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View Full Version : Thins You Liked In PSU for PSO2



Wang My Getsu
Apr 11, 2011, 09:55 PM
Put down things you would like to see in PSO2 that you thought was good in PSU.I personally can't vouche for PSO because i never got a chance to play it.
PLEASE!!!!!! no flaming that PSU you was horrible.I don't want you constant trolling on my thread.

BIG OLAF
Apr 11, 2011, 10:15 PM
You should have called this thread:

"Things you liked in PSP2i for PSO2".

In which case: everything. That's just my opinion.

Wayu
Apr 11, 2011, 10:48 PM
I'm in the same opinion as Olaf.

Almost.

The sound quality for everything battle-related besides character voices were smacked in the face with a tuna. That and NPCs have a habit of getting themselves stuck behind fences.

-Wayu

Ffuzzy-Logik
Apr 12, 2011, 12:07 AM
You should have called this topic "I don't know how to use a forum and so I make a ton of unnecessary threads about things that are already discussed in at least two or three other threads."

NoiseHERO
Apr 12, 2011, 12:12 AM
Fast paced gameplay, goal lobbies, almost perfect character customization, which psp2i seemed to have fixed for me, Having your own room also customizable, and this game has my wallet.

Partner machines...meh

I'd rather have something more pet like and portable than a slave. Maybe a combination of Net-navi's, Mags, and medabots, instead of perverted doll people.

Ffuzzy-Logik
Apr 12, 2011, 12:24 AM
You have to realize that the game is Japanese in origin, meaning that it is required by law to have as much perverted shit in it as possible.

NoiseHERO
Apr 12, 2011, 12:38 AM
That's understandable but...I'd at least like a choice...

Especially if has to be a bi-curious Macully Culkin, or a smelly oldguy as my only dude choice. :0

Or at least something taller than a toddler if it's gonna be a chick.

I'll probably get a fist full of silent hatred but I still have to say mags are overrated, unless they're gonna make them like...DO something.

Ffuzzy-Logik
Apr 12, 2011, 12:50 AM
I think the way they turned them into an offhand casting weapon was a perfectly reasonable direction for them to go with mags.


Also, the butler PM is a badass. No one buttles better.

Zarode
Apr 12, 2011, 01:20 AM
You have to realize that the game is Japanese in origin, meaning that it is required by law to have as much perverted shit in it as possible.

I hate to ask, but what perverted shit did PSO have? I'm sure it had plenty, I just want a refresher.

Dongra
Apr 12, 2011, 01:23 AM
HUnewearl and FOnewearl are all that come to mind. FOnewearl was circumstantial since she did have some decent clothing, but there wasn't much of a work around with HUnewearl other than make her buff or fat. Mind you, she would still be wearing same slutty cloths but no one would want to look at it.

Zarode
Apr 12, 2011, 01:25 AM
I was expecting worse then sex sells.

NoiseHERO
Apr 12, 2011, 01:34 AM
with PSU it's more like typical mainstream anime fetishes sell. :0

At first the dude in me said, "I don't care if all the chicks look like sluts ke-ha-heh-hehhh."

Then the artist in me said, "Wow now theres just a bunch of perverted weirdos running around as giant pornstars or huge tit'd midgets looking like cyote ugly and baywatch or jersey shore chicks...wheres my eye soap?"

Ffuzzy-Logik
Apr 12, 2011, 01:38 AM
I hate to ask, but what perverted shit did PSO have? I'm sure it had plenty, I just want a refresher.It was a joke, bro.

Dongra
Apr 12, 2011, 01:39 AM
Which fetishes haven't been catered to yet? Gotta make sure they find a way into PSO2.

NoiseHERO
Apr 12, 2011, 01:41 AM
I don't even know...

