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Everything posted by Adooma

  1. I'm sorry to hear the news about Marmalade (I hope their health improves, as much as is possible). It absolutely is not worth damaging or losing your health, over a game like this. I'm saddened to know that other people (especially trusted mods/admins/staff), have been involved in a significant data capture. It was a massive task for Marmalade (and his team of helpers), to do, and also doing it free of charge, for the player base. I haven't played recently (or at least not much), but the phenomenal progress in game play and features, has been an amazing journey, back into the past, when I use to fairly extensively, play on the original PC and Xbox360(/PS2) servers. I'm still amazed at the achievements that Marmalade has made. I thought that once the switches on both (plus Japan, later) original PSU servers were switched off. I would never see (play) PSU (online/live) again. Since the original server software would be unavailable, and details of how to do it, would be kept secret by Sega.
  2. I suppose what you (and perhaps the rest of us, or at least me) are saying, as regards "Easy", is (when looking at it, at a very high level, from above, i.e. in general terms), probably typical of what RPG (Role Playing Games, at least of the type that PSU is), gaming is all about. Take my hypothetical, but sort of typical (in a theoretical kind of way), game (NOT PSU, but to show a principle). So, you have a big bad dungeon, full of monsters, called Dungeon_Difficult_20. When you enter/try it at player level1, and starter gear, you get one-shot-killed, immediately after entering the dungeon. Later, you get enough exp (and anything else needed to level), and reach player level10, better equipment, have learnt the ropes on how to play and fight. Have better armor, restoration aids etc. Now you can get through the first half of Dungeon_Difficult_20, and get some good drops, Mana, Reward-Barrels/Chests and other supplies. Much later, when player level38, considerably better weapons, armor, fighting techniques, crafted restoration aids, both in-game pets, etc. You can complete the entire Dungeon_Difficult_20 with ease, fairly quickly, and get all the rich drops/rewards/exp and other benefits, a good player can get from successfully completing that dungeon. Then on to Dungeon_Mega_Tricky_Difficult_75. Which even a level38 player, still finds almost impossible. In other words the very fact that a game is a RPG (of our PSU type, as opposed to some other varieties, I think, i.e. player-levels/exp etc, rather than board-games/dice etc), means that it can be very difficult at first, but gets easier and easier, until it can even become super-unbelievably easy. E.g. A level 180 PSU player, doing a C-level mission in PSU.
  3. PSU does arguably offer Easy, Medium and Hard difficulty levels. The players just have to be aware of how to "**switch**" between those difficulty settings, and have the discipline to stick to it (tough it out, if necessary). A number of games, seem to use a similar method of "**switching**" between difficulty levels. The idea is that you choose what difficulty level you want, and then play the appropriate mission levels to suit (i.e. there is NO switch as such). E.g. Oblivion, if I remember correctly. Which some dungeons that are too difficult early on, so you can wait until your character levels up a lot, then go back and fight the monsters there, much more easily. E.g. Let's say that playing mission level "A" would give a sort of normal/medium level of difficulty. Then you can choose to play (solo only), on level B for an easy game, level C for a very easy game, level A for a medium/normal difficulty, level S for a hard difficulty and level S2 for a very difficult level. In practice there are a number of complications. Some of the higher levels might not be available to play (entry levels needed), there can be somewhat major 'game balance' issues, which this version (Clementine) and the older versions, perhaps had, to varying extents (opinions can vary on this). Also, playing solo significantly increases the difficulty level of a mission, and team play (especially big parties with very high level players, with good/great equipment), can be easy (or very easy), or at least easier. I.e. It is perhaps too simplistic to say the game is too easy, if tough mission difficulties are playable by the player, while soloing and/or very tough missions available for parties, such as S3 etc. The game (as far as I am aware), has always seemed to allow, ultra-super-easy modes of play, if you want, using various (game legal) techniques. Such as obtaining the best equipment for that level of player, available in the game (buying via the shops), from friends, other player account characters (rich high level players) as part of your 4 save slots, or even buying such stuff using real life money (usually