PDA

View Full Version : PSU: Ambition of the Illuminus information and discussion



Pages : [1] 2 3 4 5 6 7

EspioKaos
Jul 21, 2007, 09:49 AM
I'm creating this thread to help keep all of the information we've gathered thus far on Ambition of the Illuminus in one easy-to-find place. I'll be updating this first post with new information as it becomes available, but I will also be posting updates in normal sequence throughout the thread just to make new stuff easier to spot. So, if you have any questions on the expansion, post them here and we'll see if we can find an answer for you.


01. Release information
01-01: Release dates and platforms
Japan
PC/PS2: September 27, 2007
Xbox 360: November 20, 2007
North America
PC/PS2/360: November 20, 2007
Europe
PC/PS2: January 25, 2008
Xbox 360: November 20, 2007[/list:u:96febba287]
01-02. Pricing
Japan
[list:96febba287] PC/PS2: 5,040yen (including tax)
360*: 1600 Microsoft Points
North America
PC/PS2: $39.95 (US)
360*: 1600 Microsoft Points
Europe
PC/PS2: $39.95 (US)
360*: 1600 Microsoft Points[/list:u:96febba287]
* The 360 version of Illuminus will be available only through download from Xbox Live.

01-03. Miscellaneous
[list] The PC and PS2 versions of Ambition of the Illuminus are stand-alone games, so the original PSU is not required. However, the Xbox 360 version will require you to have the original PSU as well as 1.75GB of free space on your hard drive.
Your current GUARDIANS License will carry over to the expansion. There is no need to buy another one.

02. Battle system
02-01. New weapon categories
Four new categories of weapons are being added:
Whips
Slicers
Madoogs
Shadoogs
02-02. Weapon variety
On top of the new weapons for the four new categories, well over 200 new weapons are being added to the existing 23 categories. Many of these weapons are based on designs from Phantasy Star Online, while others are completely original. On top of this, each of the weapon manufacturers will be branching out into competing territory by starting their own lines of weapons that they had never made before. For example, TENORA WORKS has a line of claws and twin claws (two weapons originally exclusive to Yohmei) while G.R.M. will introduce their new line of rods (a category originally exclusive to Yohmei).

02-03. New photon arts
Numerous new skills will be added, but there are currently no signs of any new bullets or TECHNICs.

02-04. Photon arts cap
Players can still only know 36 photon arts at a time, however a new system is in place which allows one to convert a learned PA back into disk form to make room for a new art.

02-05. Photon art disk conversion
After you've learned a photon art, you have the ability to convert it back into disk form, freeing up space in your learned PAs. When you convert a PA back into a disk, its level will be retained so that if you decide to relearn it later, you'll pick back up where you left off. Just like PA fragment-traded PAs, these converted, leveled PAs cannot be dropped, traded or sold in player shops as they are tied solely to your account. They can be kept only in your personal nanotransformer (inventory), your PM's storage or your room's common box. When in your common box, any character on your account will have access to these leveled PAs as well as the ability to learn them at whatever level the disk is at.

02-06. New SUV weapons
Multiple new SUV weapons have been added:
Gigas Espada (summons a large sword)
Gigas Faust (summons a large fist)
Paradis Cataract (calls down a rain of destruction)
Lapia Fluge (heals, cures and revives allies)
Ascension Gift (drops random objects, such as large Rappies and mushrooms on enemies)
Wize Faust (effects unknown)
On top of the new SUVs, a player's status effects will remain during and after the summoning of an SUV weapon.

02-07. Blast badges
No new blast badges will be added, however any status effects on a player will stick during nanoblast.

02-08. New GUARDIANS types
Acrofighter: This type excels in the use of single-handed striking weapons while exhibiting very high reaction speeds.
Acrotecher: This type specializes in support through TECHNICs.
02-09. Type and PA cap increases
Types are currently capped at LV15 while photon arts cap off at LV40, depending on your type's PA restrictions, of course.

02-10. Just attack and just counter
Just attack is a special attack unique to striking weapons. If your attack button is pressed with the appropriate timing during an attack sequence, you will be able to unleash a guaranteed critical hit against your enemy. A successful just attack is signified by (aside from larger damage output) a wider light ring around your attack button as well as a unique sound effect.
Just counter is a retaliatory attack that is initiated by an appropriately timed button press following the successful guard of an enemy's attack. This counter attack can be of any type (striking, ranged or TECHNIC), however only striking attacks will counter with a critical hit.
02-11. PP regeneration through attacks
Striking weapons will now regenerate PP through attacks. Both normal as well as photon art attacks will regenerate PP to the weapon being used. Furthermore, critical hits will regenerate larger amounts of PP than normal hits.

02-12. Type requirements, weapon proficiencies and PA caps
Hunter
Skills: LV20
Bullets: LV10
Attack TECHNICs: --
Support TECHNICs: --
* B-ranks: swords, knuckles, spears, twin sabers, twin daggers, sabers, daggers, claws, handguns, shadoogs
* C-ranks: machineguns

Ranger
Skills: LV10
Bullets: LV20
Attack TECHNICs: --
Support TECHNICs: --
* B-ranks: sabers, rifles, shotguns, grenades, twin handguns, handguns, machineguns, shadoogs
* C-ranks: spears, daggers

Force
Skills: LV10
Bullets: LV10
Attack TECHNICs: LV20
Support TECHNICs: LV20
* B-ranks: twin daggers, sabers, daggers, longbows, handguns, wands, rods
* C-ranks: spears, machineguns

Fighgunner
Skills: LV40
Bullets: LV30
Attack TECHNICs: --
Support TECHNICs: --
* S-ranks: double sabers, twin sabers, twin daggers, sabers, daggers
* A-ranks: swords, knuckles, spears, twin claws, claws, slicers, twin handguns, handguns, crossbows, machineguns, shadoogs

Guntecher
Skills: LV10
Bullets: LV40
Attack TECHNICs: LV20
Support TECHNICs: LV30
* S-ranks: longbows, twin handguns, handguns, crossbows, machineguns, shadoogs
* A-ranks: sabers, daggers, rifles, shotguns, laser cannons, cards, wands, madoogs

Wartecher
Skills: LV30
Bullets: LV20
Attack TECHNICs: LV30
Support TECHNICs: LV20
* S-ranks: twin daggers, daggers, wands
* A-ranks: swords, knuckles, spears, twin sabers, twin claws, sabers, claws, whips, longbows, handguns, cards, shadoogs, madoogs

Fortefighter
Skills: LV40
Bullets: LV20
Attack TECHNICs: --
Support TECHNICs: --
* S-ranks: swords, knuckles, spears, axes, twin sabers, twin claws, sabers, claws
* A-ranks: twin daggers, daggers, slicers, handguns

Fortegunner
Skills: LV20
Bullets: LV40
Attack TECHNICs: --
Support TECHNICs: --
* S-ranks: rifles, shotguns, grenades, laser cannons, handguns
* A-ranks: spears, sabers, daggers, twin handguns, crossbows, machineguns, shadoogs

Fortetecher
Skills: LV10
Bullets: LV30
Attack TECHNICs: LV40
Support TECHNICs: LV30
* S-ranks: longbows, cards, rods, wands
* A-ranks: spears, twin daggers, sabers, daggers, whips, handguns, madoogs

Protranser
Skills: LV30
Bullets: LV40
Attack TECHNICs: --
Support TECHNICs: --
* S-ranks: swords, knuckles, spears, axes, sabers, shotguns, longbows, grenades, laser cannons, handguns

Acrofighter (Requirements: Hunter LV3, Ranger LV5)
Skills: LV40
Bullets: LV30
Attack TECHNICs: --
Support TECHNICs: --
S-rank weapons: sabers, daggers, claws, slicers, handguns, shadoogs
A-rank weapons: knuckles, twin sabers, twin daggers, twin claws, twin handguns, cards

Acrotecher (Requirements: Ranger LV3, Force LV5)
Skills: LV20
Bullets: LV20
Attack TECHNICs: LV30
Support TECHNICs: LV40
S-rank weapons: sabers, daggers, whips, handguns, cards, wands, madoogs
A-rank weapons: twin daggers, twin handguns, machineguns, shadoogs

02-13. Elemental bonus adjustment
SonicTeam have stated they will be reworking the equation used to determine the damage caused or shielded by elemental weapons and line shields. Further details have not been released yet.


03. Lobbies and fields
03-01. New lobbies
Parum: Paracabana Coast
Neudaiz: Mt. Ohtoku Shrine
Moatoob: Casino Volyale
Aside from the three main lobbies, multiple mid-point lobbies are known to exist, such as a temporary base camp at Old Rozenom City, a small village encircled by a bamboo forest and a grave site that greatly resembles the final area of PSO Ep.I.

03-02. New fields
Old Rozenom City
AMF Central HQ
Military Metro Linear
Pavilion of Air
Saguraki C.D.
Habirao F.D.
Granigs Mine
Il Carbo Base
Forest (PSO)
Caves (PSO)
Mines (PSO)
03-03. Lobby transport
A new feature has been added which allows players to warp to lobbies that they have already visited, even if they don't have a team member waiting for them there. This transport service is not free, however. It costs between 200 and 600 Meseta (depending on your destination) per trip.

03-04. Item transport
Another new lobby feature is the ability to transport items from your personal inventory back to your room's common box. Special NPCs are set up in each lobby to allow you to do this.

03-05. Field crystal transporters
Any activated transport crystal (the crystals seen at the beginning of each block of a field) will now have the option to immediately return to the lobby instead of having to warp back to block 1 and then exit the field.

03-06. Control additions
Auto-run: This feature allows you to "connect" your character to another in your party. This will make you follow that character around without having to control your movement.
Mouse movement: PC users will now be able to move their characters with the mouse.

04. Character customization
04-01. New clothing and parts
Fans of PSO will be happy to know that 12 costume sets will be added in the expansion covering all of the game's race/class combinations. The sets will be based on PSO's "template" character clothing (i.e. Ash's HUmar outfit, Gilliam's RAcast parts and Rupica's FOnewearl clothing). Multiple color variations will be included, but we will not see every design from PSO. Aside from these, over 20 completely original clothing and parts sets have been revealed for the expansion.

04-02. Character creation system changes
Some changes were made to the male face proportion sliders to offer more versatile customization. Also, some new voices were added across the board along with a number of new hairstyles.

04-03. Changes at Lumilass
All characters will be able to take advantage of the character creation changes, as Lumilass in Clyez City will offer the ability to change your character's face and voice. This also means that CASTs will be able to change between humanoid faces and robotic faces. Furthermore, accessories can now be chosen independently of hairstyles.


05. Enemies
05-01. Known new enemies
Go Badira
Bar Sorza
Ghinoceros
Grass Assassin
Saugeeta
Booma
Gobooma
Gigobooma
Kudetoubu
Ubakurada
Koumazuri
Nava Rudda
Vanda Orga
De Rol Le
SEED-Arguine
SEED-Ardite
Special Forces (Vobis)
Rappy Polleck
Rappy Gug
Rappy Igg
Kakuwane
Shinowa Hidoki
Mother Brain
Alteratsu Goug
05-02. Enemy A.I. adjustments
Certain tweaks have already been made to enemy A.I. to make them use their own unique attacks, abilities and range more often as opposed to simply chasing down players and hacking away. Also, modifications have been made to improve a player's personal hit box, thus making it where enemies cannot attack you with a short-range strike when they are far away from you.


06. Your room
06-01. New features
Grid-based layout that allows for more customization of where decorations can be placed.
Bulletin board for visitors to leave comments on your room.
A juke-box that allows you to change your room's background music. (You can acquire new discs at Casino Volyale.)
Many new remodeling tickets and room decorations will be added.
06-02. Room storage
You will be able to increase your PM's storage capacity through the use of an item called a Nanotransformer EX. This item will increase your PM's storage capacity by 50, with 500 being the cap of how many items your PM can hold.

06-03. New player shop features
A new search function allows you to search by item name, rarity, price, element and other factors.
You will no longer have to enter a shop just to see the price or stats of an item.
Personalized greetings and thank you messages can be programmed into your PM.
A room's decoration will now carry over to the shop portion.
You will eventually have the option to relocate your room to one of the other planets.

07. System information
07-01. Japanese server merge
This server merge refers to the Japanese PC/PS2 servers only. Shortly after the original game launched in Japan in 2006, two separate servers, known as Worlds, had to be created to carry the load of all of the players. World 1 and World 2 characters were not able to interact with each other, thus splitting the community. This merge was planned to take place around the same time that Illuminus released, however it has still not taken place. When the merge does occur, however, Japanese players will have a total of eight character slots to accommodate those who have characters on both Worlds.

07-02. Slowdown and lag issues
The developers are working on a way to make the PS2 version run better when compared to the PC version. This information comes from an interview published in the 07.13 issue of Dengeki PlayStation. No word yet on any adjustments being made to the 360 version.


08. Offline story mode
08-01. Story mode
The offline mode of Ambition of the Illuminus will be a retelling of PSU: Episode 2. You will be able to either create a new character to play as or transfer over an existing character from the original PSU's extra mode. As you progress through the story, you will unlock new free missions, clothing, weapons and more. Story mode now works very similarly to the original game's extra mode.


09. Online story mode
09-01. Episode 3
Just like the base game's online story mode, Episode 3 will be released serially.

09-02. Player interaction
Episode 3 will allow you to make decisions throughout the story which will have a great impact on how everything unfolds. It's been stated from official sources that the lives of many characters rest in the decisions you make.

09-03. Miscellaneous notes
Episode 2 can still be played online. If you are playing from Ambition of the Illuminus, you will also get full voice acting and special cutscenes.
Episode 3 can only be accessed if you are playing from Ambition of the Illuminus. Players who are still on the base version of PSU will not be able to access Episode 3.

10. Weapon grinding
10-01. Grinding system changes
Weapon grinding no longer carries the harsh penalty of destroying a weapon with an unsuccessful grind. Now when a grind fails, the weapon's stats are reset to their base amount, and the total number of failed grinds that particular weapon can withstand is reduced by one. The new grind indicator of a weapon will display as two numbers. The first number shows what grind the weapon is currently at while the second number shows how many failed grinds that weapon has left. For example, 6/10 would be a weapon that has been ground six times without failing, while 3/4 would be a weapon that is on its third grind level, but can only withstand four more failed grinds as it has already failed six times prior. Also, when a weapon grind fails, the maximum grind level it can reach is reduced by one. As such, once a weapon grind fails one time, the best that weapon could ultimately be ground to is 9/9. Just keep in mind that the first number will never exceed the second number.


11. Interface
11-01. Simple mail
You will now be able to send simple mail from a player's partner card.

11-02. Partner cards
Now the total number of cards you have (out of the maximum number you can possess) is displayed.

11-03. Online status indicators
This allows you to tag yourself depending on your current style of gameplay or what kind of game you're looking for. The available options include:
No tag (will not attach a tag to your name)
AFK (if away for an extended period)
Temporarily AFK (if you plan to be away for just a few moments)
Solo play (for when you just want to solo)
Recruiting party (to let others know you're looking for party members)
Beginner guide (to let others know you are willing to help out beginners)

12. Synthesis
12-01. Success rate increase
The success rates for all items have been increased. Room decorations now have no chance of failure while rare weapons and line shields have been given a decent boost. Weapons made from enemy parts were given an even larger increase.

12-02. Synthesis failure
In the case of a failed synthesis, you have a good chance of getting a unique item back as opposed to a disappointing Monomate or Dimate. In some cases, room decorations are returned from failed syntheses, while others have shown that rare materials can be given back. In the case of a rare material being returned, it will generally be of a material that is one rank higher than one of the items originally used.


13. Partner machines
13-01. New types
Three new PM types have been confirmed:[list:96febba287] Stuffed animal
Young boy
Butler[/list:u:96febba287]

<font size=-1>[ This Message was edited by: EspioKaos on 2007-10-25 19:50 ]</font>

Hrith
Jul 21, 2007, 10:10 AM
you forgot A13 http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

Prima
Jul 21, 2007, 10:10 AM
Will the grants technic that the enemies shoot in GoF be released as a PA technic?

beatrixkiddo
Jul 21, 2007, 10:12 AM
Do you mean Regrants? http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

Kion
Jul 21, 2007, 10:14 AM
PSU is already 4gb. How are they managing to fit all of that on a ps2 disk? DVD-9?

Prima
Jul 21, 2007, 10:22 AM
No not regrants, that huge ball of light, that the Ollaka's shoot in GoF.

Hrith
Jul 21, 2007, 10:23 AM
There are already several PS2 games on DL DVDs ;s

BanF
Jul 21, 2007, 10:23 AM
Add the stuff about Episode 2 as offline content, and Episode 3 coming online.

mrlion
Jul 21, 2007, 10:27 AM
Bulk PS2s can't play DL correctly though...

EspioKaos
Jul 21, 2007, 10:30 AM
On 2007-07-21 08:10, Prima wrote:
Will the grants technic that the enemies shoot in GoF be released as a PA technic?

Unfortunately, no new TECHNICs have been revealed for the expansion. I'm keeping my fingers crossed for them, though.


On 2007-07-21 08:10, Hrith wrote:
you forgot A13 http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

Ah, so I did. Thanks; I'll fix that when I update the original post with more Q&As. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wink.gif


On 2007-07-21 08:14, Kion wrote:
PSU is already 4gb. How are they managing to fit all of that on a ps2 disk? DVD-9?

Ooh, good one. I'm not entirely sure, but I'd imagine taking all of the unnecessary Episode 1 content out (as far as voice files for cutscenes, for example) would make room for more. On the other hand, they'll be adding more voice overs for offline Episode 2. Wish I could answer that one, but I just don't know. http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif
On 2007-07-21 08:23, BanF wrote:
Add the stuff about Episode 2 as offline content, and Episode 3 coming online.

I'm getting there. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wink.gif I've got a metric ton of info to type out, so it'll take a little time.

Sgt_Shligger
Jul 21, 2007, 10:44 AM
On 2007-07-21 08:14, Kion wrote:
PSU is already 4gb. How are they managing to fit all of that on a ps2 disk? DVD-9?



5.22GB, a little bittorrent birdie told me.

They'll find a way to stuff it in the DVD.

*EDIT* They'll not you'll

<font size=-1>[ This Message was edited by: Sgt_Shligger on 2007-07-21 11:14 ]</font>

EspioKaos
Jul 21, 2007, 11:24 AM
Some new stuff added to the first post.

Q15. What are Just Attack and Just Counter?
A15. These are two new battle system additions to help take some of the monotony out of using striking weapons. Both are timing based, meaning that they will only activate when a certain button is pressed at the appropriate time. A successful Just Attack will unleash a more powerful attack signified by (aside from larger damage output) a specific sound effect and unique animation. A successful Just Counter will protect you from an attack, but if timed properly allows you to immediately retaliate.


Offline Story Mode
Q01. How will offline mode be handled in Ambition of the Illuminus?
A01. When you begin offline story mode, you'll be taken to the character creation screens to design your own character. From there, you'll begin the story as a rookie Guardian being trained by Laia Martinez. If this sounds familiar, don't worry, it's supposed to. The expansion's offline story mode will be a retelling of the events of PSU: Episode 2. However, there's a bit more to it than that. Mainly, the cutscenes will now be completely voice acted, and the story will be fleshed out a bit more.

Q02. Will there be an extra mode?
A02. We currently have no confirmation of it.


Online Story Mode
Q01. How will the expansion's online story mode work?
A01. Just like the base game's online story mode, Episode 3 will be released serially.

Q02. I've heard mention of something called Phantom of Arkgald. What's that?
A02. To be honest, we don't know yet. It's possible that it might be the subtitle to Episode 3, though it could be something else entirely. We should find out by the end of August, as SonicTeam will be updating their site with more information on the title around that time.

---

More to come later!

Shiro_Ryuu
Jul 21, 2007, 11:26 AM
I went to Gamestop the other day and saw a list of up coming games, and I saw PSU: AoI being one of them and coming out in 11/20. Just to let you know.

EspioKaos
Jul 21, 2007, 11:30 AM
On 2007-07-21 09:26, Shiroryuu wrote:
I went to Gamestop the other day and saw a list of up coming games, and I saw PSU: AoI being one of them and coming out in 11/20. Just to let you know.

Yeah, I've seen the same. It hasn't been officially announced by SEGA, though. Still, I guess I should mention it as a possible date. Thanks! http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

A2K
Jul 21, 2007, 11:41 AM
I really wouldn't bother with Gamestop's date at all. Store dates in general tend to change frequently or be entirely incorrect rather often. I believe their presence is a necessary side effect of having the game in the vendor's database.

EspioKaos
Jul 21, 2007, 11:45 AM
On 2007-07-21 09:41, A2K wrote:
I really wouldn't bother with Gamestop's date at all. Store dates in general tend to change frequently or be entirely incorrect rather often. I believe their presence is a necessary side effect of having the game in the vendor's database.