It looks like even S&M was hidden in some of the fem cast outfits...:0

ChronoTrigga
Apr 12, 2011, 09:18 AM
-Dodge rolling from PSZ/PSPi
-Epic halloween music (PSU's halloween music is awesome)
-Rappy Suits
-Vehicles that play a more active roll in gameplay (honestly I hope the game is huge worlds)
-A dragon boss (one that's actually hard)

Akaimizu
Apr 12, 2011, 10:07 AM
I had to laugh on the Vehicles thing. I almost completely forgot that we actually DID have vehicles in PSU. Yeah, we had that event when they were in and we had the race times in there, but outside of that, I forgot where they even went to.

Nitro Vordex
Apr 12, 2011, 01:37 PM
THOSE HOVERBOARDS WERE TERRIBLE.

I did that hoverboard race with a few friends and ohgod was it bad.

GreenArcher
Apr 12, 2011, 02:01 PM
I hope we have our rooms, and partner machines. I hope we have a synthesis system, but only if the synthesis process is meaningful, such as having some variables in the recipes other than element. How about being able to boost a stat by a marginal amount, adding special effects (for a lower success rate), or different visual effects?

landman
Apr 12, 2011, 02:02 PM
I liked wearing the same swimsuit for more than 4 years. I want my same swimsuit in PSO2. And my sauna/baths room. And the hot-springs lobby. And all of those lobbies with nothing to do except for wasting time with yours friends. Or instead of lobbies, open areas full of zones like those. Story mode missions, and different endings.

Akaimizu
Apr 12, 2011, 02:09 PM
Actually, it would be neat if the *lounge* lobbies brought back an idea from PSO. Maybe not the same games, but with similar *objects* where you can play little games while you wait. I remember the PSO Soccer lobbies and such. :)

If you're gonna bring the pools, bring the floaty balls and maybe even a net. Heh heh. And remember, PM Water Polo is a bad idea. They never calculate for enormous hitting force. That should be left to the players. :)

Tetsaru
Apr 12, 2011, 04:51 PM
Things I liked about PSU that I'd like to see in PSO2:

- deep character customization
- combat wasn't as stiff as PSO's was (still had tons of problems though)
- dual-wielding different one-handed weapons
- gun weapons could be fired in first-person view and weren't limited to 3-hit combos (I'd like being able to actually MOVE and shoot while in first-person, or be able to rotate while strafing)
- having NPC's and PM's fight alongside you (their AI was shit-tastic though :rolleyes: )
- having your own customizable room! :D
- PA's and being able to level them up with use (only having meaningful upgrades every 10 levels was retarded though)
- being able to synthesize items (although it was horribly implemented :nono: )
- vehicles (also VERY horribly implemented :disapprove: )
- SUV's and Nanoblasts (could be implemented better, also Humans and Newmans need racial abilities too, or just bring back Photon Blasts, or both!)
- Photon Erasers (they added some cooperative mission objectives in the Firebreak-style levels other than "kill everything." It was also funny to randomly whip them out and freak out noobs! :razz: )

NoiseHERO
Apr 12, 2011, 05:32 PM
^

Technically JP PSU IS getting human and newman photon blasts 8D

Photon Erasers were interesting especially if you didn't return them to the mission counter...but I think their concept was too simple. hopefully they would expand on the non-combat/rpg related things like puzzle solving and traps and breaking things apart. without making them repetitive and tedious like they were in PSU.

Vehicles they definitely could of done better...but with PSU's space it couldn't have gone far I guess.

I still want my own spaceship, with a room INSIDE it(I mean why not? we're gonna have like 7 planets now anyway...throw in some starfox/KH gummi ship style traveling while we're at it.)Instead of just being stuck in some space apartment with a hallway that leads into hell. Though that was kind of cool too...

