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lostbob117 last won the day on October 8 2021

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  1. v1.1 will be available probably tomorrow, fixing something i noticed on santa dress and adding 4 new colors for Reindeer Suit for non-CASTs.
  2. This is the first release of the Unofficial Outfit Expansion. The mod plans to update costumes with only 1 color to them with new and exciting colors to use. This mod can only add colors in slots that the server provides, so a lot of non-CASTs costume won't receive new colors, but single-colored outfits will receive new colors for CASTs... eventually. There are plans to update this with more stuff in the future but for now let's celebrate the holidays with some new colors for the Reindeer Suit and Santa Dress Install Instructions: Unzip archive, then drag and drop all the files into the Data folder in your PSU Clementine install folder, and replace. REMEMBER TO BACKUP YOUR FILE INCASE YOU DON'T WANT THE MOD ANYMORE. Download Link: https://drive.google.com/file/d/1AVDQlTqKtOQl0AnCOBF6l7REbAkqUsoH/view?usp=sharing Current Added Colors Reindeer Suit Red Yellow (CAST only) Blue Purple (CAST only) Green Black White (CAST only) Santa Dress Pink Yellow Blue Purple (CAST only) Green Black (CAST only) White (CAST only) Future Plans Add more colors to outfits for CASTs mainly Upscale Player Models Make sure upscaling doesn't break the game or look super ugly If you want to assist, feel free to post what outfits are missing a variety of colors. I know most of the male ones, but there are a lot of female outfits. Update (12/22/21) Fixed Santa Dress buttons Added some colors of the reindeer suit for non-CASTs
  3. To reply to the post above this one, I'll hit on some points The issue with Mother Brain's loot is even if the stuff is "decent", there is nothing insanely good that we'd go for. Hell mother brain doesn't even have a special drop similar to Photon Booster, Demonflame, etc. This was poorly worded, what I meant was that the weapon itself wouldn't be account bound due to using an account bound material. So the Weapon and Board would be tradable while the X Material required to make it would not be tradable. Weapons wouldn't be common just cause they don't drop from Rare Enemies, but the issue is we can't restart maps until we get the Rare Map similar to official, and official JP late game had a lot of good weapons dropping from Rare Enemies. So we'd be stacking RNG ontop of even more RNG to get our desired weapons if that stayed the same. Just doesn't sound fun.
  4. OK, I was going to put this in Suggestions, but I wanted to extend this to an actual discussion. There is a variety of things I want to talk about equipment progression basically in S3 and beyond that. I don't even know where to begin saying the thoughts of this I've been connecting inside my head! Let's review what S2 brought us. S2 Mission Drops There was some nice upgrades going into S2, but a lot of the missions were pretty lack luster. My biggest complaint is the fact that Mother Brain's drops were like really bad again. Going forward I think drops should be revised periodically to update the Missions that ended up being lackluster from feedback or just data of no one running that mission for it's drops. Trade-In Weapons These Weapons kinda suck to make right now. The materials are pretty rare while most of them being pretty bad now, and a lot of them require the same materials. Most of the trade-ins just require 1 of X and Y item, but it won't distinguish between the items that differ in value. When deciding on putting in Trade-In Items, they have to be better than what you can find on the ground as long as this kind of trade-in keeps up. That or differ the values of them. Speaking of Trade-In Weapons, let's talk about the Weapon Jump PA Boosted Weapons & Just Good Weapons in General With S3 approach it seems some weapon types will be making the Weapon Jump at some point during it. I wanted to make a suggestion regarding the just better weapons coming eventually such as PA Boosted Weapons and Weapons that are a big jump in power. I'll call it Special Rank Weapons for now. Special Rank Weapons will be weapons that can drop as a Board requiring an Account Bound Item that you'd find anywhere while playing. The Boards and Weapons will be tradeable, however the item required will not be. Now before you mention