They're also put in to help push reservations. (Ah, I'm so glad I finally found a better job and left GameStop. No more reservation-pushing for me! http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif)

Zainith
Jul 21, 2007, 12:41 PM
Is it true that you can revert a PA into a disc to preserve it for if you want to learn it again? If it is, does it keep it's level? Also if this is true, where did you get the info about it?

Niered
Jul 21, 2007, 12:45 PM
On 2007-07-21 10:41, Zainith wrote:
Is it true that you can revert a PA into a disc to preserve it for if you want to learn it again? If it is, does it keep it's level? Also if this is true, where did you get the info about it?



As stupid of an idea as it is, it is true. Someone correct me if Im wrong, but Famitsu were the ones to release this information.

Eureka
Jul 21, 2007, 12:59 PM
I'm just curious if you can put these revert disc into your common box and use them with your other characters. Because if that is the case...I can see some level 1s walking around with max level PAs. Just hope they are like the PA frag discs, and can't be sold and traded...imagine the insane prices max PA disc would sell for if there is not restriction placed.

Wallin
Jul 21, 2007, 01:13 PM
I'm betting the tech will either reset itself on the character completely, or it will retain the level based on each individual user.

For example, one character levels it to 10, puts it in the common box, and another character who has never used it starts from scratch, but if you switch it back to the first character, they get to use it at 10 again.

I'm thinking though that they would put some sort of penalty on it, so I'd guess it'd reset completely each time you remove it.

EspioKaos
Jul 21, 2007, 01:17 PM
On 2007-07-21 10:41, Zainith wrote:
Is it true that you can revert a PA into a disc to preserve it for if you want to learn it again? If it is, does it keep it's level? Also if this is true, where did you get the info about it?

Yeah, as Niered said, this is true. I'll go ahead and add this to the main FAQ. (And you're right, Niered. This information came from an issue of Famitsu a few weeks ago.)


On 2007-07-21 10:59, Eureka wrote:
I'm just curious if you can put these revert disc into your common box and use them with your other characters. Because if that is the case...I can see some level 1s walking around with max level PAs. Just hope they are like the PA frag discs, and can't be sold and traded...imagine the insane prices max PA disc would sell for if there is not restriction placed.

No worries. Leveled PA disks cannot be transferred to different accounts. They can be put in your common box, however, giving other characters in your account access to them. (Don't know if the level is retained if a character learns a leveled PA who had never learned it before.) But, just like PA fragment PAs, no trading or selling at player shops.


On 2007-07-21 11:13, Wallin wrote:
I'm betting the tech will either reset itself on the character completely, or it will retain the level based on each individual user.

For example, one character levels it to 10, puts it in the common box, and another character who has never used it starts from scratch, but if you switch it back to the first character, they get to use it at 10 again.

I'm thinking though that they would put some sort of penalty on it, so I'd guess it'd reset completely each time you remove it.

I haven't seen anything official on this yet, but I really hope you're right.

<font size=-1>[ This Message was edited by: EspioKaos on 2007-07-21 11:20 ]</font>

Prima
Jul 21, 2007, 01:22 PM
The disc thing makes sence to me, for people who dont want certain PA's, or for people who just wanna test some out.

Niered
Jul 21, 2007, 01:33 PM
On 2007-07-21 11:22, Prima wrote:
The disc thing makes sence to me, for people who dont want certain PA's, or for people who just wanna test some out.



Im not going to derail this topic, but suffice it to say that the only thing that differentiates between 2 characters of the same class and job is their PA's. Your PA's are what make you unique. Giving the entire playerbase the ability to simply learn EVERY PA is stupid, as all it does is eliminate the "choice" and replace it with the obvious conclusion.

EspioKaos
Jul 21, 2007, 01:34 PM
The following Q&As were added to the list:

Q16. Will the number of Photon Arts you can learn be raised above 36?
A16. No. There will be a workaround for this, however. See the next Q&A for further details.

Q17. How does the PA disk conversion work?
A17. After you've learned a Photon Art, you have the ability to convert it back into disk form, freeing up space in your learned PAs. When you convert a PA back into a disk, its level will be retained so that if you decide to relearn it later, you'll pick back up where you left off. Just like current PA fragment-traded PAs, these converted, leveled PAs cannot be dropped, traded or sold in player shops as they are tied solely to your account. They can only be kept in your personal nanotransformer (inventory), your PM's storage or your room's common box. While in your common box, it is possible for other characters on your account to access them. However, it is currently unknown if they can actually use the disk to learn a pre-leveled PA.

Q18. Will there be an increase in max capacity of your storage systems?
A18. It has been confirmed that your personal nanotransformer's capacity will not be increased. This has been somewhat addressed with a new lobby system that allows you to transfer items back to your room from the lobby. Despite your personal inventory space not increasing, the developers have confirmed that at least your PM's storage capacity will be increased. No word on the common box at this time.

Kion
Jul 21, 2007, 02:55 PM
On 2007-07-21 11:34, EspioKaos wrote:

Q18. Will there be an increase in max capacity of your storage systems?
A18. It has been confirmed that your personal nanotransformer's capacity will not be increased. This has been somewhat addressed with a new lobby system that allows you to transfer items back to your room from the lobby. Despite your personal inventory space not increasing, the developers have confirmed that at least your PM's storage capacity will be increased. No word on the common box at this time.



Yeah, when ever i invite my PM to a mission I wish i could be able to take out synth items or put items in storage. Why can you only use their functions in your room?

Also any final word on what's happening to the servers come release?

mvffin
Jul 21, 2007, 03:51 PM
On 2007-07-21 12:55, Kion wrote:
Yeah, when ever i invite my PM to a mission I wish i could be able to take out synth items or put items in storage. Why can you only use their functions in your room?


i have always wondered how the pm can be fighting battles with you and still be running the shop in your room.

Wallin
Jul 21, 2007, 04:15 PM
On 2007-07-21 11:34, EspioKaos wrote:
Q17. How does the PA disk conversion work?
A17. When you convert a PA back into a disk, its level will be retained so that if you decide to relearn it later, you'll pick back up where you left off. While in your common box, it is possible for other characters on your account to access them. However, it is currently unknown if they can actually use the disk to learn a pre-leveled PA.

Where is this information coming from? I'm curious as to how is it we know that a disk can be relearned where you left off later, but not whether or not another character can use it?

Kion
Jul 21, 2007, 04:16 PM
They don't. If someone tries to access your shop while your PM is in battle use, it will say "cannot enter room at this time," or something.

Eureka
Jul 21, 2007, 04:22 PM
On 2007-07-21 13:51, mvffin wrote:

On 2007-07-21 12:55, Kion wrote:
Yeah, when ever i invite my PM to a mission I wish i could be able to take out synth items or put items in storage. Why can you only use their functions in your room?


i have always wondered how the pm can be fighting battles with you and still be running the shop in your room.



Simple:

1) PMs can be in two places at once (a feat we could use sometimes)

or

2) Its a hologram!!


Seriously...I always questioned that myself. But who are we to ask such questions...lol http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif

Wallin
Jul 21, 2007, 04:25 PM
On 2007-07-21 14:16, Kion wrote:
They don't. If someone tries to access your shop while your PM is in battle use, it will say "cannot enter room at this time," or something.



One more reason besides theft reduction to put your shop on an alt. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wink.gif

EspioKaos
Jul 21, 2007, 06:14 PM
On 2007-07-21 12:55, Kion wrote:
Also any final word on what's happening to the servers come release?

You mean like the joining of World 1 and World 2 on the Japanese servers? Or something else?


On 2007-07-21 14:15, Wallin wrote:
Where is this information coming from? I'm curious as to how is it we know that a disk can be relearned where you left off later, but not whether or not another character can use it?

It's from an article in Dengeki PlayStation that I translated. As for why we know it can be relearned where you left off... well, why else would it have a level associated with it? If it were to reset when relearned, there wouldn't have been any reason to attach a level to the title. Besides, the article says so.
And why do we not know if another character on the same account can use it and retain that level? Because the article doesn't go into that much detail.

Kion
Jul 21, 2007, 07:25 PM
On 2007-07-21 16:14, EspioKaos wrote:

On 2007-07-21 12:55, Kion wrote:
Also any final word on what's happening to the servers come release?

You mean like the joining of World 1 and World 2 on the Japanese servers? Or something else?



I meant is there any talk of the japanese servers combining with the north american and european servers? And if platforms will be joined or not.
What does world 1 and world 2 refer to?



<font size=-1>[ This Message was edited by: Kion on 2007-07-21 17:26 ]</font>

Realmz
Jul 21, 2007, 07:42 PM
wworld 1 nad world 2 are the two servers for the JP version. with the comming of AoI they will merge the two servers giving JP players 8 character slots, and a larger player base all together

Vashyron
Jul 21, 2007, 07:48 PM
It would be cool if they done that. More People http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif

Prima
Jul 21, 2007, 07:50 PM
Jpn can kiss my ass, ST would make a bigger of a profit if they put both our 360 and Ps2 servers together... and give us that damn grants projectile technic.

Kion
Jul 21, 2007, 08:33 PM
So Japan has two individual servers that they're bringing together? I wish they would merge the pc/ps2 north america and japan servers. From april next year, I'll be living in Japan and I'd like my character info to transfer over.

Zorafim
Jul 21, 2007, 11:56 PM
The disk conversion interests me. Perhaps, with this, I can simply make alts and the like to level up disks, and then give them all to Levia after they're all finished, allowing her to level all the types. It's very difficult to level jobs at high levels, since you have to deal with low level effectivity.

Perfect character, Hoo!



<font size=-1>[ This Message was edited by: Zorafim on 2007-07-21 22:02 ]</font>

EspioKaos
Jul 22, 2007, 09:30 AM
New Q&As:

Q19. I've heard of a server merge coming along with the expansion. Any details on this?
Q19. The server merge refers to the Japanese PC/PS2 servers only. Shortly after the original game launched in Japan in 2006, two separate servers, known as Worlds, had to be created to carry the load of all of the players. World 1 and World 2 characters were not able to interact with each other, thus splitting the community. With the release of Ambition of the Illuminus, both Worlds will be brought together as one.

Q20. Will we get extra character slots in the expansion?
Q20. It has been confirmed that the Japanese PC/PS2 players will have a total of eight character slots with the expansion. This is due to the merging of World 1 and World 2 into one server. The NA/EU/360 communities have had no confirmation of such a change, but it's still possible that we might see it. Again, no confirmation has been made on this outside of the Japanese PC/PS2 community.

Zeota
Jul 22, 2007, 09:52 AM
On 2007-07-21 17:25, Kion wrote:

On 2007-07-21 16:14, EspioKaos wrote:

On 2007-07-21 12:55, Kion wrote:
Also any final word on what's happening to the servers come release?

You mean like the joining of World 1 and World 2 on the Japanese servers? Or something else?



I meant is there any talk of the japanese servers combining with the north american and european servers? And if platforms will be joined or not.
What does world 1 and world 2 refer to?



<font size=-1>[ This Message was edited by: Kion on 2007-07-21 17:26 ]</font>


JP/NA connectivity would be nice, however wouldn't be feasible with the de facto system of content updates. What's more, such a move would likely alienate a good portion of both populations.

BanF
Jul 22, 2007, 09:53 AM
Eight character slots?! I can barely manage four!

Niloklives
Jul 22, 2007, 05:33 PM
as faras the disk thing is concerned, it wouldn't makes sense for the disks to be non transferable if THEY were in fact not retaining the level. this means undoubtedly transferring a disk to another character will let you give them the PA at whatever level it was when it was converted back to a disk. several things to note:

The character transferring the PA no longer HAS said PA, and so it's not like you're getting copies of the arts

if you make a character and get them to say lvl 50, get all their PAs to 30 or 40 and realize that the race/class combo just isn't working for you. the natural step if you like the class would be to make a new character. why should you have to level the bullets all over again? you did it once already, no sense in doing say...6 rifle bullets all over again just because you want a cast instead of a beast.

At this point I relaly just want to know about character slots...x.X

Shiro_Ryuu
Jul 22, 2007, 06:11 PM
I think it'll be nice if they add 4 more slots, but I won't be all "Oh noes! We only get 4 chars!!1 teh cry! ;_;" if they don't give up 4 more slots.

landman
Jul 22, 2007, 06:22 PM
Regarding offline mode Q1 and Q2: So we are not using our extra mode characters and will start a new offline character? what a pity, I lost 4 hours lvling my ranger to 30 and purchasing him a blachbull xD

About new features Q 18: I didn't know that http://www.pso-world.com/images/phpbb/icons/smiles/icon_eek.gif so no more go to room, deposit items, leave room, mail "invite", talk to "woman in the corner"? and no more "solo to agata", take all the crap in the way, go back to room when you reach agata because you don't want to drop all you got?? fabulous lol


I have questions, in the illuminus intro (the old one and the new one), why is Leo using a Shiga Stam as a mechgun and why is Laia using a Shiga Desta as a rocket launcher? http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif

Hucast-Kireek
Jul 22, 2007, 06:33 PM
This additions are great, I cant wait for the expansion. Only the ruins are left to complete all 4 PSO levels.

PALRAPPYS
Jul 22, 2007, 06:44 PM
On 2007-07-21 21:56, Zorafim wrote:
The disk conversion interests me. Perhaps, with this, I can simply make alts and the like to level up disks, and then give them all to Levia after they're all finished, allowing her to level all the types. It's very difficult to level jobs at high levels, since you have to deal with low level effectivity.

Perfect character, Hoo!



<font size=-1>[ This Message was edited by: Zorafim on 2007-07-21 22:02 ]</font>


No. Once a Photon Art has been learned, when you put it back into disk form, it is unusable by any character other than the original owner of the PA.

Also, Sega better give us 8 character slots. I'd kill for those. Also, why not give us 8 palette slots along with that? That'd be great too.

Allison_W
Jul 22, 2007, 07:19 PM
On 2007-07-21 21:56, Zorafim wrote:
The disk conversion interests me. Perhaps, with this, I can simply make alts and the like to level up disks, and then give them all to Levia after they're all finished, allowing her to level all the types. It's very difficult to level jobs at high levels, since you have to deal with low level effectivity.

Perfect character, Hoo!

HSM /c/ ftw

Xaeris
Jul 22, 2007, 07:30 PM
Q15. What are Just Attack and Just Counter?
A15. These are two new battle system additions to help take some of the monotony out of using striking weapons. Both are timing based, meaning that they will only activate when a certain button is pressed at the appropriate time. A successful Just Attack will unleash a more powerful attack signified by (aside from larger damage output) a specific sound effect and unique animation. A successful Just Counter will protect you from an attack, but if timed properly allows you to immediately retaliate.

I swear upon my honor right now, that I shall create a macro that yells "NOT SO FAST, KAIBA!" to be used alongisde Just Counter.

EspioKaos
Jul 22, 2007, 07:42 PM
On 2007-07-22 16:22, landman wrote:
I have questions, in the illuminus intro (the old one and the new one), why is Leo using a Shiga Stam as a mechgun and why is Laia using a Shiga Desta as a rocket launcher? http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif

I'd love to know this, too! http://www.pso-world.com/images/phpbb/icons/smiles/icon_lol.gif


On 2007-07-22 16:44, PALRAPPYS wrote:
No. Once a Photon Art has been learned, when you put it back into disk form, it is unusable by any character other than the original owner of the PA.

That has not actually been confirmed just yet. It may be possible for another character on the same account to use the disk since they will be able to access them in the common box.

PALRAPPYS
Jul 22, 2007, 08:19 PM
On 2007-07-22 17:42, EspioKaos wrote:


On 2007-07-22 16:44, PALRAPPYS wrote:
No. Once a Photon Art has been learned, when you put it back into disk form, it is unusable by any character other than the original owner of the PA.

That has not actually been confirmed just yet. It may be possible for another character on the same account to use the disk since they will be able to access them in the common box.



Ah really? If we can transfer them then... only account and I'll be happy! http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif With other accounts... PSU is screwed.

EspioKaos
Jul 22, 2007, 09:38 PM
I'm making some massive changes to the initial post. It already looks kind of sloppy to me, so I'm doing a little re-categorizing to it to make navigation and referencing a little easier. I'm also adding in some new Q&As.


On 2007-07-22 18:19, PALRAPPYS wrote:
Ah really? If we can transfer them then... only account and I'll be happy! http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif With other accounts... PSU is screwed.

No need to worry. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wink.gif It's been confirmed that converted PA disks will be tied to a single account, just like PA Fragments and any PA traded for them.

pikachief
Jul 22, 2007, 11:07 PM
On 2007-07-22 17:42, EspioKaos wrote:

On 2007-07-22 16:22, landman wrote:
I have questions, in the illuminus intro (the old one and the new one), why is Leo using a Shiga Stam as a mechgun and why is Laia using a Shiga Desta as a rocket launcher? http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif

I'd love to know this, too! http://www.pso-world.com/images/phpbb/icons/smiles/icon_lol.gif


On 2007-07-22 16:44, PALRAPPYS wrote:
No. Once a Photon Art has been learned, when you put it back into disk form, it is unusable by any character other than the original owner of the PA.

That has not actually been confirmed just yet. It may be possible for another character on the same account to use the disk since they will be able to access them in the common box.



i thought they did comfirm it.

and those might be new PAs!! I HOPE THEY ARE!

EspioKaos
Jul 22, 2007, 11:16 PM
Here are all of the new Q&As I just added as well as ones that I added a bit more to.

02-11. What other battle system changes can we expect to see?
One more addition we know of is higher PP regeneration rates for striking weapons. A successful normal attack will regenerate a small amount of PP to your weapon while a critical hit will regenerate a larger amount.

03-04. Is it true that we'll be able to warp to different lobbies without having to have a team member already there?
Yes. The NPCs who transport you to different lobbies will now be able to take you where you want to go without having to be part of a party that's already at your destination. During the beta, this service was free, but it has been mentioned (though not confirmed) that there might be a price set for it in the final release.

03-05. Is it true I'll be able to transport items back to my room from the lobby?
Yes. The lobbies will have new NPCs who run a service which allows you to transport items from your nanotransformer back to your room in Clyez City.

03-06. Will the field crystal transport system be changed at all?
Just slightly. Now the option to transport immediately back to the lobby will be added to the crystal's menu along with all accessed blocks.


04. Character Customization
04-01. What can we expect in the way of clothing and parts for our characters?
Fans of PSO will be happy to know that 12 costume sets will be added in the expansion covering all of PSO's race/class combinations. From what we've seen so far, the sets appear to be based on the "template" character clothing (i.e. Ash's HUmar outfit, Gilliam's RAcast parts and Rupica's FOnewearl clothing). Aside from these, over 20 completely original clothing and parts sets have been revealed for the expansion.

04-02. Has the character creation system changed any?
Yes, just slightly. SonicTeam did a little tweaking to the male face proportion sliders to offer more versatile customization. Also, some new voices were added across the board along with a number of new hairstyles.

04-03. Will I have to start a new character to use these new character creation additions?
Nope. Lumilass in Clyez City will now offer you the ability to change your character's voice as well as make adjustments to their face. No word on how much these alterations will cost, however.

04-04. Will Lumilass have any other new features aside from what was mentioned above?
Actually, yes! The accessories selection has been changed to where you can now select a hat or pair of glasses independent of your hairstyle, meaning that certain accessories are no longer exclusive to one or two hairstyles.

04-05. Will I be able to alter my body's proportions at Lumilass?
No, that can only be done during the initial character creation. Lumilass will allow you to make alterations to your face, but not your body.

05-02. Will we see any adjustments to monster A.I. and the like?
Yes. Certain tweaks are being made to monster A.I. to make them use their own unique attacks, abilities and range more often as opposed to simply chasing down players and hacking away.

08-02. Will there be an extra mode?
We currently have no confirmation of it. Considering that offline story mode has you creating your own character (just like the original game's extra mode), I don't see an extra mode being added to this game.


10. Weapon Grinding
10-01. How will the grinding system be changed in the expansion?
Weapon grinding no longer carries the harsh penalty of destroying a weapon with an unsuccessful grind. Now when a grind fails, the weapon's stats are reset to their base amount, and the total number of grinds that particular weapon can have attempted is reduced by one. The new grind indicator of a weapon will display as two numbers. The first number shows what grind the weapon is currently at while the second number shows how many possible grinds that weapon can have. For example, (0/10) would be a weapon that has never been ground while (3/4) would be a weapon that is on its third grind level, but only has four more grind attempts remaining.


11. Interface
11-01. Will there be any changes to the in-game mail functions?
One known change will be the ability to send simple mail from a person's partner card.

11-02. Any changes to the partner card system?
Aside from what was mentioned above, now your total number of cards will be displayed out of the maximum number you can have.


On 2007-07-22 21:07, pikachief wrote:
i thought they did comfirm it.

Not yet. All the article said was that the converted disk could be put in your common box where another character on your account could access it. Nothing has been mentioned yet stating if that disk will be off-limits to that character or not.

ljkkjlcm9
Jul 22, 2007, 11:24 PM
as far as I know, the grinding system hasn't been confirmed either, except that it won't break when you fail a grind. Whether or not the total weapon grinds would be reduced or not is not set in stone

honestly if it reduces the total grind amount by 1, I find it no better than the original system. I'd rather synth a new gun or a wand and try to get it to 10 than settle with max grind 5s. Maybe people will be grinding those melee weapons, in fact I'm sure you will, but it's pretty crappy that the game once again turns to pure luck, that one person has a 50% weapon and got lucky to get it to 10, while someone else is stuck there with a max of 3 cause it kept breaking on the 2nd grind.