Akaimizu
Apr 12, 2011, 09:43 PM
Having your own ship is a neat idea. They hinted at that ship idea by having you launch missions from the bridge of your ship in PSP2. Would be neat if they could sort of do a bit of a design ship thing, with that. Right now, the only game (with your character making landing parties to adventure and stuff) where you have such customizable ship control is Star Trek Online, right now. Though I guess a lot would say it isn't necessary, I do like the idea. It was actually pretty cool in STO, even though that ship is seen by others, and you do fully control it and the actions of special team members of your crew in space combat.

xishifty
Apr 13, 2011, 02:45 AM
PSU:
1.The Y special attack
2.More in depth character customization
3.Gun movement/Strafe
4.Being able to equip different weapons. (example. Wand/Handgun)
5.More levels/Missions.
6:More out of combat area's.
7.Character specials. (Example. Beast/Beast mode.)
8.For them not to shut down pso2's servers ever..

PSO:
1.MAGS MAGS MAGS MAGS MAGS
2.Types of characters.. (Example. Hucast, Robot Hunter.)
3.Unlimited gun ammo. (I would be fine with ammo.)
4.Id's (did not play a lot of PSU dont know if there are id's)
5.More spells?

All i got hope you enjoyed..

Sorry if this was messy i will try to clean it up...

NoiseHERO
Apr 13, 2011, 03:15 AM
Oh right ID's...

We didn't have the whole color coded drop rate thingy pso had(Section ID's was it?), but we did have ID's...

I hope they keep those, another thing I loved from the PS series. Having any name you want even it it's taken by someone else,because you're recognized by ID number.

Aumi
Apr 13, 2011, 10:50 AM
The character customization. That, or an even better one.

Juza
Apr 13, 2011, 12:53 PM
Synthesis, but with none of the board-released-but-not-the-actual-item, to prevent rage.

Player shops, albeit with search that doesn't break quite so often.

Rooms. I wasted far too much time decorating. :p

PSU-style lobbies, but with the addition of game-wide search. Different lobbies in different places == awesome. Having to visit lobbies in person just to see if anyone's running a mission there? Tres lame.

Does PSP2 count? Crazy dodging FTW. Honestly kind of liking the chain system, to boot.

Akaimizu
Apr 13, 2011, 01:29 PM
I really liked the chain system, but partially because it did bring about a system that could make a wider spread of weapons more useful. Increasing the dynamics of *what weapon is good for what* gives more room to breathe in designing a bunch of weapon types.

Still, I should correct myself in saying that I liked it coming from PSU's battle system. For some weapon types, it was a saving grace.

What I do like in both PSP2 and PSO is that everybody makes use of more than 1 button for attacks. The limit of rangers to just one button in PSU really didn't help them at all when it comes to thrill. In fact, it's easier for a Ranger player to stay awake with just one button in PSO at least due to the 3 hit timing thing. But you can program yourself to go on auto with constantly mashing 1 button the entire game.

Want proof? One of my 360 controllers needed to get replaced because the X button was mashed to near useless capacity. Yeah, a face button breaking due to PSU being one of my most played games, and playing a gunner for the majority of it. That X button got destroyed. It's endurance gave out.

So in a way, PSP2 brought back at least the common 2 button PSO attack style back to rangers. The way they used to be weak weak strong, or weak strong strong. etc.

This should be true for everybody, having multiple button attack patterns. This is actually more in line with so many online games, including MMOs. Most formulate an attack pattern that consists of this attack, followed by a different one, followed by another action. Or a Prime-self to support next attack, followed by another string. Probably a major reason I preferred Guntecher over ForteGunner or MasterGunner. The bigger call to switchup to non-gun weapons, and techs, was a better wake-up call.

PSU's character customization was nice, and as usual I want an even bigger variety of outfit options. They should accomodate for all kinds of characters, this time. Though I don't mind if every option was original and alien (I really really don't mind); but if they do go to anime tropes, include everybody this time. I especially liked how in PSU you even can alter face dimensions for a unique look (even if the hair and clothes were not included) (A very very uncommon ability in ANY online game to give you). That means, I could craft a 1 of a kind face for my characters, like Tynselle and Mufonna. I spent way too much time on just the face dimensions, but I loved it. If there's one thing I can say that is unarguably miles ahead of PSO, it's the character creation of PSU (specifically).

