically you can try now or wait to merge it with 5 others Caduceus, and have for w/e grinders you use, +10% (so something like 57% I think with a S+10 when 9/10 -> 10/10 or 81% with +5 to 4 -> 5 instead of 71, etc)
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Shotgun post is hilarious, but that said, it might be useful for those who have never played the game to get the big picture. Although I think there was already a topic like it and/or an "how to start" on wiki with classes overview. Could be wrong, dont remember. Ty anyway.
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About your idea, it could be complementary alongside other proposals. But design is like a recipe : too much salt or y and it's inedible, not enough salt or x and it's not good. So behind the concept its really dependant on how its designed. The point is that its far more easier to make a "regular" custom mission with succes (like the one we had previous event who was great imo) than doing that kind of stuff. But again why not. Basically my reproach was very personal. About speedrun : If you want to TA a particular mission, there is always one layout faster than another, so you have to "farm" the good one to be competitive, which is annoying.
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I think its already meh to have different layouts (especially when you want TA / hunt something specific) so this "rogue like" design is not really for me. What was proposed in the topic of missions seems more interesting to me, since this randomizer mode adds RNG on RNG, which becomes nauseous. BUT, well, why not ? Depend on how its handled, for which kind of reward, could also be a gimmick for a custom event, why not.
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Possible Improvements to Increase Party making Across the Server(s)
Aelphasy replied to Adooma's topic in Suggestion
For the second idea, do you have any exemple of games that using it ? The idea could be good, but it seems EXTREMLY tricky to do, technicaly speaking. And not sure it will works that well. For the last point well, basically, discord. Or maybe a global chat for those who dont use discord would help. Yeah for the first point it was something in debate iirc, dont remember what was the global opinion about it (if this happen one day, it will also be the "I want to Party meet and greet area" lobby of your second point) -
Yes, I was referring to Seority's post that talked about MF and FM.
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But FM and MF are DPS focused, and GT is about to do both support and dps. So GT is not powerful as mastertype (but it could be debated...) BUT its stronger than FG for exemple. And I don't think FG need any buff. Like Zeta said, buffing everything is not the good way, we already had buffs, and it was enough (the only buff I'm asking for are the twin handgun and nanoblast (more a new formula on how its scaled), but its another subject anyway) otherwise the overall balance feels good (based on almost 2k hours, played with both a lot of casuals and hardcores players) but nothing is set in stone, could be wrong, etc.
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I tend to agree with the prototypes, I think we don't need an additional level of RNG : on the other hand I think we need a money sink, so transform an OG weapon into proto should cost "a lot". Too much RNG killz RNG, and thats why tickets from past even were neat. What I have also noticed is that the new players are lost and don't know where to go : think the good remedy for that is a weekly hotspot for C - A rank (and C - S rank when the cap will be the real cap); it brings people together and has a common mission for all. A mission, or a selection of them, idk.
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Player Status Display, Defeat Bosses, Seems to stick at 5/15 bosses
Aelphasy replied to Adooma's topic in Bug Report
Bosses list : https://psu-clementine.net/wiki/index.php/Bosses The vitace or Svaltus are large ennemies. -
Player Status Display, Defeat Bosses, Seems to stick at 5/15 bosses
Aelphasy replied to Adooma's topic in Bug Report
13/15 here. If no cutscene before = not a boss. -
Guntecher. When it's possible to hit almost 9k with edel arrow set (for top gt, caped, pa maxed, type 50+, weap 10/10), then the small difference in support level is counterbalanced in favor of GT by the huge difference in dps. If I had to duo, I will choose for a GT alongside my FG or GM instead of AT. Overall, I feel the balance is good, except for this one : shine everywhere and outperform classes that it should not.
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