not being able to make prototypes, I plan to talk about that after the idea, so please continue reading before commenting that! So here's my current thoughts of how this would work, I'll try to get as many details in as possible. Photon Drops, Photon Crystals, and Photon Spheres (and Maybe Photon Hordes) The account bound items would be Photon Drops, Crystals and Spheres. Photon Drops would be able to found at a random chance anywhere that a Photon of any kind can drop at any rank, and Photon Crystals will be S2 or S3+ drop. Photon Spheres would be S4+, and I know we're not quite there yet but for the sake of the idea let's roll with it. These drops would be uncommon but not rare considering they would be account bound. A reward for just playing the game would be progressing toward being able to trade for items or create powerful weapons. Photon Drops & Photon Hordes- Items that anyone can get that'll have some Trade-In Guy (maybe named Gallon or something idk) selling boards that you can use Photon Drops to create items. Ideally weapons that are powerful enough for newer players to use as they are getting later into the game. Also, valuable items traded for with Photon Hordes (Which would be traded at this guy for 99 Photon Drops). Photon Horde would only be if you wanted to do like 1 Photon Horde + 50 Photon Drops or make something cost multiple Photon Hordes. When I say valuable items I mean like: - Chevalier Edge - Photon Booster - Maybe some SUV? - and more like this, but of course those ones would cost a pretty penny. It'd keep Photon Drops relevant later into the game. Photon Crystals- Items used to make lower tier Special Rank Weapons that will be possibly the best you could make in S3, but you'd have to also find the Board drop wherever it's planted in a Mission. As a mention, striking weapons should cost a bit less. Photon Spheres- Items used to make higher tier Special Rank Weapons for S4 Maybe something else for later, or another way to get weapons afterwards. Not everything good has to be found this way, and eventually maybe the lower tier stuff will be added as drops when they become a little outdated so prototypes can be found of them. The idea of this is to put some kind of visual progression onto your farming. This way if you're a bit unlucky one day you'd still be progressing. Now I know you can argue that is already the case, but since these would be account bound, you can look at it as your personal progression. Now let me explain why there shouldn't be prototypes of what would be the best weapons basically. Prototype Weapons Direction So let's talk about the direction prototypes would take with this idea. Basically changing prototypes a little bit and this idea would work together with making PSU's drops as interesting as possible, because it'd open so many more options rather than 1 single best weapon. Basically, the idea of prototype weapons before was to make weaker weapons better, but it ended only making stronger weapons much stronger. So, the reason we make the good weapons as boards requiring something simple to find is to make the worse weapons better with the Prototype system and try and bring the other weapons up to scuff with the Special Rank Weapons. There are a few routes you could go with prototype weapons, such as making multiple different ones you could get. Another route is killing it down to only one version of a Prototype which just makes the weapon a better version. I'm not sure which is the best way to go, so this is something you guys can ramble on about yourselves. In short, you'd only find prototypes of the weapons that could become as powerful or close enough in power to use instead of having to get a whole set of the Special Rank Weapon you want. Rare Enemies & Their Drops So this is the last thing I really want to talk about in this post. Rare enemy drops suck! There is no reason to get excited to find a Rare Enemy (except maybe Jigo Booma for Milla). So, I did think of an idea to make them exciting again without making them drop some powerful weapons, cause I don't really want to hunt Rare Enemies for my powerful weapons. Basically the idea is every Rare Enemy will be able to drop a Rare Enemy Ticket or something along those lines. These would be used in another new Trade-In for even more valuable items. This way finding rare enemies is exciting again. As always, I'm open to discuss and elaborate on things more if needed.