THE JACKEL


<font size=-1>[ This Message was edited by: ljkkjlcm9 on 2007-07-22 21:27 ]</font>

pikachief
Jul 22, 2007, 11:26 PM
nice voice alterations! im gonna love joining a mission one day with a high voice and then the next day going with my friends again but with a deep voice! XD

awww man! no body alterations!? man, im the leader of my fat chix clan and im one of the smallest girls in it! http://www.pso-world.com/images/phpbb/icons/smiles/icon_frown.gif

also if u can trade PA's i think im gonna let the guntecher im making soon all my forttegunners lvl 30 gun Pa's and my techers spells! XD

EspioKaos
Jul 22, 2007, 11:28 PM
On 2007-07-22 21:24, ljkkjlcm9 wrote:
as far as I know, the grinding system hasn't been confirmed either, except that it won't break when you fail a grind. Whether or not the total weapon grinds would be reduced or not is not set in stone

honestly if it reduces the total grind amount by 1, I find it no better than the original system. I'd rather re-synth a gun or a wand and try to get it to 10 than settle with max grind 5s

THE JACKEL

According to the recent Famitsu and Dengeki PlayStation articles as well as the official website (http://illuminus-trial.phantasystaruniverse.jp/examination/), the grinding system update is confirmed.

ljkkjlcm9
Jul 22, 2007, 11:31 PM
well the new grinding system sucks just a lil less than the original one.

THE JACKEL

EspioKaos
Jul 22, 2007, 11:52 PM
A few more additions:

03-07. I heard of an auto-run feature. Is this a real addition?
Yes. You will be able to select a party member to follow and then enable the auto-run function. You can then take your hands off of the controls and your character will follow behind the selected player until you decide to take control over your character again.

11-03. What other functions can we expect?
One new feature is the addition of a self-tagging system. In the current game, while in a party, you will have an icon next to your name to denote this. In this same spot, you'll actually be able to change this icon depending on your current situation. For example, a few of the known tags include "away from keyboard," "looking for party" and "solo play only."

EspioKaos
Jul 23, 2007, 03:54 PM
Made a few more updates dealing with room features. I added a little more to the first question, but the one after it is completely new. (Being the big music fan that I am, how could I have forgotten about the jukebox?)

06-01. Will player rooms get any new features?
Yes! In fact, they're being completely overhauled to allow for more customization in layout. With the expansion, you'll be able to place room decorations almost anywhere based on a new floor and wall grid system. Also, many new redecoration tickets and room decorations will be added along with a jukebox.

06-03. How will the jukebox work?
The beta gave a short description of this, stating that you could give your PM any discs that you acquire to compile a playlist. From that, just select the song you want to play, and that's it. Currently, it is unknown how discs will be acquired. They may be special event drops or gifts, or simply available for purchase in the Variety Shop or a similar store.

Jaspaller
Jul 23, 2007, 03:58 PM
Whoa, didn't know they actually had a jukebox coming for AoI. In any case it sounds pretty interesting that you need to get the discs and put them in. Hopefully they don't do anything that will limit the amount of discs that can be put in like photon arts.

Sinue_v2
Jul 23, 2007, 04:43 PM
The Jukebox sounds like a good idea, but in addition to our rooms - I really wish they would put one in Gawik's Pub. Imagine the drunken the karaoke jams we could have - especially on the 360 via Voice Chat.

EspioKaos
Jul 23, 2007, 05:53 PM
One more new question has been added.

07-03. Is anything being done to address the slowdown and lag issues the game suffers from?
Yes. Kind of. The developers are working on a way to make the PS2 version run better when compared to the PC version. This information comes from an interview published in the 07.13 issue of Dengeki PlayStation. No word yet on any adjustments being made to the 360 version.

RappyRobot
Jul 23, 2007, 06:13 PM
On 2007-07-21 08:14, Kion wrote:
PSU is already 4gb. How are they managing to fit all of that on a ps2 disk? DVD-9?





sega is magical http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif

Para
Jul 23, 2007, 06:22 PM
Jukebox = sex. I want to be able to choose different music PSU tracks for my room.

I lol at the Vocal Chord Surgery update. I like how theyre enabling different accessories to go with any hairstyle. That helps a lot http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

I really hope they update the way the music is played in the old PSO levels like how there is a calm theme and a battle theme...

Sekani
Jul 23, 2007, 06:39 PM
On 2007-07-23 16:22, Para wrote:
I really hope they update the way the music is played in the old PSO levels like how there is a calm theme and a battle theme...


PSU is a much faster-paced game than PSO was. The music switching thing would sound really stupid, trust me.


Any word on whether or not CAST heads are changeable yet?

EspioKaos
Jul 23, 2007, 06:39 PM
I've replaced 11-03 with the following, more specific Q&A:

11-03. What is the new "online status" option?
This allows you to tag yourself depending on your current style of gameplay or what kind of game you're looking for. The options during the beta included:
* No tag (will not attach a tag to your name)
* AFK (if away for an extended period)
* Temporarily AFK (if you plan to be away for just a few moments)
* Solo play (for when you just want to solo)
* Recruiting party (to let others know you're looking for party members)
* Beginner guide (to let others know you are willing to help out beginners)

Para
Jul 23, 2007, 06:41 PM
On 2007-07-23 16:39, Sekani wrote:

On 2007-07-23 16:22, Para wrote:
I really hope they update the way the music is played in the old PSO levels like how there is a calm theme and a battle theme...


PSU is a much faster-paced game than PSO was. The music switching thing would sound really stupid, trust me.


Any word on whether or not CAST heads are changeable yet?

I would agree for the most part but I mean just for the PSO levels they should change.

Sekani
Jul 23, 2007, 07:07 PM
Well, you'll still blow through the retro levels at PSU speed, so you'd hear the battle music most of the time, then the slow music for about five seconds (or however long it takes the battle music to reach a "wind-down" point and switch over) while you run to the next room, then the battle music again. The end result would be auditory torture.

Para
Jul 23, 2007, 07:19 PM
On 2007-07-23 17:07, Sekani wrote:
Well, you'll still blow through the retro levels at PSU speed, so you'd hear the battle music most of the time, then the slow music for about five seconds (or however long it takes the battle music to reach a "wind-down" point and switch over) while you run to the next room, then the battle music again. The end result would be auditory torture.

Maybe.. there was a lot of backtracking in PSO compared to PSU.

Dj_SkyEpic
Jul 23, 2007, 08:31 PM
Ah, the server merge kind of disappoints me. Now that I know merging was not related to the PC/PS2 US version.

Shiro_Ryuu
Jul 23, 2007, 08:45 PM
I would so love to play with the people of the Japanese servers, especially since it'll increase our population, and I can speak Japanese, so communication isn't an issue.

Lyrix
Jul 23, 2007, 09:42 PM
you might know japanese, but i sure as hell dont x.x id get lost and confused REALLLL fast XD

EspioKaos
Jul 23, 2007, 10:17 PM
Two more:

06-04. Will shops be changed at all?
The only change we know of at the moment is the ability to customize your PM's greeting and thank you messages for when someone comes into your shop and/or purchases one of the items you have for sale.

06-05. Will I be able to redecorate my shop like my room?
Yes. Redecoration tickets will now be applied to your room, giving each shop a more personalized feel.

<font size=-1>[ This Message was edited by: EspioKaos on 2007-07-23 20:24 ]</font>

Kion
Jul 23, 2007, 10:28 PM
On 2007-07-23 18:45, Shiroryuu wrote:
I would so love to play with the people of the Japanese servers, especially since it'll increase our population, and I can speak Japanese, so communication isn't an issue.



Yeah, I'd like to be able to play with everyone from around the world. And as a japanese game it seem like most people playing have an interest in japanese culture and can speak it to some degree. If they set translated shortcuts i wouldn't image any major communication problems. Most open games are only "hello", "thank you" and "congrats" on occasion.

landman
Jul 24, 2007, 02:09 AM
On 2007-07-23 13:54, EspioKaos wrote:
06-03. How will the jukebox work?
The beta gave a short description of this, stating that you could give your PM any discs that you acquire to compile a playlist. From that, just select the song you want to play, and that's it. Currently, it is unknown how discs will be acquired. They may be special event drops or gifts, or simply available for purchase in the Variety Shop or a similar store.



LOL I want the "Tomato Convenience Store" music from Shenmue, AND YOU CAN WIN A SUPERSONIC STATUE IF YOU BUY IN MY SHOP http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

lalarerirarareriroraro........

ShadowDragon28
Jul 24, 2007, 02:23 AM
woot jukebox function.

I hope there are lot's of music discs, especially the lobby themes (like Neudaiz's light festival theme and Halloween Lobby music, etc...)

Sinue_v2
Jul 24, 2007, 03:56 AM
LOL I want the "Tomato Convenience Store" music from Shenmue

Win.

EspioKaos
Jul 24, 2007, 10:26 AM
On 2007-07-23 18:45, Shiroryuu wrote:
I would so love to play with the people of the Japanese servers, especially since it'll increase our population, and I can speak Japanese, so communication isn't an issue.

Same here! Plus we'd all get updates at the same time. Unfortunately, I don't see it happening. http://www.pso-world.com/images/phpbb/icons/smiles/icon_frown.gif


On 2007-07-24 00:09, landman wrote:
LOL I want the "Tomato Convenience Store" music from Shenmue, AND YOU CAN WIN A SUPERSONIC STATUE IF YOU BUY IN MY SHOP http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

lalarerirarareriroraro........

Yes! http://www.pso-world.com/images/phpbb/icons/smiles/icon_lol.gif I don't exactly remember the song off the top of my head, but I recall loving it when I played Shenmue.

Esufer
Jul 24, 2007, 10:32 AM
I bet half the people here will use freaking Burning Rangers as their room music.

*wants Song for Eternal Story*

Niloklives
Jul 24, 2007, 10:36 AM
not if they want me to visit they won't...


(that should get more than half using that music easily)

EspioKaos
Jul 25, 2007, 10:42 AM
Here are some more updates directly from SonicTeam on what to expect in the expansion. I'll work this information into the FAQ shortly.

Merging of World 1 and World 2
The merger is planned to take place during the last third of August. At that time, certain battle system and balance adjustments relating to Ambition of the Illuminus will be made. Specifics will be given at that time.
Also, the bug affecting player rooms between World 1 and World 2 that came up during the beta has been fixed.

Battle System Additions
This section just goes into detail on Just Attack, Just Counter and PP regeneration for striking weapons. I don't see any new info, but I'll double check when I've got more time... depends on if any big projects come up all of a sudden at work.

Elemental Attributes and Their Effectiveness
We will modify the equation used to calculate elemental efficiency. It goes on to explain that the way things are now, the ATP increase in a player's base stats begins to outweigh how effective an element is, going further in saying there's almost no change even on 50% elemental weapons. (Wait. Seriously?)

High-Rank Mission Monster Adjustments
Monster attributes were adjusted in the JP 06.07 update.

PA Disk Conversion
A level validation system will be implemented to verify the level of a PA to the one learning it. If I'm reading this correctly, it means that the only person capable of relearning a leveled PA is the one who learned it in the first place. It says at the end of the explanation here: "In short, converted PA disks cannot be handed over to any other players or bought and sold in player shops." (Yay!)

PSO Clothing
Apparently more concerns came in over people wanting all of the PSO costumes, including every single variation in design. The developers say they're including the default costumes as well as multiple color variations on them, but we won't be seeing every single individual costume from PSO. (Heh, no propeller hat for FOmars. http://www.pso-world.com/images/phpbb/icons/smiles/icon_lol.gif)

Beginner-Specific Additions
The expansion will introduce more low grade weapons from multiple makers as opposed to a few from a single manufacturer.

Grinding Limits
The limit will still be 10 grinds at max, and successes will be displayed as x/10, x/9, x/8, etc. (We already knew this, though.)

Synthesis Probability
All synthesis probabilities will be raised.

Death Penalty
We've already received this update. As long as a party member is revived before the end of a mission, their death will not have a negative effect on your mission grade.

Further Player Interaction in Story Missions
From Illuminus on, we plan on introducing a system that allows you to make your own decisions on where the story will go. Basically, a for-in-the-road kind of thing. (Sweet!!)

More PM Types
We already know this, but it's further confirmation that we will be seeing more than just the standard female PM battle types.

PM Storage and Common Box Capacity
We will be adding items that you can use to increase your storage capacity. (Yay, again!)

Shadykillah
Jul 25, 2007, 11:05 AM
does anyone know if 9* tenora twin pistols is coming out in AOI

Shiro_Ryuu
Jul 25, 2007, 11:09 AM
Yeah, I'm very sure, I mean, they're going up to A rank, mind as well go up to 9*.

Saphion
Jul 25, 2007, 11:52 AM
Ah crap, I'm going to have to get the expansion after all.

I'm such a glutton for punishment.

Prima
Jul 25, 2007, 11:58 AM
You and me both Esufer, I want that and I want Day Dawns, All of the Epi 2 songs, and the shop/pioneer2/eevnt songs.

Reipard
Jul 25, 2007, 12:56 PM
We will modify the equation used to calculate elemental efficiency. It goes on to explain that the way things are now, the ATP increase in a player's base stats begins to outweigh how effective an element is, going further in saying there's almost no change even on 50% elemental weapons. (Wait. Seriously?)

I'm a bit confused. Does this mean it's this way now (which it's not; so they're wrong) or that it'll be this way come AOI?

If that's how it'll be in AOI, isn't that a little overkill? I'd be all for like, halving effectiveness or something but no change at all at 50% is a little silly.

Rashiid
Jul 25, 2007, 12:59 PM
jesus gib nao!!!

EspioKaos
Jul 25, 2007, 01:17 PM
On 2007-07-25 10:56, Reipard wrote:
I'm a bit confused. Does this mean it's this way now (which it's not; so they're wrong) or that it'll be this way come AOI?

If that's how it'll be in AOI, isn't that a little overkill? I'd be all for like, halving effectiveness or something but no change at all at 50% is a little silly.

I'm a little confused on this, too. I think they mean that the performance of a 50% elemental weapon doesn't seem as good as it should be because its ATP is overshadowed by a high-level's base ATP.

Here, Lyrise posted this in another thread. It might help.


On 2007-07-25 09:41, Lyrise wrote:
It's a bit weird, but I know what they're talking about as far as elemental effectiveness. After a certain point, your ATP rises by a large amount, but that's partially due to the fact that your atp is so high. When your ATP is low, elemental effectiveness does all the work, but when its high, ATP does all of the work. Since you can only get stronger, as time passes by, elemental effectiveness (in their eyes) starts to do less and less.

KTani
Jul 25, 2007, 01:47 PM
Might want to add something about the clothing top/bottom compatibility being relaxed a bit. I think the site says that the two piece swim wear is being broken into two separate items, though I'm not sure. Is there mention of other one-piece items being separated, like the new "relaxation" wear? I forgot the name of it http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

Anyway someone else (I forget who) said that basically if a shirt doesn't overlap the pants you want to wear, you can probably wear it in AotI, unlike currently. The female BoaBoa pants for instance, can't be worn with most tops, not even Phasnis which is midriff-bearing and doesn't overlap anything http://www.pso-world.com/images/phpbb/icons/smiles/icon_eek.gif

Not a major point, but I for one am looking forward to having fewer restrictions applied to my wardrobe http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

One more thing: maybe add a list of which classes get which weapons, since it's changing with new weapon types? (Whips are a Force weapon right? That makes me mad, I prefer to beat the snot out of things rather than shoot fire at them, so even though I can be either one, I'm usually Figunner rather than Wartecher.)

EspioKaos
Jul 25, 2007, 01:51 PM
On 2007-07-25 11:47, KTani wrote:
Might want to add something about the clothing top/bottom compatibility being relaxed a bit. I think the site says that the two piece swim wear is being broken into two separate items, though I'm not sure. Is there mention of other one-piece items being separated, like the new "relaxation" wear? I forgot the name of it http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

Anyway someone else (I forget who) said that basically if a shirt doesn't overlap the pants you want to wear, you can probably wear it in AotI, unlike currently. The female BoaBoa pants for instance, can't be worn with most tops, not even Phasnis which is midriff-bearing and doesn't overlap anything http://www.pso-world.com/images/phpbb/icons/smiles/icon_eek.gif

Not a major point, but I for one am looking forward to having fewer restrictions applied to my wardrobe http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

Yeah, I remember hearing that. I'll look more into it to verify the details and then add it to the FAQ. Thanks!


On 2007-07-25 11:47, KTani wrote:
One more thing: maybe add a list of which classes get which weapons, since it's changing with new weapon types? (Whips are a Force weapon right? That makes me mad, I prefer to beat the snot out of things rather than shoot fire at them, so even though I can be either one, I'm usually Figunner rather than Wartecher.)

Good idea. I've already added the confirmed weapons and PAs for Acrotecher and Acrofighter. I'll collect info on the other types from the beta and add that to the FAQ.

RegulusHikari
Jul 25, 2007, 02:42 PM
On 2007-07-25 09:41, Lyrise wrote:
It's a bit weird, but I know what they're talking about as far as elemental effectiveness. After a certain point, your ATP rises by a large amount, but that's partially due to the fact that your atp is so high. When your ATP is low, elemental effectiveness does all the work, but when its high, ATP does all of the work. Since you can only get stronger, as time passes by, elemental effectiveness (in their eyes) starts to do less and less.


Definitely see what Lyrise means here. In lower rank missions, where enemies have only have 300-400 HP, doing 50% more damage REALLY makes a difference. But as ranks get higher, monsters have upwards of 20k-40k HP, where 50% extra damage means a few less hits in the long run.

Or maybe that, assuming elemental % is calculated off weapon ATP, player ATP will grow at a larger rate than weapon ATP (10 levels of ATP will surpass upgrading your weapon type by 1-2*s), which means the base ATP alone starts catching up to what our 50%s do now.

It's confusing, but I think I know what they're getting at.

EspioKaos
Jul 25, 2007, 02:51 PM
On 2007-07-25 11:47, KTani wrote:
Might want to add something about the clothing top/bottom compatibility being relaxed a bit. I think the site says that the two piece swim wear is being broken into two separate items, though I'm not sure. Is there mention of other one-piece items being separated, like the new "relaxation" wear? I forgot the name of it http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

Anyway someone else (I forget who) said that basically if a shirt doesn't overlap the pants you want to wear, you can probably wear it in AotI, unlike currently. The female BoaBoa pants for instance, can't be worn with most tops, not even Phasnis which is midriff-bearing and doesn't overlap anything http://www.pso-world.com/images/phpbb/icons/smiles/icon_eek.gif

I looked into this some more, but it appears that this is still under consideration. Maybe we'll hear something else on it in the weeks ahead.

Dhylec
Jul 25, 2007, 03:01 PM
On 2007-07-25 11:51, EspioKaos wrote:
Good idea. I've already added the confirmed weapons and PAs for Acrotecher and Acrofighter. I'll collect info on the other types from the beta and add that to the FAQ.

Be sure to post/note here that you have updated the FAQs. It helps to point out there is new stuff added. ;]

Kylie
Jul 25, 2007, 03:05 PM
Espio knows my feelings about this already, so he'll understand my pain. http://www.pso-world.com/images/phpbb/icons/smiles/icon_cry.gif It would literally mean the world to me if ST added an "anonymous" option in the expansion. Why? I don't hate anyone on the game, but some people just like to bother you every chance they get and send you mails while you're playing a mission when they just met you, then get mad at you when you don't reply. It's not a feature that would take a lot of effort to add, and I'd just love it. Come on, it's so not cool for everyone to know exactly where you are at all times.


<font size=-1>[ This Message was edited by: Kylie on 2007-07-25 13:06 ]</font>

EspioKaos
Jul 25, 2007, 03:41 PM
On 2007-07-25 13:01, Dhylec wrote:

On 2007-07-25 11:51, EspioKaos wrote:
Good idea. I've already added the confirmed weapons and PAs for Acrotecher and Acrofighter. I'll collect info on the other types from the beta and add that to the FAQ.

Be sure to post/note here that you have updated the FAQs. It helps to point out there is new stuff added. ;]

Will do. I believe I've got an image of the beta's weapon/type listing on my computer at home, so I can pull the data from that once I get off work.


On 2007-07-25 13:05, Kylie wrote:
Espio knows my feelings about this already, so he'll understand my pain. http://www.pso-world.com/images/phpbb/icons/smiles/icon_cry.gif It would literally mean the world to me if ST added an "anonymous" option in the expansion. Why? I don't hate anyone on the game, but some people just like to bother you every chance they get and send you mails while you're playing a mission when they just met you, then get mad at you when you don't reply. It's not a feature that would take a lot of effort to add, and I'd just love it. Come on, it's so not cool for everyone to know exactly where you are at all times.