I don't think the classes from PSU should come over, though. They clearly didn't have a clear direction, or enough forethought put into them. PSP2 pretty much showed how you could lower the class numbers, and increase the variety of gameplay options for the player. I'm ok of them adding classes, but I think they should take the Capcom strategy.

The Capcom strategy is when doing a reboot of a series, stick with the numbers for which you can polish to perfection. Don't overstep the amounts if the extras are done without serious attention to. Wait for a followup, or an expansion to bring new blood into the fold, for which you've had time to seriously polish them as good as the originals. This has worked well for Capcom because they have some uber polished elements, even if the roster is lower than pre-reboot.

Case in point. Monster Hunter Tri. Sure, it's missing Dual Swords and Hunting Horns. But what they did with the weapons left, they polished the living daylights out of them, and even increased the dynamics of pre-existing weapons. Making them more versatile.

Now if this was a console game, I'd probably also say that I liked the Pallette system on PSU/PSP2 as well. However, because this is a PC release, I'm not as sure. I do love the convenience of switching weapons, with the Pallette stuff. But the biggest reason for the pallette, for me, was the simpler ability to get at more of your skills and attacks. Something which was already made simpler by Blue Burst, since the keyboard came into play.

I do like PSU's smoother movement. Dodge rolls also are something from PSP2 I like as well. I think given PSO's original direction, I would imagine making it feel even more like an action game is definitely not breaking convention, but progressively approaching what PSO wanted to do in the first place. PSO's less smooth attacks and stuff was progressive, for its time. But a lot like how more RPGs are leaving more standard dice-rolls behind (hiding them in much more natural-feeling mechanics), I think Phantasy Star Online 2 will continue in that trend. PSO's way was a stepping stone. Sure, when you continue, you may have some missteps. But before PSO, there really wasn't an attempt to really bring the MMO feel to realtime.

Nitro Vordex
Apr 13, 2011, 01:31 PM
I just realized the topic title said "Thins". :disapprove:

Emotes were hilarious. Just...change the dancing ones a bit.

Akaimizu
Apr 13, 2011, 01:43 PM
I also like the PSU faces as well. PSO's (shape-building) emotes were nice, but I can sort of see why they were leaving them behind with all the *ugh* inventive possibilities players had with them.

However, I do think I would actually rather have the character portraits, in the chat, actually be smaller this time. Even with the screen real-estate of the 360, I cooled down heavily on their use, because they took up too much screen area and they caused slow-down. Dropping the size of them definitely kills two birds with one stone. You get more screen back and allow the frame rate to stay blistering high. Make them small enough, and you may even do portrait animations ala. Starcraft 2. Though I'd add style to them. Make em almost up like little wrist-watch communications or something.

Randomness
Apr 13, 2011, 01:44 PM
Synthesis, but with none of the board-released-but-not-the-actual-item, to prevent rage.

Player shops, albeit with search that doesn't break quite so often.

Rooms. I wasted far too much time decorating. :p

PSU-style lobbies, but with the addition of game-wide search. Different lobbies in different places == awesome. Having to visit lobbies in person just to see if anyone's running a mission there? Tres lame.

Does PSP2 count? Crazy dodging FTW. Honestly kind of liking the chain system, to boot.

My gripe with PSP2 is singular. They nerfed FOs to their weakest ever with the PP system and chains. Techs cost far too much to build a chain with. But otherwise, PSP2 is a great starting point.

Akaimizu
Apr 13, 2011, 02:18 PM
I agree, but I think it wasn't really the chains that hurt techs as much as the gross inclusion of techs in them. The idea did potentially make Forces the highest damaging class within a group, but it was other game mechanics (in tandem) that nerfed them.