against the game rules), but it does and can happen. Especially or only in the old/original game, by Sega. I remember on the old (closed) servers, that some (lazy or maybe too busy) player(s), would literally join missions, and then sit outside for the entire duration of the mission. Just to gain free/lazy MP points (and maybe meseta, I'm not sure). The game system seemed to allow this (i.e. not refuse to give players who don't participate, the giving of MP points, at the end of the mission). Typically it was between friends when this happened. Whereby, friends missioning, would leave their player character in the mission, while they AFK in the lobby, for hours, gaining free MP points. I remember in the 'old' days, (fully game legally) cheating (NOT exploiting bugs, just using the allowed playing techniques for power leveling), to get an additional character (not a main character save slot) from level 1 to level 100 (very approximate, I can't remember the exact figures, now), very quickly and easily. Just give the character great equipment, from the other players in that account, and plenty of meseta. Wait until the next big event. Then get friends to help me power level up, using the somewhat extreme huge/easy exp rates of the ongoing mission, by letting me mark (tag) the targets, especially big monsters. Then see my level number jump from say 5 to 9 in one step, just because the De-regan or whatever boss has just been killed. E.g. Going from Level 1 to player Level 60 in a day, of a good event, with suitable friends (or even solo, as some events make the monsters so weak, with low HP, to such an extent). I think the original game designers noticed those power leveling tricks, and so later, put in limits and formulas, to reduce the ability to power level, very quickly like that.
  4. Unfortunately, it is not possible. https://psu-clementine.net/wiki/index.php/Getting_Started_with_Clementine#Oh_no_I_am_not_cute_enough
  5. With a quick look. It would seem the entire forum has been moved to a new platform, which seems to have reduced functionality. I'm convinced there use to be a 50 megabyte upload capability on each post, and perhaps other, possibly reduced functionality.
  6. It seems to have changed (the forum), so it doesn't seem let me attach (upload) my own images, anymore. I don't remember seeing any announcement about that change.
  7. A simple post (text), link(s), text emails (PMs etc), need hardly any disk space (in general). But other file formats, such as pictures/images and especially videos (the video themselves, NOT links), can use up massively more space (Bytes). E.g. this message is probably going to be around 1,000 bytes (1K) or a few Kilobytes. But even a somewhat short video could be 50,000,000 bytes (50 Mb) (or 52,428,800 if you are pedantic about 50 MB). Pictures can be a few million bytes, depending on size, resolution and compression type used.
  8. What might confirm the theory, is to use a method that changes your IP address (there are free services that do this), and try what DIDN'T work on your new, second account. I suspect it would then work. Potentially confirming that the forum server(s), are imposing limits and/or dislike/errors when you try to upload more stuff (or whatever triggers your problems). To put it another way. The main connection between your original account and the new second account, is your common IP address. Otherwise, it wouldn't know you are the same user.
  9. The forum software (server) and maybe backend systems, are possibly using your IP address, and noticing that it has reached/exceeded one or more limits. Which is what it is starting to look like, to me. Some of those limits (in general), can be fairly silent (no error messages). I've experienced similar things, on other websites myself. EDIT: These limits can be tied in to IP addresses, to stop attackers from attempting to over load the server, and other abuses. (Not in your case).
  10. SPECULATION: Maybe, if you are posting lots of pictures, downloads, sending many forum emails (PMs), etc etc. Which is GOOD for the forum and the games success. You are possibly exceeding one or more of the limits (unwritten/undocumented as regards the normal forum users), which is perhaps causing the forum software (server) and its associated software to temporarily limit your activities, in some/all areas. A bit like my thread, where the 'forum' didn't like the number of 'likes' I sometimes made, in some threads. So, if you are a VERY active/enthusiastic member. You could be hitting/exceeding some of those limits, and (perhaps) the forum is using some aspects of the cookies to help control/limit these things. Hence by blocking cookies (private/incognito mode) and/or deleting them, it temporarily delays the system noticing/remembering you have already reached those limits or something. N.B. Above is speculation, as I did not write/create/setup or help with this forum.