Agreed. http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

EspioKaos
Jul 25, 2007, 03:56 PM
I was going to wait until I got home to do this, but I managed to find the info I needed.

02-13. What changes have been made to the current types as far as weapon ranks and PA caps go?
The following information comes from the Ambition of the Illuminus beta, so this is subject to change.
Fortefighter
Skills: Lv.40
Bullets: Lv.20
Attack TECHNICs: --
Support TECHNICs: --
* S-ranks: Swords, Knuckles, Spears, Axes, Twin Claws, Claws
* A-ranks: Twin Sabers, Twin Daggers, Sabers, Daggers, Handguns

Fortegunner
Skills: Lv.20
Bullets: Lv.40
Attack TECHNICs: --
Support TECHNICs: --
* S-ranks: Rifles, Shotguns, Grenade Launchers, Laser Cannons, Handguns
* A-ranks: Spears, Sabers, Daggers, Twin Handguns, Crossbows, Machineguns, Shadoogs

Fortetecher
Skills: Lv.10
Bullets: Lv.30
Attack TECHNICs: Lv.40
Support TECHNICs: Lv.40
* S-ranks: Longbows, Cards, Rods, Wands
* A-ranks: Spears, Twin Daggers, Sabers, Daggers, Handguns

Fighgunner
Skills: Lv.40
Bullets: Lv.30
Attack TECHNICs: --
Support TECHNICs: --
* S-ranks: Double Sabers, Twin Sabers, Twin Daggers, Sabers, Daggers
* A-ranks: Swords, Knuckles, Spears, Twin Claws, Claws, Slicers, Twin Handguns, Handguns, Crossbows, Machineguns, Shadoogs

Wartecher
Skills: Lv.30
Bullets: Lv.20
Attack TECHNICs: Lv.30
Support TECHNICs: Lv.20
* S-ranks: Twin Daggers, Daggers, Wands
* A-ranks: Knuckles, Spears, Twin Sabers, Twin Claws, Sabers, Claws, Photon Whips, Longbows, Handguns, Cards, Madoogs

Guntecher
Skills: Lv.10
Bullets: Lv.40
Attack TECHNICs: Lv.20
Support TECHNICs: Lv.30
* S-ranks: Longbows, Twin Handguns, Handguns, Crossbows, Machineguns
* A-ranks: Sabers, Daggers, Photon Whips, Slicers, Rifles, Shotguns, Laser Cannons, Cards, Wands, Madoogs

Protranser
Skills: Lv.40
Bullets: Lv.40
Attack TECHNICs: --
Support TECHNICs: --
* S-ranks: Swords, Knuckles, Spears, Axes, Sabers, Shotguns, Longbows, Grenade Launchers, Laser Cannons, Handguns

<font size=-1>[ This Message was edited by: EspioKaos on 2007-07-25 15:48 ]</font>

Soukosa
Jul 25, 2007, 04:44 PM
Make sure you put that "subject to change" part in big bold letters so people can see it http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif I'm sure they're gonna change some things, especially PTs which are rather broken in that way >.>

"Throwing Blades" are called "Cards" in game BTW http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif (Ignore what those PA descriptions say)

Shiro_Ryuu
Jul 25, 2007, 04:52 PM
I'm pretty glad that you can [well at least I hope in the final version] change voice and facial proportions, especially if new faces and voices are coming out. Now hopefully they can either add Japanese voices [doubtful] or an evil-sounding voice.

EDIT: Oh yeah, forgot to mention that I really hope for them to ease up on the clothing thing to make you wear different things together. I'd love to have that white yukata top w/ those huge samurai pants. http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

<font size=-1>[ This Message was edited by: Shiroryuu on 2007-07-25 14:58 ]</font>

EspioKaos
Jul 25, 2007, 05:50 PM
On 2007-07-25 14:44, Sounomi wrote:
Make sure you put that "subject to change" part in big bold letters so people can see it http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif I'm sure they're gonna change some things, especially PTs which are rather broken in that way >.>

Heh heh. Good idea. I've put the "subject to change" part in bold, underlined italics, so it should stand out a bit more. http://www.pso-world.com/images/phpbb/icons/smiles/icon_lol.gif


On 2007-07-25 14:44, Sounomi wrote:
"Throwing Blades" are called "Cards" in game BTW http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif (Ignore what those PA descriptions say)

You're right. Fixed. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wink.gif

Soukosa
Jul 25, 2007, 06:00 PM
On 2007-07-25 12:42, RegulusHikari wrote:

On 2007-07-25 09:41, Lyrise wrote:
It's a bit weird, but I know what they're talking about as far as elemental effectiveness. After a certain point, your ATP rises by a large amount, but that's partially due to the fact that your atp is so high. When your ATP is low, elemental effectiveness does all the work, but when its high, ATP does all of the work. Since you can only get stronger, as time passes by, elemental effectiveness (in their eyes) starts to do less and less.

Definitely see what Lyrise means here. In lower rank missions, where enemies have only have 300-400 HP, doing 50% more damage REALLY makes a difference. But as ranks get higher, monsters have upwards of 20k-40k HP, where 50% extra damage means a few less hits in the long run.

Or maybe that, assuming elemental % is calculated off weapon ATP, player ATP will grow at a larger rate than weapon ATP (10 levels of ATP will surpass upgrading your weapon type by 1-2*s), which means the base ATP alone starts catching up to what our 50%s do now.

It's confusing, but I think I know what they're getting at.

Took a bit to realize it but I think I know what they're talking about here. The elemental mod is applied to the total ATP and not just the weapon, right? So essentially, the higher your base ATP gets, the less of an impact the ATP from the weapon will have in the total degree of things. Likely, they've noticed that base ATP is getting to the point to where there's very little difference in damage between say a 9* and a 6* weapon of the same type. Since the 6* would be cheaper to make, it'd be easier to get a higher percent overall making that a more desirable way to go for many.

Eventually, the base ATP could get so high, that you could use C grade weapons as if they were A grade ones since the difference would be so small overall. Then you throw in how grinding can't break the weapon and it becomes all the more viable for that to happen since grinding adds more to C grade weapons than A grade ones and with no loss of a 50% weapon when grinding... yeah.

Likely what they'll do is make it so that the ATP of the weapon gets a greater boost than the rest of the total ATP figure. If they can do that, then maybe they'll do something like this with shield lines as well.

Sinue_v2
Jul 25, 2007, 06:01 PM
Wartecher
Skills: Lv.30
Bullets: Lv.10
Attack TECHNICs: Lv.20
Support TECHNICs: Lv.30
* S-ranks: Twin Daggers, Daggers, Wands
* A-ranks: Knuckles, Spears, Twin Sabers, Twin Claws, Sabers, Claws, Photon Whips, Longbows, Handguns, Cards, Madoogs

Guntecher
Skills: Lv.10
Bullets: Lv.40
Attack TECHNICs: Lv.30
Support TECHNICs: Lv.20
* S-ranks: Longbows, Twin Handguns, Handguns, Crossbows, Machineguns
* A-ranks: Sabers, Daggers, Photon Whips, Slicers, Rifles, Shotguns, Laser Cannons, Cards, Wands, Madoogs

FIX'D - (I wish)

Reipard
Jul 25, 2007, 06:40 PM
Hmm. I am still quite confused; because a flat 50% boost to all ATP should be universally effective. It sounds like they're trying to interpret it relative to the enemies' stats, which doesn't make a whole lot of sense.

And then there's armor to think about.

Sekani
Jul 25, 2007, 07:43 PM
On 2007-07-25 16:00, Sounomi wrote:
Took a bit to realize it but I think I know what they're talking about here. The elemental mod is applied to the total ATP and not just the weapon, right? So essentially, the higher your base ATP gets, the less of an impact the ATP from the weapon will have in the total degree of things. Likely, they've noticed that base ATP is getting to the point to where there's very little difference in damage between say a 9* and a 6* weapon of the same type. Since the 6* would be cheaper to make, it'd be easier to get a higher percent overall making that a more desirable way to go for many.

Eventually, the base ATP could get so high, that you could use C grade weapons as if they were A grade ones since the difference would be so small overall. Then you throw in how grinding can't break the weapon and it becomes all the more viable for that to happen since grinding adds more to C grade weapons than A grade ones and with no loss of a 50% weapon when grinding... yeah.

Likely what they'll do is make it so that the ATP of the weapon gets a greater boost than the rest of the total ATP figure. If they can do that, then maybe they'll do something like this with shield lines as well.


As much sense as this makes, it sounds like a huge nerf to the effectiveness of high-percentage weapons and armor (although an armor nerf would be justified). Anyone know if they're recalculating the elemental modifiers of TECHNICs and bullets as well? And do you think it would be practical under the new system to allow weapons with elemental percentages over 50%, as in story/extra mode?

Shiro_Ryuu
Jul 25, 2007, 09:05 PM
Man, all this elemental talk was giving me a headache but I think Sou got it. I'd read the Japanese site if it wasn't so filled with kanji that I didn't know, I only know like 100-200 kanji http://www.pso-world.com/images/phpbb/icons/smiles/icon_disapprove.gif.

Allison_W
Jul 25, 2007, 09:40 PM
On 2007-07-25 17:43, Sekani wrote:
As much sense as this makes, it sounds like a huge nerf to the effectiveness of high-percentage weapons and armor (although an armor nerf would be justified). Anyone know if they're recalculating the elemental modifiers of TECHNICs and bullets as well? And do you think it would be practical under the new system to allow weapons with elemental percentages over 50%, as in story/extra mode?

No. The point of a nerf in this case would be to get rid of the sick overpowerdness, not simply move it.

Reipard
Jul 26, 2007, 12:53 AM
No. The point of a nerf in this case would be to get rid of the sick overpowerdness, not simply move it.

Ideally, nerfed or not, there should still be a significant amount of effectiveness due to how ungodly hard a 50% weapon is to get.

Why undergo the trial and tribulation if the reward is insignificant?

Soukosa
Jul 26, 2007, 01:30 AM
On 2007-07-25 17:43, Sekani wrote:
As much sense as this makes, it sounds like a huge nerf to the effectiveness of high-percentage weapons and armor (although an armor nerf would be justified).

It'd nerf lower rarity gears by making higher ones better. The higher the star rating, the harder it is to make and thus the harder it is to get one with a high percent. Shouldn't the harder to get one be much better? That's usually not the case and this could fix that greatly.

Ffuzzy-Logik
Jul 26, 2007, 06:52 PM
On 2007-07-25 16:01, Sinue_v2 wrote:

Wartecher
Skills: Lv.30
Bullets: Lv.10
Attack TECHNICs: Lv.20
Support TECHNICs: Lv.30
* S-ranks: Twin Daggers, Daggers, Wands
* A-ranks: Knuckles, Spears, Twin Sabers, Twin Claws, Sabers, Claws, Photon Whips, Longbows, Handguns, Cards, Madoogs

Guntecher
Skills: Lv.10
Bullets: Lv.40
Attack TECHNICs: Lv.30
Support TECHNICs: Lv.20
* S-ranks: Longbows, Twin Handguns, Handguns, Crossbows, Machineguns
* A-ranks: Sabers, Daggers, Photon Whips, Slicers, Rifles, Shotguns, Laser Cannons, Cards, Wands, Madoogs

FIX'D - (I wish)

You forgot to give WT S-Rank Spear.



Also, my take on the 50% elemental ordeal is this. When I read over the google-translated jibberish, it seemed to me that they were trying to say that the elemental percent would be applied only to the weapon's ATP. As far as I know, as it goes now, the boost is applied to your total ATP (base+weapon+PA modifier). Now didn't they do something very similar with V1/2 of PSO? Something about changing photon percents to affect only weapon stats and not total stats, or something?


idklol, just my two cents.

Sinue_v2
Jul 26, 2007, 07:03 PM
I think that was the jump from v.2 to Ep I & II on the NGC.

Ffuzzy-Logik
Jul 26, 2007, 07:05 PM
Close enough.

Niloklives
Jul 26, 2007, 07:11 PM
wait what? GTs get 30 support and 20 attack, WTs get it the other way around x.X *asplodes*

Ffuzzy-Logik
Jul 26, 2007, 07:13 PM
On 2007-07-26 17:11, NIloklives wrote:
wait what? GTs get 30 support and 20 attack, WTs get it the other way around x.X *asplodes*

Right, but anyone who <3s WT knows that it really deserves level 30 support, and has no business using filthy attack techs.

Niloklives
Jul 26, 2007, 07:26 PM
o.O with that high TP you want them to only get lvl 20 attack techs?


the class makes sense to me as they had it set up. GT is clearly more support oriented than WT

SolomonGrundy
Jul 26, 2007, 07:29 PM
Both WT and GT should have level 30 support. It's wrong to take the support element away from WT, giving it to GT.

changing elemental percents to only affect weapon ATP would nerf twin daggers, (and fortegunners) pretty hard. then again, it would emphasize sword, axe, spear, etc., pretty well.





<font size=-1>[ This Message was edited by: SolomonGrundy on 2007-07-26 17:32 ]</font>

Sinue_v2
Jul 26, 2007, 07:37 PM
As said, attack techs are more suited to mobile members of the party since most attack techniques are ranged anyhow. GT's tend to stay on the outskirts of combat applying status effects. WT's are balls-deep in combat right alongside the FF's, FG's, ect. They're in the best position to support their combat teammates, and can take a hit.

They don't really need lvl 20 bullets, and they don't need lvl 30 attack PA's either. They'd already be unique enough that they'd fill a desired niche in the party, so they wouldn't be overshadowed by other classes - and to top it off they only have like three goddamned S-Ranks. Two currently, which is the second only to Protranser until AoI comes out. Then they will be bottom wrung for S-Ranks.

Prima
Jul 26, 2007, 07:57 PM
Someone told me that enemies will have a life bar or like numbers showing their hp (or even both), like in ToS when you use that lens thing it shows the enemies hp, will a similar feature be in AotI?

Esufer
Jul 26, 2007, 08:05 PM
On 2007-07-26 17:57, Prima wrote:
Someone told me that enemies will have a life bar or like numbers showing their hp (or even both), like in ToS when you use that lens thing it shows the enemies hp, will a similar feature be in AotI?


I'd hope not.

I like the UI as it is.

I'd like something like that for bosses, though.

Lamak
Jul 26, 2007, 08:06 PM
God WT needs a good DPS weapon. Sword or S Spear plox. Hopefully the GRM A rank daggers will fix the damage woes.

Esufer
Jul 26, 2007, 08:07 PM
On 2007-07-26 18:06, Lamak wrote:
God WT needs a good DPS weapon. Sword or S Spear plox. Hopefully the GRM A rank daggers will fix the damage woes.


When I had a go on WT, I had no trouble with DPS just spamming Buten Shuren-Zan. :/

Prima
Jul 26, 2007, 08:09 PM
Why would you not want that, I swear you guys want this game to fail or something, the idea in all ways is helpful. When I heard about it I thought it was a great idea.



<font size=-1>[ This Message was edited by: Prima on 2007-07-26 18:19 ]</font>

Umberger
Jul 26, 2007, 08:11 PM
On 2007-07-26 18:09, Prima wrote:
Why would you not want that, I swear you guys want this game to fail or something, the idea in all ways is helpful. When I heard about it I thoguht it was a great idea.



That's your opinion, and he's entitled to his. I have a mixed feeling about it...it'd be kinda annoying to see on normal creatures (they die too fast for anyone to care about their health anyways), but I can see it being cool on things like bosses or large creatures (Jarba, Gol Dova, etc).

Esufer
Jul 26, 2007, 08:13 PM
On 2007-07-26 18:09, Prima wrote:
Why would you not want that, I swear you guys want this game to fail or something, the idea in all ways is helpful. When I heard about it I thoguht it was a great idea.


Because in PSU, you're switching between targets an awful lot, with no reliable lock-on option like in say, Kingdom Hearts.

Now, you COULD place the health bars over their heads. But I'm sure most people would agree with me when I say it'd clutter the screen, especially for standard definition users.

Or you could have it when you're targeting the enemy. But anyone with PAs would know that the reticule for targeting enemies targets more than one, at least when you have a PA equipped.

That's why I say I don't want it, but it'd be useful in bosses.

Either that, or I'm wanting the game to fail miserably, obviously. >_>

Prima
Jul 26, 2007, 08:22 PM
LoL, well yeah I could understand that (Dynasty Warriors = ugh)

A2K
Jul 26, 2007, 08:26 PM
On 2007-07-26 18:05, Esufer wrote:

On 2007-07-26 17:57, Prima wrote:
Someone told me that enemies will have a life bar or like numbers showing their hp (or even both), like in ToS when you use that lens thing it shows the enemies hp, will a similar feature be in AotI?


I'd hope not.

I like the UI as it is.

I'd like something like that for bosses, though.



I always thought it'd be neat if Goggles did that. Maybe special goggles that would replace your old ones, or something.

(Side note: the lens item is a staple of the Tales series as a whole, actually)

Lamak
Jul 26, 2007, 08:27 PM
I'm assuming in AOI that the enemies will be stronger, faster, and hopefully, smarter. That means you'll actually have to worry about them killing you. (Whomg) And if they want WT to become the Red Mage the class will need a nice strong DPS weapon. Besides Buten... >>

Xaeris
Jul 26, 2007, 08:55 PM
I'm quite happy with the change to WT's technic levels actually. ...Well, no, actually, I'd prefer 40/20 most of all. I don't understand why Sonic Team is intent on maintaining the monopoly their golden children have on dps casting. You don't see the FGs or the GTs rocking skill/bullet levels laughably inferior to their pure classes. But I digress.

With the introduction of a left handed casting weapon, it'll be much less bothersome blend attack technics into melee. Additionally, with the raising of the cap to 30, many of those technics will gain status effect levels worth a damn. The main reasons I don't bother with my attack technics now are that wands waste palette space and that the statuses are either useless or don't proc.

But now, I get a Lv 3 Freezing Gibarta to use after I knock up a group of vandas. That's made of pure win.

Edit: Typo'ed.



<font size=-1>[ This Message was edited by: Xaeris on 2007-07-26 19:07 ]</font>

Soukosa
Jul 26, 2007, 08:59 PM
On 2007-07-26 17:13, Ffuzzy-Logik wrote:
Right, but anyone who <3s WT knows that it really deserves level 30 support, and has no business using filthy attack techs.

You mean the red mage wannabe beast WTs? I'm sorry but it should be pretty damn obvious that ST doesn't intend for WT to be a strong support class. It's meant as a front line fighter making extensive use of both melee and techs.

Melees don't work well with support in this game while gunners and techers do. So why didn't GT get stronger support techs from the get go? Probably because they didn't want GT to be strong in offensive techs and didn't have time to implement having them seperate or something.

WT only has lv 20 support techs since they were given lv 20 techs for their offensive side. I think anyone that thinks they are supportive class doesn't understand the class or the imbalances it'd cause by adding the stuff that people want. These people seem to be too stuck on another game to realize it I guess. Be it PSO, FFXI, or whatever. It's not a HUnewarl, it's not red/black/white/purple/rainbow mage.

Sinue_v2
Jul 26, 2007, 09:18 PM
I still don't understand just where you think that lvl 30 support techs for WT's, even at the cost of lvl 20 attack techs or attack PA's, is going to "break" the character type or game.

GunTecher gets a boost of 20 support tech levels, and that's ok - but boost a WT's by 10 lvls and it's horribly unbalancing? What about our fucking lack of S ranks? We don't even get an S-Rank in off-hand casting weapons - which appearantly are ideal for WT's.

And seriously... lvl 20 bullets? WTF?

So WT's aren't supposed to be support oriented, we're (by your words) front line fighters mixing magic and melee - but we get a boost to our ranged ability? Is there even any logic behind that?

Xaeris
Jul 26, 2007, 09:23 PM
Well I don't think any WT is going to seriously disagree that the bullet increase was grievously misplaced. Honestly Sonic Team, I only have six palette spaces. Between two handed melee and off handed casting weapons, I dunno where the hell they expect me to put these fans they're pushing on me. So great, I can kill Dimma and Onma with a tad more finesse now. Yeah...I'd like a refund on those bullet levels and have them shoved into techs please.

Bleh. I'd write an e-mail with all my thoughts and experience in fine detail if I thought they'd listen to an American player.

Allison_W
Jul 26, 2007, 09:24 PM
There are some people here who seem to be unaware of this fact, so I'll say it now: ST is capable of doing wrong. In fact, ask most people, and they do a whole lot of wrong, at that.

Reipard
Jul 26, 2007, 09:28 PM
Allison_W gets my seal of agreement.

Xaeris
Jul 26, 2007, 09:32 PM
Well...I don't think anyone said otherwise. Isn't that what we're talking about now?

DreamLocke
Jul 26, 2007, 09:40 PM
I'm fine with 30 attack techs and 20 bullet PA's... finally SE3's and third combo with PA's...and goodbye to our signature 2 hit cards lol.