  5. So I had my friend AterialDawn create a log reader for me. Basically it'll read chat log and other logs such as Mail you receive and send. You can even edit the colors and hide certain logs. Things that will be worked on soon-ish and released in another few days probably: - Remembering the size you set your window to. - Adding a way to set the opacity of the window background. - I don't remember PSU_Logs.exe
  6. Prototype System So the prototype system is a feature i was looking forward too when first announced, but the system feels a little lack luster. It doesn't feel expanded on as much as it should be based on whatever examples were given when it was announced, and the perks it can give feel lacking. Damage Boosted and Element Enhanced / AMP So DA and EE and even AMP all fulfils the same roles, only difference is DA is stronger. DA feels like something that was tossed in to add more at the moments notice instead of careful consideration. Naming Scheme why Suggestions for New Prototypes So I'd like to suggest some new prototypes, but I'll also suggest a restructure of how they work a little bit along with this. There should be a tier system within the prototype system based on how good the boost the prototype is, I imagine DA is rarer than say EE (or i hope so) Some of these suggestions might be a reach on what is possible, but I'm sure some of them can be done atleast. (maybe not the last tier) --- Common Prototypes AR- Increased Attack Range by 8% (Already Exists) NV- No Variance (Already Exists) PP- Increases PP and PP Regen slightly AC- Increases Weapon Accuracy greatly --- Uncommon Prototypes EE- Increased element by 5% (Already Exists) AMP- Increase Element Attacks for guns and techs (Already Exists) PP2- Increases PP and PP Regen greatly SE- Increase Status Effect for Guns and Techs only (Already Exists) S-XXX- Adds a Status Effect Lv.2 to a striking weapon (Replace XXX with the status effect like S-BRN for Burn or S-POI for Poison) --- Rare Prototypes EE2- Increases element by 10% (Replaces DA for striking) AMP2- Increases element attacks for guns and techs (Replaces DA for Guns and Tech Weps) AR2- Increases Attack Range by 12% RE- Reduces the Rank of the weapon from S Rank to A Rank, but reduces the stats of the weapon. (Only S Rank Weapons can be found with this) S2-XXX- Adds a Status Effect Lv.3 to a striking weapon (Replace XXX with the status effect like S-BRN for Burn or S-POI for Poison) --- Ultra Prototypes (These maybe shouldn't exist) CB- Greatly increases the stats of C and B Rank Weapons (Only C and B Rank Weapons)' ULT- Increases Damage, PP, Acc, and Attack Range slightly. Also removes variance. 10- Weapon comes fully grinded at 10/10, nothing else. S3-XXX- Adds a Status Effect Lv.4 to a striking weapon (Replace XXX with the status effect like S-BRN for Burn or S-POI for Poison) Thanks for coming to my Ted Talk
  7. A task to run around guardians colony floors, I can sketch up a layout for how it'd be played. Idk how limited you'd be to putting walls and gates into that area tho.
  8. Hey all, I wanted to discuss some of the new changes along with throwing out some ideas along with them. I also want to discuss some issues I think can be improved on, so i figured I'd make one big thread instead of two. Level 100 and S2 Difficulty My biggest hopes for S2 is improvement on drops. I feel like most of the S Rank missions had very lack-luster drops, and I won't act like I know what goes on behind the scenes when deciding the drops since I don't. My only request is for clear boxes and boss drops to have more desirable drops all around. Also stop releasing so many goddamn whips, slicers, and twin sabers. Please try to balance the weapon type drops more. Grinding Changes This is a touchy subject, I know the system had to be improved. I don't really mind the idea of unbreaking weapons with the prototype system coming along. However, not being able to repair previous weapons really sucks. Anyone who spent their time and grinded is basically punished for using the old system while those who didn't care about grinding will have an edge. I know most weapons will become outdated with whatever drops from S2, but I don't think two weapons will get super outdated if they are 10/10, being Psycho Wand and Agito Repca. I think there should be at the very least a way to repair these weapons back to a 0/10 stat considering the amount of materials required to just make one. I will say outright this may be a bit bias from me since I've probably made the most Agito Repcas out of anyone more than half being very very good %s. However, I've grinded and demolished most of them, and unless they are 9/9 or 10/10 already it's all wasted since I'm gonna assume that the new swords coming with S2 will be able to be able to match Agito Repcas power. Prototype Weapons This idea is one I'm super behind, making weapons rarer than the Original along with the Grind Change will give something else to look for in a weapon. I'd like to toss out a suggestion for this system: Make the Weapons you can find based on upgrades you could have gotten from GAS such as the Basic Abilities, Special Abilities, and Weapon Styles that'll come on the weapon itself. You could also make certain weapons with less attack than other weapons at 10/10 be able to be found with Full Custom Power