  11. I'd suggested completely deleting all cookies for JUST this website (Clementine Forum). Here is one of the websites that explains how to do it for firefox, lower down on the linked to page. https://www.beacontechnologies.com/blog/2012/10/clearing-cookies-from-just-one-site.aspx If you do the above (or use other instruction guides) to remove the cookies for just this forum. I wonder what you might do, to initiate the glitch.
  12. The 'like' system is working just fine for me (and hopefully everyone else) now, thanks for fixing it. I just went round and found 16 posts I was impressed with, and liked them (they deserved liking, but I did the 16 as a sort of test as well), they all went though just fine. Presumably I could do more than 16, but I stopped, as that is the limit of what posts I could justifiably mark as liked. If the 'old' limit was 10, what I suspect happened, is the previous day (maybe evening), I liked perhaps 6 posts. Then came back the next day, and in the morning (perhaps, so within the assumed 24 hour day period), tried to like further posts, but on reaching the 5th one, had already reached the 24 hour (daily) limit of 10. I.e. someone likes 6 posts yesterday evening, 18 hours later (the next day, but well within 24 hours), they like 4 further posts, reaching the limit of 10. Hence me being confused and saying the limit was somewhere around the 4 mark. Anyway, thanks for fixing (or getting) this fixed.
  13. Further testing, seems to indicate that it is some kind of BUG with the forum, or very strange/weird rules, which I don't understand. It DOES let me like posts in some parts of the forum, e.g. (just now), here: Yet it still won't let me like the post here:
  14. In some kind of revenge, extreme irony kind of way, despite the fact I don't think I've (successfully liked any further posts). I just read and tried to THANK your helpful/useful post. But it (like before) just said .... Sorry, you cannot add any more reactions today. OK"
  15. This could be intentional ?, I don't know. When I try and like posts (currently), it says... " Sorry, you cannot add any more reactions today." I don't think I have liked that many posts today, maybe 3, 4 or 5, I'm not sure. But surely, I should be able to read many threads/posts, when I have the time, and like the odd post, here and there. It doesn't seem to be letting me do it now (i.e. it produces the above error message, after the first few successful likes).
  16. It might affect other bosses (and large enemies, at the end of missions), as well. E.g. Today I was trying to hit the big SEED(s), at the end of Fight for Food, Level S, I think. As a techer (FT). Many spells would hit it, but Zonda (at max or a very high level, i.e. 40 as FT), would usually be dodged by it, before it scores any hit points. I can't remember if the old original Sega, acted this way or not. But from a gaming point of view, it seems a bit silly to allow the big monsters (bosses etc), to be able to somewhat continually dodge/eliminate some kinds of attacks from some classes. As that can make soloing those bosses, very challenging and/or be embarrassing in parties, because you can't readily contribute to finishing off the end of mission bosses (or large enemies. as some forum users (and the wiki) seem to want to call them). I.e. Even if it is 100% genuine/original to make the bosses be able to continually resist some kinds of attacks, potentially including the range of attacks available to some classes. It seems to be unfair from a gaming point of view. In other words, all classes, with all reasonable weapons, should be able to damage all (big) monsters. Especially as it can be very difficult to form parties at the moment, particularly at some (quiet) times of day. On the other hand (if I remember correctly), the old original (Sega) Mother Brain, **could**, be somewhat indestructible, while soloing, for some player class types, at some stages of their development. Partly because you couldn't easily avoid being killed, before you get it, and partly because it could be very tricky to hit. It could of been, that certain playing skills were needed, to deal with it effectively. The eventual releasing of limit breaks to the server, helped destroy it quicker, for some classes. Even on the original server (if I remember correctly), the big bosses, could be very tricky and time consuming to take out, especially while at a low player level, and soloing. But they do seem to be unfairly leaving too little time while they can be hit, compared to original, in at least some cases.