ST...thank you for adding another S-rank...but wands? Um, we'll be using madoogs because right hand casting weapons are the reason we look like epileptics swapping weapons all the time. S-rank spears would be nice, since that's how we do real damage. Hell, I'd give up twin daggers for that.

Prima
Jul 26, 2007, 09:42 PM
Nobody has actually sed "ST is right about everything in PSU!" so you wouldnt be able to easily figure out who sed otherwise, but some posts in general are too humble of ST's mistakes.


<font size=-1>[ This Message was edited by: Prima on 2007-07-26 19:45 ]</font>

SolomonGrundy
Jul 26, 2007, 10:09 PM
You mean the red mage wannabe beast WTs? I'm sorry but it should be pretty damn obvious that ST doesn't intend for WT to be a strong support class. It's meant as a front line fighter making extensive use of both melee and techs.

why is that obvious? because ST did not give them level 30 support techs, and gave ATs level 50, then 40? They changed AT and AF quite a bit, they will likely change other things too.

Right now WTs are the second best support class, and has the second strongest techs. Anyone who plays a Beast/Cast fT knows just how strong human/newman WT techs can be.



Melees don't work well with support in this game while gunners and techers do.

your opinion. I would say that anyone using a rifle may be too far away to help with support.



So why didn't GT get stronger support techs from the get go? Probably because they didn't want GT to be strong in offensive techs and didn't have time to implement having them seperate or something.

or just didn't realize how MUCH of an impediment level 10 tech range and duration would be. this seems the most likely to me. I also thing they did not realize that the gap between techs 10+wand->20+wand->30+rod would be





These people seem to be too stuck on another game to realize it I guess. Be it PSO, FFXI, or whatever. It's not a HUnewarl, it's not red/black/white/purple/rainbow mage

forget about all that. Some folks want to use techs some of the time and melee the rest of the time (and be weak with ranged)
WT is that class. I am one of those people.

I suspect AT was created for someone who wanted to be as welcome support-wise as a fT without BEING a fT. You have to admit, there are not enough techer options right now.

Shiro_Ryuu
Jul 26, 2007, 10:12 PM
I still like Wartecher getting lv 30 attack techs and only lv 20 support. Besides, this benefits Newmans the most since they're the ones who get the bonus stats for this class, and benefits them the most. But yeah, I don't know about the whole % thing, while it would nerf Fortegunners as Solomon said, it may also nerf my favorite weapons like Twin Daggers and Twin Sabers, and also, I want A ran weapons to be a viable option and able to keep up with S ranks because A rank weapons are the best most people are ever gonna get.

EspioKaos
Jul 26, 2007, 10:14 PM
Let's keep in mind that the stats/weapons/PAs I posted for the types we currently have (everything except Acrofighter and Acrotecher) are from the beta and are subject to change. The only types that have had their requirements, PA caps and weapon proficiencies confirmed are Acrofighter and Acrotecher. Again, everything else is subject to change.

Ffuzzy-Logik
Jul 26, 2007, 10:20 PM
On 2007-07-26 18:27, Lamak wrote:
I'm assuming in AOI that the enemies will be stronger, faster, and hopefully, smarter. That means you'll actually have to worry about them killing you. (Whomg) And if they want WT to become the Red Mage the class will need a nice strong DPS weapon. Besides Buten... >>

LIEK MAEG BLAEDZ AND DUEL WANDS????


No, in all seriousness, level 30 Dus Daggas will tear shit up, even with only A-Rank spears.
On 2007-07-26 18:59, Sounomi wrote:
You mean the red mage wannabe beast WTs? Yes, I mean the good WTs that realize attack techs are utterly worthless compared to melee, and would rather have those tech levels shoved into support, where they'd actually get used. Even with level 30 attack techs, the only ones I see myself ever using are Foie (for Burn 4) and...yeah, probably just Foie. Otherwise, Buten and Daggas will simply do more reliable damage (yes, even on melee-resistant enemies). Using attack techs on a WT is a little like using them on a FOmar on PSO: why bother?

You're correct in saying ranged classes are more inclined to support in PSU, but I see AoI GT as RAmarl all over again. Not only do they get near-top of the line support, they also get all the good cheese weapons (crossbows, traps, etc.) that make killing anything faster.

They're finally giving WT a left-hand tech weapon, so we can finally support the party without having our palette raped by wands. Simultaneously, though, they're making us the worst support class in the game. What am I supposed to do with these Wands and Madoogs again? Just Resta/Reverser, I guess.


And level 20 bullets does make some sense. With the high ATP of WT, cards and bows will be nice for damage (they'll still blow for SEs) on melee-resistant (yet ranged-susceptible) enemies and bosses. On that note, I'd probably still rather have a Resta/Reverser Madoog paired with all my daggers than a card.



But yeah, I'm still just stuck on melee FOmar. Really wish we could get a 40/0/0/40 class, or maybe 30/10/10/40. I don't think that would be nearly as broken as some would think (besides, if you want broken, just look at GT and PT).

Despite all the things I'd like to change, I realize everyone plays the class differently of has a different opinion on how it should be played. I'm actually quite happy with Wartecher. Sure, it's statistically inferior to just about everyone, but it's still a fun way to play (personally, I just like the nigh-inexhaustible HP and mix of decent melee with decent support).

Lamak
Jul 26, 2007, 10:25 PM
I don't care wtf, I want my Mage Blade, ETHAN CAN DO IT, WHY CANT I!?? http://www.pso-world.com/images/phpbb/icons/smiles/icon_rolleyes.gif

McLaughlin
Jul 26, 2007, 10:36 PM
So it's my understanding that they're making the higher percentage weapons better?

*Hugs 50% Ice Heavy Twins*

And Fighgunner will finally get the third Crossbow bolt. >_>

-Tidus_415-
Jul 26, 2007, 10:40 PM
No. They are making higher %'s worse.

BTW...Does anyone have any pics of Yohmei /Tenora Double Sabers (If they even exist?)

Xaeris
Jul 26, 2007, 10:45 PM
On 2007-07-26 20:20, Ffuzzy-Logik wrote:Yes, I mean the good WTs that realize attack techs are utterly worthless compared to melee, and would rather have those tech levels shoved into support, where they'd actually get used. Even with level 30 attack techs, the only ones I see myself ever using are Foie (for Burn 4) and...yeah, probably just Foie. Otherwise, Buten and Daggas will simply do more reliable damage (yes, even on melee-resistant enemies). Using attack techs on a WT is a little like using them on a FOmar on PSO: why bother?



On my HUmar in PSO, I would cast Rabarta. Not often really. Usually when enemies were spread just far apart to make swinging a sword impractical for another couple of seconds, too numerous to mech one down and too close to chuck my slicer at. Not for damage mind you; the freeze proc was actually quite decent back then.

It's the same idea here. Don't get me wrong, I'm very much of the opinion that our attack techs are worthless at the moment. This is a line I've been touting since maybe a week after the expert type update. But, I think we disagree on why they're useless.

Obviously, skills will do more damage than techs, even with the 30 cap. But let me ask you, are Buten and Daggas your solution to everything? If you're a good WT as you say, then I'm sure you have a knockup skill in your arsenal somewhere. Maybe Shunbu, maybe Rising Crush, I dunno. If you do, you must know there's more to your actions than just dealing damage.

The thing that really makes our attack techs garbage is the lack of quick access. There have been countless situations where I've been presented with a small window of time that would have been ideal for casting something that were just too small to make switching to a staff, casting, and switching back a practical option, nevermind the waste of an entire palette slot on such situational and fleeting use.

AoI fixes both those problems and tosses us some SE levels worth a damn. If that's not enough to get you to use more than Foie, then okay. But I'd have to ask if you really wouldn't just be happier as a fighgunner carrying Stars and Sols.

McLaughlin
Jul 26, 2007, 10:50 PM
On 2007-07-26 20:40, -Tidus_415- wrote:
No. They are making higher %'s worse.

BTW...Does anyone have any pics of Yohmei /Tenora Double Sabers (If they even exist?)



Really? Because the way they worded their statement, it seemed they were unsatisfied with the lackluster effect high percentage weapons were having on characters with a high base ATP. It sounds like they want to rework it so that the awesomeness remains constant through the ages.

They'll likely be doing the opposite in regards to Armors. Hopefully they make the DFP stat do something.

-Tidus_415-
Jul 26, 2007, 10:59 PM
Read this. To me it sounds that they are making them worse.

http://www.pso-world.com/viewtopic.php?topic=149107&forum=20&start=15&29

<font size=-1>[ This Message was edited by: -Tidus_415- on 2007-07-26 21:02 ]</font>

EspioKaos
Jul 26, 2007, 11:04 PM
On 2007-07-26 20:59, -Tidus_415- wrote:

On 2007-07-25 08:44, EspioKaos wrote

Elemental Attributes and Their Effectiveness
We will modify the equation used to calculate elemental efficiency. It goes on to explain that the way things are now, the ATP increase in a player's base stats begins to outweigh how effective an element is, going further in saying there's almost no change even on 50% elemental weapons. (Wait. Seriously?)



What I meant in my translation is what others have said: the way things currently are, the line between high base ATP and a 50% element weapon's ability to inflict good damage fades as a player's level increases.

Sinue_v2
Jul 26, 2007, 11:18 PM
AoI fixes both those problems and tosses us some SE levels worth a damn. If that's not enough to get you to use more than Foie, then okay. But I'd have to ask if you really wouldn't just be happier as a fighgunner carrying Stars and Sols.

But we already have several classes that are dedicated just to spreading status effects. Why do we need WT's to do it too? We don't currently have any support-oriented class, which in many cases WT's have filled that void. Now with AoI we finally have one, but they don't have the melee capabilities of a WT who would still serve as a happy medium between support and melee. As it is now, with WT 20 Attk Techs - the SE has always been lower than that of GT's and FG's. We get bitched for over-riding their high-end SE's with our mid-SE inflicting techs.

Allison_W
Jul 26, 2007, 11:21 PM
[b]On 2007-07-26 20:20, Ffuzzy-Logik wrote
But yeah, I'm still just stuck on melee FOmar. Really wish we could get a 40/0/0/40 class, or maybe 30/10/10/40. I don't think that would be nearly as broken as some would think (besides, if you want broken, just look at GT and PT).

We differ in that I can see the point of attack techs on a WT, but all the same, you wouldn't see me arguing with a 30/10/10/40 class or a 40/10/1/40 class or even a 40/1/1/40 class or, hell, even a 30/10/1/40 class or a 30/1/1/40 class. (Level 0 bullets and attack techs wouldn't happen; any weapon a class has access to can equip at least LV1 PAs in any category of PA it can normally equip, and I can't see any class whatsoever not having at least handguns, so the worst would be LV1 bullets and attack techs--even at that, consider that every single class currently in the game, or projected to be added to the game, has at least LV10 bullets.)

Gib paladin pl0x.

And, ideally, enough situations where attack techs are useful to make someone actually want to choose WT over this hypothetical melee/support class.

Ffuzzy-Logik
Jul 26, 2007, 11:28 PM
On 2007-07-26 20:45, Xaeris wrote:


Obviously, skills will do more damage than techs, even with the 30 cap. But let me ask you, are Buten and Daggas your solution to everything? If you're a good WT as you say, then I'm sure you have a knockup skill in your arsenal somewhere. Maybe Shunbu, maybe Rising Crush, I dunno. If you do, you must know there's more to your actions than just dealing damage.

The thing that really makes our attack techs garbage is the lack of quick access. There have been countless situations where I've been presented with a small window of time that would have been ideal for casting something that were just too small to make switching to a staff, casting, and switching back a practical option, nevermind the waste of an entire palette slot on such situational and fleeting use.

AoI fixes both those problems and tosses us some SE levels worth a damn. If that's not enough to get you to use more than Foie, then okay. But I'd have to ask if you really wouldn't just be happier as a fighgunner carrying Stars and Sols.

No, you're 100% correct. I also have a horrible habit of exaggerating to make my point, to the point where I come off as more inexperienced than I really am.

I don't just spam Buten and Daggas (well, in some missions I do, because there's nothing else worth doing [e.g. Sleeping Warriors]). I do indeed have Shunbu for flipping enemies, and I use it regularly when playing missions where enemies actually need to be flipped (this works well for Megid-spamming Deljabans, Dumfoie-spamming Vanda Merhas, and even of annoying worms). However, I have over 2500 HP, so unless the enemies in question pose a large threat to other party members, I'm more than happy to just take a few hits of whatever is attacking me, because it likely won't even reduce my health to 4/5 before I finish a combo of Buten or Daggas.

I'm certain I will find use for more offensive techs than Foie alone. Diga will certainly work its way onto a Madoog or two, for damage if nothing else. As far as Ra-/Gi-/Dam-techs, I don't think any will particularly useful, though I wouldn't be surprised if I find myself using some of them semi-regularly. Nosedigger is another I might try out, since it is quite good at level 30 (though hardly cheap on the PP end). I won't deny than Gi-techs are quite good for AoE damage and stunning, but I will have level 30 Dus Robado for that.


And why not a Figunner carrying Stars and Sols? Simple, two reasons:
1. That's what my alt does.
2. There's something to be said for self-sufficiency. An experienced WT will rarely have to buy mates or atomizers (other than Moon), and never buff items.

Xaeris
Jul 27, 2007, 01:17 AM
Ah, maintenance. The last thing standing between me and my new love, the Togeha-zashi...


On 2007-07-26 21:18, Sinue_v2 wrote:

But we already have several classes that are dedicated just to spreading status effects. Why do we need WT's to do it too? We don't currently have any support-oriented class, which in many cases WT's have filled that void. Now with AoI we finally have one, but they don't have the melee capabilities of a WT who would still serve as a happy medium between support and melee. As it is now, with WT 20 Attk Techs - the SE has always been lower than that of GT's and FG's. We get bitched for over-riding their high-end SE's with our mid-SE inflicting techs.



That's right. We have classes *dedicated* to status effects, often times, at the cost of an elemental coefficient depending on the desired effect. That's not what this WT I'm theorycrafting would be. It would be a class dealing incidental status effects while their damage is optimized through their striking weapons' elements. The only class like that we have right now is FG, and admittedly, they're pretty good for that if they care to be.

At this point, all I can really do is guess how techs will fit into my playstyle come AoI. But I am quite sure that they will find their place now that they work much less against melee than they do right now.

And I never did understand the support class mentality. We don't have them because we don't bloody need them. We buff every 3/4 minutes, we heal and reverser, and we cast Jellen. This should not occupy more than 10% of your time unless you've deigned to babysit morons that stab way in the middle of Damfoie. I dunno about you, but I don't get in the way of natural selection.

I'd say the majority of the up and coming acrotechers are in for a shock when the class turns out to be the PSU equivalent of a bard and not the broke as all hell HUney they're expecting.

SolomonGrundy
Jul 27, 2007, 01:25 AM
Skills can't status - there is a reason to use techs. damfoie/dammegid status small/medium enemeies pretty darn well.

gizonde works well vs navals - they are small enough to get 4+ get caught in it's range, and as small type enemies, get shocked pretty well.

I've yet to find anything more pp efficient than diga on polhavora. I even use RAmegid on strateria when there is more than one.

EDIT: someone clearly never played AD&D in the 1980's. The first gen Bards were SO broken!



<font size=-1>[ This Message was edited by: SolomonGrundy on 2007-07-26 23:28 ]</font>

Kion
Jul 27, 2007, 01:28 AM
WT can actually deal SE's pretty well with dam- techs. Gi- and ra- techs get SE2 and a large AoE, I simply don't see many WT's that use them because their pallete is full already with wands for buffs and debuffs.

Speaking of which, are we going to see a change in the pallete system for AoI, or at least an increase in the number of spaces?

drizzle
Jul 27, 2007, 01:30 AM
On 2007-07-26 19:18, Sinue_v2 wrote:
And seriously... lvl 20 bullets? WTF?

So WT's aren't supposed to be support oriented, we're (by your words) front line fighters mixing magic and melee - but we get a boost to our ranged ability? Is there even any logic behind that?


Logic? Certainly. Trowing Blades (also known as 'Cards') and Bows are techer weapons, and they use - you guessed it - bullets.
My Mira-Kikami hits for ~280 per blade on opposing element monsters... I get a third blade in AoI? Yes please.

Anyway.

I'm quite happy with the WT changes in AoI. I don't mind the level 20 support cap; it is enough. Going to S rank wands and level 30 attack techs is pretty awesome if you ask me. Of course I'm not a beast so I can use more than 1 or 2 techs effectively http://www.pso-world.com/images/phpbb/icons/smiles/icon_wink.gif

The only think I'd like to see is more S rank options. 3 weapons isn't much http://www.pso-world.com/images/phpbb/icons/smiles/icon_mad.gif Twin sabers or claws would be cool.


I wonder what they plan for the elements though. What I hope they'll do is make it work similar to Hit % worked in PSO - a straight +damage modifier. A 10% weapon would do 10 more damage per hit, and a 50% weapon would do 50 more. Maybe. Many weapons will take a hit but at the same time this won't make elements useless on low ATP weapons like twin daggers.

Gryffin
Jul 27, 2007, 01:34 AM
On 2007-07-25 23:30, Sounomi wrote:

On 2007-07-25 17:43, Sekani wrote:
As much sense as this makes, it sounds like a huge nerf to the effectiveness of high-percentage weapons and armor (although an armor nerf would be justified).

It'd nerf lower rarity gears by making higher ones better. The higher the star rating, the harder it is to make and thus the harder it is to get one with a high percent. Shouldn't the harder to get one be much better? That's usually not the case and this could fix that greatly.



Agree'd.

Make it only possible for a grinded weapon to get better than ONE STAR ABOVE IT, AND THAT IS AT 10! Lol.

'cept maybe Kubara's... Let kubara's get 2- ATP/TP wise, and 3-4, PP wise.

Lol.

360NyTeMaRe
Jul 27, 2007, 07:01 AM
I want to know about a couple things, as following.

1. Will Story Mode actually use the same items and percentages and such as Xbox Live? Will EVERYTHING that is available in the expansion's Xbox Live mode (release date) be available in Story Mode? Example, Thunder Cannon NOT being 6* and costing less than 50,000 in Story Mode...
2. Will our Story Mode character have a voice for cinematics? Will we be able to customize it? Who would do the voice acting for customizable voices, and would some method be used to enhance the voice pitch?
3. Is Story Mode going to feature the same characters as the first game, and will it be the same kind of Story Mode with cinematics and music (which actually suits what's going on, unlike Xbox Live's story missions)?

PS-This is the third numbered list I've posted on this site in 10 minutes. Strange pattern compared to routine.

Ffuzzy-Logik
Jul 27, 2007, 12:56 PM
On 2007-07-26 23:28, Kion wrote:
WT can actually deal SE's pretty well with dam- techs. Gi- and ra- techs get SE2 and a large AoE, I simply don't see many WT's that use them because their pallete is full already with wands for buffs and debuffs.

I just don't see much use in trying to burn something when I can kill it with Buten before burn would even catch on.


And, as far as we know, no changes to the palette.

EspioKaos
Jul 27, 2007, 01:58 PM
On 2007-07-27 05:01, 360NyTeMaRe wrote:
1. Will Story Mode actually use the same items and percentages and such as Xbox Live? Will EVERYTHING that is available in the expansion's Xbox Live mode (release date) be available in Story Mode? Example, Thunder Cannon NOT being 6* and costing less than 50,000 in Story Mode...

We don't know for certain, but I highly doubt that everything will be available online all at once. After all, SonicTeam need some kind of content to make regular updates.
On the other question about offline and online game differences, it hasn't been confirmed, but I imagine that offline EXP, meseta drops and character stats will be beefed up similar to those of offline Episode 1 (and extra mode).


On 2007-07-27 05:01, 360NyTeMaRe wrote:
2. Will our Story Mode character have a voice for cinematics? Will we be able to customize it? Who would do the voice acting for customizable voices, and would some method be used to enhance the voice pitch?

We don't know yet if our characters will get actual lines in Episode 2. It is possible, but I doubt it. That would take up a lot of extra space to give each voice variation a few lines to use in the story mode. Space that I would much rather be put to use for new areas, music, weapons, etc.
One new addition we do know about is that we'll be given choices in-game that will decide how the story changes and what twists and turns it will take. This element might not show up until Episode 3, though. (I'm kind of surprised no one reacted to that when I posted it a few days back. I thought it was a pretty big addition, especially considering how many people were complaining about just following Laia around and now being really involved in the story.)


On 2007-07-27 05:01, 360NyTeMaRe wrote:
3. Is Story Mode going to feature the same characters as the first game, and will it be the same kind of Story Mode with cinematics and music (which actually suits what's going on, unlike Xbox Live's story missions)?

Many characters from Episode 1 will be returning. In fact, pretty much everyone who didn't die. The story missions will play out more or less as they do now online (using in-game models and animations), however CG cutscenes will be thrown in to add more depth as well as new elements to the story. We've already seen parts of some of these scenes. Laia riding a Floader through the Kugu Desert, chasing down a Dimmagolus, for example, as well as Leo gunning something down in the HIVE.