A bit more playtesting, and tweaking, could've made Forces work just as well in the game. Plus SEGA also needed to implement a little accomodation for Weapon-switch lag. Never make ground-rule mechanics based on an activity that often doesn't get cooperation from the net. Still, it could've been worse. They could've been Dreamcast PSO Version 1 Forces.

Alas, why I think they should work in good variety with less. A strong foundation is way more important. They'll win with Polish, not just a bunch of things thrown in.

NoiseHERO
Apr 13, 2011, 03:04 PM
They made up for it by making mags weapons in PSU.

But I hope they bring back offhand casting, and letting us fight with no weapon equipped in general.

That's one of the things I liked that they revived in PSZ.

Zekester
Apr 14, 2011, 01:01 AM
Things I would like to see be implemented in PSO2 from PSU/PSO:

* Mags
* Individual monster drops (Fuck having every rare item at the end boxes)
* No more synthesis (I hated grinding for ALL the materials AND the board to have it fail.)
* CHALLENGE MODE
* Character Customization (Compared to PSO, PSU's customization was amazing)
* Rooms
* Unique attacks (I actually liked PAs, but did not enjoy the fact I had to level them up. Also, PSO's rare weapon attacks were very unique in the fact Heaven's Punisher (Example) had lights rain down on all enemies, or having a sword that casted a set level technic (Example Soul Banish or Dragon's Claw) Mainly stating I want more than a simple 3 attack pattern. Give me variety.
* Clothes or armor effects
* Old reappearing enemies + new ones.
* Old PSO stages.
* Have party a max of 4 (6 was too much and became boring, felt like I didn't have to do anything)

Juza
Apr 15, 2011, 05:25 PM
My gripe with PSP2 is singular. They nerfed FOs to their weakest ever with the PP system and chains. Techs cost far too much to build a chain with. But otherwise, PSP2 is a great starting point.

In agreement. I was shocked and dismayed to find out that conventional attacks for rangers and forces ate into the limited stock of PP. And upon reflection, I'm going to change my mind about chaining, to boot - it dawned on me after playing totally solo how badly overpowered it is when you don't have dumb AI preventing you from working up shockingly massive chains.

Ffuzzy-Logik
Apr 15, 2011, 06:37 PM
The chaining system is unnecessary. It is there to prevent PA spam, because they were too lazy to go back and actually balance PAs.

Randomness
Apr 15, 2011, 07:40 PM
The chaining system is unnecessary. It is there to prevent PA spam, because they were too lazy to go back and actually balance PAs.

Of course, except for the few ridiculously high hp enemies, nobody cared, because a JA'd PA usually was all it took!

lostinseganet
Apr 23, 2011, 08:26 PM
-more than 4 player coop
-first person view
-strafing
-partner machines "I wanted a digimon"
-your own home you can decorate
-lots of customizable clothes
-women in places of importance
-custom body sizes

Nitro Vordex
Apr 23, 2011, 08:33 PM
-women in places of importance

What.

BIG OLAF
Apr 23, 2011, 08:35 PM
What.

Probably referring to Laia's Presidential position, and Ursula's position as head of Little Wing.

But, PSU/P2 isn't the only game to have ever had females in, uh, what did he call it? "Important areas"?

AlexCraig
Apr 23, 2011, 08:48 PM
Rico was pretty popular on Pioneer 2. And being the principal's daughter kinda puts her in a place of importance. And Natasha Millarose was head of the lab.

Akaimizu
Apr 23, 2011, 09:43 PM
If there was one thing you never have to worry about women in powerful positions, it's Phantasy Star. Considering we are talking about one of the few and only old series which started with a female lead.

RemiusTA
Apr 23, 2011, 11:51 PM
^ QFT



The chaining system is unnecessary. It is there to prevent PA spam, because they were too lazy to go back and actually balance PAs.

It was still more fun than the original system at least. But, like with everything, it worked best for hunters and sort of sagged off the side for the other guys.