  17. How to reproduce/demonstrate this bug: Go to the first Neudaiz mission, Sacred Stream. I suspect many other missions would work too. Complete the mission, by killing the very last monster (but don't go near the boss boxes or their traps, yet). Make sure you remove/disable any automatic HP restoring devices (as they complicate the results), such as Orpa / HP Restore. Obviously, don't now use any trimates (etc) or HP restoring spells. To help demonstrate the bug. Now open the end of mission boxes, making sure you "accidentally" bump into and activate those hidden, over-head traps, and let them sap up your health. Megastarides (especially the spell version), can get your HP down to 1. Leave the mission (noting that your health remains at 1). Start and enter a new mission (again, health remains at 1 or previous low value). For extra dramatic effect, run into the first mob, to see a scape doll vanish.
  18. The possible bug, has now (apparently) turned into a DEFINITE BUG, which is worse than I originally understood. What I should have said is something on the lines of ...... When starting a brand new mission (or entering a mission for the first time), there (apparently) is a bug, which means that the players health is NOT brought back up to 100% full health. Most of the time this is not noticeable, because players have exited the previous mission with 100% full health. But if after the last boss/enemy of a mission is killed (and apparently 100% health is at that point, fully restored, automatically by the server), and the mission points/rewards are given. If you now lose your health, e.g. because of lingering traps (especially ones planted on purpose by mission level designers, around the end of mission reward boxes), other traps and permanent health loss areas, excessive Megastar usage, and maybe other ways. It then remains at perhaps only 1 out of say 2,000. Despite starting a brand new mission and entering it. Literally losing a scape doll and/or needlessly dieing, as you reach the first spawn, if you absent mindedly just run into the first mission and its first mob, without noticing the lack of health. I suppose this bug is very rarely a problem, so fixing it is NOT especially urgent or important.
  19. On the one hand, I'm sure you are right. But on the other hand, there may be ways of achieving it, from the knowledge and features, we (or I should say you lot), already understand and have control of. I suspect a list of all currently available (running/active) missions, is known to the existing server software (written for Clementine). So, if that can be displayed somewhere and an item chosen from that list. Maybe the "invite player" feature, where a player (leader) can invite another player, on their player card list, to join their mission. Can be used (hijacked/repurposed). So the player chooses a mission from one of the available ones (possibly using an add-on to the existing client), on the lines of "Gnome Glasses - 1.14", if there is no obvious/available in-game alternative. Then, the Clementine Server could create an "invite-to-party" signal/object/communication, which is already possible, if you have a players card, are mission leader, they are online and not in another party, possibly other requirements. This would then allow a player to use the transport system (Lady's) to get to the correct mission counter (it MIGHT be possible to automate that, via the server software). They are already part of the party (as they accepted the invite), so just need to step into the counter. tl;dr What I'm trying to say is, that to directly/properly write/modify the client/server to do what I originally suggested is (as you said in the post), NOT possible, at the moment. But it might be possible to work around those limits, by using features that already exist, and using them to create similar functionality. Also, since the keyboard short cut system, allows player actions to be put into single "macros" or whatever you are calling them. It might be possible to create a new all active missions counter, which apparently allows selection of any of the available missions. Summary: "Gnome Glasses - 1.14" like add-on or conversion of existing game features, to see a list of all currently running, party missions (ideally with unavailable ones, such as password locked, too high a player level, full party) removed. Then use an alternative way of getting to missions (which doesn't cause issues and is currently understood), by generating a server created party invite (a bit like we get in-game emails, when 5 missions are completed and/or 150 boxes opened and/or the correct monster of the day is expired, the appropriate number of times, etc). Then possibly create a new keyboard macro thing, which is issued by the server (or pressed as a single key by the player), which accepts the invite, accepts the travel lady jump to the right counter, then runs the player into the counter. I'm sure what I just said, wouldn't work as stated. But, there should be some way to do it. I.e. Like the way the new daily mission rewards, gives 20,000 meseta, using existing player status panels and existing ingame email messages, etc.