360NyTeMaRe
Jul 27, 2007, 02:07 PM
Cool! Thanks! To be honest, I wouldn't mind if my character wouldn't have a voice, but I'll be happy if he still shows up in the cutscenes, they showed Ethan's alternate clothing options in cinematics, so I don't doubt that it could happen with custom characters. I want to hear what Laia's voice sounds like. LOL.

EspioKaos
Jul 27, 2007, 02:23 PM
On 2007-07-27 12:07, 360NyTeMaRe wrote:
Cool! Thanks! To be honest, I wouldn't mind if my character wouldn't have a voice, but I'll be happy if he still shows up in the cutscenes, they showed Ethan's alternate clothing options in cinematics, so I don't doubt that it could happen with custom characters.

In the full pre-rendered CGI cutscenes, I don't know of any way to possibly make everyone's unique character show up. Now, for motion-captured cutscenes that use the in-game character models, that it very much possible.


On 2007-07-27 12:07, 360NyTeMaRe wrote:
I want to hear what Laia's voice sounds like. LOL.

OK (http://illuminus.phantasystaruniverse.jp/movie/report_02.html).

Prima
Jul 27, 2007, 02:57 PM
What are all the colors of that outfit with the hoody and the loose overalls, someone post pictures please.

360NyTeMaRe
Jul 27, 2007, 03:03 PM
OK (http://illuminus.phantasystaruniverse.jp/movie/report_02.html).

I meant English lol

360NyTeMaRe
Jul 27, 2007, 03:19 PM
Laia sounds like a small boy, but not bad, it suits her. Hal sounds cute in Japanese LOL

EspioKaos
Jul 29, 2007, 12:18 AM
A few new things. This info comes from (of all things) an advertisement that's being packaged with the re-release of PSU in Japan.

08-03. Will we be able to transfer our offline data from PSU into Ambition of the Illuminus to use in its offline story mode?
Yes. It has been confirmed that you will be able to transfer your extra mode character from PSU into the expansion for use in the offline mode. Sources note, however, that it is not known if your items, stats and progress will carry over or not.

09-04. Will I be able to play Episode 3 if I only have the original PSU?
No. Even though Episode 3 will be released online, you must have the expansion in order to be granted access to it.

Silve
Jul 29, 2007, 02:18 AM
I'm curious, will they be including episode 1 on the same disk. It might make replaying Ethan's story more worth doing if they include the aoi modifications in it (just attack, just counter, madoog, ect?)

Sasamichan
Jul 29, 2007, 04:51 AM
On 2007-07-27 13:03, 360NyTeMaRe wrote:


OK (http://illuminus.phantasystaruniverse.jp/movie/report_02.html).

I meant English lol



Hmm, wonder who would be the best suited VA for her.

Sinue_v2
Jul 29, 2007, 07:17 AM
On 2007-07-29 02:51, Sasamichan wrote:

On 2007-07-27 13:03, 360NyTeMaRe wrote:


OK (http://illuminus.phantasystaruniverse.jp/movie/report_02.html).

I meant English lol



Hmm, wonder who would be the best suited VA for her.



http://wowone.100megsfree5.com/credits_guests/1guest16.jpg

I vote Anne Ramsey. Shame she's dead tho. She would have been perfect.



<font size=-1>[ This Message was edited by: Sinue_v2 on 2007-07-29 05:18 ]</font>

Shiro_Ryuu
Jul 29, 2007, 07:41 AM
On 2007-07-27 11:58, EspioKaos wrote:

On 2007-07-27 05:01, 360NyTeMaRe wrote:
1. Will Story Mode actually use the same items and percentages and such as Xbox Live? Will EVERYTHING that is available in the expansion's Xbox Live mode (release date) be available in Story Mode? Example, Thunder Cannon NOT being 6* and costing less than 50,000 in Story Mode...

We don't know for certain, but I highly doubt that everything will be available online all at once. After all, SonicTeam need some kind of content to make regular updates.
On the other question about offline and online game differences, it hasn't been confirmed, but I imagine that offline EXP, meseta drops and character stats will be beefed up similar to those of offline Episode 1 (and extra mode).


On 2007-07-27 05:01, 360NyTeMaRe wrote:
2. Will our Story Mode character have a voice for cinematics? Will we be able to customize it? Who would do the voice acting for customizable voices, and would some method be used to enhance the voice pitch?

We don't know yet if our characters will get actual lines in Episode 2. It is possible, but I doubt it. That would take up a lot of extra space to give each voice variation a few lines to use in the story mode. Space that I would much rather be put to use for new areas, music, weapons, etc.
One new addition we do know about is that we'll be given choices in-game that will decide how the story changes and what twists and turns it will take. This element might not show up until Episode 3, though. (I'm kind of surprised no one reacted to that when I posted it a few days back. I thought it was a pretty big addition, especially considering how many people were complaining about just following Laia around and now being really involved in the story.)


On 2007-07-27 05:01, 360NyTeMaRe wrote:
3. Is Story Mode going to feature the same characters as the first game, and will it be the same kind of Story Mode with cinematics and music (which actually suits what's going on, unlike Xbox Live's story missions)?

Many characters from Episode 1 will be returning. In fact, pretty much everyone who didn't die. The story missions will play out more or less as they do now online (using in-game models and animations), however CG cutscenes will be thrown in to add more depth as well as new elements to the story. We've already seen parts of some of these scenes. Laia riding a Floader through the Kugu Desert, chasing down a Dimmagolus, for example, as well as Leo gunning something down in the HIVE.



I must have missed that one about your character being able to make decisions that can change the storyline. That sounds awesome, and it makes your character seem more important. I'm still hoping though that it won't be like online where you're doing the majority of the work yet Laia gets all the credit and glory while your character is bossed around or ignored.

EspioKaos
Jul 29, 2007, 09:19 AM
On 2007-07-29 00:18, Silve wrote:
I'm curious, will they be including episode 1 on the same disk. It might make replaying Ethan's story more worth doing if they include the aoi modifications in it (just attack, just counter, madoog, ect?)

That was actually addressed in the article I got this info from, I just didn't write anything on it here. To answer your question, though, it will not be included on the expansion disc. Episode 1 will be exclusively on the original PSU disc.

AlphaDragoon
Jul 29, 2007, 09:35 AM
I just hope they explain why YET AGAIN Laia the tool decides that "omgz Ethan is teh EVUL" and attacks him. Maybe this time he'll save us some trouble and off her. On second thought no, I'd like that honor myself.

Anyway, the whole "making your own choices" thing sounds great. That's one of the things that's really prevented me from playing story mode, the fact that your character looks like a hopeless nub and Laia/Ethan/whoever else is an NPC gets all the credit. In PSO even though you were create-a-characters YOU still got to look like a competent Hunter and got the credit for jobs YOU did.

Sasamichan
Jul 29, 2007, 09:45 AM
On 2007-07-29 05:17, Sinue_v2 wrote:

On 2007-07-29 02:51, Sasamichan wrote:

On 2007-07-27 13:03, 360NyTeMaRe wrote:


OK (http://illuminus.phantasystaruniverse.jp/movie/report_02.html).

I meant English lol



Hmm, wonder who would be the best suited VA for her.



http://wowone.100megsfree5.com/credits_guests/1guest16.jpg

I vote Anne Ramsey. Shame she's dead tho. She would have been perfect.




She looks like the villan from the Goonies.

pikachief
Jul 29, 2007, 09:57 AM
On 2007-07-29 07:35, AlphaDragoon wrote:
I just hope they explain why YET AGAIN Laia the tool decides that "omgz Ethan is teh EVUL" and attacks him. Maybe this time he'll save us some trouble and off her. On second thought no, I'd like that honor myself.




didnt we all just agree that it was episode 2(online story mode) but with better cut sense and voice acting and all?

EspioKaos
Jul 29, 2007, 11:09 AM
On 2007-07-29 07:35, AlphaDragoon wrote:
I just hope they explain why YET AGAIN Laia the tool decides that "omgz Ethan is teh EVUL" and attacks him. Maybe this time he'll save us some trouble and off her. On second thought no, I'd like that honor myself.

Maybe because Ethan was accused of trying to killer her foster father? She might not show it, but perhaps Laia's got a little bit of an attachment to the person who raised her...

gundam0079
Jul 29, 2007, 11:19 AM
maybe laia should go into a corner and use one of the thingys with a photon blade what do we call em now, and shove it right into the cerebral area.

Sinue_v2
Jul 29, 2007, 12:26 PM
She looks like the villan from the Goonies.

That's because she IS Mama Fratelli from the Goonies. I just think it would be hilarious to have Laia end up sounding like her (http://www.the-earchives.com/rss/rssfeeds.rss?queryby=actor&criteria=Anne+Ramsey&sorttype=asc&sortby=movie_title).

If Laia ONLY had that kind of a short-tempered attitude, she might actually be likable.

Nai_Calus
Jul 29, 2007, 12:58 PM
On 2007-07-26 20:20, Ffuzzy-Logik wrote:
Yes, I mean the good WTs that realize attack techs are utterly worthless compared to melee, and would rather have those tech levels shoved into support, where they'd actually get used. Even with level 30 attack techs, the only ones I see myself ever using are Foie (for Burn 4) and...yeah, probably just Foie. Otherwise, Buten and Daggas will simply do more reliable damage (yes, even on melee-resistant enemies). Using attack techs on a WT is a little like using them on a FOmar on PSO: why bother?



Madoogs still have low PP. You're not going to be able to spam support techs willy-nilly off them, unless you *want* to go through eight billion Photon Charges every other second. Gi and Dam techs have the same problem.

Also, um, did you ever actually play a FOmar? And I mean playing it well, not just 'lulz I can melee with charge vulcans'(Which wasn't melee, but the idiots all thought it was)? There was PLENTY of point to using attack techs on a FOmar. Not for the damage, no, which was worthless most days online, but for tactical advantage. Bunch of nasty things? Spam some Rabarta and get a few of 'em frozen. Gizonde? Shitloads of uses. Knocking down flyers, killing the Sil Dragon extra-fast, keeping Mericarols and their ilk from moving at all... Rafoie was great for knocking down flyers as well, plus Dal Rol Lie due to hitting almost all of his sections while he was off the raft, plus there was one floor in particular in East Tower with a shitload of Del Lillies that you could run forward, start spamming Rafoie on, and keep 'em busy with their own pain until the RAs finished picking them off. (You could do it with clouds of normal Obs/Mils, too, but it was most useful there) Attack techs on FOmar were great, even if you only ever really used three of them, simply for what they could accomplish that you never would with your mediocre ATP and pathetic ATA.

Madoogs will allow for the same sort of thing, occasional tactical use of techs, but at the same time they'll be a bit more limited in that respect due to their PP. You can't spam something off a Madoog. Tactical reasons. There's your reason to use attack techs.



You're correct in saying ranged classes are more inclined to support in PSU, but I see AoI GT as RAmarl all over again. Not only do they get near-top of the line support, they also get all the good cheese weapons (crossbows, traps, etc.) that make killing anything faster.


And from what I know about GT ATP, they need the cheese. XP I know of nobody who claims the class is about damage.



They're finally giving WT a left-hand tech weapon, so we can finally support the party without having our palette raped by wands. Simultaneously, though, they're making us the worst support class in the game. What am I supposed to do with these Wands and Madoogs again? Just Resta/Reverser, I guess.


Throw around some attack techs for tactical purposes and use the occasional needed Resta/Reverser, yeah. Madoogs aren't designed to be support tools, FFS.



But yeah, I'm still just stuck on melee FOmar.


Then un-stick yourself. WT is not a melee FOmar. AT will not be a melee FOmar. Nothing in PSU is or will ever be a melee FOmar. As everyone is so fond of screaming all the time... This isn't bloody PSO. XP The very game mechanics themselves disallow the very idea. Why was melee FOmar such a viable option for support? Why was it so easy, so fast, so instantaneous? Because you could use any technique you knew with any weapon at any time with no more delay than the time it took to open up your quick menu and flick the control stick once or twice to where you'd moved your most-used techs in the technique quick menu. Everything was viable, including J/Z spam(Mind you, J/Z in PSO felt MUCH more effective than it does here in PSU. J/Z/Z barely seems to have a point. In the time I waste trying to use those I could have been spamming Buten, knocking it around with Rising Strike/Crush or throwing techniques at it), and it all came out of one easily-replenished TP store, not a bunch of small PP stores that will only get half-refilled unless you go digging in your menu yet again. (At which point why not just go back to spazzing, since wands have better PP and TP anyway?)

But again, PSU is not PSO. There are no melee FOmars. There is nothing that can be used as a melee FOmar. Why the hell doesn't anyone seem to be able to grasp this except me and about two other people? Believe me, if we could have something that actually worked as a melee FOmar equivalent, I'd be all over it. But there isn't, and I wish people would stop trying to delude themselves that there is.

What with the lack of non-annoying melee/support mixes, I can't see myself playing one much. I'll probably give AT a whirl, but honestly? If I want FOing, I see myself doing more either FT or GT. Melee? Gimme a FI for the sexy Crossbows(Especially with the coming third bullet and SE3) to pair with my Daggers and the Twin Handguns for quick ownage.

Sinue_v2
Jul 29, 2007, 01:20 PM
Nothing in PSU is or will ever be a melee FOmar. As everyone is so fond of screaming all the time... This isn't bloody PSO.

Lets see...

Forest level? Check
Caves level? Check
Mines Level? Check
Boomas? Check
Del Rol? Check
FOmar costume and hairstyles? Check.
Every other goddamned character costume in the game? Check.

If PSU is supposed to be a different game, then somebody better inform Sonic Team, they're doing it wrong.



<font size=-1>[ This Message was edited by: Sinue_v2 on 2007-07-29 11:21 ]</font>

KTani
Jul 29, 2007, 01:31 PM
On 2007-07-29 11:20, Sinue_v2 wrote:

Lets see...

Forest level? Check
Caves level? Check
Mines Level? Check
Boomas? Check
Del Rol? Check
FOmar costume and hairstyles? Check.
Every other goddamned character costume in the game? Check.


Ruins? Nope.
Central Control? Nope.
Any of Gal da Val? Nope.
Control system? Nope, PSU's is better.
Target system? Nope, PSU again, pros and cons.

There's still a lot different, and nobody's going to force you to play the PSO-inspired missions or wear FOmar clothes. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

And FYI, we're not getting all the clothes. Just the story characters' clothes, with some color variations. I HATE Sue's outfit, but that's the only HUne outfit we get. Likewise we only get Ash's HUmar outfit, Bernie's RAmar outfit, Rupika's FOne outfit, and I forget the other characters right now. You get the point though.

I never will understand all this complaining. If you don't like it, don't play http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

Sinue_v2
Jul 29, 2007, 02:17 PM
Ok,

1. We'll likely be getting all that shit in the next expansion. And you don't really know what all we're getting with AoI - since all we have to go on is what we've seen in the Beta and occasional screenshots/press releases.

2. You completely missed the point of my post.

Allison_W
Jul 29, 2007, 02:44 PM
On 2007-07-29 02:51, Sasamichan wrote:

On 2007-07-27 13:03, 360NyTeMaRe wrote:


OK (http://illuminus.phantasystaruniverse.jp/movie/report_02.html).

I meant English lol



Hmm, wonder who would be the best suited VA for her.



Sigourney Weaver. (Who is, unfortunately, starting to show her age.)

D1ABOLIK
Jul 29, 2007, 03:17 PM
On 2007-07-29 11:31, KTani wrote:

1.Ruins? Nope.
2.Central Control? Nope.
3.Any of Gal da Val? Nope.
4.Control system? Nope, PSU's is better.
5.Target system? Nope, PSU again, pros and cons.

There's still a lot different, and nobody's going to force you to play the PSO-inspired missions or wear FOmar clothes. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

And FYI, we're not getting all the clothes. Just the story characters' clothes, with some color variations. I HATE Sue's outfit, but that's the only HUne outfit we get. Likewise we only get Ash's HUmar outfit, Bernie's RAmar outfit, Rupika's FOne outfit, and I forget the other characters right now. You get the point though.

I never will understand all this complaining. If you don't like it, don't play http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

1. Doesnt mean we wont eventually. 2.Same as 1. 3. Again same as 1. 4.Disagree,PSO controls a million times better than PSU. 5.Target system,never use it.Have used it.Realized how lame and unefficient it was.Now dont use it. Dont get me wrong.I know where your comin from being sick of everyone complaining.I,personally,am sick of hearing "no PSO in my PSU".So im gonna say it right now and get it out of the way ,NO PSU IN MY PSO!!!!



<font size=-1>[ This Message was edited by: D1ABOLIK on 2007-07-29 13:19 ]</font>
________
Semon knudsen (http://www.ford-wiki.com/wiki/Semon_Knudsen)

ThEoRy
Jul 29, 2007, 03:29 PM
On 2007-07-29 13:17, D1ABOLIK wrote:

I,personally,am sick of hearing "no PSO in my PSU".So im gonna say it right now and get it out of the way ,NO PSU IN MY PSO!!!!



It's already too late for you....


the quickening has BEGUN!

PALRAPPYS
Jul 29, 2007, 03:34 PM
The best part about PSO was being able to use your TECHNICs in a quick menu instead of sticking it on a wand/rod forcing less support forces...

Soukosa
Jul 29, 2007, 03:44 PM
On 2007-07-29 11:20, Sinue_v2 wrote:

Nothing in PSU is or will ever be a melee FOmar. As everyone is so fond of screaming all the time... This isn't bloody PSO.

Lets see...

Forest level? Check
Caves level? Check
Mines Level? Check
Boomas? Check
Del Rol? Check
FOmar costume and hairstyles? Check.
Every other goddamned character costume in the game? Check.

If PSU is supposed to be a different game, then somebody better inform Sonic Team, they're doing it wrong.

Oh yes, putting in like 20% of the outfits from PSO (technically just one from each class in different color schemes), basing some enemies off of ones in PSO, and putting in some stages that have no role in the game's overall story and are only there for the hell of it and so people that can't let go of PSO (like you) can shut the hell up really makes this game PSO http://www.pso-world.com/images/phpbb/icons/smiles/icon_rolleyes.gif

The battle system and mechanics of this game are entirely different. You play the game very differently as well. This isn't fucking PSO. It will never be like fucking PSO. Fucking get over it!

ThEoRy
Jul 29, 2007, 03:45 PM
On 2007-07-29 13:34, PALRAPPYS wrote:
The best part about PSO was being able to use your TECHNICs in a quick menu instead of sticking it on a wand/rod forcing less support forces...


ahh to have every tech quickly at my disposal again...

those were the days..

I think they should increase the palette size to at least 8.

That would help ease the pain.

PALRAPPYS
Jul 29, 2007, 04:41 PM
On 2007-07-29 13:45, Octagon wrote:

On 2007-07-29 13:34, PALRAPPYS wrote:
The best part about PSO was being able to use your TECHNICs in a quick menu instead of sticking it on a wand/rod forcing less support forces...


ahh to have every tech quickly at my disposal again...

those were the days..

I think they should increase the palette size to at least 8.

That would help ease the pain.




I've only been suggesting that since December! >_<

There's not even room on our palettes to use many spells... I only use 8 attacking spells overall.

-Tidus_415-
Jul 29, 2007, 05:04 PM
6 is perfect.

1. Buff Rod
2. Resta/Reverser/Giresta
3. Bow
4. Attack Rod
5. Attack Rod
6. Attack Rod

There is never more than 3 different elemental monsters in 1 mission. So its 3 attack rods is fine. You can even get 4 attack rods by replacing the buff rod. Just assign Shifta to the fire attack rod, Deband to the ice attack rod etc. If PP is a problem then you arent being a good FT because 1 attack rod SHOULD last you 1 block. Maybe 1 and a half. But NOT more than that. (Unless of course its some crazy hard mission. Then yeah...lol)

<font size=-1>[ This Message was edited by: -Tidus_415- on 2007-07-29 15:12 ]</font>

PALRAPPYS
Jul 29, 2007, 05:10 PM
On 2007-07-29 15:04, -Tidus_415- wrote:
6 is perfect.

1. Buff Rod
2. Resta/Reverser/Giresta
3. Bow
4. Attack Rod
5. Attack Rod
6. Attack Rod

There is never more than 3 different elemental monsters in 1 mission. So its 3 attack rods is fine. If PP is a problem then you arent being a good FT because 1 attack rod SHOULD last you 1 block. Maybe 1 and a half. But NOT more than that.



6 is not okay. I want to be able to use all that is available to me. You make it sound as if Rods are all that we can use. I want to use all the S ranks I can. Wands, rods, bows, and cards. Here's my palette-

Ice Wand/ Card
Attack rod (+resta)
Bow
Support rod (resta/reverser/jellen/giresta)
Earth Wand/ Card
Buff rod

That's 7 attack spells. I don't use elemental rods either. Plus even if we did get 8 I'd really only be getting one more attack rod since I'd be adding a debuff rod.

lol 6 is way too little. Especially for a WT. If you're a WT, you'd probably want like 10 palette slots.