on them. Of course, that would be super super rare. Example of this would be: De Regan Slayer with FCP (Named like "De Ragan Slayer FCP") at 10/10 would be only boosted up to 1384 if you use Lv1 FCP for this. It could be a way to bring value to weapons that aren't best in slot if you happen to find them with that on them, and happen to like the look of the weapon alot. GAS Speaking of GAS, let's talk about an idea that was floating in my head for a while. Ever since I saw the Limit Break system be tied to Class Levels for the Teching classes, I thought why not do this for more GAS skills for other classes. Carefully select certain GAS abilities for each class to unlock every 5 levels and have 4 GAS traits for each class, changing up the uniqueness of each class. Some Examples~ Acrotecher with Support Range+ gaining more range on their Support Techs Protranser with Competent and Skilled Trapper increasing the Trap Damage I've thought of other ones that could work well, but you get the point. Materials Materials need to be more common, with a server that is this small I think we shouldn't have to really worry about buying all our materials from the market. Right now with the player drought Neptuline is at a all time high. Material items just need to be much more common than they are now, maybe S2 will fix this, but then what about the materials required after neptuline. I think high-end materials should be able to drop from the boss drops / clear boxes instead of Note Seeds and Photons. I know there is some funky stuff going on with those boxes and maybe it's not that easily changeable, but from an outside look those green drops are a pretty unacceptable participation rewards from S Rank drops even. Perhaps, you could tie really high-end materials to global drops in someway. Anyways, this was a bit of a rant, maybe these systems already had some of my ideas in place no idea. Hopefully, at the very least, my ideas may help stir to even better ones.
  9. Since the beginning of time, people have been wondering where the DPS charts were at. I present a DPS chart that you'll be able to fill in the weapons you have and help guide you to what PA you may want to use for certain situations. While on-paper DPS isn't everything in PSU, as there are multiple factors to consider when using a PA such as Crowd Control and ease of use. A chart can help you more accurately pick out some options to test out in real play. Right now this will only be for striking weapons. Will I make one for Gunners and Techers? No. However, someone else can put the work into one and (hopefully) make it public. This sheet is only Version 1, I plan to add more to it at a later time, and I'll release new ones as they are completed and ready. How to get it yourself: 1. Go to the spreadsheet linked below 2. Click the [File] Button in the top left, then click [Make a copy] 3. Now you'll have a copy that you can edit and fill in your own weapons, unit power, and base atp of your class (found when looking at types in-game). https://docs.google.com/spreadsheets/d/1cwrF7UMwAMjIB21-nlztwlxdo_Cdl04rHu6oKxON9xE/edit?usp=sharing Right now, I only have 2 "variations" of attack listed, but plan to fill in the other 2 by time I release version 2. Also, the attack speed variable doesn't work yet. I'll fix that eventually One other thing to note, I didn't think about PA Boost weapons when making this and once I did I was quite far into it. I may go back to add a way to set a PA Boost % once we start actually getting those weapons in a year. Finally, big thanks to Nick for providing the Frame Data to me. If there are any errors, feel free to point them out to me and I'll double-check/fix them.
  10. The drops chosen for these quests are quite disappointing considering they have Lv100 Bosses at the end of them. The JP Only Missions Voyage, Castle of Monsters, and Red Hot Jungle outshine these quests by FAR. Are these quests locked to not having clear box rewards / limited to how many drops a boss can have? Even if you have to repeat drops, Dark Falz (A Rank) should drop more S Rank stuff like Muzzlefever, Ebrozike, and Gudda Skela to name a few from official. Duel in the Ruins is just the same drops from The Dual Sentinel. While you can argue it's fine since the quest is easier to get to the end. There should be some bonus drops available at the very least.
  11. So Mukfet Boards on the official server dropped from Dimmagolus and Magas Maggahna (80-99) But they do not on Clem, which really makes Mukfets non-existent. Mukfet should be made into a really good entry way into Spears before you invest into some Muktrands which are currently 100k+ for anything over 40%.
  12. If you have a stack of X Photon in your storage and then like another that has less than 10 (or the amount you need for the synth) in there too, Synthing an item will ignore the 99 stack and say you do not have enough materials. Removing the extra in your bot and then doing it works, but could be annoying later on.
  13. someone posted on my bulletinboard this morning and it fixed itself i guess. I spoke too soon, i left my room and went back and it's there again, nothing on bulletin board and no titles to claim.
  14. I already received it, it's still there even with no title rewards to obtain
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