  20. I CAN log in to it, but then I get the following message, and apparently NO way of getting out of/around it, without giving them something which I WON'T do. I choose who to give my (personal) information to, not some (random) website. Who knows what they do with the number, who they give it to, who they sell it to, if they get hacked, do the hackers get the phone numbers, etc etc. Anyway, I prefer FULL-SCREENED PSU, which seems to mean, if I move to another program while PSU is running, the client immediately closes down. Which also makes it harder to use discord. Also (as said in many of my other posts), I do not like Discord, sorry.
  21. I don't think I like Discord, and suspect the feelings are MUTUAL. When I recently tried the link on these forums/wiki or similar, it suggested that I was a spammer, and demanded that I immediately supply it with my cell/mobile telephone number. That episode, has further cemented me NOT wanting to touch Discord with a very long barge pole. That's an interesting idea. On optional/enable for global chat, for making parties, help with the game, advice etc. But please, DO NOT force this on all users, with no choice. I dislike games with global chats, and we're trying to play, then these messages keep on scrolling across the left (or) right of the screen. As long as it has an enable/disable feature, I suppose that should be ok. Maybe the current 2 page player status display, could have a third page/screen with global messages in it, and/or the F12 text talk feature, might be able to be changed so that it is, local(party chat), lobby chat or global server chat. Might not be possible because of the fixed client and/or not knowing enough about the clients functionality.
  22. If we pretend that we had the full source code (and any other files needed) for both the client and the (original Sega) server (I know we haven't got this, but it lets me explain it further). Then, parts of such a mechanism would already exist (I believe). Because you can have one or more players (on old/original Sega servers), where the players can be any (1 to 200) level, and it can be mission level C through to S3. You can then add (just before starting the mission), various NCP characters and your PM (as long as you are party/team leader). The system then AUTOMATICALLY handles the NCPs, so that they can appropriately play in those low, medium or very high level missions. By appropriately/automatically scaling up/down as necessary, their player level, equipment, capabilities and maybe other parameters. But sadly, we can't refer to that source code. BUT I remember reading articles/reports (publicly available), about how the system handles NCP characters, when encountering various mission difficulty levels. I think there are a number of games which do this kind of (automatic) scaling. I've forgotten the name (it will probably come to me later), it was a partly similar game to PSU (RPG), no monthly fees, you basically paid once and for all for the game, and could then online party in it, for free (no monthly subscriptions). It basically took the easy option (almost cheating), whereby all players in mixed player level games, would be set to player level 20. Regardless of the players actual player level. (On reflection, PSU use to do this, for GAS or related mission, where everyone was level20, but I was referring to a different game, here). I suspect the tricky bit, is making sure all players, get the same/identical basic map (perhaps Map Level A), as changing monsters between players would badly desyncronise the client/server and cause terrible problems. You then remember in the server what mission level (C .. S3) each player chose, and scale up or down, Map level A, as necessary. So a low level player, playing a (simulated) C difficulty level mission, would see their attacks increased (boosted), up to a level, suited for attacking in a level A mission. The same low level player, would take pro-rata less damage from attacks, as they are playing a C level mission, and taking A level hits. E.g. reduce damage amount by 70% (or whatever it needs to be). Let's say the monster expires and would have paid 400 meseta as it's a level A mission. It gets reduced to (say) 75 meseta, as they are only playing a C ranked mission difficulty. Similarly, a very high level player who chose level S3, will get the damage, considerably increased (scaled up from a mission level A monster, up to an S3 damage level). Additionally, any damage the very high level player tries to deal to the monster (on actual level A difficulty), will be massively scaled down, so their 4,000 damage, will be reduced down to (say) 500. Also, the high level player, will get a much bigger meseta payout, if the monster converts to a meseta drop, so the 400 meseta, might be scaled up to perhaps 1,500 meseta. When the mission is finished (let's say it is s-ranked), the meseta, MP, PA rewards, can be scaled up/down or removed (e.g. PA fragments for low level missions). I suspect only a very small number of missions (perhaps only one or two), would be rewritten/modified or created for this mechanism. It can then be specially crafted to do the various things, I just details. Similarly, item drops, would be as per the players chosen mission difficulty level, so a lvl10 player, playing a (simulated) c difficulty mission, might get a 1** Hand gun, whereas the lvl100 player, playing a (simulated) S2 level mission, might get (from the same box/drop), a 12** rare quality/valuable weapon(s). I envisage the current mechanism whereby each individual player, gets their own drops when partying, maybe could be extended, to cover this automatic level compensation. EDIT: I think the system may have previously done something, on the lines of how I described, at least to some extent. In these 'special' missions, part of GAS or similar expansion. Whereby every one was level20 in the mission, regardless of how high they really were. It was too long ago, for me to remember it more accurately.