-Tidus_415-
Jul 29, 2007, 05:17 PM
Hmm..Well IMO if you want everything then that extra wand/card you have is just taking up space since you already have one. But I do agree that WT do need more slots now but not in AOI since they are getting Madoogs.

PALRAPPYS
Jul 29, 2007, 05:22 PM
On 2007-07-29 15:17, -Tidus_415- wrote:
Hmm..Well IMO if you want everything then that extra wand/card you have is just taking up space since you already have one. But I do agree that WT do need more slots now but not in AOI since they are getting Madoogs.



I like to cast faster when I can, so I keep 2 wand/card combos. Plus I love cards anyways.

And why do people always assume WT need more space because of their wands? They use other weapons a lot of the time like twin claws, pikes, twin sabers, twin daggers, and etc....

-Tidus_415-
Jul 29, 2007, 05:31 PM
For me the Madoogs get rid of that extra wand slot that I could be using for Twin Daggers. I dont know what everyone else would do but thats how I would use it.

Shiro_Ryuu
Jul 29, 2007, 05:36 PM
Well, I like the 6 pallete thingy the way it is now. The only class it seemed to be particularly tough on was Wartechers, but that's gonna be fixed in AoI with the arrival of Madoogs.

Silve
Jul 29, 2007, 05:41 PM
Ruins might actually be in there, but they're keeping it a secret untill they unveil it (I hope we get all of ep1, it'd suck to only get forest 1, caves 1, and mines 1 without any bosses or hardly any new enemies). (I think the trailer didn't show off the sakura blossoms stage that was confirmed either. The final stage might not have been in there either, there's probably a couple areas that we haven't seen.) Plus, using content from episode 2 and 4 in an argument against pso vs psu isn't really fair because those were still addons to what pso already was. (I'm guessing if PSU addons are a yearly thing, that we'll probably get new pso content with each addon. Gal da Val in 2008 plz. :<)

But I'm curious, if this is an offline version of episode 2, what about new areas. If those be episode 3 only, or will there be extra chapters in the offline mode that let us explore rozenome's ruins.

I wonder if we'll see those two from episode 1 chapter 2's farm again.

I don't see why you can't be a melee FO, what with madoogs being in the game. I imagine having a saber in one hand with a rising attack, a Gi spell and a long range spell in the other will give you alot of versatility in any situation.

With PSU, wasn't it said that the 360 version will be a downloadable addon? Will the new mechanics to melee combat just not effect episode 1's story? What about the PC version, will it be a seperate executable?

(Most of this isn't specifically asking, just stating my concerns in the form of a question)

Kion
Jul 29, 2007, 05:52 PM
On 2007-07-29 14:41, PALRAPPYS wrote:

On 2007-07-29 13:45, Octagon wrote:

I think they should increase the palette size to at least 8.



I've only been suggesting that since December! >_<


Yeah, we definately need more pallet space. I don't have many problems with forte-classes, but mixed classes definately need it. Wartecher is completely screwed as it as, and guntecher is okay for the moment, but getting mags and slicers, we're going to need more. If fighgunners were intelegent enough to use something other than double sabers; they'd find themselves running out of room pretty quickly and protransfer already has to juggle alot of equipment, wait til they get more traps.

With enough thought, it's possible to narrow down the pallet to just what you need, but it's such a pain to have to goto your inventory to switch out one space every few minutes, or redo everything after a block, or wait 20 minutes until the FT in the party finishes changing up their techs. 8 spaces at least would be managable.

Nai_Calus
Jul 29, 2007, 06:57 PM
On 2007-07-29 15:52, Kion wrote:
If fighgunners were intelegent enough to use something other than double sabers; they'd find themselves running out of room pretty quickly


Intelligent.

And somehow, I have a FI, two of them right now actually, and don't find myself hurting for space. Neither of them uses Double Sabers yet due to not having the ATP requirement yet, and since I do like Double Sabers they will eventually be using them. I know exactly where they're going on my palette; I don't really need two daggers. It is entirely unnecessary to have one of every single weapon type your class can equip on your palette, particularly if one does not enjoy using some of the weapon types available to a given class. I'm not going to bother with swords or twin claws, for example, as I like neither. Most days I don't bother with twin daggers either, I'd rather use a single dagger and stick a nice gun in my off hand.

Shiro_Ryuu
Jul 29, 2007, 07:33 PM
I have a Fighgunner who's like lv 90 and lv 10 Fighgunner and I still don't use Double Sabers on him.

Kion
Jul 29, 2007, 09:09 PM
On 2007-07-29 15:52, Kion wrote:
If fighgunners were intelegent enough to use something other than double sabers; they'd find themselves running out of room pretty quickly

That line wasn't meant to be taken seriously.


On 2007-07-29 17:33, Shiroryuu wrote:
I have a Fighgunner who's like lv 90 and lv 10 Fighgunner and I still don't use Double Sabers on him.


God bless you.

Ryoten
Jul 29, 2007, 09:17 PM
On 2007-07-29 19:09, Kion wrote:

On 2007-07-29 15:52, Kion wrote:
If fighgunners were intelegent enough to use something other than double sabers; they'd find themselves running out of room pretty quickly

That line wasn't meant to be taken seriously.


On 2007-07-29 17:33, Shiroryuu wrote:
I have a Fighgunner who's like lv 90 and lv 10 Fighgunner and I still don't use Double Sabers on him.


God bless you.


I only use my Double Saber for gravity dance within a large group. Other than that, I stick to swords, twin sabers, & twin handguns.

PJ
Jul 29, 2007, 09:39 PM
Why why why the fuck would Fighgunners NOT USE DOUBLE SABERS?

Why else go Fighgunner? To use the mediocre Twin Handguns? No, if you aren't going to use Double Sabers, which are amazing awesome weapons, either go for guns, or go for swords. Don't gimp yourself by not using your best weapon. Do people seem to think using Double Sabers make you a noob, so you MUST gimp yourself by using shitty equipment?

Yes, using Double Sabers exclusively is retarded, but going Fighgunner then compeletely avoiding them is probably a million times worse.

Sinue_v2
Jul 30, 2007, 12:11 AM
On 2007-07-29 13:44, Sounomi wrote:

On 2007-07-29 11:20, Sinue_v2 wrote:

Nothing in PSU is or will ever be a melee FOmar. As everyone is so fond of screaming all the time... This isn't bloody PSO.

Lets see...

Forest level? Check
Caves level? Check
Mines Level? Check
Boomas? Check
Del Rol? Check
FOmar costume and hairstyles? Check.
Every other goddamned character costume in the game? Check.

If PSU is supposed to be a different game, then somebody better inform Sonic Team, they're doing it wrong.

Oh yes, putting in like 20% of the outfits from PSO (technically just one from each class in different color schemes), basing some enemies off of ones in PSO, and putting in some stages that have no role in the game's overall story and are only there for the hell of it and so people that can't let go of PSO (like you) can shut the hell up really makes this game PSO http://www.pso-world.com/images/phpbb/icons/smiles/icon_rolleyes.gif

The battle system and mechanics of this game are entirely different. You play the game very differently as well. This isn't fucking PSO. It will never be like fucking PSO. Fucking get over it!



Apperantly you just don't get it either. I would have thought that you of all people actually would.

And since when have I, EVER, advocated for more PSO shit in PSU?

Regardless of weither or not the PSO levels will tie into PSU's storyline (which they very well might) - the fact is that having a sizable chunck of PSO v.1 being added to PSU really kills the point that "PSU will never be PSO", otherwise - why put ANY of that shit in there? A few weapon and monster crossovers, a few badly paralleled storyline references - that's no big deal. We are talking about a game within the PHANTASY STAR franchise, after all. But the damned neared (and likely all) the entirety of v.1's areas remade for PSU, as well as costumes? Don't you think that's pushing it a little too far? Wouldn't you rather see new content? And why is asking for a character role that fits Melee/Support such a sin, bearing screams of "THIS IS NOT PSO AND NEVER WILL BE" while everyone simutaniously creams over the new screenshots of Forest fucking One remade.

No, Sonic Team IS turning PSU into PSO - on at least some level - weither it be for storyline purposes or to shut up a whining fanbase. So the argument that "PSU is not, and never will be, PSO" is flawed deeply.



<font size=-1>[ This Message was edited by: Sinue_v2 on 2007-07-30 07:56 ]</font>

Kion
Jul 30, 2007, 01:27 AM
^Every one really liked PSO. I think it will be fun to go back and play old levels with new abilities. Also I don't think that the PSO story rounded out very well. A few pictures for an ending sequence didn't satisfy me and if there's more to add to the story or parallels it would be a huge service.
I mean the Seed have a huge resemblence to falz, so PSU could be the decendents of pioneer 2, or another colony ship that was sent out. http://www.pso-world.com/images/phpbb/icons/smiles/icon_confused.gif


On 2007-07-25 11:17, EspioKaos wrote:

On 2007-07-25 10:56, Reipard wrote:
I'm a bit confused. Does this mean it's this way now (which it's not; so they're wrong) or that it'll be this way come AOI?

If that's how it'll be in AOI, isn't that a little overkill? I'd be all for like, halving effectiveness or something but no change at all at 50% is a little silly.

I'm a little confused on this, too. I think they mean that the performance of a 50% elemental weapon doesn't seem as good as it should be because its ATP is overshadowed by a high-level's base ATP.

Here, Lyrise posted this in another thread. It might help.


On 2007-07-25 09:41, Lyrise wrote:
It's a bit weird, but I know what they're talking about as far as elemental effectiveness. After a certain point, your ATP rises by a large amount, but that's partially due to the fact that your atp is so high. When your ATP is low, elemental effectiveness does all the work, but when its high, ATP does all of the work. Since you can only get stronger, as time passes by, elemental effectiveness (in their eyes) starts to do less and less.




I wanted to reinterate this. I got the nafri-senba, nafli-zashi combo and my 50% ground nafli hits for about 360 damage on a PA while a 20% hits for 300. These numbers are alot closer compared numbers I've seen on 9* weapons with gaps in percent. I think because nafli gets a huge atp boost so the percent matters less. I'll look into it more.


And Espiokaos, kudos on earning yourself a sticky.

Ryno
Jul 30, 2007, 09:32 AM
This makes me LOL


http://i198.photobucket.com/albums/aa162/xx_RYNO_xx/image00002291.jpg

http://i198.photobucket.com/albums/aa162/xx_RYNO_xx/image00002292.jpg

AlphaDragoon
Jul 30, 2007, 11:49 AM
I don't use double sabers either, but not because they're "n00b weps" or anything. I just don't like 'em, never have even in PSO. I went Fighgunner for the weapon I like the most: Sabers. Because for some stupid reason Fortefighter can't use S Rank version. But I'll be switching to AF, when that comes out.

Rashiid
Jul 30, 2007, 01:11 PM
On 2007-07-29 15:04, -Tidus_415- wrote:
6 is perfect.

1. Buff Rod
2. Resta/Reverser/Giresta
3. Bow
4. Attack Rod
5. Attack Rod
6. Attack Rod



yo...
that is my palette...

cept its more liek

Buff Rod
Bow
Attack Rod (Hala is here; usually ice)
Attack Rod (any other ele thats not on Hala)
Resta/Reverser Wand/ Light card
Attack Wand/ Random Ele Card (all are 22 now =])

edit: oh yeah; i cannot wait till Lv 40 attack techs!

im tooooo excited.

i think i might just get Megid now....

<font size=-1>[ This Message was edited by: Rashiid on 2007-07-30 11:15 ]</font>

Xaeris
Jul 30, 2007, 04:31 PM
On 2007-07-29 19:39, PJ wrote:
Why why why the fuck would Fighgunners NOT USE DOUBLE SABERS?

Why else go Fighgunner? To use the mediocre Twin Handguns?



*mouth hangs open in amazement*

...Oh! I get it. It's a joke.

Soukosa
Jul 30, 2007, 05:09 PM
On 2007-07-30 07:32, Ryno wrote:
http://i198.photobucket.com/albums/aa162/xx_RYNO_xx/image00002292.jpg

Neutral property whip? h4x! Considering they inflict SEs based on the element they are. At least that's how it was on the beta.

That enemy is awesome though XD

MushiKuro
Jul 30, 2007, 05:25 PM
Great!
A lot of great new, thank for the FAQ /o/

See ya!

X.X

McLaughlin
Jul 30, 2007, 09:06 PM
On 2007-07-30 14:31, Xaeris wrote:

On 2007-07-29 19:39, PJ wrote:
Why why why the fuck would Fighgunners NOT USE DOUBLE SABERS?

Why else go Fighgunner? To use the mediocre Twin Handguns?



*mouth hangs open in amazement*

...Oh! I get it. It's a joke.



At least, it better be...>_>

Machine Guns > Twin Handguns. *nod*

Shiro_Ryuu
Jul 30, 2007, 09:08 PM
On 2007-07-30 07:32, Ryno wrote:
This makes me LOL


http://i198.photobucket.com/albums/aa162/xx_RYNO_xx/image00002291.jpg

http://i198.photobucket.com/albums/aa162/xx_RYNO_xx/image00002292.jpg



What...the hell...is that? =

EspioKaos
Jul 30, 2007, 09:48 PM
On 2007-07-29 15:41, Silve wrote:
Ruins might actually be in there, but they're keeping it a secret untill they unveil it

Yeah. Considering the first three areas are already in, I'd be shocked if the Ruins were left out. To be honest, I'd frequent the place, if for nothing more than the battle song, "Revolution to the origin PART2." It's one of my favorite PSO themes. On that subject, I'm not holding out for it, but I'm kind of hoping that the music used for the PSO areas ends up being rearranged, if only slightly. I'd love to hear some new takes on each theme. But, I digress.


On 2007-07-29 15:41, Silve wrote:
But I'm curious, if this is an offline version of episode 2, what about new areas. If those be episode 3 only, or will there be extra chapters in the offline mode that let us explore rozenome's ruins.

This thought has crossed my mind before. I imagine with the branching out of the story we'll be getting with Episode 2, we'll see some of the new areas worked in. I don't have confirmation of it yet, it's just a thought.


On 2007-07-29 15:41, Silve wrote:
With PSU, wasn't it said that the 360 version will be a downloadable addon?

Yes. Download-only, I believe.


On 2007-07-29 15:41, Silve wrote:
Will the new mechanics to melee combat just not effect episode 1's story?

That is correct.


On 2007-07-29 15:41, Silve wrote:
What about the PC version, will it be a seperate executable?

It will act like a normal expansion, as far as I know. But, it might end up being a separate EXE from the base game.

Silve
Jul 30, 2007, 09:54 PM
It's the Anti-Rappy, come to destroy our way of life and rule over us for a thousand years!! Repent, for the end is nigh!! REPENT!!!

EspioKaos
Jul 30, 2007, 10:03 PM
Something I've been wondering...

The IGN article capitalizes what they call this beastly bird as if it's its official name: The Rappy of Rappies. Wonder if that's what it'll end up being called? http://www.pso-world.com/images/phpbb/icons/smiles/icon_lol.gif

Silve
Jul 30, 2007, 11:13 PM
Getting a rappy sub-boss (assuming that's what it is) will be pretty swag.


I wonder if we'll get all the pso enemies. I want to show those old Sinow Beats a thing or two now that I'm able to jump halfway across the room too.



<font size=-1>[ This Message was edited by: Silve on 2007-07-30 21:14 ]</font>

Mewn
Jul 31, 2007, 05:52 AM
On that subject, I'm not holding out for it, but I'm kind of hoping that the music used for the PSO areas ends up being rearranged, if only slightly.
In the beta, Forest just used Mother Earth of Dishonesty PART2, which was one of the reasons I was a bit disappointed in the level. I too hope they rearrange the tracks.

darkante
Jul 31, 2007, 08:47 AM
On 2007-07-30 20:03, EspioKaos wrote:
Something I've been wondering...

The IGN article capitalizes what they call this beastly bird as if it's its official name: The Rappy of Rappies. Wonder if that's what it'll end up being called? http://www.pso-world.com/images/phpbb/icons/smiles/icon_lol.gif


Wow, haha a rappy king?
Now that should be a hard boss.

I can see it in my head now...*When he makes his entrance, he runs fast after the heroes while causing shockwaves with his foots and makes a very cute chick sounds*
So everyone like "oohhh" when the actual battle begins and they just stand there while he kicks and peck there asses...how he does it i leave to your and everyones else imagination. XD

DragoonSlayer
Jul 31, 2007, 01:16 PM
has there been any leaks on episode 3? wut about the character creation, will dere be any new choices from the start, or will it be half-a$$ed like da current one?

Para
Jul 31, 2007, 01:36 PM
certainly not a new thread worthy but if anyone has noticed, the main phantasystaruniverse.com english site has uploaded the AOI trailer that we've all seen now onto the main page.

EspioKaos
Jul 31, 2007, 02:34 PM
On 2007-07-31 11:16, DragoonSlayer wrote:
has there been any leaks on episode 3? wut about the character creation, will dere be any new choices from the start, or will it be half-a$$ed like da current one?

No information has been released or leaked just yet. We will probably see something around the end of August, however, as SonicTeam's Phantom of Arkgald moving comic will be updated at that time. This is assuming, of course, that Phantom actually is Episode 3's subtitle.

Nai_Calus
Jul 31, 2007, 03:07 PM
On 2007-07-30 19:06, Obsidian_Knight wrote:

On 2007-07-30 14:31, Xaeris wrote:

On 2007-07-29 19:39, PJ wrote:
Why why why the fuck would Fighgunners NOT USE DOUBLE SABERS?

Why else go Fighgunner? To use the mediocre Twin Handguns?



*mouth hangs open in amazement*

...Oh! I get it. It's a joke.



At least, it better be...>_>

Machine Guns > Twin Handguns. *nod*



Lies. Twin Handguns > Everything.

WTF @ King Rappy. Great, more lame PS/PSO references. How about some new damned content already? If I want PSO, I'll go play PSO. What's next, the new rare rare monster, Pal Rappy, which will sometimes appear instead of regular Rappies?

Sinue_v2
Jul 31, 2007, 07:50 PM
WTF @ King Rappy. Great, more lame PS/PSO references. How about some new damned content already?

Uh.. PSU has a lot of thing to complain about, but King Rappy I don't think is one of them. That's like complaining about Chocobos in Final Fantasy. Rappies are a staple of the Phantasy Star franchise, and King Rappy appeared in both PS and PSO. That's like saying that they shouldn't put Locust/Grass Assassins in PSU - or that they shouldn't have slicers.

Having King Rappy as an enemy, or even a boss, isn't a big deal - since it's a traditional monster. It's not really even comparable to the screw-up job they did with the Lutz/Rutsu reference, because Rappy doesn't have a legacy to live up to or screw up. It was always... well... just a damned rappy.

You know, I'm all for removing the cheap and 4kids-esque references raping of the original series - but we do still need a few things left in the game to remind us that that this is a Phantasy Star game.

DragoonSlayer
Jul 31, 2007, 11:28 PM
On 2007-07-31 13:07, Ian-KunX wrote:

On 2007-07-30 19:06, Obsidian_Knight wrote:

On 2007-07-30 14:31, Xaeris wrote:

On 2007-07-29 19:39, PJ wrote:
Why why why the fuck would Fighgunners NOT USE DOUBLE SABERS?

Why else go Fighgunner? To use the mediocre Twin Handguns?



*mouth hangs open in amazement*

...Oh! I get it. It's a joke.



At least, it better be...>_>

Machine Guns > Twin Handguns. *nod*



Lies. Twin Handguns > Everything.

WTF @ King Rappy. Great, more lame PS/PSO references. How about some new damned content already? If I want PSO, I'll go play PSO. What's next, the new rare rare monster, Pal Rappy, which will sometimes appear instead of regular Rappies?



what the hell is all of ya's problems with PSO anyways? i, for one, am happy to replay the first 3 (even protioned) levels of PSO. all honesty, i would rather see another PSO with PSU (minus the pallet bull****) gameplay rather than new "episodes". at least i'm familiar with PSO, and that place still had more "grounds" to be explored. PSU has 3 planets, all with nothin really to do. forest here, desert there, all over the planets. PSO, u start in a forest, then you begin to "dig" into the new levels. same with episode 2, start on an "island", then u venture into a lab. on this one planet, there was only 2 surface levels, but what about the rest of the planet. and if they want to put a story to meld the two games, Ragol can be habitable now (episode 3 kinda started that). you all have your opinions, which i respect, but remember one thing, if it wasn't for PSO, most of you wouldn't have purchased UNIVERSE in the first place.

Alkaar
Aug 1, 2007, 03:06 PM
For me its all new. I've never played any Phantasy Star game before PSU. So I say bring in as much content as possible. http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

Nai_Calus
Aug 1, 2007, 04:11 PM
My problem with PSO is that it was a great game that I throughly enjoyed, was overly obsessed with and knew far too much about for my own good. I just don't want PSO in PSU.

Now, provided it comes in the right colours, I'm looking forward to those FOmar dresses, mind you... XP PSU has a disgusting lack of Force-wear for males.