  23. Global All Mission Counter: I'm convinced I remember either using this (probably NOT), or heard that it was coming (and came to) the official (now closed) Japanese PSU system. At a guess, the counter was perhaps located in Guardian Centres. So you could go to that counter, and see ALL available currently active parties, across all 75 (NOT sure of exact quantity) possible counters, throughout the system(s). The (problem/limit/weakness) of the existing system, is that there (may well be), many parties occurring at various different planets/missions etc, but it is NOT practicable to know about them, as to go to all of them would take ages, cost much meseta in traveling fees, and would be mostly unsuccessful, as usually most places are empty, most of the time. Automatic Mixed Play Level Adaptation System: Issues when there are plenty of parties at your location (mission counter), e.g. Raffon Field Base. But some are too low a level for your current character/player to want to join, and the others might be at too high a level, to allow one to play/join. Hence leaving someone who wants to party, without any parties that they an actually play (unless they accept perhaps a C rank party, with a level 5 player and a non-PA'ed handgun, against your level 80 (or whatever), who could play A/S level missions, with much better payouts, exp/MP and drops. One solution, is to allow the system to create the same basic map. But allow each player to experience a monster level, suited to their current player/type level. So, let's say there is a monster, with basic HP of 2,000 (the other parameters could be adjusted in a similar way). Consider 3 players, A = level 10 newbie, B = Level 50, C = level 100 player. The system could automatically scale up or down the monsters HP, damage etc, depending on the particular players level/type etc. So, the monster hits player A (level 10), with a basic 1,000 point hit (it gets auto rescaled down to say 200), so player A (level 10), gets 200 points worth of damage. Similarly, player A hits the monster, with 100 points worth of damage (the system pretends they were playing a level C map), and so scales up that damage to 1,000 points of damage. When that monster finally expires, Player A is given a level C map monster worth of exp (perhaps 50 exp points). When player C (level 100), hits the monster, the system pretends it was a level S or even S2 map, so scales down the damage, accordingly. Similarly, the monster does damage to Player C (level 100), as if it was an S2 level map, as the damage gets scaled up. When that monster finally expires, the exp gets scaled up to be on par with a Level S2 map. Hence a map can be played by 1 .. 200 level players, who can simultaneously party together. This would then also increase the potential for more people to party together. Similarly, when the monster expires, the meseta/item drops, will be automatically scaled up or down, depending on what map level the system chose for that player level. There would probably need to be anti-cheat, anti-easy-farming techniques, to prevent any possible abuse of that system. tl;dr Players can choose what map level (C - S3) to play against, even if the party already exists, as each player can have their own individual play level (C - S3). Obviously (or not) some kind of 'average' general map (e.g. Map level A), would need to be used for all players. Just the actual damage/HP/exp-payouts/rewards would be scaled up or down, as necessary. New Lobby and/or reuse/repurposing of existing lobby: Call it the "I want to Party meet and greet area", or whatever (I don't care about the exact name, I'm just trying to illustrate the concept). So, if you want to party, you go to that area, and can meet other similar minded players, team up, and head out somewhere to party together.
  24. Thanks! I originally came from Sega PSU (and other Sega related games), so some of the Clementine stuff, is new to me and/or confuses me.
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