*begins countdown to JonF coming in and rambling about nebulas again*

darkante
Aug 1, 2007, 05:23 PM
I still canīt understand why they would bring in PSO content when they earlier stated that itīs gonna be a different game?
Hell, why not just make a new PSO part instead?

Makes more sense.
Episode IV were very uninspired and seemed rushed in PSO:BB and yet they dare to bring in PSO content in PSU?
Lol...just lol.

DragoonSlayer
Aug 1, 2007, 05:45 PM
On 2007-08-01 15:23, darkante wrote:
I still canīt understand why they would bring in PSO content when they earlier stated that itīs gonna be a different game?
Hell, why not just make a new PSO part instead?

Makes more sense.
Episode IV were very uninspired and seemed rushed in PSO:BB and yet they dare to bring in PSO content in PSU?
Lol...just lol.



well, when FINAL FANTASY TACTICS came out, nobody slandered it for the basic fact that it referenced WHITE MATERIA, nor that CLOUD was a playable/recuriting character. either way, the graphics has come a long way since EPISODE 1&2 (BLUE BURST doesn't necessarily count) compared to PSU. i'm rather glad to see "remakes" of familiar places. now all they need to do is do a "1000 yrs later" bit on Ragol, and i'm sold (again).

landman
Aug 1, 2007, 06:33 PM
Acrotecher: Hunter Lv.3, Force Lv.5
Skills: Lv.20
Bullets: Lv.20
Attack TECHNICs: Lv.30
Support TECHNICs: Lv.40
S-rank Weapons: Sabers, Daggers, Photon Whips, Handguns, Cards, Wands, Madoogs
A-rank Weapons: Twin Daggers, Twin Handguns, Machineguns
Didn't notice that the first time, wasn't the cap for the beta 50? now what is the point of this job? : S-rank whip and madogs? I think I will stay in guntecher then...

Primus30
Aug 1, 2007, 06:36 PM
Does anyone know if they'll add the new classes and weapons (grenade launcer, card, whip...)to the offline mode in AoI? I'm confident they will, but I just wanted to see if there was any comfirmation.

DragoonSlayer
Aug 1, 2007, 06:46 PM
On 2007-08-01 16:36, Primus30 wrote:
Does anyone know if they'll add the new classes and weapons (grenade launcer, card, whip...)to the offline mode in AoI? I'm confident they will, but I just wanted to see if there was any comfirmation.



dats actually a great question, neva thought about that. i would soooo love to whip motha's around wit a whip, with or without people around. (inner fantasies arrising. lol)

Sinue_v2
Aug 1, 2007, 07:58 PM
well, when FINAL FANTASY TACTICS came out, nobody slandered it for the basic fact that it referenced WHITE MATERIA, nor that CLOUD was a playable/recuriting character. either way

The CLOUD playable character didn't shit all over CLOUD from Final Fantasy 7 though. If they had screwed up his character as badly as "Rutsu x Lutz" or "Fullyen x Forren", and Square tried to play it off by nameing him Cloudsu - then yeah, I think a lot of Final Fantasy fans would have been up in arms about that.

I'm not expressly for PSO content in PSU, and I would much rather see the effort gone into creating new content. However, I don't really mind it either, but am pissed that Sonic Team isn't spreading the love a bit more. They're bending over backwards to make PSO references, going so far as to recreate almost the entirety of v.1, but are apperantly deeply ashamed of the very series which invented Phantasy Star and won't really refrence it at all. Or rather, they only seem to make reference to the storylines. They're basically re-writing the entire original series in a bastardisation on a level that even 4Kids can't boast after eviscerating their licences.

I mean really... what is there? Perori Mates and um.... I think that's about it. They give us a whole host of metals from which to craft from - but not even so much as a mention of Laconium? Why? Even PSO had Laconium (Rakonia - L/R switch) in it. It would tie in nicely with PSU at any rate - since Laconium is a spiritually infused metal, found on Dezolis/Newdaiz. Both centers of religion in their respective solar systems. Not to mention that Laconium is tied deeply into the Dezolian worship of the Great Light.. or Holy Light, if you will.

PSO actually did a FAR better job referencing the original series in a non-offensive manner than PSU does.

Oh wait... we did have one of the NPC's mention that Guardians general do menial work for their clients before the SeeD arrived, like tracking down lost dogs. http://www.pso-world.com/images/phpbb/icons/smiles/icon_rolleyes.gif Could have at least given us a moderately expensive cake shop or something in a Moatoob cave field lobby.

Oh but yet, they'll pimp those "Classics" collections on the backs of your PSO & PSU game manuals.

DragoonSlayer
Aug 1, 2007, 08:53 PM
On 2007-08-01 17:58, Sinue_v2 wrote:

well, when FINAL FANTASY TACTICS came out, nobody slandered it for the basic fact that it referenced WHITE MATERIA, nor that CLOUD was a playable/recuriting character. either way

The CLOUD playable character didn't shit all over CLOUD from Final Fantasy 7 though. If they had screwed up his character as badly as "Rutsu x Lutz" or "Fullyen x Forren", and Square tried to play it off by nameing him Cloudsu - then yeah, I think a lot of Final Fantasy fans would have been up in arms about that.

I'm not expressly for PSO content in PSU, and I would much rather see the effort gone into creating new content. However, I don't really mind it either, but am pissed that Sonic Team isn't spreading the love a bit more. They're bending over backwards to make PSO references, going so far as to recreate almost the entirety of v.1, but are apperantly deeply ashamed of the very series which invented Phantasy Star and won't really refrence it at all. Or rather, they only seem to make reference to the storylines. They're basically re-writing the entire original series in a bastardisation on a level that even 4Kids can't boast after eviscerating their licences.

I mean really... what is there? Perori Mates and um.... I think that's about it. They give us a whole host of metals from which to craft from - but not even so much as a mention of Laconium? Why? Even PSO had Laconium (Rakonia - L/R switch) in it. It would tie in nicely with PSU at any rate - since Laconium is a spiritually infused metal, found on Dezolis/Newdaiz. Both centers of religion in their respective solar systems. Not to mention that Laconium is tied deeply into the Dezolian worship of the Great Light.. or Holy Light, if you will.

PSO actually did a FAR better job referencing the original series in a non-offensive manner than PSU does.

Oh wait... we did have one of the NPC's mention that Guardians general do menial work for their clients before the SeeD arrived, like tracking down lost dogs. http://www.pso-world.com/images/phpbb/icons/smiles/icon_rolleyes.gif Could have at least given us a moderately expensive cake shop or something in a Moatoob cave field lobby.

Oh but yet, they'll pimp those "Classics" collections on the backs of your PSO & PSU game manuals.



i will admit, u do bring an excellent point to that "reference" thing, but if u also think about TACTICS, all they did was add CLOUD in through a "time machine", and that was it. no story, no importance, just PLAYABLE. the white materia bit, u won with (LACONIUM=WHITE MATERIA, our to examples), but the level inclusions, i still think i have a valid point to it (CLOUD=PSO LEVELS).

Allison_W
Aug 2, 2007, 06:26 AM
On 2007-08-01 17:58, Sinue_v2 wrote:
They give us a whole host of metals from which to craft from - but not even so much as a mention of Laconium? Why? Even PSO had Laconium (Rakonia - L/R switch) in it. It would tie in nicely with PSU at any rate - since Laconium is a spiritually infused metal, found on Dezolis/Newdaiz. Both centers of religion in their respective solar systems. Not to mention that Laconium is tied deeply into the Dezolian worship of the Great Light.. or Holy Light, if you will.

You might notice that the metals used in making two-handed melee weapons are all "-ium"s. You know, Soldonium, Stelnium, Catilium, stuff like that. If anything, it sounds like a prelude to Laconium being introduced in an expansion--quite possibly the last one, if Laconium is supposed to be the "ultimate" metal.


On 2007-08-01 17:58, Sinue_v2 wrote:Oh but yet, they'll pimp those "Classics" collections on the backs of your PSO & PSU game manuals.

I wouldn't mind this if they were pimping the Phantasy Star Generations games. And, you know, actually releasing them stateside.

EDIT: I really do have to agree with you about wanting to see more of the original Phantasy Star in PSU, though. I can see the handful of references they have in there--Rappies; WT being kind of a watered-down Alis Landale/Alisa Landeel class (except it doesn't get long swords--then again, not really sure Alis did); Protranser being a kind of watered-down Odin/Tyron (at least insofar as its weapon selection); Tylor's ship being named the Landeel; all the planets being inspired by and, for two of them, partially named after the original three planets; etc. Not sure I'd go so far as to call it a 4kids-esque butchery-slash-reinterpretation of the original series (I think Sailor Moon has more to complain about in that department--cousins?!), but taking the influences of the original series more seriously would be appreciated, even if there's only so many direct references they can make without violating wherever PSU might fit into the Phantasy Star timeline (if it does at all, which gets me to thinking that the lack of more direct references may or may not have something to do with PSU having a place in the overall PS timeline that makes it impossible to reference many things without breaking continuity). True magic would be nice to see, though, and it would probably be a better ability for humans and newmans than the current selection of crea replicas.

<font size=-1>[ This Message was edited by: Allison_W on 2007-08-02 04:39 ]</font>

Shiro_Ryuu
Aug 2, 2007, 10:52 AM
On 2007-08-01 16:33, landman wrote:

Acrotecher: Hunter Lv.3, Force Lv.5
Skills: Lv.20
Bullets: Lv.20
Attack TECHNICs: Lv.30
Support TECHNICs: Lv.40
S-rank Weapons: Sabers, Daggers, Photon Whips, Handguns, Cards, Wands, Madoogs
A-rank Weapons: Twin Daggers, Twin Handguns, Machineguns
Didn't notice that the first time, wasn't the cap for the beta 50? now what is the point of this job? : S-rank whip and madogs? I think I will stay in guntecher then...



They have the 2nd strongest attack magic and some delay thingy/faster casting time/shorter recovery time every time they cast technics. Not sure what it is exactly, but yeah, whatever it is, it makes it easier to cast attack magic repeatedly with this class, and it has the 2nd highest TP in the class, like a Newman aT's TP surpasses a Human fT's TP.

Wash
Aug 2, 2007, 06:15 PM
In this thread Espio put this as the weapon set for Acrofighter:

Acrofighter: Hunter Lv.3, Ranger Lv.5
Skills: Lv.40
Bullets: Lv.30
Attack TECHNICs: --
Support TECHNICs: --
S-rank Weapons: Sabers, Daggers, Claws, Slicers, Handguns, Shadoogs
A-rank Weapons: Knuckles, Twin Sabers, Twin Daggers, Twin Claws, Twin Handguns, Cards


But from the caption from the beta, this was the setup:

Acrofighter: Hunter Lv.3, Ranger Lv.5
Skills: Lv.40
Bullets: Lv.30
Attack TECHNICs: --
Support TECHNICs: --
S-rank Weapons: Sabers, Twin Sabers, Daggers, Claws, Slicers, Handguns, Shadoogs
A-rank Weapons: Twin Handguns, Cards

Did the beta's weapon set change, or is Espio mistaken?

(And sorry if someone already asked this; couldn't find anything on it)

EspioKaos
Aug 2, 2007, 09:51 PM
The weapon set from the beta changed. Kind of like how Acrotechers had lv.50 support TECHNICs in the beta, but that was taken down to lv.40 for the final version.

<font size=-1>[ This Message was edited by: EspioKaos on 2007-08-02 19:51 ]</font>

Wash
Aug 2, 2007, 10:29 PM
Alright, thanks. Sorry to question it...
And I have another question. How many character will you be able to transfer from PSU now to AOI? I would think all of them, but I have always wondered if Sega decided otherwise.

landman
Aug 3, 2007, 01:25 AM
So now the Acrotecher is a fast caster like the acrofighter in melee, but doesn't excels in support like it was supposed to be, bad idea for a support CAST then and a good one for attack and support newmans and humans... Fortetechers got angry for having worst buffs or what?...

EspioKaos
Aug 3, 2007, 06:50 AM
On 2007-08-02 20:29, Wash wrote:
Alright, thanks. Sorry to question it...
And I have another question. How many character will you be able to transfer from PSU now to AOI? I would think all of them, but I have always wondered if Sega decided otherwise.

No problem. That's what this thread is about anyway, right? http://www.pso-world.com/images/phpbb/icons/smiles/icon_wink.gif
To answer your other question, all four of your online characters will transfer over to Ambition of the Illuminus.


On 2007-08-02 23:25, landman wrote:
So now the Acrotecher is a fast caster like the acrofighter in melee, but doesn't excels in support like it was supposed to be, bad idea for a support CAST then and a good one for attack and support newmans and humans... Fortetechers got angry for having worst buffs or what?...

Not sure why the adjustments were made, but I'm positive they had good reasons. Really, we can't make any calls on how good or bad these types will be in something until we either see their (final) base stats and how they increase with each level or actually see one in action in the final release of the game.

Shiro_Ryuu
Aug 3, 2007, 06:57 AM
Yeah, that's right. I actually its a pretty good thing that its another attack tech class like Fortetecher and [in AoI] Wartecher. I mean, people were bitching alot about how Newmans were only good at Fortetecher, and now they have other options to outperform Beast and CAST at. Bad idea for CASTs, but then again, we have people who bitch about how broken this race is, so screwing them over in Acrotecher doesn't seem so bad IMO, and at the same time, it serves as a racial benefit for Newmans. The same goes for Wartecher, Beasts and CASTs got screwed over when this class got the worst support and pretty good attack magic. I'm actually quite pleased with this because again, people crying over how Beasts and CASTs are spoiled and Newmans getting the shit end of the bargain, but now, CAST and Beasts Wartechers kind of take it while Newmans get a bit of a boost. Well, Guntecher is something different I guess, but yeah.

I personally don't mind how the races are, but I really just don't want to hear people bitch all the time about racial imbalance, and screwing over Beasts and CASTs to help Newmans in some classes is one way to reduce this complaining IMO.

EspioKaos
Aug 3, 2007, 11:01 AM
The about this game (http://illuminus.phantasystaruniverse.jp/about/) section of the official JP Illuminus site was updated today. As I don't exactly have a lot of time to look over everything since I need to get back to work, but there really isn't anything too new that I see. However, I did take note of the improved monster hit box. Now it seems that creatures will no longer be able to hit you from ten feet away. (Also, in the monster section, check out the SEED-infected CAST picture. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wink.gif)

Anyway, I've got to go. I'll look over more of this when I have more time.

Shiro_Ryuu
Aug 3, 2007, 11:39 AM
Man, awesome to hear that monsters won't hit you from 10 feet away. I really hated how I get Jellen'd by a hentai worm when I'm not even standing right next to the thing as it popped out.

Primus30
Aug 3, 2007, 12:28 PM
On 2007-08-01 16:36, Primus30 wrote:
Does anyone know if they'll add the new classes and weapons (grenade launcer, card, whip...)to the offline mode in AoI? I'm confident they will, but I just wanted to see if there was any comfirmation.


Can someone answer my question? ^ ^ ^ ^ ^ ^ ^ ^
If you don't know the answer, just tell me in a post so I know someone looked at it.



<font size=-1>[ This Message was edited by: Primus30 on 2007-08-03 10:29 ]</font>


<font size=-1>[ This Message was edited by: Primus30 on 2007-08-03 10:29 ]</font>


<font size=-1>[ This Message was edited by: Primus30 on 2007-08-03 10:30 ]</font>

EspioKaos
Aug 3, 2007, 12:47 PM
On 2007-08-03 10:28, Primus30 wrote:

On 2007-08-01 16:36, Primus30 wrote:
Does anyone know if they'll add the new classes and weapons (grenade launcer, card, whip...)to the offline mode in AoI? I'm confident they will, but I just wanted to see if there was any comfirmation.


Can someone answer my question? ^ ^ ^ ^ ^ ^ ^ ^
If you don't know the answer, just tell me in a post so I know someone looked at it.

We don't know yet, but I don't see why they wouldn't. Personally, I really hope they add the advanced types as well as their respective weapons, but we'll just have to wait and see. (Sorry I missed this one before. http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif)

Primus30
Aug 3, 2007, 12:59 PM
On 2007-08-03 10:47, EspioKaos wrote:

On 2007-08-03 10:28, Primus30 wrote:

On 2007-08-01 16:36, Primus30 wrote:
Does anyone know if they'll add the new classes and weapons (grenade launcer, card, whip...)to the offline mode in AoI? I'm confident they will, but I just wanted to see if there was any comfirmation.


Can someone answer my question? ^ ^ ^ ^ ^ ^ ^ ^
If you don't know the answer, just tell me in a post so I know someone looked at it.

We don't know yet, but I don't see why they wouldn't. Personally, I really hope they add the advanced types as well as their respective weapons, but we'll just have to wait and see. (Sorry I missed this one before. http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif)


No problem, thank you!

EspioKaos
Aug 3, 2007, 01:00 PM
On 2007-08-02 23:25, landman wrote:
So now the Acrotecher is a fast caster like the acrofighter in melee, but doesn't excels in support like it was supposed to be, bad idea for a support CAST then and a good one for attack and support newmans and humans... Fortetechers got angry for having worst buffs or what?...

Now I can give you a better answer than before on this.

I just got a moment to look at the new site update and it specifically calls out Acrotechers as specialists in the use of support TECHNICs. So, even though they don't get higher level support TECHs to hold over Fortetechers... maybe they get a special unseen modifier that only affects their support TECHNICs? It could give them better range or a reduction in PP consumption. Maybe even faster casting for support when compared to the already faster attack TECHs. I don't know, just speculating, but it's now official that Acrotechers are support specialists.

Soukosa
Aug 3, 2007, 01:42 PM
I wonder if that title is some left over from when they were intended to have lv 50 support techs. Since there's really nothing that would make them stand out from fTs with that now. If they were designed so greatly for support techs then why did madoogs have such low PP and why do they lack something like a rod to be able to have all four buffs on the same weapon. Makes no sense >.>

On a side note, the stats shown for lv 1 aF and aT are the same they were on the beta. Wonder if that means they'll be left unchanged.

Duke
Aug 3, 2007, 06:07 PM
Hey can anybody get an estimate of how much the game would take up on the 360 HD?

DurakkenX
Aug 3, 2007, 06:40 PM
take a look at this image...

http://illuminus.phantasystaruniverse.jp/image/about/field/ss_monster_02_large.jpg

look at the guy's arms that is attacking...

and I want this SUV

http://illuminus.phantasystaruniverse.jp/image/about/battle/ss_pasuv_03_large.jpg

Xaeris
Aug 3, 2007, 06:42 PM
http://illuminus.phantasystaruniverse.jp/image/about/battle/ss_pasuv_03_large.jpg

Every caseal named KOS-MOS or some variation of it just wet themselves.

fireant
Aug 3, 2007, 06:46 PM
On 2007-08-03 11:42, Sounomi wrote:
I wonder if that title is some left over from when they were intended to have lv 50 support techs. Since there's really nothing that would make them stand out from fTs with that now. If they were designed so greatly for support techs then why did madoogs have such low PP and why do they lack something like a rod to be able to have all four buffs on the same weapon. Makes no sense >.>

On a side note, the stats shown for lv 1 aF and aT are the same they were on the beta. Wonder if that means they'll be left unchanged.


Has sega stated what tech levels Fortetechers have since the beta. Mabey its attack 40 support 30 so Acrotechers are the kings of support.

EspioKaos
Aug 3, 2007, 07:43 PM
On 2007-08-03 16:40, DurakkenX wrote:
take a look at this image...

http://illuminus.phantasystaruniverse.jp/image/about/field/ss_monster_02_large.jpg

look at the guy's arms that is attacking...

They're Rappy Tippies. Except... they're blue? Hmm, maybe a rare variant of the original weapon?


On 2007-08-03 16:46, fireant wrote:
Has sega stated what tech levels Fortetechers have since the beta. Mabey its attack 40 support 30 so Acrotechers are the kings of support.

Ah, good point. They haven't as far as I know. But, if that happens, Fortetechers will no longer be the ultimate in TECHNIC usage like they are supposed to be. I'm still thinking that Acrotechers will get some type of special modifier that applies only to support TECHNICs to make them stand out in some way above a Fortetecher.

Umberger
Aug 3, 2007, 08:23 PM
The Rappy Tippies were blue in this video as well (Itsuki's I think): http://www.youtube.com/watch?v=cnncZPU1dJ4

I think they dropped with Ice.

EDIT: Oh, you mean the actual Rappys (Rappies?) are blue. My bad. =x

<font size=-1>[ This Message was edited by: Umberger on 2007-08-03 22:09 ]</font>

toxic_rf
Aug 3, 2007, 09:20 PM
I'm thinking that it may mean that Fortetechers get Offensive Tech PP reduction, while Acrotechers get Support Tech PP reduction.

Time will tell, but speculation is fun.

Uncle_bob
Aug 3, 2007, 10:06 PM
Thread:
I don't like anything from PSO in PSU except for the things I WANT



Seriously, stop acting like a bunch of fucking whiny kids. Be glad you're getting an expansion.